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LEVELS
#76
(06-23-2014, 11:41 AM)NICKtendo DS Wrote: [Image: mf2XbPV.png] [Image: W1rYUNN.gif]
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oh my god

(h)
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#77
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Changed statue

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Added cloudy thing for on the floor (moves to the left like the background)
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#78
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How could I forget that I made my own Pokemon. Another spectator: Hokoot.
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#79
(06-28-2014, 10:38 AM)NICKtendo DS Wrote: [Image: 6skUJQ9.gif]
How could I forget that I made my own Pokemon. Another spectator: Hokoot.

This Pokemon is so goofy and I love it
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#80
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A preview of The Final Resource.
The Final Resource is an interdimensional database of all fighting skills.
The center sphere is the ultimate spirit of fighting called the Fighters Resource. By giving credit you can use it's limitless powers to become the ultimate fighter (or spriter, whatever). Hovering along the Fighters Resource are the Spirits of Fighting, rips of the fighting spirits of the players. So far there's only Neko's Fighting Spirit x 6, but I'll add 5 more.

I need to create a proper background. If the spirits (including the Fighters Resource) can move up and down individually, that'd be ideal.
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#81
I hope that's not the final final resource. The smoke or whatever along the "Earth" is really weird-looking. The cats have really weird banding going on, and the face on the sphere is kind of weird-looking in general. Also, the color progression on the "earth" is weird.
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#82
Well, the general idea is there.
*sigh* I'll drop this for now. I'm starting to get way too ambitious with my ideas, trying to do way too much in the little time I get. I'm rushing it as if there's no tomorrow.
I might pick it up again, but if anyone wants to take over, feel free.
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#83
Don't be discouraged, Nick! So far the design is great, and you are one of the most active contributors to the project, so if you need a break, feel free. The project will still be here when you get back. Smile

I do agree the smoke is choppy. I can't examine any banding issues I can't see properly at work because my phone zoom doesn't cut it.
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#84
(07-04-2014, 11:16 AM)NICKtendo DS Wrote: Well, the general idea is there.
*sigh* I'll drop this for now. I'm starting to get way too ambitious with my ideas, trying to do way too much in the little time I get. I'm rushing it as if there's no tomorrow.
I might pick it up again, but if anyone wants to take over, feel free.
I do have the impression you're rushing, which on one hand makes you the most productive contributor to the project, but on the other it means that your results aren't always optimal. It's important to give yourself time, especially as there are no deadlines for this project.

I'm sorry to admit that I'm not a fan of the Final Resource, because it's really busy, and the concept is... odd. I'm not hooked by the idea of floating heads and that the Fighters Resource being a head either. I don't mind the idea of playing on the world, but why? And why is it scrolling one way? It's kind of similar to a scene in one of Chaoxys's moves, if I recall correctly.

I'm wondering how we can make the concept relevant to the idea of it being final, and related to a resource, a community or a database. I thought the Fighters Resource was the name of the tournament the characters took part in. The biggest issue so far is that we have no plot for the game. So what are the motives to finish the game? Do the characters have different motives?
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#85
I can see that he was going for an other-worldly feeling like Final Destination, which he succeeded in portraying. It seems like his ideas would work in a mental image, but when they are materialized and assembled, however, the aesthetics just don't end up meshing well together.

If I can propose an idea: maybe something more like an internet cyberworld where you fight on a grid of sorts and there are sprite/texture/sound graphics and 3D models/shapes (circles, cubes, etc.), and/or various TSR references, floating about in the background, with streams of light or such behind it all.

The music for the stage could be a parody of The Final Count--*shot*

No but really what do you guys think?
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#86
The idea has more to do with Dazz than the stage in general.

PLOT:
Gors had one, I think. But aside from that, Dazz collected the Fighting Spirits and created the database known as The Fighters Resource. Whenever he gives credit where credit is due, he can tap into the Fighters Resource and use any of the moves stored within. He can scratch like Neko, bomb like Bombergirl, juggle like Chris and maybe even launch his head like Gors? What? Dazz seeks the one worthy to succeed him as the Champion of TSRtopia, but he does not hold back. Something like that.

