The Fighter's Resource [Program] (Updated 4/26/17) - TomGuycott - 05-20-2014
The Fighter's Resource: Not-So-Turbo Edition
For Official TFR thread, click here.
Welcome to the TFRNSTE thread! This version of TFR is a simpler version crafted in 2D Fighter Maker 2002 rather than from scratch. The advantage of this version is that it is fairly easy to program, even if some elements of it are a bit cryptic, as I will mention partially below, and that a playable version of the game will be available for public consumption sooner. This version will more than likely be inferior to the from-scratch version whenever that is completed, but until then this is merely meant to tickle your TFR taste buds.
With that said, this thread is meant to be EXCLUSIVELY about this version of the game. Updates or new sheets should probably remain in the original TFR threads, as I keep track of them fairly regularly, and if you ever have a concern whether or not I'd see an update I don't mind you shooting me a PM.
Download
Patch Notes (Available in ZIP as a Notepad):
The Fighter's Resource (Version 0.8)
-Unfortunately, I lost track of all the things I have changed since the last version. However, the main things that I can't remember are MAINLY cosmetic, though some changes are changes to gameplay like changing how an attack reacts to an enemy's position so that infinite combos are far less likely.
-Spritalities are MUCH more defined now. All are still performed by doing QCB to Forward Throw, some of them needing specific distances from their opponents to perform (like Mortal Kombat). Some are still missing placehold sounds or visual effects, but are intact enough to be satisfying. Characters that are missing Spritality animations don't have any programmed, which at present is limited to Sol, Meta and Ocksford.
-Added Dashing for select characters. Some characters do an actual dashing animations, others do a short hop capable of doing air moves at a shorter altitude, and Icicle's Back Kick is now a forward or back teleport. His Back Kick has been replaced with an anti-air bullet.
-New Character! Princess is available to play (I didn't update the select screen, she's at the bottom center of the selection screen). Her specials are as follows!:
QCF Punch - Fireball
QCB Punch - Iceball
QCF Kick - Electric shot
QCB Kick - Bomb
QCB-Forward Punch - Healing Peach
-Also available for play are the secondary movesets of Neko and Chris. They are to the left and right of Princess at the bottom of the select screen. Feral Neko has a few palette glitches that will be fixed later when the palettes are finalized.
C2B B:
QCF Punch - Ball Arm
QCB Punch - Giant Ball
QCF Kick - Baguette Toss
QCB-Forward Kick - Gognio (Unchanged from basic C2B)
Feral Neko:
QCF Punch - Fireball
QCB Punch - Radish Toss
QCF Kick - Bistro Cheese
QCB-Forward - Gognio (Currently incomplete, but functional)
-Small change to Bombergirl's mine, it can now be controlled and remotely detonated. When ducking, shift left or right and the bomb will slide along the ground. Pressing down and double tapping Kick will detonate it.
-Special effects for Burn, Shock and Freeze are now mostly intact for every character (aside from the secret fight ones, those characters are very bare bones and will be easier to properly do at a later time from a more completed character template). However, not all characters have animations for the Shock status, so there are just hurt sprites thrown together to represent it for now.
-Since Shock is finished, I added Shock effects to Icicle, who had a few attacks that seemed like they would be Shock-worthy effects. These attacks are his QCB Kick special and his Down Air attack.
-Word of warning: the Fighter Maker itself had a fit of some crashing when I was working with it recently (it has since been fixed, not entirely sure what I did to change that, it might have been an open image file that no longer actually existed). If anyone comes in contact with any unusual crashes or glitches, let me know so I can try to make changes.
Current Features:
Story Mode - It is accessed currently by pressing A at the title, A when Gamer Girl shows up, and then pressing a direction to select a character portrait. At the moment there are several blank spaces where the characters aren't accessed. These are empty spaces for Sol, Vipershark and Jetters. Their names were entered in the build before Meta, who was completed more before they were, so they are going to be in a future release. Meta is in one of the bottom two slots, so don't overlook him. Each character currently has a "story mode" with a fight against every mostly implemented playable character.
Vs Mode - This is the first selection under Story Mode, but at the moment it's unwise to use it since at the moment there's not much support for two players. Actually, if you have a second player and know how to program a joypad or split your functional keys across the keyboard for two people (Otherwise known as the most awkward possible way to play), then this mode might have some enjoyment for you.
Team battle - The selection below Vs Mode. Basically suffers the same way as Vs does, but is still technically functional as well.
