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THE FIGHTERS RESOURCE - Official Thread
Unfortunately due to it being finals period and pre-summer, I haven't had time to sprite anything and didn't live up to my promise this time. When I can I'll definitely finish my character though, and some other things for this project hopefully. I apologize for this.


Also NICK, you should probably separate all of your frames by 1px like the other sheets so they're easier to implement.
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So, I got a couple questions:

1. For the Midnight Moe, can we use any female anime character? Or do they have to be human?
2. One of my character's attacks in my game is to bury a nut in the ground which acts as a land mine. Only one of these mines can be active at a time, and if he sets a new one, the old one explodes regardless of whether or not anything was on it. Also, if he jumps while standing on it, it explodes and propels him higher. Is this an acceptable attack?
3. What kind of projectiles are allowed? My character's two projectile attacks are throwing nut bombs like grenades or spinning them on the ground like tops.
4. Does every character have to have their own stage? If so, what format should we submit for the music?
5. Are those weird manly mugshots a requirement? If so, I'd have to commission someone to draw it for me, because I can't draw that.
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Sorry if I'm stealing anyone's thunder here and answering on their behalf, as I am not in charge "mechanically"; like what goes into the game mechanics, but um if any (or all of this) is wrong, just correct me guys. It seems like the atmosphere's already established throughout the topic, and the general gameplay echos SF2 or like Fatal Fury:
(05-06-2014, 07:02 AM)Midi Wrote: 1. For the Midnight Moe, can we use any female anime character? Or do they have to be human?
Midnight Moe is literally a parody of Dmitri's Midnight Bliss finisher (Darkstalkers) where he turns the opponent into the opposite gender (or younger, in the case of the game's female cast) and then literally drains them of every ounce of their blood.
The move in this game I assume just turns the character into a a crossplay'd anime character and they're just get...embarassed (i.e. Baegal stays Baegal, he just ends up in Chiyo-chan cosplay)

So: I think your character could stay a squirrel, if that's the question - they'd just have to crossplay (crossdress + cosplay) a particular anime character of your choice.

(05-06-2014, 07:02 AM)Midi Wrote: 2. One of my character's attacks in my game is to bury a nut in the ground which acts as a land mine. Only one of these mines can be active at a time, and if he sets a new one, the old one explodes regardless of whether or not anything was on it. Also, if he jumps while standing on it, it explodes and propels him higher. Is this an acceptable attack?
It's up to everyone else, but given the characters and size ratios, this sounds a little overpowered lol. This would work in an arena fighter like Power Stone, or a brawler fighter like Smash Bros, but in a sidescrolling fighter, this has a little too much utility, lol.
I can see the exploding nut as an escape/chase mechanic in like Smash Bros, but in this kind of game, you're being propelled higher to...do an additional aerial attack...? But in a game like SF, Snake (which this mechanic sounds like) would seem out of place and probably broken, as he'd encourage a dash-in, lay mine, dash-around until enemy trips it kind of mechanic.

I could see something like Midi tossing the nut along the ground at various arcs - but the control scheme doesn't really lend itself to that, i.e.

A QCF+P motion has a nut appear above Midi's head.
Letting go of P right after executing the move will have Midi throw the nut underhanded (imagine a tiny, arcing Hadoken with a half-screen range)
Holding P will cause the nut above Midi's head to change colors.
Holding it for a half second turns the nut green, and when let go Midi will roll the nut on the floor.
Holding P for a full second (or longer) has the nut turn from green to red, which upon letting go will cause Midi to lob the nut in the air, reaching the top of the screen, and then quickly descends to the ground.
If a nut doesn't make contact, it will remain on the ground for a full second before exploding.
A direct-contact nut (one that hits the opponent) will do more damage on explosion than a tripped-over nut.

It allows Midi to engage in a projectile game while staying mobile, while still leaving him open to a potential counterattack (from an opponent's projectile)

idk lol - whatever you do though, the nut should maintain a visual cue once it's on the ground so it maintains readability.

(05-06-2014, 07:02 AM)Midi Wrote: 3. What kind of projectiles are allowed? My character's two projectile attacks are throwing nut bombs like grenades or spinning them on the ground like tops.
For the actual answer: I'd assume most projectiles are fair game, but the most common ones you'd see are Hadokens or ground-traveling ones.

See my above suggestion. You could also map the half-second charge to be a ground-based projectile that causes Midi to throw the nut along the ground and slowly spin to the other side (thus making the above suggestion a 2-stage charge). Juuust if he's gonna have so much projectile play, I'd purposely nerf him elsewhere (like, give another special of his lousy range)
(05-06-2014, 07:02 AM)Midi Wrote: 4. Does every character have to have their own stage? If so, what format should we submit for the music?

