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Author Topic: Indie Brawl: Main Characters  (Read 287102 times)
BeholdThyPecs
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« Reply #1120 on: October 02, 2010, 05:08:38 PM »

I've got some suggestions for playable characters, myself. Some of the games are mentioned on the Database. anyways, here are my suggestions.

Nelly Cootalot (Nelly Cootalot: Spoonbeaks Ahoy!)
 A character who specializes in stunning and piercing attacks. Wields either a cutlass or rapier, along with an iHook, (a magnetic hook) as her two weapons. Also, she's able to deal good, piercing blows.

Warrior Dragon (Warrior Dragon)
 A well-balanced fighter. Even though he isn't quite as fast or agile as Najia, he's able to fly, since he has wings. Wields both a sword and a shield, and as a cool additional bonus for this game; he can breathe fire! What I'm saying is, this character is supposed to be well-balanced, like Najia, though is more focused on strength than agility, and has a different move set.

Domingus (Action Fist!)
 A ranged specialist who is also quite agile. Wields the same handgun from the game, only it would be modified, so it would be more balanced, but does not apply any color-weakness on any opponent.

Maryo (Super Maryo Chronicles)
 A character who fights as though he were Mario in the dependent “Super Smash Bros.” games made by dependent video game company Nintendo. So, in other words, he would be a good, well-balanced character.
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ink.inc
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« Reply #1121 on: October 02, 2010, 06:45:43 PM »

You're a big fan of Nelly Cootalot, aren't you? You've suggested the game in all your... suggestions.

Not that there's anything wrong with that; it's definitely one of the best adventure games I've played:

Nelly:"I could kill a man with one finger"
Pirate:"REALLY"
Nelly:"Well, if he only had one finger I don't imagine he'd be much good at fighting."

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Soulliard
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« Reply #1122 on: October 02, 2010, 08:41:33 PM »

Nelly Cootalot (Nelly Cootalot: Spoonbeaks Ahoy!)
I've never played the game myself, but I like the idea. The main concern is whether or not there is enough material to build a movelist from, since she is from an adventure game.

I suppose I really have no excuse not to have played it, now.

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Warrior Dragon (Warrior Dragon)
I haven't played this either, but it just seemed like a generic Dragon Warrior clone to me. Unless I'm missing something, there are better indie RPGs out there. Like The Spirit Engine 2!

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Domingus (Action Fist!)
I don't see the material for a movelist. His only attacks are fairly standard projectiles. He's much better support character material.

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Maryo (Super Maryo Chronicles)
Indie Brawl is intended to celebrate indie game characters, no thinly-veiled parodies of mainstream characters.
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« Reply #1123 on: October 06, 2010, 04:21:46 PM »

"Frogatto" was released not long ago. Obviously it's a new release and hence, not very iconic (yet), but it did have some interesting potential material for characters (a hero who's primary attack is to swallow enemies and then spit them at other enemies, as well as already having some neatly defined moves),

You've got my permission to use frogatto in indie brawl.

With some specs, I could even do the necessary art.  Gentleman


We're very seriously considering expanding frogatto to include brawl-style multiplayer, so it's quite possible his moveset in that mode will expand in a very suitable direction.

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Maryo (Super Maryo Chronicles)
Indie Brawl is intended to celebrate indie game characters, no thinly-veiled parodies of mainstream characters.

I'd like to express my strong support for this sentiment.  I was just chewing someone out on #opengameart the other day (who is basically fielding a similar project to indie brawl), for wanting to support Maryo.

I personally detest that kind of crap.
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Soulliard
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« Reply #1124 on: October 06, 2010, 05:18:24 PM »

You've got my permission to use frogatto in indie brawl.

With some specs, I could even do the necessary art.  Gentleman
Very cool. You don't have to do the art yourself, but that would still be awesome, since you are clearly very talented with pixels.  Smiley

As far as specs go, there aren't too many hard and fast rules. An average human is about 50 pixels tall, and Frogatto would probably be less than that. Color count is ideally kept low. Characters have a 2-pixel-wide black outline. Heads are big, and legs are small. Eyes are typically 2x3 pixel dark gray blocks, but Frogatto would be an exception. You should get a pretty good idea for the style by looking at the sprites that are already done.

At the moment, Frogatto is a support character, so the only animations he needs are shooting out his tongue, swallowing someone, and spitting them out.