Randomly Generated elements - This is mostly related to Baegal since he is the only one present in this build that has it, but it is definitely possible in this engine to make objects appear with random forms. You can see this with Ocksford's ball attack and balloon jump randomly generating which form it is every time. Vipershark has a special move that acieves this, but he is not implemented in this build.
In the works:
Gognio specials - I know how to do them in terms of making them require a specific amount of Gognio bar, but I just have not implemented them yet. I ran a test with Meta, but the special I did it on wasn't a Gognio special and I forgot. I:
CPU programming - At the moment you will probably notice unusual behaviors from the CPUs. This is because I don't ENTIRELY understand the CPU programming aspect. I kind of get it, but things aren't spelled out perfectly clear for me. They do forge some rather entertaining results, but this is a segment I'll need some more time with.
Grabs and throws - Like Gognios, I have an idea how these work, and basically I'll have to make specific movement and reaction frames for each character (which is not as hard as it sounds. I just have to make the reaction on one character for their respective throw, paste those movements into each other character, and repeat for each). They'll take a bit more time to implement though, so I've been holding off. I feel like I'm missing something about how throws work, because each defense frame has a "throw" function in addition to a getting hit and collision function.
New Characters - Viper, Sol and Mighty are partially added in at this point, but since they are missing a lot of frames for certain animations the next available playable character is probably going to be Chaoxys, since his sheet is very complete.
Hurdles:
Standard arcade mode - So far, the only single player mode I have been able to make by default is a Story Mode for each character. This is the kind of mode I like a lot, where there's lots of room for cut-ins between battles for pre-battle banter, but I know a lot of people prefer just a standard Arcade experience. As of right now I don't really know how to make that happen. There must be a way, but I'm missing it at the moment.
Assists: This is a bit of a hurdle for me at the moment because from what I understand people have wanted Assists to be a randomized element that happens during the battle. The other option I thought I heard (or maybe just stole from Marvel vs Capcom) is that the assists are selectable before the start of the battle. At the moment I am not a hundred percent sure how to do either of these. I know the first one can be done, but the second method I'm not so sure. All I definitely know how to do is to have assists correspond to specific characters as moves, and have them consume a portion of Gognio. Otherwise I'm somewhat stumped and need time to brood on it.
Other options: As far as building an Options menu, I'm completely inexperienced in this engine. I'm not even sure if it CAN be done to the effect that Gors originally intended, but I do know some games that have been made in this engine, so maybe I'll look up videos on them and see what they provide.
Missing frames: Certain characters are missing frames of animation to make the animations a bit smoother for combat, or are missing animations all together. It is not an extreme problem at the moment, as there is still a lot of work to do in all other aspects and these can be inserted easily at any time. The reason this is a problem at the moment is that when a character has fewer frames of animation, like some of Vipershark's punches and kicks, it makes the delay between attack frames so small that they can be spammed infinitely almost. There are ways around this at the moment, like adding in another frame of animation with the same sprite that doesn't have the attack frame, hence there's more natural delay, but it would look better with an in between frame. Now some of the missing aspects are small fixes I might be able to do myself, so it's not really a big deal. I'm a bit amateur when it comes to spriting though. Here is a tentative list of missing animations thus far, in no particular order of priority, just as I remember them:
No Spritalities for Ocksford, Gors, Sol, Mighty Jetters C2B or Metaru. If one of your moves was meant to be the Spritality rather than a special, please let me know.
Missing In Between frames for most of the original cast, namely some of Sol's, Viper's and MJ's.
Mighty Jetter's current sprites have no cape for the majority of them.
No Depixelization sprites for Metaru and C2b. Maybe others too that I didn't notice, more than likely the earlier cast.
Gognio or standard specials?: With certain members I'm unsure if their moves are meant to be a Standard Special or a Gognio Special. The decided definition of the difference is that Gognios are more powerful specials that consume a portion of your Gognio bar, which charges when attacked and when attacking. Some sheets make it clear which moves are meant to be Gognio, some do not. If any special in the game doesn't correspond to your vision for your character, let me know and I'll edit it.
