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DarkEdeNight: Action JRPG (News: WIP Combo Attacks for 8th character!)

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#1 gadgetmawombo

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Posted 28 July 2014 - 06:57 AM

DenLogo3_zps128c8c4b.png
  
James_zps8132c177.gifIrisa_zps9ad7c921.gifAlondra_zpsd3066a7f.gifMerv_zps317bb80b.gifNiall_zps7d8c42e0.gifPeanut_zpsed7a6ec0.gifoutput_gbsBrO_zpsomzba1oe.gifoutput_H0kjG3_zpsvlbsgnni.gif

DenGif6_zpszadku9xr.gif
 
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News

NEW VERSION 3 UPLOADED! Check the Downloads, or check the latest post for more info!

 
Old News

Spoiler

 
Changelog

Version 003

Spoiler

Version 002
Spoiler

Downloads

*NEW* Prototype 003 (Fighting Game JRPG) *Fixed Link*

https://www.mediafir...wjujgonleqbbwb8
Prototype 002 (Fighting Game JRPG)
https://drive.google...1akk&authuser=0
Prototype 001 (Fighting Game JRPG)
http://www.mediafire...lt-1.0.0.53.exe
 
Old Prototype (RPG Game)
http://www.mediafire...ult-1.0.0.7.exe
 
Combo Video

 
Other Videos
Video of Explaining mechanics of Game:
https://www.youtube....h?v=Q4C9CHUxfWU
Video of Old Game:
https://www.youtube....h?v=iwnwR98PMAM
Youtube account with speed-spriting videos (and tutorials soon):
https://www.youtube....h?v=eXWUONcdu1g
 
How do I play?
Keyboard Controls:
Left/Right: Move character
Down: Crouch
Up: Up stance
D: Attack with weapon (Confirm in menu)
S: Jump (Go back in menu)
A: Block
Tab: Lock-on to nearest enemy, (it will create a line)
Esc: Open Camp Menu
 
In Camp Menu Controls:
Q: Cycle tabs left
E: Cycle tabs right
Up: Move Cursor up
Down: Move Cursor down
Left: Move Cursor left
Right: Move Cursor right
Left Ctrl: Shift character left
Right Ctrl: Shift character right
 
Gamepad Controls (Xbox 360 Controller):
Left Analog Stick Left/Right: Move character (Tilt slightly to walk)
Left Analog Stick Down: Crouch
Left Analog Stick Up: Up stance
B-button: Attack with weapon (Go back in menu)
A-button: Jump (Confirm in menu)
Left Bumper: Block
Y-button: Lock-on to nearest enemy, (it will create a line)
Select-button: Open/close camp menu
 
In Camp Menu Controls:
Left Bumper: Cycle tabs left
Right Bumper: Cycle tabs right
Pad Up: Move Cursor up
Pad Down: Move Cursor down
Pad Left: Move Cursor left
Pad Right: Move Cursor right
Left Trigger: Shift character left
Right Trigger: Shift character right
 
Other Controls:
F1: Reset current room (Make sure menu isn't out or there is a crash right now!)
(pst, pst, play with the other function keys for other neat stuff!)
 
------------------
Old Game Controls (Only Keyboard):
Left/Right: Move
Up: Jump
Down: Block
Space: Sword
C(Tap): Magic1
X(Tap): Magic2
C(Hold): Magic3
X(Hold): Magic4
Z: Item
V: Lock-On Toggle
ESC: Quit the game.
 
What is DEN?
DarkEdeNight is a 2D-sidescroller action RPG that can be played with up to three friends!
 
What can you do in the game right now?
Basically, you can fight as one of the six characters we have right now against other players via gamepads or just use other characters as punching bags to test out combos. We don't have an AI to fight against right now, sorry, grab some friends or something XP!
 
What platforms are you shooting for?
The game is meant to be played with a controller, that much is certain. We want it to be on PC, OUYA, Mac, and Ubuntu. PS4 and PSVita are dreams of ours, but that will be in the far future...
 
Will there be a Kickstarter?
Maybe later but not right now. We don't feel the game is of high enough quality to convince people to pay their hard earned money for it.
 
