VGFC - Worlds Collide (Fan-made Fighter)

Been having trouble figuring the netcode part out. Even with input delay it’s annoying to get it right.

I did add a bunch of new stages and working on more AI opponents in the meantime though. Dunno when I’ll have the next update out.

Also working on making a new engine using Unreal (which can hopefully lead to a full original fighter in the future), but that’s not gonna be ready for quite some time.

Haven’t had as much time as I’d like to work on the netcode, but I do have a substantial update coming this weekend. Patch notes for 1.09:

[details=Spoiler]Global Changes
[list]
[] Re-wrote the input system. This removes one frame of input delay when using controllers.
[
] If you have a controller for Player 1 plugged in, the keyboard controls for player 1 are disabled. If you have a controller for Player 2 plugged in, the keyboard controls for player 2 are disabled. This is to prevent a player on keyboard messing with the controls of a player using a controller. Main menu options can still be controlled with the keyboard while controllers are plugged in, however.
[] Added more options to the hitbox display. You can now display the hitboxes as all filled in, all outline, or a mix of the two (hurtboxes are filled in but the hitboxes are outlines).
[
] Added infinite meter and counter-hit options to training mode. Also added a random guard option.
[] Doubled the health bonus you get at the end of each round in Survival.
[
] Bosses in Survival now appear every 7 rounds instead of 10. Likewise, the difficulty goes up every 7 rounds instead of 10. (Artwork bonuses remain the same as before in terms o the number of stages you need to complete per character)
[] Tech rolls are now fully vulnerable at the end.
[
] Reduced the travel speed of tech rolls.
[/list]

Character Changes

Akuma
[list]
[] Normal Throw: No longer causes a hard knockdown.
[
] Changed his overhead so that you cannot cancel it until the 2nd hit.
[] Health and Stun increased, from 850 to 950.
[
] Crouching Heavy Punch: Juggle potential reduced, from 4 to 2.
[*] Messatsu-Gohado: No longer causes a hard knockdown.
[/list]

Rarity
[list]
[] Normal Throw: No longer causes a hard knockdown.
[
] Fixed her Ultra so that the Ultra state doesn’t carry over to the first move performed after the Ultra ends.
[/list]

Haohmaru
[list]
[] Fixed the proximity on close heavy punch vs far heavy punch.
[
] Kogetsu Zan: Hitbox on the 2nd hit expanded downwards so it own’t whiff on short standing characters.
[*] Hiougi TenHa FuJin Zan: Hitbox on the final hit expanded downwards so it won’t whiff on short standing characters.
[/list]

Hibiki
[list]
[]
[
] Crouching Heavy Punch: Sends the opponent higher if it hits them while they’re airborne.
[] Distance Slash: Pushback reduced on all versions. Damage of the heavy version reduced, from 140 to 120. Blockstun of the heavy version reduced by 5 frames, now -18 on block.
[
] Normal Throw: No longer causes a hard knockdown. Animation ends earlier. Damage/stun increased, from 100 to 120.
[/list]

Terry
[list]
[] Normal Throw: Reduced the ability to juggle off of it.
[
] Burn Knuckle: No longer causes a hard knockdown.
[] Power Geyser: Fixed the active frames so it doesn’t last until the move ends.
[
] Buster Wolf: Fixed the hitbox so it doesn’t hit full screen (left over from debugging)
[/list]

Applejack
[list]
[] Fixed crouching light kick so it can no lnoger be cancelled into standing light punch, crouching light punch, or standing light kick.
[
] Jumping Light Kick: Hitbox expanded backwards so it works as a cross-up.
[] Normal Throw: No longer causes a hard knockdown. Tech window reduced. Floats higher and the opponent ends closer, throw animation recovers faster.
[
] EX Applebuck: Fixed it so that if you extend the attack against a cornered opponent, the pushback applied to Applejack is cancelled out properly once you’re pushed out of range.
[/list]