Gilbert:
Specials - Bullet (QCF A), Diagonal Bullet (QCB A), Candle Head (QCB B)
C2B:
Specials - Dat Ass (QCB A)
Gognio Specials - Bouncy Ball? (NA), Hokuballs (QCF A) (Currently a regular special)
Neko:
Specials - Nyanken (QCF A), Boxing Glove (QCB A), Super Neko (QCB B)
Gognio Specials - Bouncy Moon (Not implemented yet)
Ocksford:
Specials - Pencil Ride (QCF A), Pencil Aerial (QCB A), Burning Baegal (QCF B)
Gognio Specials - Statue (QCB B) (Currently doesn't summon a statue)
[robo9]:
Specials - Headmerang (QCF A), Pickaxe (QCB A), BZZT (QCF B)
Gognio Specials - None?
Metaru:
Specials - Heracross Combo (QCF A) (Doesn't throw or summon Heracross), Metaru Motor (QCB A), Gatling Gun (NA)
Gognio Special - Pyro
Spritality: At the moment I do not know how to implement Spritalities properly. I know for a fact that some Mortal Kombat games have been made in this engine, though. I just need to study one of them to find the proper mechanics behind this.
Music: Still only WAV. Still has enormous file space. I apologize. I might try to see if the CD option is viable, it just means you have to burn a CD containing the tracks. If I do this I may offer this as an alternate version.
Score: Don't know how to implement it yet, but it is probably just a basic variable I can change. The problem is I don't know if I can save the scores on a High Score board.
Bonus games: I have an IDEA of how to do the bonus Target Test minigame and such, but it is still untested and I'm unsure if it will work. Ultimately I don't think this as big a hurdle as others, because of the fact there are options for special fights through Story Mode and there's no reason the Car couldn't just be a big, stoic enemy sprite.
Known bugs:
-Because of the limitations of this engine, the sprite sheets have to be saved as 256 color BMPs, which alters the palettes slightly when I save them that way. As a result, the palettes in this engine aren't 100% accurate. Also, because I'm too lazy mainly at this point, the 2P and beyond colors are not accurate either, because I have to basically select the 2P colors like selecting a color from MS paint, and I don't have each color's numerical data written down anywhere for all the 2P colors. HOWEVER, I did discover an option for expanded palettes I didn't see before, but that will require some testing.
-Due to the aformentioned 256 color BMP changing the palettes, some colors on sprites (namely the Frozen frames) have colors that match the background I'm making transparent. I fix these as I go, but some make it through sometimes, so I'm just mentioning that.
-Ocksford's balloon sometimes remains without a string when he gets hit. I have a solution to make the string part of the balloon and float off rather than sticking beside Ocksford, but it's not implemented yet.
-Vic doesn't cause a grab frame with C2B, but I believe I mentioned that above. Instead the other players just get hit a few times. Still effective.
-Frame lengths aren't final, so some moves will move faster or slower than they are actually intended to.
-Stage scrolling is a little wonky, resulting in certain objects that don't move up or down to correspond with the players jumping, things like that.
-Some moves make players temporarily float. This is due to some moves not having normal gravity when starting up and when they get hit mid-move they retain that effect for a moment. It's fixable and I actually fixed a number of moves in that regard already.
-Vic won't appear from the side if the move is used too close to a wall. This seems self explanatory, but if you face a wall and get close to it you might see what I mean. Unfortunately there doesn't seem to be a work-around for this yet. I've been trying desperately.
TFR Version 0.3
New Moves:
Neko:
-Gognio Moon: Down-DownBack-Back-Forward Punch (With 3 Gognio bars)
-Spritality Kart: Down-DownBack-Back-Forward Kick (With 9 Gognio bars)
Ocksford:
-Statue: Quartercircle Back Kick
-All characters have recieved some placeholder hit sparks and sound effects. Sound effects made through Labchirp (Mostly through the randomize tool since I suck actually developing sounds)
-Updated Neko with Nick's latest sheet designs, for the mostpart. Some designs not yet updated.
-C2B's baguettes for his Jump Kick finally implmented.
-Added placeholder stages to add a little bit of extra flavor so fights aren't always limited to the Bouncy Cat and Foundry stages. TSR station is associated with Gilbert for now, and the house stage associated with C2B. I forget whose stage the Foundry actually is... if someone could remind me I'd appreciate it.
-Discovered an option to make a palette for an object private. For example, in previous versions Gilbert's candle attack made a blue flame for his candle when using the 2nd palette, but in the latest release you'll notice the candle remains red regardless. This allows me to ensure correct palettes for objects like Strawberries, Freezing and Shocking effects, and then some. Anything you want to retain a certain palette rather than changing, let me know.