How far in development is it?
Very early, right now we are still missing magic attacks, items, other characters, and even enemies! The game is progressing onward but we have a long way to go!
 
When will the game be finished?
NEVERRRRRR!!!!!!!! But seriously, I have no idea.
 
Who is working on the game?
Two dudes: Jose Sicairos (me :thumbsup:), my buddy Jahron Ward. Our music tracks were made by my other friend Jaime Chavez (Heavy Machinery)!
 
Is this an RPG or a fighting game?
Well right now its practically a fighting game, but once we complete the eight characters we planned out, were going to start work on the RPG aspects of the game. We already have stats and icons, and we have a good deal of enemy sprites completed already, the RPG section comes after!
 
What if things don't work out?
Well if worse comes to worse, we DO have a pretty solid fighting game base here, we might just turn this into a fighting game if the RPG becomes too much for us to handle.
 
What were some inspirations?
Games like the "Tales of" series, "Star Ocean" series, and "Dark Cloud" series. These were all JRPG's that didn't have turn-based battles and instead had real-time, almost fighting game-esque battles! This is the kind of game we are going for!
 
But I wanna play the RPG naaaooo!!
Well we have an older prototype that is sort of an RPG and will give you a good idea of what to expect when we get to the RPG portion with the new prototype. Basically we scrapped the old game and started a new one because the code was really bad and we wanted multiplayer, which the old engine wouldn't allow.
 
 
 
gui_james_art_zps2f071d57.png    gui_niall_art2_zpsc1b3bcb8.png
 
 
DENScreen5_zpsvtxrh7wr.png
 
DENScreen1_zpsgcabsmh0.png
 

 
(Screenshot of Old Prototype)
Screen3_zps2f348d76.jpg


Edited by gadgetmawombo, 04 November 2015 - 06:30 AM.

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#2 7804364

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Posted 28 July 2014 - 07:51 AM

damn this looks nice.


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#3 gadgetmawombo

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Posted 28 July 2014 - 08:42 AM

Thanks! We just posted the prototypes and a gameplay video!


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#4 RujiK

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Posted 28 July 2014 - 02:25 PM

Well  hot dang. That is some impressive art work.

 

If you don't mind me asking, how did you (in general) make the very slopey ground? Is it lots of slightly different shaped objects and tiles or did you do something more complicated? The collisions on the hills look really smooth.


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#5 King Tetiro

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Posted 28 July 2014 - 03:05 PM

Dang that is beautiful! Where were you when I needed an artist for a Fighting game? :P

 

I will be trying this out tonight! :D


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#6 gadgetmawombo

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Posted 28 July 2014 - 03:36 PM

@Rujik, yeah they are tiles, I made tiles for like 10 different angles. I think F8 or F7, I dont remember exactly will reveal the true collision boxes and might give you a better idea.
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#7 gadgetmawombo

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Posted 29 July 2014 - 04:51 AM

@King Tetiro

I was busy working on this game  :P.

Thanks for taking a look, I'm a fan of your Legena game...Despite my game being real-time, I can definitely get behind a well made turn-based RPG!


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#8 nacho_chicken

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Posted 29 July 2014 - 05:35 AM

Another RPG dev here! I love Tales of the Abyss and Star Ocean, so this game was instantly on my radar. Your game looks drop dead gorgeous! I would try out the demo right now, but my internet is being slow. Tomorrow, definitely.

 

Your character design is fantastic as well. Each character is completely distinct, and their personalities come out so well even in the animations.

...and Niall's Kamina shades are rockin'.


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#9 AniGami

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Posted 29 July 2014 - 08:17 AM

Another RPG dev here! I love Tales of the Abyss and Star Ocean, so this game was instantly on my radar. Your game looks drop dead gorgeous! I would try out the demo right now, but my internet is being slow. Tomorrow, definitely.
 
Your character design is fantastic as well. Each character is completely distinct, and their personalities come out so well even in the animations.
...and Niall's Kamina shades are rockin'.


