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In Progress Project FGC

The project is currently under development.
Check out the first post, I've updated the game to 1.0.1. Below is the changelog:

KYWWdJP.png


====1.0.1
- Updated all bosses and minibosses to have a 50% HP increase when playing with two players.
- Updated Terry; added special move Burn Knuckle, please check movelist.txt.
- Updated Terry; adjusted horizontal distance of Rising Tackle.
- Updated Scorpion; replaced his voice clip for Spear, AKA "Get over here!"; increased "Toasty!" sound volume.
- Updated boss God Rugal; his stage is now Burning Osaka from Capcom Vs SNK 2.
- Made it so that players cannot move during the final boss' fight intro.

Have fun!
 
Here's my playthrough of th latest version bro:

https://www.youtube.com/watch?v=kYCCOK762SY

Overall, pretty good!!  God Rugal is a pain as usual lol, I wanted to hear some of actual stages music in this, especially with the Guilty Gear/Fist of the North Star stages as those OST are rocking lol!!  Love that you could do so much combos in this man!!

Looking forward to the next version of the game bro!!  Thanks again!!
 
Thanks for recording the video! You, uh... don't really use the Special or EX button much, eh? You know you can string it all together to make flashy combos--and in fact, I based the enemy HP values with those combos in mind.

That said, I actually really appreciate you recording gameplay. Watching you only mash the Attack button gave me an idea for a new feature, which I've been working on for the last few days. I'll share more details as I develop more!
 
So I've updated all characters to have, what I like to call, Auto-Combos. It's a simple change in that the last attack in the regular chain will cancel into weaker super move, so long as your MP bar is at least 50% full. IE, keep pressing Attack, and eventually you'll pull off a free super!

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bHzRuGV.png


These Quick EX Attacks, as I dubbed them in-game, are weaker than regular EX Attacks. Since they require only half of the meter to use, they do about half damage (for reference, the average enemy has 170-190 HP, the average EX does 120-140 damage, and the average Quick EX does 60-80).

This feature was, frankly, inspired by dafamily's video and watching my own friends play. I noticed that for some reason, people have a tendency to ignore the other two buttons and just mash Attack. I figured by adding this feature, even the most newbie players would enjoy the game more and feel it's less monotonous.

Now that all characters are updated, I'll resume adding more bosses and playable characters.  ;D
 
I like the progress. The only thing which bothers me a lot is Terry's Power Geiser. That effect needs to have transparency, like all others.
 
O Ilusionista said:
I like the progress. The only thing which bothers me a lot is Terry's Power Geiser. That effect needs to have transparency, like all others.
Thanks! So I kind of went the lazy route there to knock out all the secondary supers... instead of making Power Geyser the proper way, I just used frames from an animated GIF on Fighters Generation. I'll redo it I'm done working on everything else.
EDIT: Per Ilusionista's and DC's request, I fixed Power Geyser.  8)
kp1tRJK.png


Speaking of everything else, here's a glimpse at the next boss:
4d11hnN.png

 
Felicia from Darkstalkers is the next character to be added in the game!

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kEnSfUN.png
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Who do you want me to add in next?  ;D
 
My favourite fighting game character is Amy from Soulcalibur so being able to play her in a beat 'em up would be amazing but I know for a fact there's no sprites of her anywhere so she'd have to be made from scratch or using a base which'd be too much work :/

How about Momoko from King of Fighters for a fast/acrobatic style of character? :)
 
NickyP: I'm a great fan of Krizalid character. This is not mandatory, add the characters that you like :).
Psykai: Have I read a spriter challenge? :) This is a nice idea to make Amy in 2D. Maybye I'll try something soon...
 
:o uohhh This is what my game is missing, those terry combos, could you share the terry folder and its txt, is it to see how it is done, in the levels do you use a palette for each level? that is the 256 colors? keep up the great work  8)
 
Psykai , hey man, if someone like kimono is up to the job and makes it happen, then I'll put her in! In the mean time, are there any other Soul Calibur characters you want? Ivy, maybe? Was thinking of putting her in, but I don't want all of my female characters to be half naked (which lead me to realize that 80% of prominent female fight game characters are half naked, lol).