-For story mode, difficulty has been balanced instead of always being maxed out. Now the CPU gets gradually harder as you progress, the last stage being the hardest. The layouts are all in no particular order, just mixed up to give different flavor to each character's story mode. Subject to change, obviously.
-Added new physics to some attacks. Some attacks can spike enemies down from the air and bounce them on the ground, and the impact does a little extra damage. Also added physics such as collisions with the walls of the arena, which causes the players to bounce off it with some moves.
-Edited new elements into Neko, C2B and Ocksford. Various other edits throughout other players, mainly balancing already existing moves or editing their physics.
-I've developed concepts behind how to implement Assists into the programming, but it is all on paper and not yet in the engine. Also, before I start that I think I need the forum to make a decision on how the Assists should work.
-Spritalities are live in the form of needing 9 special bars to utilize. So far only Neko has a working one. It SHOULD work against all opponents, but it may have bugs. Since you need 9 bars, I increased the number of rounds in Neko's story mode battles to 3 so that you can actually achieve that.
Next Release:
-Specials for C2B and Metaru should be more or less complete. Sadly, I didn't get any of C2B's new moves added in for this one, but I did have to recreate a portion of him because of his recent character corruption.
-Spritalities for those who have them in their sheets.
-Chaoxys will be playable (He's not ready yet X: )
For some reason my update log didn't save, so I'm just making this short.
-Chaoxys is added. Only partially complete and Story Mode is actually just one level where every opponent appears after the last is defeated. Just noticed the BGMs also don't loop if the fight goes on too long, don't know if that is fixable.
-Gognio and Spritalities for Neko and [robo9] thus far. Vipershark also has Midnight Moe, but not every player reacts to it properly yet. The Gonios and Spritality button commands are a combination of Down-DownBack-Back-Forward and either Punch or Kick depending on the move and the player. Also, I accidentally left [robo9] with a full special bar as I was testing his specials extensively, so give his a try.
-Changed various frame speeds, physics and the like for various characters. Since I lost my log I don't remember all of them unfortunately.
-Grabs are ENTIRELY done. Every player has one, even the ones that were a bit more complicated. Metaru and [robo9] have uniquely longer grabs. Grab players by pressing Punch and Kick at the same time.
-Every non-Gognio or Spritality move is achieved with either a Quarter-Circle-Forward or Back and Punch or Kick. The only exception is Metaru's Heracrombo, which is TWO Quarter-Circle-Forwards and Punch, to make it less spammable as it goes through guard. This will likely be changed, it was only that way for testing purposes.
TFR Update Log 0.5 Build:
-Changed physics of being hit in the air by certain (namely weaker) attacks. Instead of falling straight to the ground like before, hit players are popped lightly into the air. As of thus far nobody seems to have a COMPLETELY infinite combo due to this, but testing is needed. The popping knocks them back gradually, so they are not completely at the mercy of the enemy at all times.
-Changed the hitboxes of players during their Hit animations so that they recieve LESS damage after they are in a Hit animation. This prevents combos from being completely fatal, unless they are REALLY masterful ones (or cheap).
-Baegal's attack frames have been shortened so they excecute faster. His damage has been lowered to compensate.
-Chaoxys' missile attack now performs different reaction effects depending on which point in it's (chaotic) trajectory it is taking. It has ultimately balanced it a bit more, seeing as when I spammed this before the update it was capable of locking an aerial opponent in a long combo without much effort. Now it balances a bit better.
-Changed [robo9]'s Air Punch into a standard punch. An altered version of the original attack is now accesible through Down+Punch in the air. His Head Boomerang is now much faster and more effective overall.
-Also altered [robo9]'s grab slightly. The Magnet Pull now doesn't do damage anymore. The animation now has some ending lag so that spamming the throw can be punished better. The Magnet also doesn't pull enemies out of the air in a jump anymore, but if the enemy lands in the smaller hitbox for the actual throw, they can still be caught at the end of their jump and suplexed.
Then I did a bunch of updating over the past year and didn't log it all properly, oops. I'll try and recall as much as I can:
-Tried to make as many of the updates to Neko and C2B as I can, though there is some that still requires editing. For example, the newer C2B specials haven't been updated as the primary specials.