Im the main artist on this project and I'm glad to here you like our sprite animation


Edited by AniGami, 30 July 2014 - 08:12 AM.

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#10 gadgetmawombo

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Posted 29 July 2014 - 08:24 AM

I see you decided to make an account. Neat, now I dont have to respond to everything XP.

PS, Anigami don't respond to this cuz consecutive team comments is against the rules I think.

Edited by gadgetmawombo, 29 July 2014 - 08:31 AM.

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#11 King Tetiro

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Posted 29 July 2014 - 02:35 PM

@King Tetiro

I was busy working on this game  :P.

Thanks for taking a look, I'm a fan of your Legena game...Despite my game being real-time, I can definitely get behind a well made turn-based RPG!

 

Haha well played :P

 

I took a good play and I like where it is going! Though I think I'm playing an early build as there isn't any AI yet :P

 

And awesome! If you like we could exchange notes to better each other's projects? Send me a PM!


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#12 gadgetmawombo

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Posted 30 July 2014 - 01:13 AM

@King Tetiro

There is no AI yet, like I said the game is pretty early still.


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#13 Millennial Phungus

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Posted 30 July 2014 - 03:11 AM

As a fan of the "Tales of" RPG series and a programmer working on his own "Tales of" inspired game, I am quite impressed with the combat system so far.  Feels quite smooth and responsive on a gamepad (using a PS3 controller with XInput).  Hoping for a combo counter so we can brag about highest number of hits and stuff. >_>  Not sure if intended but some characters are missing their air attack and crouch attack.  Also some characters aren't able to get up the cliffs while others can, not sure how big a deal this will be.

 

Pretty graphics are pretty.  Nice job AmiGami.

 

Does the lock-on do anything right now or is intended for spells only?


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#14 gadgetmawombo

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Posted 30 July 2014 - 03:30 AM

@Millenial
Thanks, im glad you like it. The characters that dont have certain attacks is because they aren't finished yet.

About the cliff climbing, well were gonna design the levels to be completed by every character, this is just a test room. Also just wanted to point out that some characters have forward quarter circle or back quarter circle attacks.

Oh and Lock on works to make your character always face the target, and it will auto aim magic.
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#15 nacho_chicken

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Posted 30 July 2014 - 08:33 PM

Some thoughts on the demos:

 

Played the (old) RPG demo first. 30 FPS is very bleh. The writing was lacking (and so was grammar), but it's a demo, so I just kind of glossed over it and went on to the actual stuff. Fighting stuff was pretty fun, but I was annoyed that I couldn't do a stabbing attack on the turtle-frogss without whiffing a whole bunch of other attacks first. Ice was fairly overpowered on flying enemies due to them being put in hitstun. Lightning was underpowered and sucked MP like no tomorrow. Fire was pretty decently balanced. The backgrounds are stunning, and the parallax effect when running around looks breathtaking. It could've used more variety in terrain, though.

Overall, I thought it was flawed, but has a lot of potential.

 

Then I played the new demo. After about 5 minutes of setting for overscan I don't have, (keep it in the menu next time) I was absolutely floored. The menus and the "cursor" are very well-designed, and it looks great at 60 FPS. All the characters just felt great to control, and I had a blast just figuring out how the physics work. I was able to moonwalk by repeatedly ducking while running backwards. It might be a pretty good tactic when I'm actually fighting something; being able to run backwards at full speed and attack at the same time. A movelist wouldn't hurt, too.

With the new demo, I don't see the flaws; only potential.


Edited by nacho_chicken, 30 July 2014 - 08:34 PM.

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#16 gadgetmawombo

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Posted 30 July 2014 - 10:18 PM

@nacho chicken

Thanks a lot for taking the time to play both prototypes. Feedback like you've given us is very valuable and will definitely factor into our next build! OH, and the moon-walking is something we had to have in the game in order for quarter-circle back attacks to work without flipping the character before they were executed. I'm glad you're okay with it because it's necessary for the attack to work.


Edited by gadgetmawombo, 30 July 2014 - 10:21 PM.