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We're very seriously considering expanding frogatto to include brawl-style multiplayer, so it's quite possible his moveset in that mode will expand in a very suitable direction.
If there was a bit more material to build a move list from, Frogatto would work well as a main character. It'd definitely be worth considering.
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Jetrel
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« Reply #1125 on: October 07, 2010, 06:49:40 PM »

Very cool. You don't have to do the art yourself, but that would still be awesome, since you are clearly very talented with pixels.  Smiley

At the moment, Frogatto is a support character, so the only animations he needs are shooting out his tongue, swallowing someone, and spitting them out.

Thanks for the compliments, I'm flattered.  Durr...?

I'll look around for examples of the current stuff.  Although, if you have some quick link to a repo that has everything, I'd appreciate it.  Specifically, I'm interested in see what the motion of current attack animations looks like.


Quote
We're very seriously considering expanding frogatto to include brawl-style multiplayer, so it's quite possible his moveset in that mode will expand in a very suitable direction.
If there was a bit more material to build a move list from, Frogatto would work well as a main character. It'd definitely be worth considering.[/quote]

Yeah, I'm kinda wrestling with that myself.  Frogatto actually used to, in our previous revision of sprites*, have a punch and a kick instead of using his tongue at all.  He also has an unlockable ability to fire energy-bolts from his finger (via roughly the same lolscience that drives an italian plumber's ability to shoot fireballs).

It seems like smash characters strictly need some direct-damage ability, and I think we'll have to just give him one only during that game mode.  To my knowledge, the same was done with kirby, so it's not like this is unprecedented.  We kept him without one to make the regular game more interesting, but I don't think that's workable in smash-mode.


* the game has gone through 2 complete remakes of character sprites, and 3 complete remakes of terrain art during development.  Each of these really upgraded the look, and fixed a bunch of what we considered stylistic problems in the previous set.  It was less work than it sounds like, since during the earlier ones, we had many less environments.  Only in our most recent one, did we commit to a fixed style, and stuck with expanding it horizontally.

 Undecided I still can't decide if this was a good idea or not.  Our first style was a nice, shippable, pleasant style, was a lot less time-consuming to make, and if we'd stuck with it, we'd have released the game in 1 year rather than 2.  In fact it would have been so much easier to make that we might have several more environments than we currently have.  (Our current tile art is kinda 4x bigger than the early stuff).  However, what we would have finished would have been very generic, and wouldn't be something to be terribly proud of - by spending the extra time, we actually made something to the limits of our ability. 

That said, I am pretty certain that my next game project is gonna be in a much simpler style, so that development time is measured in months rather than years.
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Soulliard
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« Reply #1126 on: October 07, 2010, 07:14:16 PM »

You can find most of the animations in the graphics folder that comes with the game when you download it, or in the different threads on this forum. Iji and Nikujin are probably the two best examples.

I really liked the art in Frogatto- I'd say it was the game's strongest point. But it's hard to say whether or not a simpler style would have been a better use of time. I think that's a common dilemma when making games. There's a reason the sprites in Indie Brawl are simple (but still very attractive, IMO).  Smiley


PS: As a complete aside, Kirby's attacks in SSB are taken mostly from Fighter Kirby, with a few moves from Yoyo Kirby, Burning Kirby, Cutter Kirby, Stone Kirby and Hammer Kirby.
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InhumanUndeadGames
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« Reply #1127 on: October 08, 2010, 06:46:23 PM »

IDK, maybe you could add the Kid from IWBTG. Big Laff That would make me ROFLcopter.
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Soulliard
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« Reply #1128 on: October 08, 2010, 07:32:38 PM »

The idea's been brought up before, but the Kid doesn't do anything but jump, shoot, and die (mostly the last one). And what makes IWBTG a good game isn't the main character. It's the level design. So it's best as a stage.
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InhumanUndeadGames
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« Reply #1129 on: October 09, 2010, 07:04:57 AM »

The idea's been brought up before, but the Kid doesn't do anything but jump, shoot, and die (mostly the last one). And what makes IWBTG a good game isn't the main character. It's the level design. So it's best as a stage.
Hmm. Eh, kinda thought ahead. What about someone from a really old indie game?
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Sir Raptor
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« Reply #1130 on: October 09, 2010, 07:30:30 AM »

What about someone from a really old indie game?
You mean like Nikujin, Iji, Bonesaw, the Chzo Mythos, or Yume Nikki?
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Soulliard
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« Reply #1131 on: October 09, 2010, 07:33:46 AM »

Liero and Reimu are both from the 90s.
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BeholdThyPecs
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« Reply #1132 on: November 07, 2010, 06:25:01 PM »

I have yet another suggestion of mine, for a playable character.

