Models are infinitely easier and faster to produce.
I know that I’m just stating that they have made more than 20 characters in a game but it actually depends on what he means. The models were made but the characters are not new nor are most of their movesets.
I’m pretty sure he meant taking their entire spritesheets, as I believe was done in MvC2
(Indeed.)
Ugh. That post of my came out even longer than I intended. Apologies.
I meant sprites, which is what I’m intending on doing (if it’s ever done and/or I don’t die) in like…five years from now at earliest, especially since I admitted in that same post I know next to nothing about modeling.
I think that covered more than enough on what i was wondering. And thanks for the ideas on Peace. I’ll probably do the ‘loli’ character one.
I did have ideas for ‘Chaos’ and ‘Order’ (at least gameplay-wise). Chaos’ attacks would all seem random and unlikely to combo, but does pretty decent damage to compensate. As for order, his/her’s attack are precise and to the point, and easy to combo. The downside would be that he/she is slightly weaker than most.
I get what you’re saying. Start off a little smaller would be wiser
Super Smash Brothers 1 and (arguable) Melee has done this (but with 3D models, not sprites)
I don’t plan on doing 2D sprites, not for any of my games, but for the purpose of showing what I mean, I’ll use M.U.G.E.N. as the example.
I’m also going to try to not go the Capcom route of making new versions of my game multiple times like they do Street Fighter, so I’ll take my time with the game(s) I make.
Yeah, no side-stepping. Think of it like this, 2D stage like Street Fighter, but with the weapon choice system from Soul Calibur.
I guess I should have changed ‘Human’ to ‘Humanoid Races’. :oops: But my ideas for the other planets would be stages. Usually the planets one topographical feature or a city/castle/town/village/etc in the background. Sorry if I caused any confusion. :oops: :lol:
Oh ok. The quotations will go on “Good” and “Evil’s” names but they will most likely be Angel and demonic in appearance so people could tell them apart.
Damn, M.U.G.E.N. doesn’t work on my computer.
c++ is better because its more suited for low level programming, which means you can interact with the hardware more directly. also, memory management is handled by the programmer, as opposed to something like java, vb or c# that has the compiler do all of that.
and c is better than c++ for low level programming. if you want to make a game, c or c++ are the best options, you just have to know if you wat to use the object oriented model or not. if so, c++ is the best option.
(An earthquake now? Really?)
Use M.U.G.E.N. as the example? I’ve messed around with M.U.G.E.N. before, so I generally could understand what you’re trying to get if you wanted to just it explain it. I’m guessing you mean something along the lines of Dragon Claw perhaps? Or…?
And thus Japan did claim another victim.
This is actually part of what I was afraid of when it came to Chaos: being a slave to the RNG Gods. You can give a character unreliable aspects while giving them reliable means of damage otherwise as seen with Zappa and Faust and, well, I honestly can’t think of an example beyond both of those and they’re both form Guilty Gear. Making a character rely so heavily on “luck” is just asking for massive trouble.
As far as Order goes, that’s more what I was expecting since it’s indeed less troublesome than Chaos. I’m not sure it needed to be easy to combo as well, but if it has lower damage overall, I suppose that’s fine.
Well, it’s not like Capcom didn’t take their time with the game between versions or there probably would have been even more. Sometimes (overarching) revisions are necessary. Perhaps not as full installments, but mere patches, though of course that has its own problem of people then (of course) complaining about there being too many patches and it being forever-changing and… Not say that some of this isn’t valid complaining, but people are always going to bitch about something, so revision or multiple versions isn’t necessarily a bad thing just because some people might complain about that.
Regardless, yes, taking time with it or them is for the best. I don’t think anyone else expected anything less. No one wants another Tattoo Assassins due to rushed deadlines by people who have no idea what they’re doing.
Weapon choice system? Sorry, I don’t think I ever really played anything besides Soul Blade, though maybe that’s just because the intro to that game is still so memorable:
Soul Blade intro
Spoiler
[media=youtube]Yxrpyv8SNS4[/media]
I see. I’m still not sure that’s “necessary”, but if it’s what you want to do, then I at least understand now. No need to apologize.
Yeah, unfortunately you’re probably best off going with visual stereotypes–even if what most people tend to think of as angels definitely are not the same ones that bibles describe–even if you’re not being absolutist about the terms.
I wouldn’t really know what to tell you. And M.U.G.E.N. (the creation tools part) doesn’t seem to work on my computer.
Japan claimed me looooooong ago.
I guess giving Chaos more combo-ability would be better. :oops:
I’ll more likely go down the patching route. And i realize people will bitch about anything, tis nothing new, my time on Unity showed me that all to well.
Basically every character will have a weapon to start off with and with a few unlockable weapons later that give different effects. It’s what Soul Calibur has done.
Yeah it’ll probably have to be that way.