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#17 nacho_chicken

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Posted 30 July 2014 - 10:27 PM

Just for reference, when I mentioned using ice on the butterfly, it caused them to fall a little along with hitstun. That was why I thought it was little overpowered combined with the enemy already being weak to it.


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#18 gadgetmawombo

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Posted 30 July 2014 - 10:32 PM

Yeah, when we add the magic to the new build we'll keep what you've said in mind!


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#19 3dman101

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Posted 01 August 2014 - 06:44 PM

This looks fantastic! I love platformer fighting games :D

 

The mechanics look smooth and the animations are fluid. Awesome work!

 

EDIT: The Kamina glasses are a nice touch for Niall by the way ;)


Edited by 3dman101, 01 August 2014 - 06:46 PM.

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#20 gadgetmawombo

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Posted 01 August 2014 - 10:04 PM

@3dman101

Thanks! We're glad you like it. And the Kamina glasses were AniGami's idea who's a huge Gurenn Lagann fan.


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#21 Lethalanvas

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Posted 09 August 2014 - 06:20 AM

Damn this looks cool. Keep up the fine work! =D


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#22 King Tetiro

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Posted 10 August 2014 - 09:15 AM

So what is on your to-do list before we can get a new demo?


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#23 gadgetmawombo

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Posted 11 August 2014 - 12:51 AM

Damn this looks cool. Keep up the fine work! =D

 

Thanks a lot! Unfortunately this game is going to be on hold for a while.

 

So what is on your to-do list before we can get a new demo?

 

Me and Ani got new jobs and they made us sign a contract saying that we can't work on any side project while we work at the company, so for right now the game is put on hold. As soon as our term at the company ends we'll jump back on this project full blast!

 

And actually the build we've shown here is an old one because we wanted to save some surprises for later. Once our job ends we'll update the build here with the latest one we worked on before getting the job at that company and of course get cracking on an even newer build!

 

It'll be a while before that...In the meantime I'll be supporting and commenting on games that I like on this site.


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#24 StallionTG

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Posted 02 September 2014 - 08:26 PM

This pixel animation is top of the line.


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#25 King Tetiro

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Posted 02 September 2014 - 09:50 PM

This pixel animation is top of the line.

 

Tell me about it, If I ever owned a successful company, I'd hire him for all of my pixel art :)


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#26 gadgetmawombo

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Posted 04 September 2014 - 08:34 AM

This pixel animation is top of the line.

 

 

This pixel animation is top of the line.

 

Tell me about it, If I ever owned a successful company, I'd hire him for all of my pixel art :)

 

Thanks for the compliments. Hopefully we can start working on this game again soon.


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#27 O_Sweet_Lemonade

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Posted 04 September 2014 - 03:20 PM

I must say this is amazing. Animations look awesome and fluid.


Edited by O_Sweet_Lemonade, 04 September 2014 - 03:20 PM.

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#28 Nexusrex

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Posted 04 September 2014 - 06:46 PM

Amazing...animation is awesome, simple example of the game that i wanna play :thumbsup:  Good luck Guys


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#29 abhidev111111

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Posted 07 September 2014 - 08:38 AM

cool game
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#30 AniGami

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Posted 09 September 2014 - 10:06 PM

Amazing...animation is awesome, simple example of the game that i wanna play :thumbsup:  Good luck Guys

Thx dude if you want to see me struggle making these i just started doing speed spiriting here https://www.youtube....h?v=eXWUONcdu1g


I must say this is amazing. Animations look awesome and fluid.

Yeah dude thx a lot its so great to here so many people think that our animation are good, so I decided to start doing spiriting videos here https://www.youtube....h?v=eXWUONcdu1g if you want to see the process.


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#31 King Tetiro

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Posted 10 September 2014 - 07:19 AM

Oh there is the pixel artist! Do you have any pointers on smooth animations? I can do animations but only to the 16-bit limitations. I have a project I want to do but without smooth animations it would look awful.


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#32 AniGami

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Posted 10 September 2014 - 08:55 AM

Ok as far as I know 16 bit is a color limitation, but any way the best tips I can give for smother animation is easing/anticipation, squash/stretch and overshoot these are all old school Disney animation principles there are 12 to be exact (if you want more info just look up the 12 animation principles).