Kusanagi83  What part of my combo system do you want to implement in your game? I can walk you through it if you want, it's not too complicated so long as you understand general OpenBOR commands and the "big picture" of the setup.

In the meantime, check out some Felicia gameplay, as well as a showcase of the Auto-Combo system:
https://www.youtube.com/watch?v=HSFTDTq4-w0
 
perphaps these chars could be interesting:john crawley (art of fighting 1),mickey rogers(art of fighting 1),lee pai long (neogeo battle colisseum),tung fu rue(neo geo battle colisseum).
 
Per Ilusionista's and DC's request, I fixed Power Geyser.
now its way better :)

NickyP said:
Felicia from Darkstalkers is the next character to be added in the game!

kEnSfUN.png
pF6wiuz.png
cyYI6Bl.png


Who do you want me to add in next?  ;D
For this stage, you need to change the shadow angle, to match the light angle of the stage.
And this gave me an idea: you could do a dynamic shadow, changing the light angle by scritp depeding of which side the character is.
You can make a invisible entity which tracks the camera position and change the light angle based on the camera position.

The only thing is: I can't remember if you can change this though script.
 
O Ilusionista said:
For this stage, you need to change the shadow angle, to match the light angle of the stage.
And this gave me an idea: you could do a dynamic shadow, changing the light angle by scritp depeding of which side the character is.
You can make a invisible entity which tracks the camera position and change the light angle based on the camera position.

While not a bad idea, seems kinda complicated. I think for the time being I'll look into changing the shadow angle for that stage in particular.

In other news, I've been working on the HUD a bit. I added the combo counter and enemy lifebars. I think it turned out decent.
JGtWbSe.png

(also you can see that Hyde from UNIB is the next character)

I'm currently toying with the idea of making  "KO!" cut-in, as well as "You Win" and character win poses--the question is how I want to go about doing it. If I made all of the stages purely 1v1 (or 2v1 in co-op), then I could spawn an item on the last enemy that spawns the KO text and triggers a pain animation that's dedicated as a victory animation... but that's not how I designed the levels, and they're either 1v2/2v2. Perhaps just spawn the KO text entity via an invisible enemy that's registered as a boss, at the end of the level? But then, the KO message would spawn after the last enemy flashes out; and I think it'd be obviously preferable if it spawned upon landing the killing the blow.  :o Any thoughts?
 
  Your level design doesn't matter as long you can guarantee at least one entity spawn after last boss(es) are defeated. This is what I'm referring:
Code:
spawn	Boss
coords	550 275
at	0

spawn	Boss
coords	550 275
at	0

spawn	Boss
coords	550 275
at	0

group	1 1
at	0

spawn	delay
health	20
coords	550 275
at	0

spawn	Text
coords	320 275
at	0

spawn	delay
@script
void main()
{
// insert winning pose script here
}
@end_script
health  50
coords	320 275
at	0

After 3 bosses are defeated, level doesn't end. Instead 2 seconds delay will be played before Text (not enemy) and another delay appears

  If you set it like this, you can have WIN or KO text appears and force players to perform winning pose after all bosses are defeated
 
I see. So basically, the idea is to set all enemies to "boss 1" in the level, then spawn the text entity at the end with a delay, to give players time to play their "anim victory." Sounds easy, I'll give it a shot!
 
No, don't set boss 1 to any enemy
Setting that will end level after all bosses are defeated, preventing you from showing anything after that.
 
Bloodbane said:
No, don't set boss 1 to any enemy
Setting that will end level after all bosses are defeated, preventing you from showing anything after that.

I didn't have too much trouble. Using proper timing with lifespan and delay in death animation, I made it so that the KO and WIN messages are spawned as enemies at the end of the group; with all enemies having boss 1. Because anim victory doesn't play until the "bosses" anim death finishes, I just gave the death a long enough delay to simulate the transition between the KO and WIN messages. The result worked out quite well.

Fpvofcf.png


Now if only we could have the score tally from "next" render at the end of the stage, instead of a different screen...
 
Just showing off some gameplay + the new victory sequence.

https://youtube.com/watch?v=nRFDDLsxumc

It's coming along nice. Wish I had more time to work on it.
 
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