Rock
[list]
[*] Fixed Close Heavy Kick and Close Heavy Punch so they can’t be cancelled into standing or crouching light punch.
[/list]

Pinkie Pie
[list]
[] Health and stun increased, from 900 to 950.
[
] Jumping Light Kick: Pushbox shrunk vertically.
[*] Jumping Heavy Punch: Pushbox shrunk vertically.
[/list]

Jill Valentine
[list]
[*] Normal Throw: Floats a bit higher. No longer causes a hard knockdown.
[/list]

Jon Talbain
[list]
[] Forward and Backward walk now lowers his hurtbox down to crouching height.
[
] Normal Throw: Floats a bit higher, doesn’t toss the opponent as far. No longer causes a hard knockdown.
[] Close Light Punch: Pushback increased.
[
] Standing Light Punch: Pushback increased.
[/list]

Maki
[list]
[] Walkspeed increased slightly.
[
] Normal Throw: No longer causes a hard knockdown.
[] Close Light Punch: Start-up increased, from 3 frames to 4.
[
] Crouching Light Punch: Start-up increased, from 3 frames to 4.
[/list]

Guy
[list]
[] Normal Throw: No longer causes a hard knockdown.
[
] Crouching Heavy Punch: Pushback increased.
[] Bushin Senpukyaku: Adjusted the launch height of the heavy version so all 4 hits will connect more consistently.
[
] Bushin Muso Renge: Can no longer combo afterwards. Damage increased, from 250 to 310.
[/list]

Gardevoir
[list]
[] Normal Throw: Doesn’t toss them quite as far. No longer causes a hard knockdown.
[
] Standing Heavy Punch: Can now be chained into. Start-up reduced by 3 frames, from 16 -> 13. Forward movement increased slightly.
[] Standing Heavy Kick: Hitstun and blockstun increased by 2 frames, now +4/+1.
[
] Teleport: Total frames on all versions reduced by 10 frames. Invincibility on all versions reduced, from 1-26 to 1-19.
[] EX Petal Dance: Strike invincible frames 1-6.
[
] Confusion: No longer causes a hard knockdown. Animation on the non-EX version reduced in length.
[/list]

Rolento
[list]
[] Normal Throw: No longer causes a hard knockdown.
[
] Crouching Heavy Punch: Pushback increased.
[] Standing Heavy Kick: Pushback increased.
[
] Jumping Light Punch: Launch height increased.
[] Slide: Recovery reduced by 8 frames. Blockstun reduced by 8 frames so frame advantage remains the same.
[
] Spike Rod: Causes you to fall a bit faster when you first start the move.
[*] Mekong Delta Attack: Enters the jump state earlier.
[/list]

Link
[list]
[*] Normal Throw: No longer causes a hard knockdown. Can no longer combo after it in the corner.
[/list]

Sonic
[list]
[] Spin Dash: Expanded the pushbox upwards so he doesn’t cross under opponents that are being juggled.
[
] Sonic Shockwave: No longer causes a hard knockdown.
[/list]

Klonoa
[list]
[] Jumping Light Punch/Kick: Reduced the pushbox vertically so it works better as a cross-up.
[
] Normal Throw: No longer causes a hard knockdown. Doesn’t knock them as far. Animation length reduced.
[/list]

Yoshi
[list]
[*] Normal Throw: No longer causes a hard knockdown.
[/list]

Ken
[list]
[*] Normal Throw: No longer causes a hard knockdown. Throw animation sped up.
[/list]

Ryu
[list]
[] Normal Throw: No longer causes a hard knockdown.Throw animation sped up.
[
] Shinkuu Hadoken: No longer causes a hard knockdown.
[/list]

Kim
[list]
[*] Normal Throw: No longer causes a hard knockdown.
[/list]

Rugal
[list]
[] Normal Throw: No longer causes a hard knockdown.
[
] Standing Heavy Kick: No longer hits overhead.
[] Dark Smash: Normal and EX versions no longer hit overhead.
[
] EX Kaiser Wave: No longer causes a hard knockdown.
[/list]

