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Stompy9999

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  1. !

    That was actually my first idea, and would probably work better, but I honestly would have a hard time drawing more sprites for the animation. With a simple icon, I can time it with the time it takes for the blocking input. Still, I don't know yet how I'm going to handle it in the final version.
  2. !

    [grin] I suppose I can't get away with keeping the warning symbol an '!', and I'm going to change it to something else soon. I'm thinking an angry face symbol, or something like that, would be good.
  3. Added the warning system to the game for incoming attacks: The timing is just right, so if you press the block button right when the exclamation mark appears, you'll block the attack(that's only a temporary graphic, I'll probably replace it with something else later). Of course, if multiple opponents are attacking in a group, trying to block all of their attacks isn't really going to work. It's best to try and knock them down with light attacks, run away, or throw something at them. I'm hoping that the game will have alot of strategy to it, considering that most levels will have the player fighting groups of 5+ enemies at a time. However, the AI is still fairly stupid, and it's something I still need to work alot on. They tend to bunch up too close, charge at the player but completely miss them, or do other such shenanigans. I probably should draw a new level background. Even though I'm not actually making levels yet, I'm getting pretty tired of playing in this same level. It doesn't seem to help that I'm hopelessly addicted to Street Fighter 4, and spend all of my free time fighting people online with Guile, only to see this in my dreams. But seriously, it's a really, really good game.
  4. Thanks! The picture you sent me looked like a Blocky version of Team Fortress 2. I saw the engineer building a turrent, but I don't recall there being jetpacks in the game. I would, however, definetly play a game that looked like that.
  5. Thanks! My original thought was to have a symbol flash over the head of the enemy that is about to attack. I also thought, of having the enemy give a mean face and shuffle in place before striking. I'll try out a few things and see what looks best. One thing I want to add are special moves that require button commands to do. The game's fighting system was originally based mostly on River City Ransom and Streets of Rage, but I also think I'm going to throw in some Street Fighter mechanics as well. Of course, the special moves will have to be done differently, but that's something I'll have to figure out along the way.
  6. So, about a month ago I decided to take a break from working on my game, which ended up being a break from working on games in general. I had worked quite a bit on my beat em up, remaking the fighting system for a third time, and was feeling like the game wasn't as fun as I was hoping. This week I loaded up the compiler for the first time in awhile and played what I had working, and enjoyed it so much that I played through the level four more times. Now I'm ready to get back to work. So here's what "Fists of Justice" currently looks like (now with people throwing!): Really, what I currently have is a beat em up game engine with some cool features like customizable characters. The fighting system now has a "weak" and a "strong" attack. The weak attack is faster, but does less damage than the strong attack, which is slower and more likely to be blocked. In order to guarentee that strong attacks connect, the player must first hit an opponent with weak attacks to lower their defenses. It's actually a more complex system than what is seen in alot of beat em ups, where attacking is usually using only one button. The player can actually perform combos by mixing up the weak and strong attacks, but performing a full combo is only a good idea when the player is not surrounded by 3+ enemies. There's also the guard system, which requires the player to block right when an opponent's attack connects, rather than just holding down the guard. One thing I'm going to add is a sort-of "Spider-sense", which gives a graphical indication to the player when an opponent is going to attack, so that they have a chance to block it. I have about average reaction time, and by the time I press guard after seeing an opponents attack coming, my character has already been punched in the face. Some sort of warning is necessary for this system to work. I'm also going to be writing up a design document, which I should have done in the first place. It really is important, especially considering that I've rewritten the fighting system three times due to a lack of direction. On an unrelated topic, I wanted to recommend a game for the Playstation 3. It's called Valkyria Chronicles, and it is an amazing turn based strategy game. It's actually a mix between an RPG, a turn based strategy game, and a third person action game. The demo is up on the Playstation Network, and it is definetly worth a try if you're at all a fan of strategy games. The game has apparently sold very poorly here, which is quite a shame because it's a very good game.
  7. It's too late. Nintendo already offered me many, many bags of cash to put Cooking Mama billboards in the game[grin]