I think a page back it was mentioned that with the Fighter Maker 2K engine WAV, and CD audio were recommended...but I assume the "official" one is fair game (MP3 or OGG, whichever is agreed upon?)
Or was it MIDI ):
(05-06-2014, 07:02 AM)Midi Wrote: 5. Are those weird manly mugshots a requirement? If so, I'd have to commission someone to draw it for me, because I can't draw that.
If your character's going to be playable, then yes. ):
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shoutouts to cutesu for the new av!
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If Midi's Midnight Moe form doesn't resemble Makoto Nanaya, I swear to god...
(01-24-2014, 07:52 AM)Gors Wrote: those are really fucking classy surnames you've got there

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if i remember correctly, the midnight moe characters have to be anime characters--not video game characters, even if they have a tangential relation to anime (ex: persona 4 characters because there was the persona 4 anime).
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I forgot to mention something the other day after playing the demo - this game is in dire need of hitsparks.

Typically in fighting games, there's hitsparks for:
- blocked attacks (looks very light)
- light attacks
- medium attacks
- heavy attacks
- very heavy attacks (that inflict knockdown)

Typically they're 3 or 4 frames each, and given that we could probably get away with missing at least one of those sets (of course keeping block and knockdown ones) sooooooooo

I was gonna ask tom-guy - does FM2K have like, "default" hitsparks that could be used for the time being?
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! ! ! ! ! ! ! ! ! ! ! ! ! ! ! refs
shoutouts to cutesu for the new av!
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It doesn't have default hit spark animations, as far as I know, but it does offer the ability to make sparks appear based on the opposing character's getting hit animations, whether they are getting hit directly or blocking.

It also allows each character to have their OWN hit sparks, kind of like in Tekken, which I always kind of liked. If one standard hit spark among all characters is preferred, we can go that route, but I'll leave that to everyone's discretion. For now I think there are some placeholder hit sparks I can use.
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(05-06-2014, 11:06 AM)Kosheh Wrote: ...
It's up to everyone else, but given the characters and size ratios, this sounds a little overpowered lol. This would work in an arena fighter like Power Stone, or a brawler fighter like Smash Bros, but in a sidescrolling fighter, this has a little too much utility, lol.
I can see the exploding nut as an escape/chase mechanic in like Smash Bros, but in this kind of game, you're being propelled higher to...do an additional aerial attack...? But in a game like SF, Snake (which this mechanic sounds like) would seem out of place and probably broken, as he'd encourage a dash-in, lay mine, dash-around until enemy trips it kind of mechanic.
...

I dunno Kosheh, characters who rely on traps is not exactly unheard of in 2-D fighters (Rachel Alucard and Mu-12 in Blazblue, Hisui in Melty Blood, Alice Margatroid in Scarlet Weather Rhapsody and Mononobe no Futo in Hopeless Masquerade, just to name a few). I mean, just because it's a traditional-style fighter doesn't mean everyone has to be a shoto. In fact, since the cast is so varied and wacky, I'd imagine unique moves are to be expected. Of course, balancing these sorts of moves could be tricky, but I doubt it's impossible to make them fair with the right amount of delay and damage output.
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So wait, I'm confused here. My MM can be any female that ORIGINATED in anime, but then you mentioned cosplay. So do I have to just crossplay, or since most anime girls are not squirrels, should I do a species change?

And I'm having trouble coming up with a helper. I'd considered having Shacklebolt come in, telekinetically lift the opponent, and slam them on the ground, but it would take him a second or two to lock on, so he can be countered, and the move would be difficult to pull off. I'm also having trouble coming up with button combos for my attacks since I never play arcade fighters, only Smash Bros. and Digimon Rumble Arena.

Also, will the game support scaling, or should I make mini versions ov everyone? Because, for my spritality, my idea was Midi would throw a gravity bomb that shrank his opponent, then he'd pick them up and eat them. Not bloodily, of course.
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it's just cosplay; there's no need for species changes or anything like that
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Well, according to CBL, this Makoto Nanaya chick people keep mentioning wouldn't be valid anyway. I just looked up Blazblue, and the games came before the anime.

But I wouldn't pick her anyway; I'm not at all familiar with that character, so whoever I pick will be someone I know and am a fan of. Sorry.

Also, wouldn't it be better if this game were given its own board? People have mentioned information that's already been discussed but is not in the OP. Heck, the most recent palette update is back in page 70-something, and it would help with character design if each one had their own topic.
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Late reply but

(05-04-2014, 12:16 AM)TheShyGuy Wrote: Ooooo awesome. I'm guessing he did it himself? (Why didn't he post them himself then?)

because he's banned. For reasons that are better left unexplained in this topic. But he was still interested in updating his character and being in the game, so others post the sheets for him.
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In response to Midi's land mine move and it's functionality, it can be done in Fighter Maker. It would have to be balanced like everything else, of course.
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This project needs to be moved to a cleaner thread. Now that the palette has changed, people are unsure of the style requirements, which characters are finished and which ones aren't, and now that there is some progress with the coding, I feel like this project could use it's own section now.
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Frankly, I think this thread (and the entire project in general) is entirely ridiculous now, particularly with all the palette changes and the unchecked expansion of the roster but I don't want to be a Negative Nancy so I'll keep the grievances to myself

That being said, making a new thread or whatever is up to Gorsal since this is still his project and he's in charge.

The point of midnight moe is that your character cosplays as a relevant anime character.
So you find an anime girl that's relevant (in midi's case a squirrel girl) and then genderbend/cosplay your character in that outfit.
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