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THE FIGHTERS RESOURCE - Official Thread
(10-21-2012, 03:12 PM)Zabadabenabadaba Wrote: Oh I see, I was going to do that to an extent, but I wouldn't want my characters to be too polarized, because the switch time would allow my opponent to constantly switch to be paper to my rock and such, and then it would be easy to beat my character.

I figured that could be countered at higher levels of play via psychology. If you made the opponent think you were switching to something, but actually switched to something else, you could catch them off guard. IE if you were getting pounded by your opponent, he'd expect you to switch to a defensive moveset, but if you switched to an offensive one or something he might run right into a trap. Assuming that it doesn't show who you're switching to before it happens.

It would also help if you could do a feign, making it show the switch animation but not actually changing characters.

That way, it would really be like rock paper scissors, in that your opponent has to question if you're doing the obvious or if you're leading them into a trap.
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you're being way too complex for what the game is suposed to be.

aka: you're overdoing it. do not bend the game to your desing.
(10-22-2012, 03:39 PM)Cobalt Blue Wrote: you're being way too complex for what the game is suposed to be.

aka: you're overdoing it. do not bend the game to your desing.

Sorry, didn't mean to. I don't really know how deep the game mechanics and balance are supposed to be.
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its a simple game about characters having a button for punching and one for kicking.

we're not going to redefine the genre, we're just trying to be part of it(while making fun of ourselves).

keep it simple and focus on having a complete character sheet, then worry about the mechanics, wich are going to be the programmer's work.
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Sorry if I'm butting in here or anything, this is seriously the second time I've clicked on this thread so excuse me if this post is somehow extremely out of place.

However, I'm wondering, is there any way I could contribute that doesn't include making graphics? Obviously I would love to make a character for myself but I can't sprite and I don't have the time or space to start learning (yet). But still this looks like an awesome project so if I could help in any other way that'd be cool.

But if not that's fine too Cute
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by: Garamonde, Ridge Troopa
i got a question, if everyones', or most, character animations have the same amount of frames and play at the same speed, then, wouldnt that make it difficult to have balanced characters. A powerful character would attack just as fast as a weak character. This is based off the first page saying that there should only be about 4 frames per animation and a few times, i've seen people talking about animations being too long. Since Ploaj is the new programmer, im sure some limits, like total frames, can be removed which also then makes characters more unique.

If im mistaken, just ignore srry.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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You are wrong: the amount of frames don't reflect the speed of the attack. The 4-frame limit is there so people with little animation skills can make a sheet without problems. The actual animations can have any speed. Some animations, especially slower ones, will look choppy, but that's the compromise I'm taking in order to make spriting easier. Thanks for the insight though, some people might be thinking exactly as you so this should explain things better.
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
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[Image: deT1vCJ.png]
[Image: gaia.png?dl=1]

Does the one on the right look better to you? (one of the fists is unfinished, but..)
Definitely fits with the game's character style more than the old one. I'd say go for it!
He's leaning back a bit much for a neutral stance, though, you might fix that.
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[Image: gaia.png?dl=1]

Now gotta plan some mooooooooves (Newest to the right) now he doesn't look like a squshed edited mess and certainly fits with his current "sleek" design.
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trying to figure what was exactly wrong with the old one.
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Artists tend to evolve over time bro, and this:

[Image: 34rd79z.png]

From left to right, this is going from the oldest to the most recent version. I always out that my rep's irregular proportions (even for this cartoony style) stook out like a sore thumb and I wanted to fix it.
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[Image: armlesshag.png]
http://postimage.org/image/4ryinjgmd/

Oh wow
I don't really like Ghinka that much anymore
so here is that new character
with a newer design
with no arms
bye.
[Image: THENEWSIGNATURE.png]
(10-25-2012, 11:49 PM)Cobalt Blue Wrote: trying to figure what was exactly wrong with the old one.

(10-05-2012, 12:11 PM)Mighty Switch Gors Wrote: that looks too short for a fighter sprite, as if it's the crouching animation's inbetween frame. About character sizes, don't care about being perfectly accurate, but matching to the rest of the characters. Kinda like Olimar in SSBB: if he was to be represented accurately, no one would even see him fighting against the others.

Fairly sure Gaia is using the same URL for both but iirc [Gaia] only had the the smaller version in his post, which prompted Gors' reply.
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I'll say that the new Gaia sprite looks better in size, but it looks unbalanced. Flip the sprite to check its balance.
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
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