Takeshi (Final Ninja)
 An agile fighter with very convenient attacks. (I know that there is already a playable ninja in IndieBrawl, but this character sounds like a strong possibility, for a playable character, if you ask me!)
Link to the game: http://www.nitrome.com/games/finalninja/
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Soulliard
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« Reply #1133 on: November 07, 2010, 06:51:35 PM »

Final Ninja never did much for me, and it's not a game I see talked about very often. It could work; I just don't know if it's a notable enough indie game.
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Jetrel
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« Reply #1134 on: November 17, 2010, 02:43:14 AM »

You can find most of the animations in the graphics folder that comes with the game when you download it, or in the different threads on this forum. Iji and Nikujin are probably the two best examples.

Yes, those links are eminently helpful.  Here's a shot at a base-frame:


I really liked the art in Frogatto- I'd say it was the game's strongest point. But it's hard to say whether or not a simpler style would have been a better use of time. I think that's a common dilemma when making games. There's a reason the sprites in Indie Brawl are simple (but still very attractive, IMO).  Smiley

Indeed; if you removed the ceiling on quality, you'd be getting almost no help from the community.
You'd also be suffering from Duke Nukem Forever syndrome, because you'd constantly feel a need to go back and fix stuff as soon as it started to bug you.  Undecided  Setting a finite ceiling makes the art worse, but really, immensely helps get the thing done.


PS: As a complete aside, Kirby's attacks in SSB are taken mostly from Fighter Kirby, with a few moves from Yoyo Kirby, Burning Kirby, Cutter Kirby, Stone Kirby and Hammer Kirby.

Interesting.  I'll keep this in mind.
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-Frikman-
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« Reply #1135 on: November 18, 2010, 01:17:07 PM »


Oh my god he looks so...tasty! Hand Fork LeftEvil:handforkL:. But talking serious i don't know why but his eyes looks kinda sad (somehow). The rest is awesome Beer!
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« Reply #1136 on: November 18, 2010, 05:26:19 PM »

Hmm. Eh, kinda thought ahead. What about someone from a really old indie game?

Just had kind of an odd idea along these lines - what about the generic main character from Adventure? Probably one of the oldest indie games around (Is Spacewar in our Shmup Storm?), and IF ought to be represented somehow here. I have no clue what that sprite would look like (being careful about pronouns here), but the move set would be based on the classic Adventure features...

Up+S = Teleport -- chants one of the 'magic words' - XYZZY or PLUGH (appearing quickly, one letter at a time), then vanishes to reappear in a random spot in the top part of a stage. Useful for recovery.
Down+S = > TAKE -- Take an item and places it in the 'inventory queue'; up to 7 items can be stored this way (if you attempt to take an item with a full queue, it fails)
S = > THROW -- throw one queued item; if the queue is empty, does nothing. Items behave just like they would if thrown normally.
Side+S = > USE LAMP -- A quick conical burst of light from the brass lantern; does little damage, but momentarily stuns anyone it hits (in other words, puts them in their 'hurt' stance with circling stars for a brief period)

Standard attacks would involve the Adventure weapons (knife, axe, wand-with-star, whatever else there was). I think this is potentially a strong concept, although just what this character would look like is a mystery. We've already got a Spelunker; another caver would probably be visually confusing.
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Inanimate
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« Reply #1137 on: November 18, 2010, 06:07:29 PM »

I don't believe Adventure is indie.
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Soulliard
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« Reply #1138 on: November 18, 2010, 06:16:13 PM »

If the first adjective you can think of to describe a character is 'generic', then it's probably not the best choice.
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BeholdThyPecs
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« Reply #1139 on: December 03, 2010, 04:45:41 AM »

I have a suggestion for a playable character.

Deep (Gigadeep)
 A well balanced character with powers he gained after defeating 8 enemy robots. (as seen in the game "Gigadeep") He also has a powerful attack where he pukes up slime, but it damages him, a bit.
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