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878590 Posts in 32929 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 08:51:59 AM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: GO HERE TO CONTRIBUTE
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Author Topic: Indie Brawl: GO HERE TO CONTRIBUTE  (Read 58116 times)
Soulliard
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« Reply #285 on: September 06, 2010, 11:09:00 AM »

That's a nice learning algorithm. I'll keep it in mind.
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MHman
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« Reply #286 on: October 30, 2010, 09:41:16 AM »

Firstly... WOW! Congratz guys! I’m glad someone decided to make a decent SSB kind of game, and best all, in a indie way! And it’s gonna be awesome from what I can see and have played!

Here are my humble suggestions for improving it based on experience (I made Multihero, the only 'decent' SSB inspired game on PC I presume? Indie brawl will be the best I’m sure when it’s done)

The first thing I noticed when playing the game was the lack of a ‘hit-stop-continue’ effect when an attack connected. Let me explain that better for those who don’t get it. Y’know in games like Final fight, street fighter, super smash bros, samurai shadow, killer instinct and many other games when your player lands a punch on the opponent and the punch animation holds still for a brief moment and then continues… that’s what I’m talking about!

That effect makes a HUGE difference on gameplay, I don’t know why, but it feels more like you landed the blow when that happens and you can distinguish it better as well during gameplay, it just feels right! Originally, before I released Multihero, it had none of that and it just felt a lot better when I added it, all my friends agreed, and it doesn’t take a genius to realize the best games use that from the old days to nowadays.

So there! Hope you consider it, I really want to see this game shine and it’s got everything going for it! I wish I could contribute more to this project but unfortunately life as it is for me right now and the project I got in my hands doesn’t leave me much free time. But anything I can do to help just ask! I certainly will if I can!

Oh! I made that up, ‘hit-stop-continue’ hehehe, someone please tell the name for that effect/technique if one exists!  Smiley

Cheers!
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Soulliard
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« Reply #287 on: October 30, 2010, 09:51:00 AM »

Thanks for the kind words. Adding the sort of effect you describe should increase the feeling of power behind attacks, so I'll see if I can add it in.
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Contrary
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« Reply #288 on: October 30, 2010, 11:50:31 AM »

Yeah I agree with MHman that is what IB is missing, I think.
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-Frikman-
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« Reply #289 on: November 04, 2010, 01:01:32 PM »

two things.
-1º: I found a bug. It's impossible to fan Liero's spikeballs anymore, and if you try to do it you get a Game Maker error message
Quote
___________________________________________
ERROR in
action number 1
of Collision Event with object spikeball
for object liero_fan:

Error in code at line 4:
       if(other.throwing){

at position 15: Unknown variable throwing

___________________________________________
ERROR in
action number 1
of Collision Event with object spikeball
for object liero_fan:

Error in code at line 4:
       if(other.throwing){

at position 15: Unknown variable throwing

___________________________________________
ERROR in
action number 1
of Collision Event with object spikeball
for object liero_fan:

Error in code at line 4:
       if(other.throwing){

at position 15: Unknown variable throwing

___________________________________________
ERROR in
action number 1
of Collision Event with object spikeball
for object liero_fan:

Error in code at line 4:
       if(other.throwing){

at position 15: Unknown variable throwing

___________________________________________
ERROR in
action number 1
of Collision Event with object spikeball
for object liero_fan:

Error in code at line 4:
       if(other.throwing){

at position 15: Unknown variable throwing
-2º: I did this while I was boring

(yeah, they're pretty big ^^U)
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They only think of me like an awesome ninja cat.
Soulliard
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« Reply #290 on: November 04, 2010, 04:41:49 PM »

Good catch with the bug. It will be fixed in the next release.
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-Frikman-
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« Reply #291 on: November 05, 2010, 07:44:54 AM »

and talking about new releases, don't you think it's a bit weird Naija's kick has more damage and knockback than her "Beast Charge"?
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eltantillo
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« Reply #292 on: January 09, 2011, 10:50:58 PM »

Hello there, first of all, contratulations for this excelent game, as i can see, so far, its amazing.

I'm a gamemaker programer, and i wanna ask if someone is working on the AI? If you wanna check some of my work, here i have an fighting game with an AI Link This game is unfinished and still in progress, i have a lot to sprite, but im alone at it Sad

I wanna get a try at programming the AI for this game, i have improved since i programmed that one.

Well thats all, good luck with this project =D

Regards eltantillo.
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John Sandoval
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« Reply #293 on: January 09, 2011, 10:52:42 PM »

As far as I know, no work has been done on the AI.

If you want to work on it, go for it! The source file is there in the download.
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Soulliard
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« Reply #294 on: January 10, 2011, 08:08:20 AM »

I'm a gamemaker programer, and i wanna ask if someone is working on the AI? If you wanna check some of my work, here i have an fighting game with an AI Link This game is unfinished and still in progress, i have a lot to sprite, but im alone at it Sad

I wanna get a try at programming the AI for this game, i have improved since i programmed that one.
Go for it! The source file comes with the main download.

I'd start with Nikujin, since he's a pretty straightforward character, and he's also 100% finished.

By the way, what are the controls for your game? I can't seem to get past the menu.
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eltantillo
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« Reply #295 on: January 10, 2011, 11:51:05 AM »

The controls are the arrow keys, and A for selection, currently only has been released with the vs option working. Ingame controls:
Arrow keys for movement
Q: Guard
W: Charge
A: Punch
S: Kick
D: Energy blast
Z: Special 1 ()
W+E: Transform
F5: Debug mode (Show debug information and collision boxes, ininite HP and energy)

Ok ill begin working with the AI, also if you are interested in anything from my game i can share the source code with you, and where should i post the progress i made?
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Soulliard
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« Reply #296 on: January 10, 2011, 08:39:00 PM »

It's a bit out of date, but you might want to take a look at this thread. It explains the basics of how the game's attacks work.

The code that is most relevant to you is probably in the Character's step event, and the action() and different step() scripts.

I wish I had time to lay out a more complete guide to how the engine is programmed, but instead, I'll just ask you to PM me if you have any questions. And keep me updated about how things are progressing.

Oh, and make sure you keep track of what parts of the code you changed so the changes can be integrated more easily.
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