FISTICORE - Tyvon's GM7 Fighting Engine - v0.0.0.2 Test (9/6) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: FISTICORE - Tyvon's GM7 Fighting Engine - v0.0.0.2 Test (9/6) (/thread-8851.html) |
FISTICORE - Tyvon's GM7 Fighting Engine - v0.0.0.2 Test (9/6) - Alpha Six - 09-03-2009 Sup y'all. I figured I've done enough with this in order to be able to post it other places. Basically, this is what happened when I decided to break out the old GM again after an idea struck me. It's called FISTICORE. It's my completely open-source fighting game engine. The idea of this engine is to create a well-explained, easy-to-use fighting game engine for people to build fighting games off of using a system that I programmed that runs completely on easily-modifiable variables. Think of it as GM MUGEN, in a way, but requiring only a scarce knowledge of programming and is even easier to modify. There are tens of variables that are used in the main engine that are required to have a functioning fighter, as well as several optional variables that will add new options to the creator's engine and allow them to make their fighter as technical or as traditional as they please. Tyvon Wrote:Future: As of right now, the only thing available is the character debugger, there are no crouching attacks or jumping attacks, and Kyo Kusanagi (2003/XI appearance) is the only character, with all four basic attacks and one command move. Check it out here. [2.5MB] RE: FISTICORE - Tyvon's GM7 Fighting Engine - v0.0.0.2 Test (9/6) - Alpha Six - 09-06-2009 Update! Version 0.0.0.2 is now available for trying. Updates include; -Finer variable tweaking for tighter gameplay -Two new moves; Aragami (qcf+LP) and Oniyaki (available in two intensities; f, qcf+LP and f, qcf+HP). -Additional timing adjustments -New variables added for extra precision Check it out. There's no movement engine yet, as these are all sprite tests, so the movements of the Aragami and Oniyaki are off because they jerk back to the center. This will be fixed when all the moves have been confirmed to work. |