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Project NLFFG
#11
3D models would also be possible, to do, and if done well I believe it would fit very well into a Little Fighter style game.

When it comes to mechanics I would say we should try to avoid hard coding as much as possible into the game, but instead try to leave as many options as possible for character designers. If you want to make a character that does not use mana, that should be possible, if you want you could give him/her a different resource, or just not give the character a secondary bar. If you want to have multiple resources that makes sense too.
In short: Do not hard code things whenever possible, if we really want this to be heavily moddable.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
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#12
Pay it no mind mate.
The thing about using original LF2's sprites would make it be just another 'mod', no matter how good it turns out to be. That's if we got with LF2 characters in the first place (as that is making some people in the other thread angry). I will try contacting U1 and ask for permission to make a fan-game with Little Fighter characters, and if that works, maybe we can get the man power to make something bigger happen. And regardless, I leave it to the spriters to decide what style they'd like to use. But I highly urge it isn't LF2-proportioned. These are some very well executed retro works, if you think they can make things simpler:
http://z-studios.deviantart.com/art/Flash-520130675
http://z-studios.deviantart.com/art/Here...-507037392

Edit:
Quote:3D models would also be possible, to do, and if done well I believe it would fit very well into a Little Fighter style game.
I actually heard they're easier to make than 2D sprites, since you can make the character model and then just control the joints. We can try that out, but I am not sure how many people here have worked with 3D before.

Quote:When it comes to mechanics I would say we should try to avoid hard coding as much as possible into the game, but instead try to leave as many options as possible for character designers. If you want to make a character that does not use mana, that should be possible, if you want you could give him/her a different resource, or just not give the character a secondary bar. If you want to have multiple resources that makes sense too.
In short: Do not hard code things whenever possible, if we really want this to be heavily moddable.
Are you settled with using the A-Engine, or do you think we better start working on a new one?
I am designing the A-Engine as an engine, not a game. The menus and all can be completely redesigned from outside the source. Bars and all of that can be set per object.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

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#13
(12-13-2015, 06:56 AM)A-Man Wrote:  Are you settled with using the A-Engine, or do you think we better start working on a new one?
I am designing the A-Engine as an engine, not a game. The menus and all can be completely redesigned from outside the source. Bars and all of that can be set per object.
I do not know enough about the engine to form an educated opinion on it. One thing that I would kinda worry about is that you have been working on it for a very long time, and depending on how much your coding style has changed over time, there may be a lot of old code in there. Also if 3D models are to be used, and the engine was originally designed with 2D sprites in mind, then that may cause issues.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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#14
as for the sprites just to take actual sprites at the beginning, also same for DC, well I can help if DC code must change to be useable.

@bars
we have these invisible (point) things in Lf2: mp,hp,fall,bdefend,armor,lifes (only on stage mode), firzen defuse timer, I think I have not forget anyone.
now extra can be: "running",money/points,other collecing power and every special move can have its own "counting points" (which can be converted into bar).

for me mp hp are very good. "breath", which can include running, jumping and other movements can be into mp. So just one mp for every move, run, jump. Some chars may have separated bars.
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#15
You also need horses and dragons, animals and monsters but not all of em are rideable.
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#16
(12-13-2015, 08:28 PM)Housemate Wrote:  You also need horses and dragons, animals and monsters but not all of em are rideable.

Hmn,going for a modern, don't make it into another Hero Fighter :)
Unless stage will be about time and bikes, why not (like in that mod of Felix).


"I see that you have not enough horses for a street"
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#17
(12-13-2015, 08:31 PM)Faker Wrote:  Hmn,going for a modern, don't make it into another Hero Fighter :)
Unless stage will be about time and bikes, why not (like in that mod of Felix).
"bla bla bla"

julian can use a freak for his plan to destroy the world, right?

edit: oh and if you guys are confused where to start, you should be probably start with a story line, writers asemble!
                            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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#18
(12-13-2015, 03:28 PM)Someone else Wrote:  One thing that I would kinda worry about is that you have been working on it for a very long time, and depending on how much your coding style has changed over time, there may be a lot of old code in there.
That is true, I am afraid. But as I've been progressing, such code is being rewritten.

Quote:Also if 3D models are to be used, and the engine was originally designed with 2D sprites in mind, then that may cause issues.
Correct, 2D is the default, but put in mind that, since I haven't released the engine yet, I have never hesitated in changing anything when I needed to. I've completely rewritten the graphics portion of the engine in the past month to suit for 3D. I also made an upright y-axis in the coordinate system be the default (though it can be changed; everything that has to do with orientation and projection can be changed per a "camera" including the fov and the near/far planes (clicky to see how stage files are designed). I'm also planning to allow for manually writing a projection matrix, for those who may need to.) There are other things which I am working on now and need to change like the "facing" property of an object which, while in LF2 is just 0 for right and 1 for left, need to account for other directions around you. So I am having it be an angle (0 for right, and 180 for left).

The A-Engine is currently undergoing an 'operation' and is not functional, so I can't show you the source right now. If you'd like to wait, or I am perfectly fine with reinventing the wheel one more time with you guys XD.


Quote:@bars
we have these invisible (point) things in Lf2: mp,hp,fall,bdefend,armor,lifes (only on stage mode), firzen defuse timer, I think I have not forget anyone.
now extra can be: "running",money/points,other collecing power and every special move can have its own "counting points" (which can be converted into bar).

for me mp hp are very good. "breath", which can include running, jumping and other movements can be into mp. So just one mp for every move, run, jump. Some chars may have separated bars.
Oh cool ideas, but I am not sure about buying special moves. I agree about having only 2 bars to not clutter the screen and not end up with something annoyingly small (would you guys like to have floating bars like in HF, or like LF2 where they're fixed at the top or somewhere?).

Speaking of stage mode, I have in the A-Engine, and would suggest this if we're going with a new engine, is to not hardcode modes. How I'm doing it with the A-Engine is that every mode can just be linked with 'mode logic'.Here is a fairly old design of how that could work (pretty ugly since I didn't have named registers back then) to have a timed battle mode, and for something as crazy as Harry potter's squiddish games.

Also, it would be pretty cool to see Davis ride a motorbike.

Edit: sent U1 an email. Let's hope they respond with good news :P.
email content (Click to View)
I knew the guy in charge of this is called "Oscar", but I didn't want this to sound too personal. I hope I didn't mess up.

edit: oh.. my. I hope the reader doesn't notice. It's not a big deal I think.
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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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#19
email content (Click to View)
actually, you did mess up :p
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                            Might be back, might be not :^) anyways awesome to see you guys again!
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#20
We could consider blending this project with LF2 Extended as we have made SOME progress, but progress is rather slow.
Original character edits
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LF2 Timelapse (open source mod)

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