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In Progress Project FGC

The project is currently under development.
Nice work! :D That "You Win" part makes me think of the player's score tallying up for completion in level, especially after defeating the bosses.
 
It's been a while since I was able to work on this, but I've updated the character select screen with matching character icons. The order is not final, of course (and neither is the roster), but you can see the general idea of where I'm going with it. I think it looks nice; it filled up the previously dead space fairly well.

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Thanks dude!

In the meantime, I've finalized Kasumi from Dead or Alive.

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There's like 9 more characters I want to add at a minimum, but I think I'm going to focus on adding more bosses/mini bosses for now.
 
Any news on non-SNK enemies? A barrage of SNK enemy after SNK enemy can get tiring. I feel like characters such as Baraka, Adon, Birdie, Dan, etc could work as common enemies in the game. Kasumi is looking good so far.
 
Miru said:
Any news on non-SNK enemies? A barrage of SNK enemy after SNK enemy can get tiring.
So I planned on adding non-SNK enemies as mini/bosses. Izanami from Blazblue is already in as the final boss for Arcade Route C, for example. I suppose I can throw a few Capcom/etc people in there as regular enemies.

Unrelated, what I really want is to have all Arcade Routes consolidated into one main Arcade Mode, with six stages being loaded at random, followed by a random final boss. I haven't the slightest clue how to script something like that, though. As of right now, I have 24 standard stages; having the engine pick a selection of six from that 24 would be ideal.  Maybe one day.
 
NickyP

Scripting random level jumps is one of those things that sounds really complex, but in reality there isn't much to it. Level jumps are done by number, and there's a built in random function listed in the manual. It's really just a matter of getting the random number between possible level numbers and triggering a level jump.

I can't think of any modules right off hand that use level jumping so you can see it work, but I know there's a ton. Bloodbane, some of yours have level switching, yes?

DC
 
NickyP said:
Unrelated, what I really want is to have all Arcade Routes consolidated into one main Arcade Mode, with six stages being loaded at random, followed by a random final boss. I haven't the slightest clue how to script something like that, though. As of right now, I have 24 standard stages; having the engine pick a selection of six from that 24 would be ideal.  Maybe one day.

So let me get this straight, you have arcade mode which goes like this:

Stage 1 -> Stage 2 -> Stage 3 -> Stage 4 -> Stage 5 -> Stage 6 -> Final Boss

Each stage is random pick from 24 stages, right?

That doesn't sound hard, a quick level just before Stage 1 picks the random stage. Then at end of each stage, picks random stage again (other than current one). Hmmm... a stage counter might be needed to go to boss stage after 6 stages are cleared
Come to think of it, that's pretty similar to how Arcade R mode works in my Scorer Horror game

If you don't mind going to same stage after 2 stages, the script could be simple but if you do, the script could be more complex
 
Project FGC updated to version 1.3.0, and it's out now! It's a pretty huge update, hopefully should play a lot better compared to the previous one. Hope you all enjoy!