You gotta have an over the top character who thinks hes bad ass and exudes that aura upon others always. even though he might be pretty weak. A Dan Hibiki/Bang Shishigami type. I think Fire or Thunder would be a good element for this character.
Actually much of the work was already done on Ruby Heart and Amingo. They were planned to be Dark Stalkers characters but never made the cut.
Also, I would love to see some of your sprite work. Toss me a link in a PM or something.
(Freaking sleep schedule.)
It still surprises me how much people have come to like Dan because I vaguely remember him not being popular until he came back in SF4 (where he’s actually amazingly decent compared to this other incarnations) about two years ago. And even that didn’t really seem to kick off until SSF4. Maybe it’s just a lot more visible than it was before.
Or, maybe, just like Third Strike, it’s just another testament that people can get used to almost any character design as long as it can stick around long enough.
Oh, okay. I think I know what you’re talking about since I think I might have played the very first Soul Calibur and none of the ones after it. Didn’t Soul Blade have the same type of thing as well? Some type of “Conquest Mode” or something? I thought those weapons couldn’t be used during versus mode, though. Perhaps I forgot, though. Or maybe you were just talking single player?
Ah, right. I remember hearing about that. I just forgot. Hmm…maybe they’ll show back up in Darkstalkers 4 if that ever comes to fruition. Let’s “hope” that game is good.
I don’t haven’t any, sorry. My apologies for making it seem like I did somehow.
I just kept mentioning sprites because I have no illusions on how difficult they are to do. If I actually knew how to sprite, then I would gladly send you at least a character since I’ve at least had this idea for the past two years, with nothing much to do for the past year and a half. So I’m pretty sure I’d be done with at least half of cast by now. However, I don’t (and I don’t have a very capable computer at present on top of that) and when or if I ever do learn how to sprite, it’s not going to be for fighting game sprites.
I just know what I want most of my characters to look like by this point, partly because of the circuitous way–that I dub the “I Love You, Beth Cooper” Way–that I want to get this done if it ever does. Unlike all my other projects, I don’t plan to do this one by myself, at least currently. Going to need an army of [S]slav[/S] er…workers for this.
So basically every single thing I have now is textually based. Again, apologies for misleading you somewhere along the line.
Ah it sounded like you are a bit of a pixel artist. You are at the stage I was at years ago on my game project. The best advice I can give is just start right now. Planning characters out on paper will only consume your time, you will constantly want to re-write and plan further. Usually you have to change things on the fly, and no amount of planning can prepare you for the obstacles you will face.
It’s usually best to start small then expand on it little by little. The details and character planning really only help once the hard part is over.
Seriously, thanks for bringing this up. I’ve been tossing around ideas in my head for a fighter, but have no idea how to write my own engine. I only knew of MUGEN, and KNEW that wasn’t what I wanted to use, so to see these options are epic.
(Well, that was quick.)
Must resist urge to kill people who overuse “epic”. Must resist urge to kill people who overuse “epic”. Must resist urge to kill people who overuse “epic”…[/mantra]
Ah, I see. I concur with this and will take it under advisement. Ironically, though, unlike the other things I’m planning, pretty much everything is coming together remarkably easily for this potential project. I haven’t had to really re-work anything all that much yet, much less done it multiple times unlike everything else I’m currently working on. Perhaps that will change in time.
That said, as I mentioned earlier, I’m working on…several other things now. As such, I’m probably not going to get around to this any time soon, which is why I’m being rather apathetic towards to starting it beyond a textual standpoint. I have a rather bad habit of not finishing things as it is, so I don’t really need to start up another project when I have like…three or four concurrent ones, all solo, on-going.
What was it that made you decide this? It sounds like a terrible idea. I mean you don’t want to get stuck just revising everything, but you should have a clear idea of everything you wan to be in the game. Even if you are working alone, writing a design document can only help.
I only meant don’t overdo the planning. Of course you have to plan your project out on paper.
You seem to have taken what I said a bit out of context. I knew he already had some planning done.
Update the OP with info like it’s going to be a 2.5D, weapon system
Death, Life, Good, Evil, Chaos, Order * Fire, Water, Earth, Wind <-Keeping it basic*
- Love, Hate, War, Peace, Mind, Soul, Time, Space, Thunder, Ice. <-extras*
Combos: ( )mvc ( )SF ( )animu ( )SoulC ( )other
I learned Mugen a little bit, it was good to learn programming logic but as an actual plataform it’s bad
Observe SkullGirls development from the first build and you’ll see that the gameplay comes first the lifebars portraits menus is extra.
As the saying goes, form follows function.
Well like SC there will be 2 modes for the weapons, a “regular weapon mode” using only the first weapon, and a ‘unique weapon mode’ for all the game modes such as arcade and online multiplayer. You unlock them by special means, such as ‘beat X’s arcade’ or ‘use X Y amount of times online’. Stuff like that.