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been messing around in CF2.5. Sorry that it runs so slow, for whatever reason those online conversion apps slow it down?
more or less it's pretty megaman-esque. i've wanted to try that afterimage effect for a while, haha
More to come soon! c:
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The megaman trail animation is nicely done. But I don't think Clickteam Fusion is a good choice for animation, Adobe software is better.
For the animation speed, you have to speed up the FPS parameter of the GIF.
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Looking good there!
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
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06-15-2016, 05:08 PM
(This post was last modified: 06-15-2016, 05:14 PM by miyabi95_.)
Thanks for your comments iyenal and Tabuu!
Fixed the speed!
What I have in mind is a game that allows you to play as a fighter on the ground or a witch that flies in the air and shoots (STG-style with more mobility, of course. you can move at your own pace unlike traditional STGs). Or I'm hoping to implement something that allows you to switch between the two. Just something fun I've wanted to experiment with.
The sprites are from here, so thanks to the people who ripped what I used. as for the rest of the graphics (excluding enemies, players, and some fx) I plan to make everything myself. Can't wait to get back to working on it!
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Looks good so far
i'd say more but i got shit, shit, and more shit on my mind. AGAIN...
ugh.......
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here's some more progress for ya. added effects and attacks. still pretty glitchy as my skills with game design are rusty.
I might as well add enemies and stuff now even though i can't program AI for shit ;p never hurts to try tho!
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looks pretty awesome for what you've got!
good luck with it
(06-15-2016, 10:48 PM)JazzGW Wrote: I might as well add enemies and stuff now even though i can't program AI for shit ;p never hurts to try tho!
Honestly at this point you won't want anything more than movement loops. And maybe "walks in the general direction the player is", just checking if the player's X coordinate is to the left or right of the enemy. Afterwards you can maybe refine it but that's really sufficient for the most part I imagine.
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
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06-16-2016, 02:42 AM
(This post was last modified: 06-16-2016, 02:44 AM by miyabi95_.)
Sounds like a plan, puggs I think I can give it a go. thanks~ c:
I decided to give it more of a NES aesthetic and added in some attacks: standing punch combo, dashing kick, and crouching uppercut. pretty happy with how it's coming out so far! think I'll focus on the main mechanics before I move onto AI and whatnot, so i'll start making the "STG" portion. definitely planning to make a main thread for this project~
Got some sprites from here, here, and here. Thanks a bunch for providing them!
(PS: the ™ next to my name is mostly a joke, i only own the shit tiles that i drew by mouse, lol)
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I think the previous colors are better. The trail is very good now, they looks like shadows.
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I like the style of the afterimages! It's cool that they're not just the same sprite as the character repeated over and over, but a silhouette of them.
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06-16-2016, 08:22 PM
(This post was last modified: 06-16-2016, 08:24 PM by miyabi95_.)
(06-16-2016, 05:36 PM)Zero Kirby Wrote: I like the style of the afterimages! It's cool that they're not just the same sprite as the character repeated over and over, but a silhouette of them.
thanks! using simple sprite palettes makes things much more effective in my book (the effect uses only the four values used in the character sprites)
Added sound and some combat. I like where this is headed so far, just gotta learn how to work out those bugs. I've decided to use this project as a base engine for a game idea that I've had in mind for quite a while now. With that said, most everything I used for this is placeholder and will be changed in the future. (including the music, which i'm sure some of you can recognize lol)
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06-16-2016, 08:36 PM
(This post was last modified: 06-16-2016, 08:38 PM by Kold-Virus.)
I am putting Smash Bros. Feud on hold indefinitely. But it's not cancelled.
I'm focusing instead on my first commercial game featuring only original assets. It will also be made in Unity and it's an action/adventure game. For controls, later on, I'm debating on whether to use Keyboard controls or XInput (controller) like Feud does. Controllers sound more clean and professional, but I don't know if I'd run into legal issues with Microsoft.
I have a few ideas for it, like making my hero character not trained in advanced fighting, and not making it item-heavy like a Zelda or RPG would. I have no story yet, but I'm not at that point yet.
Currently though, I'm focusing on creating my main character's in-game model. Here's the progress I have so far, and I hope I don't sound too cocky, but it's the best 3D model I've created thus far. I like it more than the K. Rool and Rudy I posted in my model thread.
[attachment=6775]
For later, I'll need to find a voice actress who doesn't mind working for free to voice a young adult female of Chinese descent, but please, none of that typical squeaky Asian girl haha.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
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@JazzGW The game physics are well implemented.
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
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