-Made a large edit to how Metaru Motor acts. I made a makeshift way to mirror the car's graphics in this engine. It took some work, but I have it MOSTLY bug free, with slight hiccups. As a result, it allows me to make the move more like I originally visualized it, and thus it is now done by Charging backwards and then pressing forward and Punch, and the Motorcycle is done by doing the same, but using Kick. The difference is that the Car is going to explode when blocked, sending Metaru flying backward into the air. The Cycle will drive through blocking opponents and putting you on the other side of the screen.
-Editing certain attacks so that they can penetrate certain guard types. For example, in the previous version low attacks could be blocked when standing. Now certain low attacks can penetrate standing defense, and vice versa for high attacks against crouching, basically to make it similar to Street Fighter in that regard.
-Cleaned up Neko's Spritality a little bit. Now when he successfully hits, he hops off, and does the same when he reaches the wall on the opposite side if he misses.
-There are certain bugs right now where certain projectile types will trigger certain special attacks. Pardon any unusualness, I've got ideas to fix them, but haven't had the time yet.
TFR Version 0.6 Update Log:
-Added various new animations for Neko from his most recent updates. I've been meaning to get to these, but sometimes I've forgotten. This also includes altering various physics, like his forward punch now lunching forward slightly. His grab now has a small dashing forward animation.
-Added Neko's new Back Kick dash, his Dodge and his Flat Dive for Punch and Kick variations. Down Punch in the air makes him dive down and pass through the enemy on impact, while Down Kick bounces both off the ground and off the enemy. It shouldn't infinite though.
-Edited Neko's Boxing Glove special to be more Shoryuken-like. Let me know if the previous version was preferred, I like this version better now.
-Made updates to robo9's Gognio, both in animation and physics, mainly so all the animation can show. Previously he went too high up the screen on the final hit to see him change into his Savage attire properly.
-Made it so that certain attacks that would logicially hit harder knock blocking characters back slightly. This is still in testing and probably needs to be smoothed out. I also plan to add puffs of dust under the feet of the characters getting slid back.
-Added new speedline animations for Gognio and Spritalities. Spritality animations also include a brief image of the large menu mugshots that have been made, but I may change what appears in the future.
-Edited Chaoxys' air Kick so that you are only able to have one missile out at a time. This prevents spamming it constantly.
NEW CHARACTER: Ms. Boom
Specials:
Bomb - QCF Punch: Throws a bomb that explodes after a few seconds. Only one can be out at a time, but the move can also be done in the air and produce a second one.
Bouncy Rabbit - QCB Punch: Releases a rabbit friend who hops across screen. You can only release one at a time.
Sliding Mine - QCB Kick: Kick a mine across the floor. Contact with the enemy makes it explode, or it explodes on a timer. Only one can be out at a time.
Spike Bomb - QCF Kick: Works like the regular bombs, but has a massive explosion. Can only be thrown on the ground.
NEW CHARACTER: Sol
Specials:
Paint Blob - QCF Punch: Toss out a big blob of paint.
Paint Flick - QCF Kick: Flick paint off your brush in a big spray.
Brush Spin - Charge Back to Forward Kick: Hold back for a second and press Forward and Kick to initiate a spinning attack.
-CHALLENGER APPROACHING: Fight your hardest to meet the latest newcoming fighter. If someone posts a victory screen against them, I'll post a revised update that includes them to be playable. (Since it is only available with one fighter at the moment, I might as well say you have to beat it as Neko. Nobody else has the secret fight, sorry. x: )
Download
I put production notes in the game itself this time, but some noticeable features anyway:
-Added Halberd! I forget what his moves are, but they are as they were described in his creation thread.
-Levels are a lot more fleshed out, but still scroll strangely in single player mode. Still working on that.
-Added Gognios for Gilbert, Meta, and also Jetters. I forgot she didn't have her Gognio in the last release.
-Balanced some moves, though everything still drastically needs balancing, to speak up if you find something too cheap.
-EVERY character has 8 fights now, so every character can have more chances to shine. Some enemies might show up twice. Sorry about that. :X
-Secrets! Fight as hard as you can and don't lose and you might see something interesting.
-Spritalities are going through an overhaul, so at the moment they are buggy. Some characters can do them as they were originally programmed by me, others can't do them at all, and others still can't even be effected by them the way they were originally programmed. Sorry for the inconvenience, but the end result will be worth it when they become more or less Mortal Kombat style.
Download Link
-Added lag to jumps in various ways. The beginning of the jump now has a more realistic "squat" motion leading into the jump, landing has a short end lag as well, and now most air attacks that have been lacking it in the past now have longer end lag if you land shortly after beginning an attack.
