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41
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Player / Games / Re: League of Legends
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on: February 09, 2011, 06:32:22 PM
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Didn't know people still posted about LoL here. Have some pixels, I'll get around to finishing this... eventually. 
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43
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Hidden / Unpaid Work / Re: Looking for programmer/sound for Puzzle Platformer
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on: February 09, 2011, 12:14:50 PM
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I'm sure  For music... Ideally I'm looking for an airy electronic pop kind of feel. A comparable example would be The Postal Service, to give an idea of tone and mood. Of course, I am not a musician and open to suggestion, I am no expect on the matter.
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45
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Hidden / Unpaid Work / Looking for programmer/sound for Puzzle Platformer
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on: February 01, 2011, 05:46:04 PM
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Current programmer can probably finish the project, but considering upcoming stuff, it will take forever so I sought to look to finish this much quicker. Basic PremiseTwo characters trapped, have to escape laboratory, one is Red, the other is Blue. The idea is only the Red character can interact with Red objects and vice-versa. You can switch between the characters at any time. Puzzles will be oriented on what order in which to use objects, how to position them properly while only being able to use certain colors, and using a character to enable access to another area for the other character etc. If you've ever played Lost Vikings, along those lines. Characters work in harmony to obtain a goal that neither can do alone. Purple is overall the other theme of the game. Characters can combine objects to creat and utilize Purple objects (since they are both Red and Blue). Here is a basic mockup of the art style I was going for. I WILL DO 100% OF THE ART ASSETS IN THE GAME. That is my role other than mechanic/level design. Also willing to collab on other stuff, but would obviously prefer to work on this. If we collaborate, I want to have a large hand in design, that's my only catch. More work I've done here (pixels and games): henaki dot sadlife dot net Contact through PM only please.
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48
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Developer / Art / Re: Mockups
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on: January 12, 2011, 04:18:29 PM
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Soooooooo, I remade the thing in this post. I'd probably mess with it more but it was just a silly mockup:   Decent metric for improving, I guess.
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49
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Hidden / Unpaid Work / Re: Tile and Background Artist needed ("Succubus" action platformer)
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on: January 11, 2011, 04:31:12 PM
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This game is pretty cool but it's like... hella unpolished. The snatch mechanic is honestly pretty interesting though. Conceptually it's pretty cool.
I might be interested in doing tilework if you are willing to put a lot more work into how the game plays even at the prototype level, my portfolio is in my signature. PM me if you want.
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51
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Community / Townhall / Re: Ninja Senki
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on: December 24, 2010, 08:17:02 PM
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From the minds of like 3 different people in Skypechat:
Fuck water.
(The game is otherwise outstanding, but the water feels awful).
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53
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Community / DevLogs / Re: Can I, should I, make a fighting game
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on: December 21, 2010, 11:45:46 AM
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Hitstop is the difference between hitstun and blockstun. Is there even blockstun in the game? I can barely tell. Blockstun/hitstun = Both characters pause when a move connects, this allows you to know that a move actually connected. Hitstop is the difference between these two (added hitstun that is only there because a move hit) and allows you to know that a move connected (entirely through feel). this is done so moves actually have impact. Generally, the stronger/more impactful the attack, the longer hitstop is. Nothing happens during hitstop that is dependent of the character. Things like projectiles, the timer, etc continue as normal during hitstop. Pushback generally should be happening during a move's recovery, and never during hitstun/stop. When a move connects and puts someone into blockstun/blockstop, what happens is even though both characters are entirely paused, you can still do inputs and they buffer into the first possible frame the characters continue acting. This makes things like canceling into attacks MUCH easier and more fluid for the player. Generally hitstop should range from between 8-30 frames, depending on the game and how powerful you want the move to feel. In faster paced games, generally the maximum amount of hitstop per normal attack would be in the 15 range. If you want a better idea of how these things work: http://dustloop.com/guides/ggac/data/hitstun.html This is about the best explanation I know of on a technical level. The game we are making would be similar to Guilty Gear or Marvel vs Capcom 2 (without the team aspect or the 40 characters are useless aspect), essentially, well balanced, well designed, character specific "bullshit". Every character would feel incredibly powerful and diverse, and making the game as accessible to new players as possible without dumbing down high level play. It's coded in XNA and currently has joystick support, the engine itself is pretty barebones but we halted work to make other games until we have an animator. http://forums.tigsource.com/index.php?topic=15832.0That's an old thread that has more detail on the features. Myself and the programmer have an extremely strong fundamental understanding of fighting games. I play them at tournament level (as in, I place top 5 in certain games repeatedly) and have a diverse background of games I know a lot about. I have also extensively tested the old (pre-Mike Z) version of Skullgirls and pretty much destroyed that engine through bug-finding. Anyway if you have any questions for me pertaining to anything, you're welcome to ask away.