 

But any way easing/anticipation probably the most useful, to translate this into animation/sprite you would draw the frame that and then ether duplicate that frame and tweak it to get really subtle movements.

 

Then there is squash/ stretch which is usually used for exaggeration like in a jump, stretch when lifting off ground squash when landing. This is useful when you have big motion that you want to fill the gap between, this basally translates to how when you take a video and you pause it in the middle of someone doing something and they look blurry. this is do to the frame rate of the camera being lower then the speed of the action.

 

Ok the last on overshoot this not really one of the principles it just something that I kinda picked up, this is like the glue that lats you use both of the previous actions in secession. So as an example lets say your character is putting all he has into a punch, the animation would broken down to:

 

idle

transition

easing/anticipation for the punch

stretch for when he throws the punch

overshoot the punch

easing into punch position

transition

idle

 

Ok sorry for the long post animation is kinda my thing, if you have any more questions just ask, I'd love to talk more about animation any time.


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#33 Nexusrex

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Posted 10 September 2014 - 09:07 AM

Wow...Pretty Awesome :D


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#34 kupo15

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Posted 11 September 2014 - 04:19 AM

The animations are really good! The collisions are also awesome with the slopes, something I would definitely struggle with. I found it funny how I was able to get out of bounds over the two walls and it forced me back to the main menu. That sure was fun to do   :thumbsup:

  

I know nothing about "Tales of..." so I'm probably not a good person to offer feedback from. The only thing I felt that was strange are that your long ranged attacks whiff a lot. Well, I think I am mainly referring to the dog-dino's crouch punch (tail move), the move doesn't hit when you are close ranged and I didn't need to see the hitbox data to know why. Though the hitbox mode confirmed that you only have a hitbox when the tail is extended and at the tip. I personally think it should be the whole length of the tale because its seems just wrong to not be able to hit with that move if they are close

 

That's all I really have to say...sorry I couldn't be more helpful but keep it up!


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#35 AniGami

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Posted 11 September 2014 - 05:26 AM

Yeah we are very aware of all these problems but the game is very very early. Also the level is all just sloop and tile test areas so that's why it was so easy to get out of the area. As for the Peanut the dog-dino is unfinished and still needs a lot of work in this build at least soon we well post a new build with all his attacks implemented.

 
But thx a lot for the complements on the animation and I'm sure that Gadget appreciates the complement on the slops as well. 


Edited by AniGami, 11 September 2014 - 05:31 AM.

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#36 Sirbrownie

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Posted 14 October 2014 - 05:33 PM

This game looks so fun. Are there any other combat videos on youtube besides the old game vid?


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#37 gadgetmawombo

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Posted 14 October 2014 - 09:15 PM

This game looks so fun. Are there any other combat videos on youtube besides the old game vid?

Thanks! I'm getting ready to post a big update, so stay tuned!


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#38 nocshiftgames

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Posted 11 December 2014 - 05:52 PM

This game looks fantastic. Did it get released?


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#39 gadgetmawombo

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Posted 12 December 2014 - 12:22 AM

We're still working on it... We should have an update early next year!


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#40 rcoppy

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Posted 14 December 2014 - 10:51 PM

Amazing animation! Looks awesome.


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#41 LarsWillemsen

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Posted 06 January 2015 - 03:11 PM

Woa this is amazing. Something very fresh. Seeing you're going for a RPG seems... off, however. If I were you I would've gone for making a fighting game. A RPG is a handful, you need to keep the plans realistic I'd say.

 

If you start a Kickstarter or something for this(god damn I hate the principle of it, but I'm still going to recommend it to you) you might just earn enough $$ to hire new staff members. For this looks way more promising than some of the games I've seen raise 20k.


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Currently in an early alpha stage. Go to the thread!


#42 gadgetmawombo

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Posted 08 January 2015 - 11:27 PM

Woa this is amazing. Something very fresh. Seeing you're going for a RPG seems... off, however. If I were you I would've gone for making a fighting game. A RPG is a handful, you need to keep the plans realistic I'd say.