-Added lag after a failed Grab so that they are not spammable.
-Most grabs will no longer accidentally grab characters who are still in the air. Certain grab moves like Gilbert's Gognio or Meta's Heracrosscombo will still grab airborne characters, though
-Improved Grab animations to make certain grabs connect to opponent better than they previously have.
-Gilbert's Gognio now has a small dash forward to give it a little bit more usability.
-Fixed some errors where things like Ocksford's bubble made Gilbert show up on certain characters. Oops.
-Sped up the attack speed of some of Ocksford's basic attack combos, and also made it so that the letters for his batter smash now mirror when facing left!
-Added a new type of hit where instead of bouncing straight up or straight back, the character bounces up and back at a tracjectory between the two types. Certain attacks have been updated to include this type of it, most of them being Back Punches and Back Kicks. It may require some tweaking, and like most pop-up attacks I made it so that if they hit an airborne character they don't get hit all the way back up to prevent infinite juggles.
-Spritalities work now!... sort of! The special effects are still a work in progress, but the general idea is here. Unfortunately, the "pause" when you can do the move happens at the end of EVERY round, I haven't figured out an efficient way to make it otherwise yet. Regardless, each Spritality is the same input, which is quarter circle back, forward, then Throw (Or button C). Some Spritalities have specific distances you have to be from the enemy to use them, while some do not. Gilbert, Halberd and Icicle are mid distance, C2B is close range, while Neko, Chaoxys, and Robo9 can be performed at any range, although they may be edited to long range later.
-Updated Babylon Kingdom, although the graphics will likely have glitches and may still be edited in the future.
RE: TFR: Not So Turbo Edition - Chris2Balls [:B] - 05-21-2014
For some reason the window closes just after I start up the .exe. Is anybody else having this problem?
I'm trying to download and reinstall it.
RE: TFR: Not So Turbo Edition - TomGuycott - 05-21-2014
Sorry, i probably forgot to include an integral file. I am on my way to work, so I can't fix it until later.
Also any sort of error messages if any or a screenshot of how it looks would be helpful.
RE: TFR: Not So Turbo Edition - NICKtendo DS - 05-21-2014
Heh, you used my love as placeholder title screen.
God, these opponents are brutal. It's fun to actually play something working of this project. Nothing special to report. I got this working, probably because I saved the folder over the older one, replacing old files and keeping certain files that were missing in the new folder.
RE: TFR: Not So Turbo Edition - TomGuycott - 05-21-2014
Okay, I figured out the problem and why Nick was able to use elements from the previous version: somehow C2B got corrupted. :<
http://www.mediafire.com/download/76mutmwii477c0s/TFRver02.zip
Not to worry, though, I had been saving my previous versions as I go, so I had a previous version available after a lot of trying to get the program to recognize it. I tested it a whole bunch and now it should work properly.
The loss includes some of the edits to his physics, as well as both his special moves, so unfortunately those can't be tested. They still needed ironing out anyway, but I understand it's a disappointment all the same :< Sorry, especially since C2B is one of the people who pointed it out to me. I feel like you've been punished for being proactive.
Not to worry, though, I'll get him fixed up from here and see to it that he is more complete next time!
Also if this somehow still does not work, let me know right away! I'll look further into it until I find the source of the problem.
RE: TFR: Not So Turbo Edition - Chris2Balls [:B] - 05-22-2014
That's okay, I imported the .player file from 0.2 and it works!
Is there any way you can make the menu more legible/user-friendly?
I was thinking: to get a better feel for the gameplay, perhaps you could give some some visual and audio feedback to the hits?
Also, a broader question: should we be able to juggle?
Keep going TomGuycott, this is turning out more and more promising!
RE: TFR: Not So Turbo Edition - TomGuycott - 05-22-2014
Thanks for the feedback Chris! Let me answer your questions:
-Yes, the title screen is about to get much more legible. Next release I plan to utilize Gors' menu design as best I can (certain options won't work yet, for example), and you'll at least be able to know what you are doing. Prettiness will have to come later, however. The same goes for the fighter screen, I'm gonna try to clean that up next.
-[robo9] has prototype hit sparks to give you an idea of what they'd be like. I'll add some to everyone for the next release, but they'll likely be placeholders. I have the ability for players to have custom hit sparks should the desire arise. For example, Neko would probably benefit more from having slash-like hit sparks.