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54
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Community / DevLogs / Re: Can I, should I, make a fighting game
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on: December 20, 2010, 05:33:53 PM
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Oh man, no pushback or proper hitstop... if you don't know what those are, I can gladly define them for you, but every single good fighting game have both of those. Is there some sort of fallout animation for combos? Or is the infinite I'm doing not working because I suck? If you get someone in a corner and do crouching kick repeatedly and timed well, the CPU gets trapped forever and I can KO them from full I'm pretty sure (though it is quite difficult, seems to be one frame timing). Seems like the enemy arbitrarily leaves hitstun however. If you want to focus entirely on art, myself and a programmer have an entirely functional engine: We are sadly without an animator. I'm a tournament level fighting game player, if you want at least a bunch of advice or have any questions, you're also welcome to PM me if you want to make this game better. Also, regarding difficulty, realize that from working on the game constantly you will be like ten times better at it than everyone else who plays it. If you make it hard for you, everyone else will find it impossible.
I found an infinite in two minutes and haven't lost to the CPU yet. Also you can crouch throws and I can't block anything for the record.
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55
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Player / Games / Re: Marvel vs Capcom 3
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on: December 18, 2010, 12:02:42 PM
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That one Twitter that said Lei Lei was in. . . . I want to believe, but Capcom said NO MORE DARKSTALKERS RAUGH
As long as I get Frank, and some iteration of Megamang, I will be happy.
Lei-Lei is in, all of that twitter information is compiled based upon existing rumors that are true. I have no idea how credible the Lennox Twitter account is though... i dont think megaman not in marvel vs capcom 3 is believable theyre saving him for last
If Megaman is in, he's DLC. Yall are welcome to not take my word for it though, I'm just going on rumors...
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56
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Developer / Design / Re: Are 'combos' the most important part of a fighting game?
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on: December 15, 2010, 08:31:07 AM
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For the record I play competitive fighting games and have placed top 8 in plenty of tournaments and have won a few.
Combos add more actual decisions into a match, and put in a skill barrier which extends the length of a game (for better or for worse). It adds a "specialty" someone can have which creates player diversity. It also adds discovery to the game, which can allow players a sense of satisfaction when they discover new stuff or figure out something new on their own. Essentially, combos add both some strategy and add "single player" to a competitive game.
The decision making they give is well, not exactly the most deep of things, but generally they make you factor in: risk, positioning, damage, and sometimes a secondary goal (maybe meter gain of some sort, or a gimmick). Depending on the player, you might risk a harder combo, despite knowing you could mess it up. Depending on the situation, you might choose a knockdown or a knockback (giving you an advantage which can allow you to score even more damage) or assured damage (which is guaranteed to kill the person faster).
Depending on the game, character or situation, you may forgo damage for some other kind of utility. A simple example is Arakune from BlazBlue: CS, who instead of going for maximum damage combos, aims to fill a small "Curse" guage which when filled, makes him objectively the best character in the game for a period of time. In other games, such as Hokuto no Ken, there is a system where "Stars" exist, and if you remove all 7 of them (using certain moves), you can kill them instantly. Despite this, you may opt for an actual higher damage combo and only choose to remove stars when you feel you might be able to actually get an instant kill off. Or you could focus the entire strategy of your game on removing stars. Various combos let you exploit these things in different ways.
There is an absolute strategic element to combos. Some of them are arbitrarily very hard and do not really add a lot, and you could easily remove the "technical" aspect of combos by removing any physical barrier of entry and simply give you a choice tree inside of an autocombo for example.
You can give or take on the longevity/depth/exploration aspect, but it keeps people playing a fighting game for longer, and also adds some sort of player differentiation. I have godawful exection in fighting games and generally play the characters with the easiest combos/techniques and focus entirely on reading my opponent. While other players in my area can nail ridiculous combos but have terrible strategy or are blind to many aspects of their opponents actions. This makes our playstyles entirely different, which is something combos add. One player focuses on entirely different strengths or weaknesses.
Edit: Combos are not the most important aspect obviously, but I am delving into what makes combos interesting and why they are a mainstay in the genre. They objectively make a game deeper and harder, but generally you could execute them in a way that doesn't make them harder if you designed a fighting game really, really well but keep the strategic element.
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57
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Hidden / Unpaid Work / Re: Looking for Spriters and Level Designers
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on: December 06, 2010, 09:05:38 PM
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It would probably be a good idea to talk about the engine you're making (any WIP videos, what language you are using, plans for release, if you are doing revenue share and releasing through flash portals or doing a totally free release etc).
I can't help you or anything, but if I were not busy, I would absolutely love to know that sort of information before PMing you!
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59
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Developer / Art / Re: show us some of your pixel work
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on: November 17, 2010, 11:35:17 PM
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I do but my Japanese knowledge is very limited.
and majority of Pixiv pixel artists are CRAP.
The majority of most popular and public art sites are pretty bad in general haha. If you got stuff on there link! I need some Pixiv friends 
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