Capcom Street Fighter Alpha Game
#21
Posted 11 December 2006 - 03:17 AM
As for throwing-- I know how to do it. I haven't tested it out, but I've got a method down for it. Hit me up on AIM to know how. My engine's coming along nicely, but I'm trying to find easier ways to do collision checking for attacks. I don't want to have to make "offensive" sections for each sprite, that's just... too much work.
Who needs alarms? NOT US, THAT'S WHO.
A .gmd would be immensely helpful. As for characters:
Rogue, Gambit, and Juggernaut, as you already mentioned, as a MUST, however--
it'd be really cool to see either Iceman or Cyclops in the game, if only for showing off their beam attacks-- let's face it- seeing Cyclops's Super Optic Blast (the one that moves) would be staggeringly awesome to see in GM.
#22
Posted 11 December 2006 - 10:06 PM
shame about your fight engine
#23
Posted 12 December 2006 - 06:04 AM
2 things-
1.This isn't exactly a bad thing, but if that Ai spams Hadoken again I'm gonna rip off his leg. But in a way I kind of liked the Ai
2. No combos like 1,2,3 punch? I think you should be able to do a 1,2,3 punch and the last hit should have more of a knockback force to it.
Overall 9/10
#24
Posted 12 December 2006 - 10:57 AM
Very nice indeed.
2 things-
1.This isn't exactly a bad thing, but if that Ai spams Hadoken again I'm gonna rip off his leg. But in a way I kind of liked the Ai
2. No combos like 1,2,3 punch? I think you should be able to do a 1,2,3 punch and the last hit should have more of a knockback force to it.
Overall 9/10
1. I will reduce the amount of time he uses hadoken, But you have to remember in the Alpha games, Ryu and Sagat where projectile spammers, while Ken was a "Shoryuken" spammer.
2. Its modeled after Street Fighter Alpha series they did not have combo chaining, only a single attack then you could chain with a special attack or super combo. Though since im adding non-street fighter characters i guess i can add in a mix of the versus series (snk vs cap/ marvel vs cap) combo system (minus air combo). Also there is already a "Knock Back" effect. The force of the knock back is determined by the force of the hit.
A .gmd would be immensely helpful. As for characters:
Rogue, Gambit, and Juggernaut, as you already mentioned, as a MUST, however--
it'd be really cool to see either Iceman or Cyclops in the game, if only for showing off their beam attacks-- let's face it- seeing Cyclops's Super Optic Blast (the one that moves) would be staggeringly awesome to see in GM.
Cyclop's rotating beam attacks and reflecting beam attacks would be interesting to program indeed.
#25
Posted 26 December 2006 - 01:35 PM
#26
Posted 26 December 2006 - 08:23 PM
#27
Posted 28 December 2006 - 03:11 AM
your AI kicked my ass... i couldnt hardly hit him...
Do you mean its too difficult ? Its set at about meduim difficulty right now.
I will be adding another character soon, still have not made up my mind on which character to add yet, but im still finishing up the engine.
#28
Posted 06 February 2007 - 03:12 AM
EDIT: Found something new that you might want to fix.
When one of the Ryus does the special and he gets hit while charging it up when the screen is darkened, the screen stays darkened for the rest of the fight. That's at FPS of 30.
EDIT(again): NVM about the glitch, it's already posted and you've already fixed it.
Edited by 4BiddenKnight, 06 February 2007 - 03:59 AM.
#29
Posted 06 February 2007 - 07:50 PM
I'm floored looking at how professionally made this game seems, and how it doesn't seem like its made from Game Maker. How long did it take you to make it this far?
EDIT: Found something new that you might want to fix.
When one of the Ryus does the special and he gets hit while charging it up when the screen is darkened, the screen stays darkened for the rest of the fight. That's at FPS of 30.
EDIT(again): NVM about the glitch, it's already posted and you've already fixed it.
Yeah, I have fixed the problem already in my next version. I've been working on fighting engines for a long time so I cannot really put a solid amount of time it took me to complete it, but I would say I've been working on this particular project for about a month before I released it to the public.
#30
Posted 06 February 2007 - 11:50 PM
Edited by Ebonic_and_Nightwisp, 06 February 2007 - 11:50 PM.
#31
Posted 09 February 2007 - 04:39 AM
#32
Posted 09 February 2007 - 06:59 AM
Any updates? If any?
I am currently working on Marvel's 'Rogue' character from the X-Men. But to tell the truth I kind of lost the incentive to get updates out in a timely fashion. This forum doesn't have a lot of fighter fans, everyone is rpg or paltform gamers, so its hard to get any kind of support or feedback here as you can tell from page 1. Rogue's 900~1000 frames of animation isn't exactly helping the situation either
#33
Posted 09 February 2007 - 07:53 AM
#34
Posted 10 February 2007 - 01:12 AM
Very, very nice work on the engine, by the way. It really looks and feels tight; like a real fighting game from the late '90s. The only problems I found were in the animation timings and that's incredibly minor.
Did you model your engine after MUGEN, bychance? I'm working on a similar sort of project (although it's not your standard 1v1 fighter at all) and I've found MUGEN's way of doing things very intuitive.
#35
Posted 11 February 2007 - 02:48 AM
Other games like Pokemon, Zelda and FPS pop up too often, but get more attention than this game even though their quality might not be as good as this game.
#36
Posted 12 February 2007 - 09:35 AM
#37
Posted 14 February 2007 - 06:54 AM
Could you add a command to turn the AI off. It would make it easier to test the engine and I would like to see what combos I can come up with, if any.
You won't be able to come up with a lot, since the key's for special moves and regular moves are spaced sparsely apart.
BTW, how's your Rogue going?
#38
Posted 18 February 2007 - 07:29 AM
#39
Posted 18 February 2007 - 04:38 PM
#40
Posted 19 February 2007 - 03:00 PM
Um, Fighting King.....I know it's been 4 days, but how are things going so far?
I've recently decided to discontinue this project, the game and the .gm6 at least for the time being. Did not attract enough attension as I hope it would and I'm working on something else now.
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