The ground moving really fast under you is based on the fight against Nightmare in Kirby's Adventure.
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#87
I think it would be neat if "The Final Resource" (if that's what we're set on calling the last stage, not that it has to be a Final Destination reference, guys!) was more technologically themed perhaps with bits of code floating around or hex values streaming down the background Matrix-style. Dazz (if he is the final boss) should have moves based around manipulating the site, maybe tearing bits of data to use as projectiles or shields (though I suppose maybe that's more Petie's thing? Heh) I don't think being just another 'copy the fighters' movesets' is all that interesting, and it kind of goes against the idea of the game being expandable as it kind of throws people whose characters aren't in the first version under the bus as Dazz won't be using those moves.

What if the final boss was a more stationary/giant boss like Galactus/Apocalypse/etc.? What if it was a giant version of the Pixeltendo pencil logo stabbed into the ground? It's eraser could flip off to shoot missiles and the nose could shoot lasers and the moustache could twitch to signal an earthquake or other devastating but easy to dodge attack? I dunno.

Also, does anyone think it's a bad idea for me to make a STORY thread? We should probably talk about it before too long but it might be a bit early to plunk discussion into that just yet.


EDIT: Oh and on the topic of levels in general, Spamhaul and The Archive totally need to be stages. Also I think it'd be smart to start thinking of stages that aren't "this is what this character's stage is" and are more just "what would make interesting stages that could fit multiple people". I mean, it's cool that people wanna have unique stages for their characters but it would help to have some variety and making stages is a good way to throw in a lot of tSR/VGR "lore".
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#88
[Image: wK0UOEj.png]

Something quick and simple: The Third Dimension.
For training maybe?

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#89
(07-04-2014, 01:12 PM)NICKtendo DS Wrote: The idea has more to do with Dazz than the stage in general.

PLOT:
Gors had one
And the rest of the stuff you said wasnt that.

(07-04-2014, 01:42 PM)Tellis Wrote: Also, does anyone think it's a bad idea for me to make a STORY thread? We should probably talk about it before too long but it might be a bit early to plunk discussion into that just yet.

We definitely should, I think, that way Nick and other people can post their suggestions in the appropriate setting, also it might be a good idea to move the what-should-Dazz-be discussion into there, since they're connected sort of. Reposting Gors' stuff would be a good way to kick it off, we shouldn't ignore his ideas.
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#90
(07-23-2014, 12:24 PM)NICKtendo DS Wrote: [Image: wK0UOEj.png]

Something quick and simple: The Third Dimension.
For training maybe?

[Image: DelIwyw.png]

The uhm. Having the stage's floor plane go that far (especially where fighters stand) ends up giving it a really wonky look in execution (given it's 45 degrees while the characters stand on an assumingly "0 degree" plain). You're practically giving characters on a 2D plane an isometric floor. The ideal characters here would be ones with 3/4 views - not fighting game characters.
It's okay for background details - like the Bomberman grid in Mighty's stage - but for a foreground plane where the characters stand, it...clashes.

As for making those types of stages, you'll want to heavily skew the floor plane in a way that doesn't make the stage FLAT AS A BOARD but a healthly in-between.

Ken's stage in SF2 as an example of the skewed plane that makes up the floor where the fight takes place.

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These games though also make use of parallax scrolling techniques, though to give the impression that the camera orientation of the stage is following the player (and skews logos, etc. on the floor on the same sprite layer in a slant facing towards the center of the stage)

It's an awesome idea for a training stage, though! If you skewed the player's standing plane really hard and adjusted the cubes to suit the camera angle, this would actually look Pretty Fricken Sick.

(07-04-2014, 01:42 PM)Tellis Wrote: Also, does anyone think it's a bad idea for me to make a STORY thread? We should probably talk about it before too long but it might be a bit early to plunk discussion into that just yet.
It's not a bad idea, but I don't see this game having a particularly rich story, lol aside from the rivalries each character has in story mode playthroughs, idk
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