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THE FIGHTERS RESOURCE - Official Thread
exactly. if you're going to take the thing on your own now, you should be aware that we've been waiting for some hard tech info.
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I don't really want to make a video.. I don't even have a youtube or anything to put it on..

I'm fine with a demo, but there really isn't much to see. But it is proof I guess.
CPU is on median. I haven't tested it on this level but it should be able to fight somewhat decently.
http://www.sendspace.com/file/1fk4iw

Edit:
Oh and the controls are
WASD - Movement
I - Grab
O - Punch
P - Kick
Oh yes. You've yet to make the KO and timer work correctly (and finish implementing the moves), but so far so good! Smile
Could you put the sprites in a folder so we can change them? That'd be quite neat to try characters out.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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They work, they just don't do anything yet~
The only moves that are missing, I think, are the specials and finishers.
I don't know what the button combinations are supposed to be yet so I haven't added any..

Each character will have different settings on their attacks so just changing the sprites won't work right.

Which brings me to this.
I would like everyone who has complete their sheet to fill this out for each of their characters attacks (Punches and Kicks).
Also for special attacks make a button combination and a description on how they work.
Thanked by: Baegal
Would I fill in my character's information or would Gors do that? I don't know what my stats would be so...
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I don't know.
Considering he created the move-set I would say he would. It doesn't matter who does it really.
You can tell just by looking at the attack.
I filled out all of Gor's attacks, so, yea :p

Also there is something I forgot. You should also fill out your characters stats. There are only 4 right now.
mspeed = //Movement Speed (1-8)
jspeed = //Jump Height (1-15) really depends on weight though.
g = //approximately how heavy they are in kilograms. If you don't know I'll do it.
fspeed = //How fast they fall.
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All my stats are 255 across the board.
(10-14-2012, 03:38 PM)Ploaj Wrote: They work, they just don't do anything yet~
The only moves that are missing, I think, are the specials and finishers.
I don't know what the button combinations are supposed to be yet so I haven't added any..

Each character will have different settings on their attacks so just changing the sprites won't work right.

Which brings me to this.
I would like everyone who has complete their sheet to fill this out for each of their characters attacks (Punches and Kicks).
Also for special attacks make a button combination and a description on how they work.
Can I suggest that we have a set maximum amount of points to put into stats total, so that things are balanced and people dont just put 9999999999 everything.
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I'm sure you are still debugging but I got this error.

ERROR in
action number 1
of Step Event
for object oCamera:

Error in code at line 1:
x1 = global.pid[1].x
^
at position 20: Unknown variable x
[Image: 582217063e.png][Image: RWDCRik.png]


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I've fixed that error now. It had something to do with the CPUs.

And the point of filling out the stats is so I can have a base on what the attack is supposed to do. Then I'll pit it against other characters and balance it from there.
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i'd say that for now, set everyone with equal stats for now. balancing should done once everything else is complete, since its probably one of the most tedious things(and has to be done by the time everything has been implemented).
What I mean is some attacks have different launch angles and effects than others. I can't just keep them the same because that's not really adding anything new; it's just basically a skin for Gilbert.
I would rather fully add one character at a time than add all characters at once and work from there.
That way I can focus on making each character unique instead of slighted edited copies of each other.

I would work on the rest of the systems, but I don't know what Gilbert or Vipershark's button combinations are yet. The next thing to that would be the spritalities, but I don't exactly know what either of theirs are supposed to do. :/

So you see, getting character's attacks should come before I implement the system into the engine.
Otherwise I won't know what I'm supposed to do and mess it up.

I'm sorry if any of this is rude... I'm just trying to be accurate and efficient on making the engine...

Edit:
So anyway the round system is done.
[Image: emW6h.png]
Next is just actually making the battle end.
Throwing this out there.
[Image: 582217063e.png][Image: RWDCRik.png]


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You have too many frames for the actual hit. I would get rid of the second one and distort the first motion blur more. It should actually overshoot the final pose. Look at Meta's frames for reference.
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-----------------------[Love]-----------------------
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that should all of the basic attacks my character has. giving a description, mine is suposed to be the strong/slow stereotype, seeing his specials will focus mainly into strong grappling moves.
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