NickyP
Active member
Current version: 1.4.0
Download: https://gamejolt.com/games/projectfgc/467119
Mirror: coming soon!
Update 2/23/2021:
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I've teased this enough on the Discord, that I figured I might as well show it off proper.
Project FGC is designed to be a cooperative fighting game for people who suck at fighting games, but still enjoy them. If you're familiar with Street Fighter Alpha 3's "Dramatic Battle" mode, it's a similar concept. The gameplay is fairly streamlined with simple inputs for specials and supers, and plenty of opportunities to juggle opponents. Stages are also strictly on a 2D plane, to stick with the fighting game motif. Most characters sport a standard 5-hit combo string and at least two specials, with everyone having a super (dubbed in-game as "EX Attack"). Additionally, there's both aerial and crouching attacks, plus a counterattack if you hit the block button while in your pain animation.
"FGC" in the name stands for either "fighting game character" or "fighting game community," whichever your fancy. To stick with the theme, I'm only adding characters that traditionally originated from a fighting game--so you won't see anyone like Wolverine or Mario.
The few people who have tested so far said it's really fun. Stay tuned as I work towards a release.
Here's some videos:
Download: https://gamejolt.com/games/projectfgc/467119
Mirror: coming soon!
Update 2/23/2021:
====1.4.0
- Add playable character;
- Mai [Fatal Fury/King of Fighters].
- Updated all characters to have decreased frame delay with ducking animations (now 4 centiseconds, was 6 in 1.3.0, and 8 in 1.0.0).
- Updated Terry;
- slightly increased travel distance and slightly decreased height of Crack Shoot (now plays like an in-between from version 1.0.1 and 1.3.0);
- decreased the frame delay of the peak of Crack Shoot; decreased the frame delay of Power Geyser.
- Updated Ragna;
- adjusted the running animation;
- increased the end lag on the final attack in his regular attack chain;
- adjusted hit pause on fourth and fifth regular attack; increased damage power of fourth and fifth regular attack;
- Devoured by Darkness is now a multi-hit attack; increased the size of the initial hitbox of Devoured by Darkness;
- decreased frame delay for the startup of Inferno Divider;
- reworked Carnage Scissors to be more accurate to the source games;
- slightly adjusted sprite offset in certain animations.
- Updated Cammy;
- decreased frame delay for the startup of Cannon Spike;
- decreased hit pause for the first phase and the startup of the second phase of Spin Drive Smasher;
- adjusted the animation for Spin Drive Smasher;
- decreased jump height and adjusted the animation for Axel Spin Knuckle;
- adjusted animation for Cannon Spike;
- Cannon Spike now has a recoil and can only hit one enemy, also increased attack power;
- increased the damage power of Cannon Spike; updated jumpattack cycle; decreased frame delay of duck attack;
- updated color palette.
- Updated Ryu;
- decreased frame delay for the startup of Shoryuken;
- sped up the animation for Tatsumaki Senpuu Kyaku;
- Shinkuu Tatsumaki Senpuu Kyaku is now a multi-hit, with the first hit having increased range and a vacuum effect;
- updated color palette.
- Updated Chun Li;
- decreased frame delay for Spinning Bird Kick, increased the distance Spinning Bird Kick travels;
- decreased frame delay for duckattack;
- Kikosho is now a multi-hit attack.
- Updated Morrigan;
- removed hit pause from Soul Eraser;
- reduced the end lag from fifth regular attack;
- removed unnecessary shadows on Silhouette Blade.
- Updated Felicia;
- adjusted her forward dash to be uniform with Nightmare and Sophitia.
- Updated Taokaka;
- adjusted the animation for Hexa Edge, it's significantly more smooth.
- Updated Athena;
- Psycho Teleport no longer has an attack box, it's purely an evasive move;
- Psycho Teleport has increased invincibility frames, and travels farther;
- added special move Phoenix Arrow (please see movelist.txt for details).
- Updated Guile;
- Flash Kick now has endlag.
- Updated character select screen.
- Updated movelist.txt.
- Slightly adjusted the spawn position of all EX Attack portraits.
- Implemented some RAM optimization to help with compatibility on lower-end hardware.
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I've teased this enough on the Discord, that I figured I might as well show it off proper.
Project FGC is designed to be a cooperative fighting game for people who suck at fighting games, but still enjoy them. If you're familiar with Street Fighter Alpha 3's "Dramatic Battle" mode, it's a similar concept. The gameplay is fairly streamlined with simple inputs for specials and supers, and plenty of opportunities to juggle opponents. Stages are also strictly on a 2D plane, to stick with the fighting game motif. Most characters sport a standard 5-hit combo string and at least two specials, with everyone having a super (dubbed in-game as "EX Attack"). Additionally, there's both aerial and crouching attacks, plus a counterattack if you hit the block button while in your pain animation.
"FGC" in the name stands for either "fighting game character" or "fighting game community," whichever your fancy. To stick with the theme, I'm only adding characters that traditionally originated from a fighting game--so you won't see anyone like Wolverine or Mario.
The few people who have tested so far said it's really fun. Stay tuned as I work towards a release.
Here's some videos: