Users browsing this thread: 12 Guest(s)
THE FIGHTERS RESOURCE - Official Thread
i think the shading is purely to distinguish foreground from background, so it's not a big issue there. i'm also fairly confident that nobody's made any asymmetrical characters so far, but even if someone does, i'm sure you could find a way to have the programming make exception for that character.
Thanked by: Chris2Balls [:B]
[Image: R9zewWx.png]

OK YOU MAY NOW CONSIDER ME A PART OF THE PROJECT


[Image: 3GONwXL.png]
OOOHHH BOOOOYy
[Image: E3DU8rS.png]
Reference
♥ ♥ ♥ LOVE ♥ ♥ ♥
Omega ; Phant Mmkay ; Baegal ; Gorsal ; Drakocat ; Chaoxys ; TomGuyCott ; Chris2balls ; Mighty Jetters ; Blueblur97 ; NICKtendo DS ;
Kachua (Secret Santa) ; and some more that i need to locate, save and link onto here
(04-25-2014, 04:51 PM)Crappy Blue Luigi Wrote: i think the shading is purely to distinguish foreground from background, so it's not a big issue there. i'm also fairly confident that nobody's made any asymmetrical characters so far, but even if someone does, i'm sure you could find a way to have the programming make exception for that character.

Yeah, but ideally most of the code would be shared between characters, with special exceptions made as needed. That's how this'll get done - only doing unique code for the exceptions, not for each character. The way I'm setting it up is that basically the sprite names are meaningful and sprites can be created by reference from concatenated strings.

Basically, the goal is to write ass little code as possible to be as efficient as possible.

I'm gonna go eat some food now and come back to do more work on this. I'd like to get as much of Ocks programmed in as possible ASAP. This project is two years old now, the ball needs to get rolling on the code side of things!
Looking promising so far, Zee!

Lexou, THAT ISN'T IN JOJO STYLE. Angry
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






Thanked by:
(04-25-2014, 05:01 PM)Chris2Balls [:B] Wrote: Looking promising so far, Zee!

Lexou, THAT ISN'T IN JOJO STYLE. Angry

oooh its supposed to emulate jojo bizarre advenutre oookkkkkaaayyy

i just thought they were supposed to be weird is all


so what now do i redo it ? cause i still kinda like it :I
[Image: E3DU8rS.png]
Reference
♥ ♥ ♥ LOVE ♥ ♥ ♥
Omega ; Phant Mmkay ; Baegal ; Gorsal ; Drakocat ; Chaoxys ; TomGuyCott ; Chris2balls ; Mighty Jetters ; Blueblur97 ; NICKtendo DS ;
Kachua (Secret Santa) ; and some more that i need to locate, save and link onto here
Thanked by:
[Image: Schalteee%20mug2.bmp]

??????????

I don't even
(01-24-2014, 07:52 AM)Gors Wrote: those are really fucking classy surnames you've got there

[Image: tumblr_npvw95As6k1tzzv2wo1_540.gif]
[Image: Q5wMPOZ.png]
Somebody stop me before I start to think I can actually finish something. Having trouble with Mrs.NoodlyArm to our left. trying to get that elbow in there somewhere.
[Image: 26Sx9yx.png]
[Image: b6Bqjzn.gif]
hhey bastard i made an edit, do what you want with it
[Image: l7yG1fD.png]
[Image: E3DU8rS.png]
Reference
♥ ♥ ♥ LOVE ♥ ♥ ♥
Omega ; Phant Mmkay ; Baegal ; Gorsal ; Drakocat ; Chaoxys ; TomGuyCott ; Chris2balls ; Mighty Jetters ; Blueblur97 ; NICKtendo DS ;
Kachua (Secret Santa) ; and some more that i need to locate, save and link onto here
Thanked by: Gwen, Zadaben
I will use that, as a reference, because that upper body is soooo much better!
[Image: b6Bqjzn.gif]
Thanked by:
(04-25-2014, 05:01 PM)RabidPeep Wrote: Yeah, but ideally most of the code would be shared between characters, with special exceptions made as needed. That's how this'll get done - only doing unique code for the exceptions, not for each character.

Basically, the goal is to write ass little code as possible to be as efficient as possible.

I'd like to get as much of Ocks programmed in as possible ASAP.

What's your plan on the creation of the rest of the movesets? Are you gonna do it, or will it be distributed for people to [mostly] make their own, given a simple interface?

