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Little Fighter 3. Hopes and expectations
#41
(12-09-2015, 06:11 PM)A-Man Wrote:  So yes, what do you guys think of using the A-Engine for this?

You want others to contribute right? If so you will probably want to open source A-Engine. But making a community powered software -especially a game- is not easy:
- We are spread across the planet, we are in different time zones, we have our lives, it's not easy to truly become a dedicated team - as mentioned by @Sanger
- It's not easy to decide something as a team
- People don't like contributing to other projects when they don't feel like it's their, like when they try to make changes but get refused and when things go to other direction they don't want.
- Developers find it more attractive to start their own project instead of learning your code.
- For me I don't think I can mess up with C++. You may be loving it but I hate it. I would rather continue my ULF or whatever engine... Ever since @tyt2y3 proved LF2 can be written with a script language like javascript, I don't want native code... It's PITA.
- If you didn't write your code in a clean-formatted fashion and commented it, don't even expect a human-kind to contribute. This is even more serious with C++.
- When you make progress slower than you imagined, motivation graph decrease logarithmicly.

But let's not be too pessimistic:
+ Marti & Starsky Wong were 2 people and they made LF2 around 2002.
+ Believe, and you can do it.
Ultimately, my constant dissatisfaction with the way things are becomes the driving force behind everything I do.
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#42
Tell me again, why can't we mod HF ??
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#43
(12-09-2015, 09:57 PM)Housemate Wrote:  Tell me again, why can't we mod HF ??

Well, the reason is pretty simple. :p

Mr. Marti wants Hero Fighter as his primary job, he wants to work on the game full time. Of course, this is not always possible (due to low income) and he has to find freelance jobs from time to time, postponing Hero Fighter.

So, if Hero Fighter were moddable, how would he make systems (premium account, gems, etc) that would bring him money?

You might find this weird considering how LF2 is moddable. But LF2 wasn't originally moddable as far as I know - that is why the data files are encrypted.

With Hero Fighter, who knows. Maybe if the game gets finished and becomes a huge success and Marti makes a lot of money from it. Chances for this to happen are ~0% anyway. =P
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#44
Quote:- We are spread across the planet, we are in different time zones, we have our lives, it's not easy to truly become a dedicated team - as mentioned by @Sanger
Of course we're not going to be a dedicated team. Timezones are irrelevant, since there are projects which have made it to light by teams who communicated with email. Anything as fancy as video calls or whatever is really unnecessary.

Quote:- It's not easy to decide something as a team
- It's not easy to decide something as a team
- People don't like contributing to other projects when they don't feel like it's their, like when they try to make changes but get refused and when things go to other direction they don't want.
Can be learnt as discipline. The moment something gets out of hand, a poll can be started and people can state their votes. The decision which gets the most number of votes gets implemented. That's how it should be because everyone should understand that its not only their project, but that he's working in a team of many people involved who might as well have ideas they want to see in the game.

Quote:- Developers find it more attractive to start their own project instead of learning your code.
I presume you're referring to the A-Engine source. Yes, they truly do, and that's no solution really, but rather names a problem for why working on a new game engine might not work. I hope to make the A-Engine open source anyway, but I assume people will not have to modify the source to do what something like LF3 would need. Most important of all of this are the datachangers learning how to use some engine.

Quote:- For me I don't think I can mess up with C++. You may be loving it but I hate it. I would rather continue my ULF or whatever engine... Ever since @tyt2y3 proved LF2 can be written with a script language like javascript, I don't want native code... It's PITA.
- If you didn't write your code in a clean-formatted fashion and commented it, don't even expect a human-kind to contribute. This is even more serious with C++.
lol, I understand. I've never worked side by side with another programmer before, so that's put me in a bad position. But what other options are you referring to? AFAIK, every game LFE members are working on except tyt2y3's and yours are written in C++ or gamemaker (which is very similar to C/C++ I heard) :P. But if you have any other suggestions and alternatives, then go ahead and state them.

I think I have enough motivation to do this, and I know some others are willing to do this too.
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#45
as nice as this sounds, sprites will make this kinda impossible.
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#46
How do you mean? You think I am being overconfident with the capabilities of LFE's current lots of spriters?

Edit: I don't mean anything, but as far as spriters can sprite, then we really can get this done. If you have anything to say on why all of this may not be practical, then I'd love to discuss it with you.
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#47
Hm I don't think u realise the dimension of this.

We got decent spriters I'd say, yes.
But do we have some which can make whole sheets? Furtfermore everyone here is calling for an upgrade to the LF2 graphics, more hq or even a totally new style. If we stay in LF2 size I assume u have sth like siegvars frozen in mind.
Tbh I don't think anyone of the active spriters here can produce sth like that. Maybe mono can but even him, he never made a whole char (besides rento).

Talking for myself, I might be able to do a char but to be realistic I think I would never finish it. Even if one is able to sprite in that style, sheeting is time consuming as hell and takes hours/days even weeks if u want a nice outcome.

I think nobody here has time for that in the spare freetime we have.

Apart from that, everything mono stated is true. Spriting is different from coding.
When I play a char I can't say who coded it but I instantly can tell who made the sprites. Take the past contest. Even if the entries where anonymous, I could tell for every sprite who made it.
I would like to tell more but I'm at work atm so I cant^^
I'll try to go into more detail at night :3
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#48
(12-10-2015, 01:01 PM)Arcane Wrote:  Spriting is different from coding.
When I play a char I can't day who coded it but I instantly can tell who made the sprites. Take the past contest. Even if the entries where anonymous, I could tell for every sprite who made it.
I would like to tell more but I'm at work atm so I cant^^
I'll try to go into more detail at night :3
That is true.
But when you guys work on sprite, do you do them knowingly they're going to be in a game, or is it just for practice?
When working with spriters, I've noticed that they're often folds more motivated when their work is almost immediately put in game and they get to test. Do you think that would make any difference to your workflow?
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#49
It does not matter if it looks like mine, lutis or your sprite. Sprite and quality matters. I personaly like to play with beautiful sprites and not edited half-assed sprites of KOF games and so on.


Also, if we are thinking about graphical part at the moment, what kind of sprites you would like to see?
Please share sprites from various games and poste here in your post to show how do you imagine sprites should look.
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#50
Yes, of course. I don't imagine anything KOFy. Though I think it'd be more likable if they're not LF2 proportioned. The quality of animation is more important than the looks, so how about you show what you think would be most manageable by spriters here? klodasmone isn't here to maintain the thread, so it may be better if you could start another one.

Edit: Let me add something to my previous post:
Arcane Wrote:Talking for myself, I might be able to do a char but to be realistic I think I would never finish it. Even if one is able to sprite in that style, sheeting is time consuming as hell and takes hours/days even weeks if u want a nice outcome.
That style? We haven't agreed on a sprite style yet. Plus, I don't want you to imagine working on this as picking a character and working on him until you're done, no. It may work best if everyone is set free to work on whatever part of the game. You may work on a move without shading and post it, or you may take non-shaded sprites from the thread and shade them. You may take a sprite and create the keyframes for a punching animation, or you may take the keyframes done by someone else and do the inbetweens. This way of working might keep things more fun in the long run and keep styles consistent. Something similar could be applied with coding.

Simoneon edited this post 12-10-2015 02:46 PM because:
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