You can download it and see the full changelog in the first post. But, if you want to see it now, here's what we're looking at in terms of what's new:
====1.3.0
- Players now start a match closer to the center of the stage, much like a fighting game.
- Enemy lifebars are now visible in the HUD, placed under player lifebars.
- Added character icons to the character select screen.
- Added the Auto-Combo feature; if you have at least 50% EX meter and press the Attack button immediately following the last hit of your regular attack chain, you will automatically perform the Quick EX Attack. (Also performed by holding down and pressing the EX button, with at least 50% EX meter).
- Added playable character; Felicia [Darkstalkers]
- Added playable character; Hyde [Under Night In-Birth]
- Added playable character; Kasumi [Dead or Alive]
- Added Arcade Mode - Route D.
- Added Boss Rush Mode.
- Added boss Izanami; appears at the end of Arcade Mode - Route C and D.
- Added the combo counter.
- Added more normal enemies; updated previously existing stages to have them.
- Updated all characters to have Auto-Combos.
- Updated all characters to have victory poses, as well as the Victory screen when all enemies are defeated.
- Updated all characters to have decreased frame delay with ducking animations.
- Updated Ryu; slightly decreased the frame delay to a few regular attacks.
- Updated Kyo; slightly decreased the frame delay to a few regular attacks; Aragami can now be canceled into from the fourth attack in the regular attack combo, see movelist.txt for details; updated Migiri Ugachi to Migiri Ugachi Kai, now knocks enemies into the air twice instead of straight down; slightly increased the damage power of Aragami, Kono Kizu.
- Updated Ragna; slightly decreased the frame delay to a few regular attacks; adjusted positioning of Carnage Scissors effect.
- Updated Nightmare; decreased the frame delay to all regular attacks; slightly increased the damage power of the last attack in the regular attack chain; added special move Reverse Slash, see movelist.txt for details; added special move Low Sweep, see movelist.txt for details; Nightmare now steps forward during the first slash of Slash Cross; tapping forward twice will do a short hop dash; increased the rate in which the EX meter fills.
- Updated Cammy; increased the knockdown height of Cannon Spike; increased the travel distance of Spin Drive Smasher; decreased the hitpause of Spin Drive Smasher; Spin Drive Smasher now lands an additional hit at the end; added voice clip for Axel Spinning Knuckle.
- Updated Chun Li; Houyoko Sen now does 17 hits, with a slight damage increase; Spinning Bird Kick now does 2 hits.
- Updated Athena; removed hitpause from Psycho Phoenix, now guaranteed to land all hits on multiple enemies; updated the skin color on her palette to be consistent with Street Fighter Alpa style coloring.
- Updated Terry; reduced travel distance and decreased frame delay of Crack Shoot; reduced travel distance and decreased startup delay of Burn Knuckle; increased end lag on Power Dunk; adjusted attackbox, launch power, and positioning of Buster Wolf effect.
- Updated Sophitia; tapping forward twice will do a short hop dash.
- Updated movelist.txt.
- Updated credits.txt.
- Updated the How To Play animation.
- Rearranged the character order on the select screen.
- Adjusted the difficulty of boss God Rugal.
- Adjusted enemies so that, visually, they stand behind the player instead in front of them.
- Adjusted stage scroll speed; AKA, the camera will no longer lag behind the player.
- Fixed an issue with the font not displaying the ":" character correctly.

Bloodbane I'll have to look into Scorer Horror, but yes, you understand the basic idea of what I want to accomplish! Hopefully it's something I can implement and manage easily, as I'd love to add more levels and final bosses. Also, thank you for the insight Damon Caskey, I'm sure it'll be quite doable once I see an example or two.
 
In addition to Mai and Fillia, I await the first non-SNK regular enemies. Playing as Felicia has so far been pretty hype. Will we also be getting some good ol' SF2-era stages in the mix for new stages? I also noticed that Robert still throws knives instead of using his actual projectiles.
 
Miru said:
I await the first non-SNK regular enemies.

This has always been in my mind every time I look at or play it. :D Maybe it can be made with originals or whatever (from other games).
 
Miru said:
In addition to Mai and Fillia, I await the first non-SNK regular enemies.

If you've been following this thread, you could probably guess that I'll be remaking Ragna, Taokaka, and the boss version of Izanami (frankly, probably Hyde and Kasumi as well). That's what I'll be focusing on once I finish Mai. I haven't decided if I'll then be scrapping all 26 enemies and making new, non-SNK ones, or if I'll simply add non-SNK enemies to current roster.

Miru said:
Will we also be getting some good ol' SF2-era stages in the mix for new stages?

The short answer is yes. The long answer is I'm still debating whether to: A) make a separate "Project FGC: Street Fighter Edition" featuring said stages exclusively (with SF characters exclusively); B) add a a new level to each Arcade Mode Route, each of which would be a stage from SF2; or C) make a separate Arcade Mode - Route SF, where it only contains stages from SF2 with Bison as the final boss.


 
Version 1.4.0 released! Grab it in the first post, and see below for what's new:

====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.
 
Any chyance of adding people like Jin Saotome?

Oh god I just came here and I'm already making demands, I'm really sorry. I'll download your game and give it a go.
 
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