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41
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Developer / Art / Re: Hitsparks advice
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on: November 26, 2012, 10:36:57 PM
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Here is the modification with radial blur. The second one had too much color so i changed the levels to make some disappear.  I'll try Additive Blending. I'll find a way to do it easily in xna.
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42
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Developer / Art / Re: Hitsparks advice
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on: November 23, 2012, 12:33:26 AM
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I made differents tests. I'll post all during the weekend for people that want to do the same.
Thanks for your answers.
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43
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Developer / Art / Hitsparks advice
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on: November 22, 2012, 02:25:53 AM
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Hi, Does anyone have an idea how to make those kind of hitsparks?  They seem unreal, totally in contrast with the drawn sprites, more flashy. I tried but can't find how to do the same. I only know how to make drawn-like hitsparks like those.  Any ideas? Thx.
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45
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Developer / Design / Re: "Health" is a mechanism that kind of needs to go.
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on: June 11, 2012, 04:37:46 AM
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Health is perfectly viable. and more viable in certain games.
For fighting game, nobody would want a slippery slope system where you're are at a great disadvantage after some hits. And in those games, there are are gauge that change the events (stamina, burst, etc...)
Some unrealistic game tried to do that (an 3d Xbox game), but it never worked. Even in realistic fighting game, the health is more important than a CheckMate hit.
I don't think players will like to have their skills limited in an already difficult situation. (if they lose health, they are already at a disadvantage, no need to shove their tumb deeper).
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48
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Developer / Technical / Animation program for xml implementation in XNA?
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on: April 22, 2012, 01:28:35 PM
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Hi,
Is there an animation program that can export xml in xna language? I used SpriteVortex but the xml information (of the spritesheet) is not understood by Xna. It takes a long time to change manually each xml file. I heard of SpriteBuddy, is it better?
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49
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Community / Creative / Re: Questioning myself
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on: April 10, 2012, 12:44:07 PM
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Perhaps you could try to dress the game to certain theme. Like casual match-3 games vary in theme from water animals, gems to almost anything even though the gameplay is basically same. Your game looks to me a bit bland, generic and abstract. While abstract can be positive, I think you might want to come up some different objects than just rectangles etc.
He made a point. Your game look a lot like any sokoban-type game. I'll suggest to blend the boxes more in your theme (when you'll find one). Color boxes are only seen in disco freak house. Edit: IDEA, if you're really into your saturated boxes, make a disco game (or just few levels) with an afro guy, and some spotlights in the level that change colors. Humour+diversity+more appealing if well made.
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50
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Community / Creative / Re: Questioning myself
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on: April 07, 2012, 12:49:53 PM
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The fact is: What are you searchign by making videogames?
If you're searching recognition in the eyes of other people, i don't think it's the better (even if as it was said 59 people is good).
I think it is useful to think of what we do sometimes: Why do i do it? Is the benifit really interesting?
For example, i play guitar but not for anyone, just for the pleasure to improve. Result: even a lot of effort worth something for my "soul". I'm happy whatever the result or the training.
So, to sum up. Is it just a loss of motivation? in that case, it is totally normal.
Or do you really know what you are seeking and what you need to fill this void?
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52
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Developer / Technical / Re: Fighting game engine choice
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on: April 04, 2012, 10:25:48 PM
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As far as i know, programming for fighting game is not the hardest thing. Each character share a lot in common, once the display and the collisions boxes are set, it's a lot of trials to get the feeling of the game. Some special moves will need some logical thoughts but that is all.
I'll try several things and see what i am more comfortable with. I'll give unity a look.
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53
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Developer / Technical / Re: Fighting game engine choice
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on: April 04, 2012, 01:39:45 PM
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Once again, I'm going to have to throw Unity out there as an option. If you are willing to consider a low-level solution like XNA, (which is more framework than engine) than you should definitely give Unity a look-see.