  8. So, the semester is over and it's back to work. As a start, here are some randomly generated characters to fight: From my point of view, it's very good that all of the characters, both player and enemy, use the profiles, because it means the sprites are shared between all of them. That means if I draw a new move, I only will have to draw it once and I'll have it for each character. Next, I'll probably get weapons working, because it's always good fun to go trolling through a horde of enemies with a baseball bat. Weapons will, upon hitting their target, knock them down. However, the character holding the weapon will drop it if they get hit, and it will disappear if it is dropped too many times(lets say two). I really want to implement the ability to pick people up and throw them, but it is completely not working right now. In the code, I have the properties of a throwable object in an interface, and any object that can be thrown has to implement that interface. For the enemy class, I have all of the interface methods implemented, but when I actually implement the interface, things go very wrong. Both the player and enemies get stuck in a jumping animation. It's very bizarre, because it happens to the player even though the player class doesn't implement that interface. Well, I'll figure it out after getting the weapons working. And now an unrelated story. I rented Fallout 3 for the Playstation 3, and was quite enjoying playing it. I was at the beginning of the game, having just escaped the vault. I got to Megaton, and as the entrance to the town was opening, my screen started to get darker. Then, the colors started to change in an unusual way quickly. Then, the screen went completely dark with the sound still working. My Playstation 3 had failed after only six months of use. I was shocked, because the PS3 is, by far, the least used console, and yet it failed faster than the Xbox 360 did. Sadly, I think I was getting a blu-ray copy of the Dark Knight as one of my Christmas gifts. So yeah, I really don't want to read any more red ring of death jokes, because both systems are faulty.
  9. Quote:Original post by rip-off Very nice. I really want the player to be able to create a character that is completely their own when playing the game. I haven't mentioned it yet, but I came up with a fairly simple but cool level-up system that will add a nice RPG element to the game.
  10. Quote:Original post by visage Or at the very least, a cool death sequence. You could have their heads get knocked off and exploded. Or they could spin around in circles really fast and have their head fly off like a rocket ship. Just a lot of little cool animation stuff. It would be cool to have a special attack, like a special punch or something, that upon hitting someone they explode. A decapitating uppercut also sounds interesting. For the bosses, it would be funny to do like Metal Gear Solid 3, where each boss would inexplicably explode upon defeat.
  11. I hadn't thought of it that way, but you do make a very good point. Although I am partial to the idea of beating an opponent to death with their own severed arm, I don't think I want to make the game too over the top violent. However, later in the game I was planning on having fighting robots, and that concept of being able to take off body parts(and use them as weapons), would work great there.
  12. One of the original concepts that I wanted in Fists of Justice was the ability of the player to create their own character to use in the game. Ever since I was playing 2D beat em ups on the Genesis, I wanted to be able to play one of these games as a character that I made. I had scrapped the concept initially because I thought it would be too hard to implement. However, last friday I was working on the game, and I realized that if I seperated the different pieces of the characters body, reassembling them at run time and filling them in with the XNA color system, it just might work. So, I altered the sprites, changed the drawing code, and...well, here's a character I made using the new custom character system in-game: I tried to make him look like me...well, me if I had any muscle and didn't have to wear glasses[grin] The custom character system, or "Character Profiles" as I call them in the code, allow the user to choose their characters hair, eyes, clothes, pants, skin color, hair color, and the color of their clothes. This means that the player will be able to create their very own characters for use in the game. That, combined with the RPG elements I'm planning to have in the game, will make some sort of Oblivion meets 2D beat em up...thing. It's also cool because I'll be able to have the enemies appearences be randomly, or semi-randomly generated (random face, but same clothes, for instance). Also, this will make creating new character sprites alot easier, although I still have to draw all the different parts of the characters. Now I need to make a "Create a Character" menu, that the player will be shown when they start up the game.
  13. Quote:There are plenty of organizations out there and websites dedicated to giving away music and sound effects. Check out this one http://www.openmusicarchive.org/ . It's not the one I was thinking of but I can't find the url for it. Oh, wait, here it is http://www.freesound.org/ Thanks! I'll give those sites a look, hopefully there's some good fighting sound effects I can use. My biggest concerns with developing this game (or future games for that matter) as community games are sound and music, because I really don't want to have to learn how to make my own music. Graphic-wise, the sprites I draw are not great, but they match the cartoonish/retro style I'm going for, so I don't mind drawing them. I was hoping to use some music from the Newgrounds Audio Portal (like Castle Crashers), but they have a non-commercial license. Quote:Original post by LachlanL Looking pretty awesome! The only comment I'd make is that the drop-shadows don't really seem to match with the rest of the art-style. Maybe they should have blocky edges or something? Thanks! That's a good point about the shadows, they should be more pixelated.
  14. So...it's been a long time since I posted any progress, but I have been working quite a bit on the game: I got a new enemy type in the game, the beginnings of a combo system, and a life bar for the player. Up next, I want to get weapons working, something that I've been putting off for awhile, but that I really want to have in the game. After looking at the new Xbox live community games, I'm thinking that I may try to develop Fists of Justice to be a LIVE Community Game. I think it would be a great Community game, and I think it would do well. The only problems then come with music and sound effects, because if I sell the game I can't use the music that I was planning to. I guess that I could try and make my own music for the game. If it doesn't turn out to be good, it will at least sound...interesting[grin]
  15. Nice. I'll definitely be checking this out then. I'm hoping one day to get my own games up as LIVE Community Games, and I would like to see how the system works.