-As for sounds, I might just add placeholders for that as well. Does anyone have suggestions for what we should actually use, though? Should they be like 8-bit quality, or actual punch and kick sounds?
-For juggling, the original game plan seemed to want to include it. Many moves were designed to have a pop-up mechanic. So far lots of characters can juggle, or at least pop a guy up and follow up with a ground or air attack. However, some need balancing. Vipershark can juggle infinitely right now, for example. The counter actions I will put in for excessive juggles are gradual additions of gravity as the combo progresses until they can't be juggled anymore, and invincibility frames for victims of attacks that really shouldn't lead into a juggle.
Keep playin around with it and let me know if you have other suggestions! I love everyone's characters so far, but I think I'd really recommend playing Ocksford for some quirky fun. I'm really fond of how his jump kick came out, though I don't know if it is how he intended.
RE: TFR: Not So Turbo Edition - Iocus - 05-22-2014
I've been wondering, what's up with the color loss? Can it be remedied?
The other games I've seen seem to handle bright colors just fine, so it got me curious.
I for one am glad somebody is doing programming effort for this in some form, so thanks for that!
RE: TFR: Not So Turbo Edition - Chris2Balls [:B] - 05-23-2014
Iocus: the game engine, like RPGMaker, only handles 8-bit bitmap file, which means unless we change TSR's palette to that 256 one (or close enough to it), there will be colour loss.
TomGuycott: Labchirp, perhaps? It's got some good presets to make videogame sounds with. I've made a couple of sounds with Labchirp which can be placeholders for now. Here they are.
I've been playing as my own character most of the time, and I think that the two second delay for the crouch punch is perhaps a bit too long, especially as the other characters are quite a bit faster. I liked the way it was in robo's build of TFR, but somewhere between how it is currently and that would be great!
Another thing: I guess the air kick's column of baguettes hasn't been implemented yet?
Thanks!
Edit: I tried fixing the link to the sounds... does it work?
RE: TFR: Not So Turbo Edition - TomGuycott - 05-23-2014
The delay on the crouch punch was based on what it said on the sheet about wanting it to have a charge time and invincibility frames, but I agree, and it's usually one of the moves I use the least. I think I will eliminate lag time at the cost of invincibility frames I think.
RE: TFR: Not So Turbo Edition [Program] (Updated 5-30) - TomGuycott - 05-30-2014
Updated the first post with a new build. It didn't have as much as I wanted to add to it for this release, but I added a lot more since the last one anyway, so... it might tide people over.
RE: TFR: Not So Turbo Edition [Program] (Updated 5-30) - -Ash- - 05-31-2014
Hmm seems to be laggy as all hell on this new one. and I have a pretty decent PC playing things like dark souls and all. Not sure why its like that though.
RE: TFR: Not So Turbo Edition [Program] (Updated 5-30) - tykel - 05-31-2014
Runs fine on my laptop (i5 2540m, intel graphics), on linux with wine.
Gameplay is pretty good, and I even managed to finish the game! (Spamming C2B's champagne bottle...)
Menu graphics are all messed up though, I don't know if that's normal.
RE: TFR: Not So Turbo Edition [Program] (Updated 5-30) - TomGuycott - 05-31-2014
Thanks for the feedback!
Regarding the lag issue, I am not 100% sure what is causing it, but since the game is forcing me to use WAV files for the music right now the file sizes are HUGE. If that's not causing it, maybe try clicking the Options tab in the window. If you choose Game there's an option for game speed.
Menu graphics will still be mostly messed up for a little while longer. X:
RE: TFR: Not So Turbo Edition [Program] (Updated 5-30) - Chris2Balls [:B] - 05-31-2014
Wow, I have to say, you're making good progress! The hit system and sounds really are great additions, this build was pretty fun to play! The menus are improving too, haha. I've noticed that you've managed to keep the original colours for the characters.
I've tried Baegal and C2B so far, I'm trying out the rest. I like Metaru and Neko.
Keep going man!
Edit: a little request: how about making the falls bounce a bit, which could create a potential opening to a combo/juggle? I see that you can do something similar when you hit the sides of the stage, so I was wondering if it were something you had in mind.
Also, Neko's stage is looking pretty fantastic with that parallax.
Edit 2: Is it possible to change the configuration of the keys for VS mode? I've just tried and it's kind of fiddly.
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