Sagat
[list]
[] Walkspeed increased slightly.
[
] Tiger Cannon: Neither version causes a hard knockdown.
[/list]

Joe
[list]
[] Normal Throw: No longer causes a hard knockdown. Throw animation ends a bit earlier.
[
] Double Cyclone: No longer causes a hard knockdown.
[/list]

Athena
[list]
[] Normal Throw: No longer causes a hard knockdown.
[
] Standing Heavy Punch: Can now be special cancelled.
[] Crouching Heavy Punch: Can now be special cancelled.
[
] Psycho Sword: Starts moving forward earlier.
[] Psychic Teleport: Total frames reduced greatly on all versions. Light from 43 to 27, heavy from 66 to 36, and EX from 52 to 20. Travel speed on all versions increased as well.
[
] Shining Crystal Bit: Projectile goes lower during its movement cycle.
[/list]

Ryo
[list]
[] Normal Throw: Doesn’t toss them as far. No longer causes a hard knockdown.
[
] Haoh Shoukou Ken: No longer causes a hard knockdown.
[/list]

Iori
[list]
[*] Normal Throw: Doesn’t toss them as far. No longer causes a hard knockdown.
[/list]

Juri
[list]
[*] Normal Throw: No longer causes a hard knockdown.
[/list]

T. Hawk
[list]
[*] Normal Throw: No longer causes a hard knockdown.
[/list]

Ryuji
[list]
[*] Normal Throw: No longer causes a hard knockdown.
[/list]

Squall
[list]
[*] Normal Throw: Doesn’t knock them as far. No longer causes a hard knockdown.
[/list]

Yuri
[list]
[] Normal Throw: No longer causes a hard knockdown. Sped up the animation.
[
] Haoh Shoukou Ken: No longer causes a hard knockdown.
[/list]

Dudley
[list]
[*] Normal Throw: No longer causes a hard knockdown. Doesn’t toss them as far. Animation ends earlier.
[/list]

Yun
[list]
[*] Normal Throw: No longer causes a hard knockdown. Doesn’t toss them as far. Can no longer combo afterwards in the corner.
[/list]

Yang
[list]
[*] Normal Throw: No longer causes a hard knockdown. Doesn’t toss them as far. Animation ends earlier.
[/list]

King
[list]
[] Normal Throw: No longer causes a hard knockdown. Knocks them higher, but not as far.
[
] Venom Strike: Light version now cancels out pushback in the corner once the projectile is spawned.
[/list]

Elena
[list]
[*] Normal Throw: No longer causes a hard knockdown.
[/list]

Dhalsim
[list]
[] Zoom Short: Second hitbox is now a low.
[
] Crouching Heavy Kick: Pushback on hit reduced.
[] Jumping Light Punch: Now causes a knockdown vs airborne.
[
] Yoga Fire: Damage increased, from 60 to 80.
[] Yoga Flame: Damage on the light version increased, from 80 to 100. Damage on the heavy version increased, from 100 to 120.
[
] Yoga Inferno: No longer causes a hard knockdown.
[/list]

Lucario
[list]
[] Standing Heavy Punch: Hitbox expanded forward.
[
] Standing Light Kick: Hitbox expanded forwards and upwards.
[] Standing Heavy Kick: Hitbox expanded forward.
[
] Crouching Light Kick: Hitbox expanded forward.
[] Crouching Heavy Punch: Hitbox expanded forward.
[
] Crouching Heavy Kick: Hitbox expanded forward.
[*] Aura Storm: No longer causes a hard knockdown.
[/list]

Nakoruru
[list]
[*] Crouch Heavy Punch: Hurtbox and hitbox expanded forward. Hitbox size reduces on frame 8.
[/list]

Zangief
[list]
[] Standing Light Punch: Pushback increased.
[
] Standing Light Kick: Pushback increased.
[] Banishing Flat: Active frames icnreased, from 2 to 6.
[
] EX Banishing Flat: Fixed the blockstun so it’s -4 on block.
[/list]