 

If you start a Kickstarter or something for this(god damn I hate the principle of it, but I'm still going to recommend it to you) you might just earn enough $$ to hire new staff members. For this looks way more promising than some of the games I've seen raise 20k.

Thanks! Like I said, we pretty much have a fighting game already... We're still cranking on it but once we finish the fighting game we'll decide where to go from there. We have 6 characters, around 60% done, but we want 8 fighters so theres still a lot of work for us regardless of which route we take.


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#43 bryngylf

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Posted 10 January 2015 - 05:24 PM

Wow, this is really impressive work! I would say it is definitely professional enough to do a kickstarter/greenlight. As everybody said previously, sprites are top notch, but I would also say that the fighting engine is very impressive. There is a lot of things going on when one player hits another player, to make the fight "feel" smooth and good. Here are some feedback, just for the sake of it:

 

- Didn't like the overscan setting at startup, at least not since it was slow and I didn't know which button to press.

- I don't know about not being able to move while blocking, but I liked that you 'floated' when jumping and blocking

- Nice detail with the slow down when a player dies (how died you do that?)

- No AI for now I guess, but I figured out that I could switch between players with shift!

- The arrow girl should shoot at a player that is locked on! =)

 

Good luck!


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#44 kupo15

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Posted 10 January 2015 - 08:49 PM

Hey I checked it out again. Not sure if the exe has been updated since the last time I did but I wanted to check one move to see if it was different which is the dog's tail hit (down+B) I think you really should have the hitbox be the entire length of his tail and not just the tip. Its kinda strange to be right next to the person and that move can't hit

 

I second the above with the locking arrow, or at least only let it home in when you are locked onto the player


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#45 gadgetmawombo

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Posted 10 January 2015 - 11:54 PM

Wow, this is really impressive work! I would say it is definitely professional enough to do a kickstarter/greenlight. As everybody said previously, sprites are top notch, but I would also say that the fighting engine is very impressive. There is a lot of things going on when one player hits another player, to make the fight "feel" smooth and good. Here are some feedback, just for the sake of it:

 

- Didn't like the overscan setting at startup, at least not since it was slow and I didn't know which button to press.

- I don't know about not being able to move while blocking, but I liked that you 'floated' when jumping and blocking

- Nice detail with the slow down when a player dies (how died you do that?)

- No AI for now I guess, but I figured out that I could switch between players with shift!

- The arrow girl should shoot at a player that is locked on! =)

 

Good luck!

The overscan test will be optional in the next version. You can "evade" from blocking, just double tap a direction while blocking, moving normally might be too overpowered. The slowdown? That's just a simple room_speed asjustment, I just set room_speed to like 5 fps for a set time then revert back to 60 fps. The AI thing is gonna be a while in the future, but I'm glad you like the ability to switch characters mid-game! As for the arrows going towards the locked-on person, it would be too broken. When my pals and I play 4 players in this game with controllers, the person that picks Sandra usually is the winner because she can just stay far back and shoot arrows constantly. The magic that we will have such as fireballs, WILL go towards the locked on target, but every character will have magic so it's balanced. Thanks for your comment we will post a new iteration soon!

 

Hey I checked it out again. Not sure if the exe has been updated since the last time I did but I wanted to check one move to see if it was different which is the dog's tail hit (down+B) I think you really should have the hitbox be the entire length of his tail and not just the tip. Its kinda strange to be right next to the person and that move can't hit

 

I second the above with the locking arrow, or at least only let it home in when you are locked onto the player

We haven't updated yet, we have been re-writing part of the engine to allow for multi-phased attacks which has taken a while since we have had to re-input every attack from scratch to work with this new system. But you'll see some cool multi-part attacks that take advantage of this system in the next version we post soon!


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#46 kupo15

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Posted 11 January 2015 - 01:04 AM

We haven't updated yet, we have been re-writing part of the engine to allow for multi-phased attacks which has taken a while since we have had to re-input every attack from scratch to work with this new system. But you'll see some cool multi-part attacks that take advantage of this system in the next version we post soon!

