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Project NLFFG
#1
Introduction and Description
Project NLFFG stands for "New Little Fighter Fan Game" (not a final name, came with the name on the fly. if anybody has a better name in mind, then suggest it!). Project NLFFG is a project which aims to recreate the original Little Fighter 2 magic in a brand new game but with additional enhancements. This project is currently being developed by various members of LF2's official fansite's forum - Little Fighter Empire. If you think you can help, then do it! Whether you can help with spriting, coding, designing or music creating, or whether you're offering critics and ideas; you're a contributor and will be credited for what you've done in the game. I encourage you to contribute, so us to let this game become a reality!



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So let me start with the most important part of the gameplay: combat. LF2 had unique, fairly competitive mechanics. Hero Fighters introduced new ones from which we may want to see in the game. I will start by asking some questions:
  1. Would you like to see an additional stamina bar? And what would it be used for?
  2. Would you like to have an extra button(s)?
  3. Would you like to keep the same button input method for LF2 (Defend + Direction Button + Attack/Jump)?
  4. Do you have any new ideas in mind that has to do with combat?

As for myself:
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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Thanks given by: Bamboori , Rhino.Freak , prince ABDQ , Ariyan
#2
(12-12-2015, 11:47 AM)A-Man Wrote:  Introduction and Description
Project NLFFG stands for "New Little Fighter Fan Game" (not a final name, came with the name on the fly. if anybody has a better name in mind, then suggest it!). Project NLFFG is a project which aims to recreate the original Little Fighter 2 magic in a brand new game but with additional enhancements. This project is currently being developed by various members of LF2's official fansite's forum - Little Fighter Empire. If you think you can help, then do it! Whether you can help with spriting, coding, designing or music creating, or whether you're offering critics and ideas; you're a contributor and will be credited for what you've done in the game. I encourage you to contribute, so us to let this game become a reality!



Screenshots
No screenshots yet.



Download
No download links yet.



Credits
None so far (Click to View)


So let me start with the most important part of the gameplay: combat. LF2 had unique, fairly competitive mechanics. Hero Fighters introduced new ones from which we may want to see in the game. I will start by asking some questions:
  1. Would you like to see an additional stamina bar? And what would it be used for?
  2. Would you like to have an extra button(s)?
  3. Would you like to keep the same button input method for LF2 (Defend + Direction Button + Attack/Jump)?
  4. Do you have any new ideas in mind that has to do with combat?

As for myself:

Sign me in.
                            LF Extended                              [Image: 2518290.gif][Image: e38dd1f.gif][Image: 533172c.gif] (click on the pic)                       Deviantart
                            Might be back, might be not :^) anyways awesome to see you guys again!
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Thanks given by: A-Man
#3
You're signed in automatically as soon as you contribute in the discussion/other work =D. So what are your ideas on the gameplay?
If you may also remove the quote from your post causing the unnecessary page-stretch.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#4
My answers for those questions are same as you mentioned yours. So, +1 from my side.
" LF2 Against The Evils", my first LF2 video series.
Check my channel :D :-

Litte Fighter Videos  <-- This is a link! Click This!
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#5
I would like to see :
-slow, paralysis
-poison,more teleport (like teleporting allies and enemies)
-walking with enemies being caught
-slowmo display, maybe turning time back either (this takes much memory though)
-wheather
-random efects, like spawning random amount of objects, random damage ratio, random velocity apply
-game mode allowing to change presets, like gravity, velocity ratio, dmg ratio, health regen, fps
-AI editor for making fast and simple AI conditions for new charas
-controling ai in order to play cutscenes in stage/story
-dialogues
-more ninja
-skin choosing
-new crazy weapons

I know this is much but you could use at least few.
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#6
Are these suggestions for the game engine, or something for the game itself?

(12-12-2015, 12:58 PM)Gad Wrote:  I would like to see :
-slow, paralysis
-poison,more teleport (like teleporting allies and enemies)
-walking with enemies being caught
These sound more like features of the modding area more than something you'd like to see (all which are already implemented in the A-Engine btw). These are more of character concepts than ideas, and before we get to that it'd be better if we agree on the combat gameplay first.
Would be interesting to have a brute muscular character who fights by grabbing and throwing opponents around (maybe a wrestler? Mark?).

Quote:-slowmo display, maybe turning time back either (this takes much memory though)
Slowmo is no problem, but might feel gimmicky for gameplay. I don't know, maybe if we come up with an interesting concept that uses it right (what do you have in mind?).