Guile
[list]
[*] Sonic Hurricane: No longer causes a hard knockdown.
[/list]

Sakura
[list]
[*] Shinkuu Hadoken: No longer causes a hard knockdown.
[/list]

Megaman
[list]
[*] Shining Laser: Damage reduced, from 200 to 150. No longer causes a hard knockdown.
[/list]

Gengar
[list]
[] Normal Throw: No longer causes a hard knockdown.
[
] Night Shade: No longer causes a hard knockdown.
[/list]

Rose
[list]
[*] Aura Soul Spark: No longer causes a hard knockdown.
[/list]

Zero
[list]
[*] Mega Buster: No longer causes a hard knockdown.
[/list]

Kyosuke
[list]
[*] Kakusan Cross Cutter: No longer causes a hard knockdown.
[/list]

Fluttershy
[list]
[*] Stampede: No longer causes a hard knockdown.
[/list]

Twilight Sparkle
[list]
[*] EX Chapter Trap: Fixed it so that when it lands on the ground, it will dissipate after a while instead of staying there forever.
[/list][/details]

A lot of the changes are removing hard knockdowns from a lot of throws and projectile supers. I felt this helped improve the overall pace of the game.

In addition, there will be a total of 17 new stages added to the game, bringing the total up 44. Figured out a way to add more stages without impacting the size of the .exe or the initial load time, so I went with it.

Spoiler

http://i.imgur.com/hqriwi1.png

http://i.imgur.com/m9UMytd.png

http://i.imgur.com/584DHNR.png

http://i.imgur.com/5ueRsQj.png

http://i.imgur.com/DLNSZBu.png

http://i.imgur.com/8FyUzjM.png

http://i.imgur.com/CTAyucU.png

http://i.imgur.com/w95IQb9.png

http://i.imgur.com/bSlrnbF.png

http://i.imgur.com/wqF7O46.png

http://i.imgur.com/P33XhYG.png

http://i.imgur.com/9KesbZs.png

http://i.imgur.com/MHmijtk.png

http://i.imgur.com/Fmpz2nD.png

http://i.imgur.com/C5MiTF8.png

http://i.imgur.com/I0GCvpt.png

http://i.imgur.com/ry2HxWS.png

Once this update is released, I’ll be focusing on having working online play as well as more AI opponents.

Nice!

This is pretty ambitious for a fan-made game. From what I can tell, I think you’re trying to actually make it balanced (!!!) unlike the 169,050 other games that use pre-existing FG assets. And Scrub Honest Mode looks hilarious and produces the exact results that I thought it would if you truly fought with “honor”.

Question: Would porting to Linux be possible? My laptop is Linux and I’d like to bring it around to show some friends. I know next to nothing about Game Maker, but I heard that has some kind of Linux porting option (in addition to porting to Mac and Android, as well, IIRC).

In any case, I’ll be watching the progress of this game and playing it on my Windows desktop. Good luck with development! :slight_smile:

Trying, yeah. Hard to really achieve that though without a lot of feedback. I really want to have online play to assist with that but I haven’t been able to get around to working on the game as much as I’d like (hence why the latest update hasn’t come out yet).

…in hindsight I really should have cut the roster size in half, aside from dev time it would have also helped in focusing on characters that fit the engine the best rather than just throwing everything in and seeing what works or not.

Unfortunately no. AFAIK that requires Game Maker Studio, and I’ve been working with Game Maker 8.0. I’d have to spend a decent amount of cash to acquire Studio, and then figure out a way to port it over, and there’s no guarantee it’d even work properly if I did that; I tried porting it over using the lite version of Game Maker Studio and it crashes whenever I try, presumably due to the size of the original project.

So yeah, stuck with Windows.

Delete the horses then

I said in hindsight, I’m not removing characters at this stage :rofl:

I didn’t say their names for nothin, he better keep that at this point.

Honest Versus LOL

The game looks dope man

one of the best things I have ever seen.