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Project NLFFG
#31
(12-15-2015, 12:19 AM)Arcane Wrote:  LF2 is almost perfect on its own and can't be better made as a copy.
Really? I think there is a lot of room for improvement.

Quote:Things weren't going as u imagined, we decided as majority on story parts concepts and characters. The problem I see here that this wouldn't be a difference btw the new game progress and the one on extlf2.
I hope everyone here realizes that this will probably not end up as they solely imagines. Everyone who contributes to the game has the right to affect the game in a reasonable way.

Quote:Don't get me wrong, I admire ur guys motivation and strong will to get this going but I'm feared this will end in a tiny *poof*
Rest assured and know this won't happen as long as I am working. I'd go as far as trying to do some sprites myself if there is a lack of spriters.

(12-15-2015, 01:31 AM)Nightmarex1337 Wrote:  Please don't, the way LF2 sprites are just awesome and I think we should continue on this style. If we want to make things simpler we should do it by using Gad's char-generator rather than making them completely different. LF2 sprites look cute and they blend with physics of the game very well and feels more game-ish in my eyes. They even give you some 3D feel in sprite level. It's not known how original LF2 sprites are made but people think it has something to do with vector graphics. I hope we don't go other way since I can't imagine it with pixelated chars...
I've grown tired of seeing the LF2 style personally, but whatever the majority decide. It makes me wonder, would it be possible to modify @Gad 's char-generator to change proportions a bit (and maybe add few extra frames for the walking and basic stuff like punching)?

(12-15-2015, 01:31 AM)Nightmarex1337 Wrote:  And about the engine, I think I can make a DCer for it -since I'm highly experienced in this area :)- but it's not gonna happen before game gets it's first alpha release.
Haha, that would be great =D

So are you guys really that closed to designing new characters?
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#32
a-man Wrote:and for something as crazy as Harry potter's squiddish games

great now that I am remembering, once I created some rules which I applied in VS mode while playing with my sister. You can hit the opponent only once (or combo in air), then it's opponent turn to hit you. Hitting by weapons are not counted.
Also can we build a football/basketball/volleyball game? xD
I hope it will be that much customable xD
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#33
Haha, yes it will be. Such minigames might be very fun to play, but let's not have that be a priority, at least until we get some solid combat XD
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#34
Can I be the "Idea-ist" of this group? No? Okay, anyway, so I only have one serious question to ask, Do you have a pen and paper ready? Is the Data Changing going to be changed in any way? I mean like the Coding and such? if Not then I will join, if Yes I don't think I can join till I learn how to code.

( Considering Data Changing in LF2 isn't all that hard once you get used to it, I don't think NLFFG's Data Changing will be hard. )
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#35
(12-15-2015, 06:16 PM)AmadisLFE Wrote:  Can I be the "Idea-ist" of this group? No? Okay, anyway, so I only have one serious question to ask, Do you have a pen and paper ready? Is the Data Changing going to be changed in any way?
I mean like the Coding and such? if Not then I will join, if Yes I don't think I can join till I learn how to code.

( Considering Data Changing in LF2 isn't all that hard once you get used to it, I don't think NLFFG's Data Changing will be hard. )

Of course data changing is going to change. We want more mod-ability don't we? Well, we haven't decided whether the A-Engine will be used or will it be another engine (you guys will decide when I can show it), but if it is then:

A-Engine | LF2 General Comparison (Click to View)

I will try to show some stuff in a video or gifs this week.
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#36
I meant like, is it going to have serious changes, Anyway Looking at the LF2 and A-Engine, it doesn't seem to be too too hard, a few days like 2 or 3 could help me get used to the Dcing Style that will be used, .
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#37
Hey just thought of one thing.
Dk if its not inplemented already though.
If the object is being hit with high position dvy it could bounce from ground and fly up a little leaving some spark for a ground hit .it would open new combo possibilities. Also it would be awesome to see charas being stroke down with fast moving ally falling corpses.
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#38
(12-16-2015, 08:27 AM)Gad Wrote:  Hey just thought of one thing.
Dk if its not inplemented already though.
If the object is being hit with high position dvy it could bounce from ground and fly up a little leaving some spark for a ground hit .it would open new combo possibilities. Also it would be awesome to see charas being stroke down with fast moving ally falling corpses.
It's possible to do easily without any need of special tags. First, you have the "hit_ground=" tag with which you can set what frame the object will go to if it reaches the ground. In the frame where the character touches the ground, give it "y_vel=-@y_vel*0.75" to make him rebound by 75% of the velocity he had when he fell down.

Possible to do the latter too, by only enabling a hitbox in your flying knocked out frames if your velocity is higher than something:
Code:
#this is only enabled if the x velocity is more than 20.
set_hitbox[x=10 y=10 w=10 h=10 x_impact=10 enable=@x_vel > 20]

I will try doing gifs of the A-Engine doing things from what you asked in the first page.

@V:
Eh, why "however this project turns out"? This will hopefully turn out awesomely, and you'll get to enjoy it together with the A-Engine =D
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#39
apart from however this project turns out I realy would love to get my hands on the A-engine, looks realy fun :)
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#40
Let me give some ideas too, hopefully you have a pen and paper ready will understand what I mean, because not everyone does...

1. Ceilings:
Explanation: This won't be like your Average ceiling which you can go through, it will be like a Solid Object which you can't go through until you break it, functions same way as the ground but it cannot be stood on. ( The Breaking part is optional )

2. Multilevel-Backgrounds:
Explanation: Backgrounds with stairs/ladders/elevators that allow you to go up to a new floor, technically it changes the background for whoever is in the top floor, could be used with the "Ceiling Break" Function to allow one to go up to the roof/different level.

3. Introduction ( Optional Idea ):
Explanation: Heh, did the title Confuse you? Now what I mean by this is like, the character does a small introduction of themselves, in LF2 the character directly goes into the Standing Frames, but the Idea is that the character says something/does something first before going into the fighting frames, kind of like in M.U.G.E.N.

4. Health, Armor, Mana/Ki and Stamina:
Explanation: Last idea that is in my head right now, I saw a small discussion of it, so I decided to extend it further, anyway, maybe we could make Health, Armor, Mana/Ki and Stamina all Configurable? I mean all of the characters will have 500 Health, 0 - 2 armor points, 500 Mana/Ki and I guess like 200 Stamina or so, maybe lower or higher.

The idea is to make it changeable, like a character will have 9001 health instead of 500, or it will have 1 health instead of 500, and or the character will have high armor but lower health or MP, I hope you are getting the Idea.

( I am expecting all those Ideas to be possible in like the A-Engine right now lol. )
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