 

Ok cool, I can't wait to check it out! Oh and to correct what I said about the arrow thing, I didn't mean homing arrows, I was thinking that if the opponent stood still Sandra would have auto aimed it correctly to hit them every time, but if they move they can evade so it only auto targets once when it comes out and only if you have them targeted. I was also thinking this would have been best for the down shooting arrows only. I haven't had anyone to play with but it seems like it would be extremely hard to hit with those arrows. Just a thought.

 

Also, not sure with what he was talking about the freeze frames because I haven't experienced that mechanic even though I know what he is referring too because I have it in my game. But since you confirmed its there and said that you actually slowed down the room speed to do that I want to make a friendly suggestion that maybe that isn't the best way to program that. I think you should disable movement speed and set the animations to 0 for that brief period of time instead because if you ever plan on having animated backgrounds then the backgrounds will be freezing as well. Also I would expect that you are also freezing your fellow players in a 4pl match that are freely moving as well instead of keeping that mechanic focused on the characters that are in an impact situation.


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#47 bryngylf

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Posted 11 January 2015 - 02:58 AM

The overscan test will be optional in the next version. You can "evade" from blocking, just double tap a direction while blocking, moving normally might be too overpowered. The slowdown? That's just a simple room_speed asjustment, I just set room_speed to like 5 fps for a set time then revert back to 60 fps. The AI thing is gonna be a while in the future, but I'm glad you like the ability to switch characters mid-game! As for the arrows going towards the locked-on person, it would be too broken. When my pals and I play 4 players in this game with controllers, the person that picks Sandra usually is the winner because she can just stay far back and shoot arrows constantly. The magic that we will have such as fireballs, WILL go towards the locked on target, but every character will have magic so it's balanced. Thanks for your comment we will post a new iteration soon!

OK, thanks for the additional info. Looking forward to seeing where you are taking this! :)
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#48 RENGAC

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Posted 19 January 2015 - 09:46 PM

Just downloaded.and it's a fun game with really nice and fluid animation! Keep it up!  :lol:


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#49 AniGami

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Posted 21 January 2015 - 10:45 AM

Yo, thank you to all the people saying we have fluid animations because these things really take a long time to do. 

 

And i really hope you all enjoy the new animations that are possible with the phase update that should be happening up for download fairly soon.


Edited by AniGami, 21 January 2015 - 10:51 AM.

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#50 AniGami

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Posted 25 February 2015 - 06:11 AM

DarkEdeNight's Artist here,

One of the goals of the game is to get 8 characters but with the new additions to the system in the most recent update there are lots of new possibility's for characters. So far I've come up with 5 but we cant reasonably do them all so I thought it would be cool to ask what everyone thought. Now these designs are not 100% final, because i focus more on the play styles. Let us know what you think. 

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-Puppet: Play Style will be will be loosely inspired by (mk9)Kenshi. The way this puppet fights is by utilizing 3 main familiars a cat, frog, and mouse. Puppet will have a mid to low movement speed to compensate for long range.

Ability's

Spoiler

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-Ninja: Play Style inspired by (pm)Wolf normal's and (ssb4)Sheik/Greninjas specials. This character will have a high movement speed that complements a high risk high reward play style.

Ability's

Spoiler

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-Shield: Play style inspired by (mvc2)Captain America and (ki)Aganos. Shield will be the slowest character in both movement and moves, this will go hand and hand with his defensive hard punish play style.

Ability's

Spoiler

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-Trapper: Play Style inspired by (inuyasha)Sango and (ssbb)Snake. This character utilizing the only returning projectile a boomerang, but trapper can use this weapon at close range or long by holding the attack button while performing an attack to throw the boomerang. But throwing the boomerang leaves trapper only 4 moves a simple punch and 3 traps.

Ability's

Spoiler

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-Float: Play style inspired by (hyrule warriors)Fi and (mvc2)Magneto. Fighting with ballerina/figure skater style Float will be a predominantly kick based character.

Ability's

Spoiler


Edited by AniGami, 05 March 2015 - 02:25 AM.

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