I am skeptic and am aware that people are motivated and are alot more into the project now and how my skepticism can bring some people's mood a down a bit. Congrats and goodjob on working hard and getting somewhere fast Rabid. But I'm more of a programmer and am interested in how you're going about making movesets internally. Is the Ocks you showed more of a "mockup" and coded without much thought just to show something, or did you already lay down a solid, stable, and manageable system?

Make progress, but also be sure to remain grounded.
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
[Image: o4iAJNj.png]
Did my best not to just copy paste what Lexou did, certain things came out the same because, well he nailed it, but here we go. Maybe if I'm not a piece of shit I'll work on it tonight seeing as I have nothing to do, what with all of my friends and balcony girl being out of town.
[Image: b6Bqjzn.gif]
Thanked by: Lexou Duck
Why not:

Idle
[Image: EOqzKbA.gif]

Punch
[Image: tgPiDPb.gif]

4 Frame walk/strafe thing
[Image: 2Jexebz.gif]

5 Frame walk/strafe thing forwards
[Image: CmTvpBP.gif]

5 Frame walk/strafe backwards
[Image: YLRMu9S.gif]

I know the lighting is inconsistent and off. Since CrappyBlueLuigi said it should be depth based, it should be easy for me to fix.
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
(04-25-2014, 06:08 PM)TheShyGuy Wrote:
(04-25-2014, 05:01 PM)RabidPeep Wrote: Yeah, but ideally most of the code would be shared between characters, with special exceptions made as needed. That's how this'll get done - only doing unique code for the exceptions, not for each character.

Basically, the goal is to write ass little code as possible to be as efficient as possible.

I'd like to get as much of Ocks programmed in as possible ASAP.

What's your plan on the creation of the rest of the movesets? Are you gonna do it, or will it be distributed for people to [mostly] make their own, given a simple interface?

I am skeptic and am aware that people are motivated and are alot more into the project now and how my skepticism can bring some people's mood a down a bit. Congrats and goodjob on working hard and getting somewhere fast Rabid. But I'm more of a programmer and am interested in how you're going about making movesets internally. Is the Ocks you showed more of a "mockup" and coded without much thought just to show something, or did you already lay down a solid, stable, and manageable system?

Make progress, but also be sure to remain grounded.

Right now I'm blocking out the behavior of the base character. Basically the 'Generic Fighter' template. I'm just using Ocks as a graphical display due to his sheet being complete and it caught my eye first going through the thread. Once I've established the code base, I'll set it up so that it draws data from a file to determine which sprites to use (I'm unsure if GMUnsuretudio can actually import animations programmatically at first blush, or if I'll have to import gifs), as well as set up the basic parameters for the character's stats.

The oddball is when unique details come into play such as character specific behaviors (like Kirby's floaty jumps, Falcos fast descent, Knockback, that sort of thing) which will have to be handled either as generic additions (text file reads "projectile, sprFireBall.gif,speed=10,damage=20, fire" and generates an object with sprFireBall.gif as the sprite, giving it a directional speed of 10, the projectile deals 20 damage on contact, and the fire qualifier means that it can catch opponents on fire) or completely handled by novel programming.

So, yes I wanted to show something fast, but it's on the way to getting the base level character parameter setup so that I can get something for testing characters into everyone's hands as fast as possible.

Also, this isn't hard yet. This is me cocking around with Game Maker making it do things in a way I'm far more familiar with (Python is my primary language, but amusingly enough I haven't gotten around to learning/making engines for Pygames yet, ha). The hard stuff will be the fine tuning. After all, the first 90% takes 90% of the time, but the last 10% takes 90% too (a joke in the game design community, basically always expect things to take longer than you expect, even if you're already expecting it to take longer).

Edit2 One more thing...

Do we have an established health bar/number sprites yet for the GUI? Figured it'd be good to add that in now that I'm getting to the attacks and stuff. If not I'll just use text placeholders in the meantime.
Thanked by: TheShyGuy
[Image: LbzfMZ7.png]
There you go, I'm not sure it's quite up to date but you should have most of what you need.

TheShyGuy: so happy to see some stuff from you! The strafe animation is bothering me, because I think the legs and more importantly the feet aren't quite in sequence, like it's going into mid instead of contact.
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






Thanked by: TheShyGuy
[Image: VIAmWz3.png]
i did a portrait
pkkkkkkkkkkkkkkkkkkkkkkkkkkkkk


Forum Jump: