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One Piece Tag Battle WIP


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#21 yingyay

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Posted 24 July 2011 - 08:18 PM

RORONOA ZORO and New Stage ARLONG PARK

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Pirate Hunter Roronoa Zoro - Former bounty hunter, he is Luffy's first crew mate and swordsman in training. He uses his own unique sword style. Three Sword Style - Santoryu. He has a varity of attacks using either one, two, or three of his swords. He strives to become the worlds strongest swordsman and one day surpass Hawkeye Mihawk.

Gameplay style: Being known as part of the monster trio along with luffy and sanji, he is one of the strongest members of the Strawhat Pirates. His gameplay revolves around overwheming dash strikes and multiple hit moves. His moves almost always place him in a constant state of movement. Dont take your eyes off him for a second and never lose focus while facing him!

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Special Move

Dragon Twister - Tatsumaki
A three sword technique. He performs a spining slash so violent, a vicious gust appears, launching his foes away!
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Normal Attack - Down Heavy

Tourou - Climbing Tower
A rising slash with both swords. Delay pressing Heavy attack and it may be possible to air combo the opponent with normal air attacks
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Outorou - Reply Climbing Tower
Pressing heavy again, immediately after Tourou, Zoro performs a follow-up attack slamming the opponent on the ground.
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Notes
- Still tweaking some characters and physics
- Working on main menu
- Working on the official title
- Perhaps a new character select screen background?
- Working on Nami and ussop. Nami is just about complete and Ussop is being worked on, once they're finished I'll release a new test version.
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#22 TheUltimate

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Posted 25 July 2011 - 02:05 AM

Cool! Keep the updates coming, I wanna play this game with health and some AI! (Or maybe some 2-player...)

Just a quick note, I think C would be better suited for attacking than Z. It's mostly because your left index finger is over it and you can hit it faster, and you usually hammer the attack button, while you tend to just hold the defence button down.

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#23 yingyay

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Posted 25 July 2011 - 08:06 PM

Cool! Keep the updates coming, I wanna play this game with health and some AI! (Or maybe some 2-player...)

Just a quick note, I think C would be better suited for attacking than Z. It's mostly because your left index finger is over it and you can hit it faster, and you usually hammer the attack button, while you tend to just hold the defence button down.

TheUltimate


I think I'll do just that! I might add an extra button for Super Moves and EX attacks. So a 7-button computer game.......
I'll add 2nd player mode before AI, just incase I gotta tweak the characters. I want all of the main characters finished before I release the next demo.
Im looking for ways to make the control scheme more convenient for keyboard users. AKA less buttons, so should I make tagging two buttons or leave it as one?
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#24 Titanium

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Posted 25 July 2011 - 08:09 PM


Cool! Keep the updates coming, I wanna play this game with health and some AI! (Or maybe some 2-player...)

Just a quick note, I think C would be better suited for attacking than Z. It's mostly because your left index finger is over it and you can hit it faster, and you usually hammer the attack button, while you tend to just hold the defence button down.

TheUltimate


I think I'll do just that! I might add an extra button for Super Moves and EX attacks. So a 7-button computer game.......
I'll add 2nd player mode before AI, just incase I gotta tweak the characters. I want all of the main characters finished before I release the next demo.
Im looking for ways to make the control scheme more convenient for keyboard users. AKA less buttons, so should I make tagging two buttons or leave it as one?


Two. That's how all of the MVC games have it and I have no problem with it.
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#25 yingyay

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Posted 04 August 2011 - 01:24 AM

All Righty!

No Character update but more of a technical update!

-Nami is still being worked on, she is kind of a headache to work on since she isn't a combo heavy or even a close range fighter. She is a trap character with a couple of tricks that link into other tricks.

-Sanji will be the first character I introduce "Grand Chaining" attacks. Stay tuned for the next update to see it in action (aka when I find a good video capture program)

- To reduce the number of buttons used in the game I switched Tag In to pressing Medium and Heavy Attack together.

- I have another issue as well. Does drawing multitple sprites at once with one object slowdown the game? The lifebars wrecked the FPS in the game, I hope its not just my computer tho <_<

- Stage Selection screen is almost done.

- Working on 2 player characters now.
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#26 wakeskater_X

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Posted 04 August 2011 - 03:26 AM

i can't download the file, just gets an error at mediafire : /
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#27 yingyay

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Posted 04 August 2011 - 04:30 AM

Weird I just tried it out and the link worked 3 times. Try again, I'll re-upload a newer version soon if this doesn't work.
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#28 yingyay

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Posted 01 September 2011 - 03:50 AM

Sorry for being gone so long, had a couple life things to deal with.
I have a working Ussop ready, so the strawhat crew is almost ready which means the next demo is almost ready.
-No AI yet
-Working on the main menu
- Switching all other character's tagging button over to medium + heavy attack buttons simultaneously.
- Still trying to optimize the game speed with the life bars. Might take away the super meter for now since no one can really use it right now.
- Expect a video update for a character or two this weekend!
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#29 Titanium

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Posted 01 September 2011 - 01:51 PM

Sorry for being gone so long, had a couple life things to deal with.
I have a working Ussop ready, so the strawhat crew is almost ready which means the next demo is almost ready.
-No AI yet
-Working on the main menu
- Switching all other character's tagging button over to medium + heavy attack buttons simultaneously.
- Still trying to optimize the game speed with the life bars. Might take away the super meter for now since no one can really use it right now.
- Expect a video update for a character or two this weekend!

Are you using surfaces to draw the Healthbars and such.
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#30 yingyay

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Posted 01 September 2011 - 06:49 PM

Im using the draw feature and a dll, along with a sprite........umm i dont really know what surfaces are plzdontshootme
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#31 Titanium

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Posted 02 September 2011 - 03:11 PM

Why would I do that!?  All that matters is how fun the game is. Not how well programmed it is.
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#32 yingyay

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Posted 02 September 2011 - 06:10 PM

lol yeah its cool. Im still trying to reduce lag caused by the health bars, I might remake them again >_>. Something simple but to the point.
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#33 Titanium

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Posted 03 September 2011 - 04:42 AM

lol yeah its cool. Im still trying to reduce lag caused by the health bars, I might remake them again >_>. Something simple but to the point.

Are you sure the lag is caused by the healthbars.
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#34 yingyay

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Posted 05 September 2011 - 02:30 AM

Yeah, I just changed em.
The problem might have been the fact that 6 instances were running at a time :whistle:
So i'll fix that, im having trouble uploading my video to youtube, it's 1 minute and 30 seconds of ussop, but when I upload it, it only shows 1 second :verymad:
Once I get that issue taken care of, I'll link the video here.
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#35 yingyay

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Posted 05 September 2011 - 02:43 PM


Ussop Progress Video!
In this video you see
- Light attack (light hammer swing), Medium (medium hammer swing), Heavy (heavy hammer attack)
- Down light (push attack), Down Medium (Dodge Roll), Down Heavy (Launcher)
- Light Air Attack (Body Slam), Medium Air Attack (falling chop), Heavy Air Attack (Hammer smash)

Neutral Special
- Normal pellet shot. Eventually you'll be able to shoot three at a time

Forward Special
- Cactus Star. A multi-hit attack that activates when it connects with the opponent

Back Special
- Caltrops. Ussop throws 3 caltrops to hinder the opponents advances.

Down Special
- Dial Select. This move has two Grand Cancel Links. Pressing Heavy attack while the dial is out causes Ussop to use a burn dial, while pressing the Special Attack button causes him to use a flash dial, stunning your opponent.

Air Special neutral
- Atlas Star. Fires a pellet that explodes on contact causing burn damage. (In the future it might be used for more than just damage)

Air Special down
- Shuriken Stars. Fires three shurikens down at the opponent.

Up Next
- Luffy Showcase
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#36 Titanium

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Posted 05 September 2011 - 05:54 PM

OMG it's mugen sfx and training room.  I'm glad someone else on the GMC is a fighting game lover as well.

Also, it looks like Usopp's range play is a little too weak.  I suggest you give him moves with more hitstun.
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#37 yingyay

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Posted 05 September 2011 - 07:08 PM

lol at some point I was thinking about making a Mugen like game maker engine where you can just import characters. :thumbsup: I got the stage sfx from Ken. This way I dont have to show incomplete stages.

But yeah, im still working on some more stuff, like him being able to shoot 3 neutral shots and 3 anti-air shots, using Grand Cancel to change what bullet comes out between the shots.
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#38 yingyay

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Posted 27 September 2011 - 09:58 PM

Well due to the lack of resources, im planning on changing the gameplay aspects of this project one more time.
- Two buttons. One for normal attacks and one for specials
- Assists (You can summon characters to do special attacks)

I might release the current build that I have sometime soon, but yeah, it's taking too long to finish characters beacuse there isnt enough attacks to give most of them and im not a spriter. So I'll simplify things so that I can release this game faster and work on another project.
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#39 StallionTG

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Posted 27 September 2011 - 10:41 PM

Great start to combat system, you really feel the punches. The one-piece world is definitely one of the best to pull from as far as fighters. I'm really looking forward to this game.
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#40 yingyay

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Posted 24 October 2011 - 12:51 PM

Almost done working on a new character, I'll have something to show by the end of the week as well as a explaination on the new fighting system im using/implementing.
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