Quote:-wheather
-random efects, like spawning random amount of objects, random damage ratio, random velocity apply
-game mode allowing to change presets, like gravity, velocity ratio, dmg ratio, health regen, fps
When you say weather, do you mean it only as a graphical thing? But yes, weather in stages change with time would look nice, I agree. Random effects are possible. Again you're making suggestions for the engine.
Having presets changeable in settings is a nice idea, but don't you think having things like gravity change might break core gameplay? (shuffling, and timing of combos).

Quote:-AI editor for making fast and simple AI conditions for new charas
-controling ai in order to play cutscenes in stage/story
-dialogues
Yes, yes, but let's discuss the game itself and not what the engine can do. Whatever you may have in mind, chances are I have already implemented it in the engine. If something calls for adding a feature I didn't think of, then I'll do when time is due.

Quote:-more ninja
-skin choosing
-new crazy weapons
-Elaborate please XD
-Sounds like lots of effort. Let's get the main characters done first, and then we can think of alternative skins for characters.
-Like what?

Quote:I know this is much but you could use at least few.
Anything can be done as long as we agree that it's sensible to have.


Okay, I was thinking if we're going to have characters more human-proportioned (Saanger's approach), then we could use that to get sweet spots and such. It would be cool to have different injured frames depending on whether the character is hit on his face or his stomach, for example.
Also, how about having character's iconic moves be chargeable? Dragonpunch for example, you can hold A at the end of the sequence and release to increase the knockoff/damage depending on how long you charged? Same goes for Woody's tiger dash or Dennis's whirl wind kick..etc.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#7
So you actually want to recreate the spritesheets. I thought you wanna finish this project.
Guys from the forum dont have time to sprite for money. You think you could find volunteers?
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#8
(12-12-2015, 02:54 PM)Gad Wrote:  So you actually want to recreate the spritesheets. I thought you wanna finish this project.

Gad dayum, you are such a motivator :D

' Wrote:Guys from the forum dont have time to sprite for money
What if they cannot accept money because they don't think that their skills are worth enought?



How about having 3-4 bars like in HF?
One for mana, movement energy and one for hp, and maybe one for shield?


Mana would for projectiles (energy ball)
Movement would be for (simple combo attack that not involves magic) also loosing movement would make char go tired like original template had those frames.
Hp
Shield would be like for a knight character or louis armor or those who have bigger and stronger body.


Defense in the air, also crouch and maybe kick/punch variations?
Useful
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#9
Quote:Guys from the forum dont have time to sprite for money. You think you could find volunteers?
Pffft. The fact that my hobby can get me paid doesn't mean I need to get paid to do it. Ever heard of people paying to practice golf? These are people who actually pay to do what they like. Either way, I really hope we don't go offtopic again. If you're doubtful this will work out, then I ask you to lean back on your chair and watch before you make any conclusions.

(12-12-2015, 02:59 PM)Faker Wrote:  How about having 3-4 bars like in HF?
One for mana, movement energy and one for hp, and maybe one for shield?

Defense in the air, also crouch and maybe kick/punch variations?
Hero Fighter uses a stamina for running, dashing and mana for special attacks. How stamina works in HF is not very useful/effective for gameplay, and it maybe difficult to keep track of 3 bars let alone 3. What if guard points are there, BUT they do not appear as a bar? Like the points will count and your defense will be affected by it, but the bar will not have an interface on the screen? For energy, what if every character gets only 1 bar beside his HP? I was thinking if we get a special bar for energy attacks, and a stamina bar for physical attacks, then characters like John who fight mainly with magic will not make much use of the SP bar. What we can do instead, is have different characters have different bars to suit them. Like John can have a magic bar instead (its design can be a potion which fluid's decrease). Rudolf can for example have a skill bar, and characters like Davis can get a stamina bar. Having different bars can be an excuse for why some characters have theirs regenerate faster or slower than others further giving us more room to nerf/buff-up characters when we get to the character balancing stage hopefully.

As for your idea of the 'tired' state upon losing stamina, I've tested it before and it got very annoying. Luckily, I found a test build you can download which has just that (I hope it works). That is almost a year and a half years ago and of a completely different game, so don't scale the vision of the game down to it. Just keep using a move which depletes your stamina and the character will go to the tired state. Is that what you was talking about?

yay for defense in air and alternative kicks in between the punches.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#10
No meanings to offend, sorry for previous spiky behaviour.
Im just trying to say that it would be more effective to carry on with existing sprites. Creating 30 new charas with more extended sheets and higher quality is taking forever. Either you make it retro or totally new level. I am working on some hq spritesheets for another lf Related game getting paid for it and it still takes long hours even if i love doing that. And I would really love to se the game being playable. With two finished charas it will not. That is my concern. I know this might look like remake more, but if it would be better than original, then who cares.
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