It has the collision detection you would need for a fighting game. It has camera controls, full support for 3D models and 2D sprites. You can set it to run at multiple resolutions, and you can export it to multiple platforms. If you think it's worth it, you can even contact the Unity team to get your game ported to the Wii, XBox 360, or PS3.
totally agree I'm a programming newbie too, i agree. I only know MATLAB, not a single program for gaming.
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54
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Developer / Technical / Re: Fighting game engine choice
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on: April 04, 2012, 04:05:34 AM
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Yup, i know mugen and fighter maker.
The fact is Mugen is not really a game creator things. It is very difficult to add your own creativity in the engine which is more a character collection program (there are always expection though)
Fighter maker is awesome. But it lack two thing for me. -Online play is good but not versatile, only relying on a few protocol. -Graphics: very low standard. 256 colors, no opacity processing, lighting and particle effects inexistent.
I know i can't make an awesome game but i'd like me to do the best i can and those two are too restrictive.
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56
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Developer / Technical / Fighting game engine choice
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on: April 03, 2012, 10:44:16 AM
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Hi, I'm currently beggining to make a fighting game and i'm searching the best engine to use depending on my needs. I searched information and several websites and find two engine but i need more information to choose efficiently!!!!!!!!!!!!!
What i definitely need: -HD definition -online play -easy controller installation
What i'd like (optional): -lightning effects (to process shadows for example)
I narrowed my choice to two options: -XNA pros: -versality in programming -more options -xbox compatibility cons: -more programming skills required (=more time to make)
-Game maker pro pros: -easy to handle -programming skills needed really low -open source fighting game exist to learn really quickly
cons: -less versatility (2d fighting doesn't nedd that much nonetheless) -doesn't really know how to handle online play
As for you, what is the best choice? Do you see another engine?
I'm not doing this professionally, so i'm not restricted by timing issue even if i'd like to be able to do it as fast as possible.
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57
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Developer / Art / Re: Learning Art Advice
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on: February 26, 2012, 08:55:14 AM
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You can go to CGtalks forums. There is a beginner section with books and tutorials.
The thing to know is how to structurate your work(construction lines, perspective..). Knowing these rules are essential for sketching.
Second step: Shading, the most important after the sketching step to give life to your work
Third step: Color, rules are different for black and white and colored pictures.
The accuracy of your hand, your rapidity comes with years of training. So do not mind if your horizontal lines are not totally horizontal. Learn the rules before. Contrary to what people thinks, drawing accuracy is not the basis of a good drawer but of an experienced drawer. Though, there is everyday exercises to improve this point.
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59
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Community / Writing / Re: Need ideas - What is the motivation of my antagonist?
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on: November 25, 2011, 03:32:51 AM
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Money making machines can't be tied to a 4 kids story? How many childhood movies did you skip out on? You could have the corporation take out something beloved by children and immediately paint them as the bad guys and provide motivation for the kids in one fell swoop. As for the antagonist's motivation, why is money a bad thing? It can be played for laughs (see Aperture Science) well enough, as well as dark overreaching plotlines.
I think it's difficult to imagine a story between kids and adults without making the adult dumber than normal adults. All the kids movies do that in my opinion. The kids have broken something that belongs to one of their parents. They were told not to touch it, because it's an important work related thing, so they think they are in big trouble now... unless they can replace it in time, which means going on an interdimensional adventure, which inevitably means using something else they've been told not to touch. Same as above, as an adult, i'll never let an interdimensional device alone with kids around and without triple laser of death protection. I think it depends on what he intends to do. If he wants a story child like home alone, he can go for this kind of trip
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60
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Developer / Art / Re: Tips on spriting animals or mythical creatures
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on: November 25, 2011, 03:22:40 AM
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Dragon design doesn't sucks. The perspective is. The leg are weird. Do not try to separate the left and right legs so much.
In your picture, it's as if the dragon is trying to walk without bending its knees
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