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| that tcotl fightan game | |
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| Topic Started: Jun 15 2010, 05:35 PM (3,573 Views) | |
| plasmi | Jun 27 2010, 10:42 PM Post #61 |
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call me the necroposter
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well heres the problem. this needs subtopics. demonlemon, now that we know we are gonna make it, and that we need subtopics, PLEASE make this a subforum. the tcotl rpg was basically like this when it was made a subforum. demonlemonnnn |
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| Masquerade | Jun 27 2010, 11:05 PM Post #62 |
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boy howdy
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we're not going to do that until MM:CC is finished. hold your horses, boy. |
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| Tyler | Jun 27 2010, 11:10 PM Post #63 |
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only the finest
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I thought we had decided it wouldn't be Smash Bros. style, but it's still open for discussion (Smash Bros. is sh*t fighting game-wise so :/) |
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| plasmi | Jun 27 2010, 11:44 PM Post #64 |
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call me the necroposter
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i like the super smash bros system. |
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| Espejo | Jun 27 2010, 11:46 PM Post #65 |
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You lookin' at me, boi?
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As do I. |
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| Tyler | Jun 28 2010, 12:20 AM Post #66 |
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only the finest
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But it isn't a good fighting game system. That's all I'm trying to say. |
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| Espejo | Jun 28 2010, 12:24 AM Post #67 |
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You lookin' at me, boi?
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OPINIONS |
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| Tyler | Jun 28 2010, 12:30 AM Post #68 |
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only the finest
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| Espejo | Jun 28 2010, 01:00 PM Post #69 |
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You lookin' at me, boi?
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We're off to a solid start: Basic movement engine complete Now I just need to know the style of gameplay and attacks. You need GM8 lite to run it BTW. THIS ENGINE CONTAINS: Walking/Running (Automatic speed up from walk to run) Jumping (with Shift) Ducking Landing Sprites (I never see anyone else do these) Variable Jumping (scientific breakthrough) Umm... Solid Block collision? Err... Animated jumping/falling? and MANY MORE UN-NIFTY FEATURES |
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| Tyler | Jun 28 2010, 03:32 PM Post #70 |
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only the finest
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Let me break down a few things: Automatic speed up from walk seems really awkward for a fighting game. You should never have an alternate button for jump. Up should always be jump. Ducking is fine. Landing sprites, while they tend to create a more professional feel to things, tend to disrupt the flow of action. Not sure what "Variable Jumping" is, if someone can explain then I'll be happy to give my opinion on it. Not sure what "Solid Block collision" is either. Animated jumping and falling is an important feature, WHY DIDN'T YOU LIST THIS BY THE TOP WITH ALL THE OTHER THINGS |
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| Fishmuffin | Jun 28 2010, 04:26 PM Post #71 |
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yeaaa gurl
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AI levels: Wimp Beginner Minutely Strong Average Joe Minutely Weak Professional Your Undoing Hell Difficulty Moves: Z = Basic Attack Up + Z = Upper Attack Down + Z = Lower Attack X = Special Attack Up + X = Upper Special Down + X = Lower Special Down = Crouch Left & Right = Movement Up = Jump Enter = Pause C = Guard Up + C = Guarded Jump Down + C = Guarded Crouch A = Use Final Move S = Throw Items (Will we have items like Super Smash Bros or not? We need to decide) That's all I can think of. |
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¯\_(ツ)_/¯ Hope rides alone ¯\_(ツ)_/¯ | |
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| Tyler | Jun 28 2010, 04:28 PM Post #72 |
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only the finest
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I must be the only one that doesn't want a Smash Bros. type engine, and an actual fighting game one
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| Tyler | Jun 28 2010, 04:30 PM Post #73 |
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only the finest
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The main reason I'm objecting to a Smash Bros. engine is because we aren't making "Super Smash Bros. Citrus." We're making "The Cult of the Lemon: Ultimate Citrus Champs." |
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| Fishmuffin | Jun 28 2010, 04:49 PM Post #74 |
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yeaaa gurl
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Sounds good. I'm with Elecrai on this one. Don't most fighting games have the moveset I listed? |
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¯\_(ツ)_/¯ Hope rides alone ¯\_(ツ)_/¯ | |
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| Tyler | Jun 28 2010, 04:53 PM Post #75 |
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only the finest
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no, not really. There isn't an alternate button for "block" in most good fighting games, and special moves involve you either pressing punch or kick after performing a command. For example, for Ryu's famous HADOUKEN, you have to press Down, Forward, then Punch. It takes a little fluidity, however. |
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2:24 PM Jul 11