That was the plan yes. Also were were you? You've been gone for a while now.

That was the plan yes. Also were were you? You've been gone for a while now.

@WR Previous page:
I hope you guys procrastinate long enough for me to join in lol.
@Liphy: I just haven't logged onto Steam in ages. And I don't really like this forum anymore. So much stuff has changed. I don't even watch the progress reports within the first few days they come out.
Just jumping into the AS2/3 discussion: No company wants to break backwards-compatibility with programming languages but sometimes you have to so you can put in some better advancements. Multiple languages have done this (Python and AS included). And they usually continue to support the older version for quite some time.
And back out again.
Yea, while we've said that we're mainly still in the designing phase, we hope to officially begin work before Xmas preferably.
Actually Ross you ninja'd me...
Anyways.... I got farther in the level design...
http://www.youtube.com/watch?v=oikL_qUQRVk

Random game AS2 Engine: http://www.truploader.com/view/033518
EDIT: Whoops, 60fps
EDIT2: SO what forum do you prefer, doorfish (WR)?
Looks like we have a pretty decent engine already. This is some good progress.
I think it needs side scrolling or do you think we can include a camera pan feature that keeps itself on both people? I've seen it done in Scratch... but I don't know about in an actual coding language.

I have a plan for the camera that should work. I say make it so the cam width is equal to 150% the distance between the player and opponent, and cam length is equal to the distance between the player and opponent.
@liphttam1: That's coming on pretty nicely. You've improved it quite a bit from your earlier screenshots.
@Cool: That's actually pretty good.
One thing to also make note of, how many people are we going to try and get on-screen? 2? 4? And whether we're going to go hit-points or the Brawl (knock off screen) style of play.
And a thank you to everyone who has contributed (in the discussion and through designs/coding) so far. With your combined efforts, we will make an awesome game!
Hmm, Brawl physics is surprisingly tough ta make (and may I also add, stupid when ya damage meter is like 10000%).
What style are ya guys making? Platformer? Shooter (on a platform of course)? Brawl? Fighting (Street Fighter-esque)?
I'd love ta join in on all of this but I am so confused right now that it's not even funny :V
Summarizations would be nice...?
That's coming on pretty nicely. You've improved it quite a bit from your earlier screenshots.
the clouds are only a placeholder just so you know...
I'm hoping to make my clouds look more like this.
http://www.youtube.com/watch?v=naIlOn9v_wI (I did this without a tutorial so I'm pretty happy)

@Mushy: Indeed, using hit points would be much easier. As the Brawl way requires a lot of variables. And we're making a brawler type game.
@liph: That's awesome. Love how it moves across too. Is it a automatic seed generator or something?
It's a 3d fluid container, I don't know how it works yet... but I set it up to look like a cloud and coded it to move the way it did,

Wow, it looks like this project is actually making progress! I guess I should start work on my character sprites, but first I need to know what moves he should have. If we are doing a smash bros moves clone, then I was thinking something like this:
Quick attack: punch, punch, kick, uppercut.
Side attack: Kick
Down attack: Trip
Up attack: Small up-punch
Side smash: Huge punch (hand enlarges)
Down smash: Breakdance
Up smash: Backflip kick
Special: Brick gun(LEGO Indiana Jones style)
Side special: Hammer
Down special: Reflector shield
Up special: Jet pack
Do you guys approve? If so, I'll get working on the animation.
Do whatever you want, but make it only a sketch, this is only for concept art.

We'll think of moves and such later, when it's closer to the actual implementation stage.
But yea, I think we will follow the simple Brawl style. One normal attack button and one special button. There should be a shield button too (I suppose we should throw in dodge with the arrows keys+shield).
So yea like Minifig said. There'll be a normal button combo, side-normal, up-normal and down-normal. Then the specials: special-charge, down-special, side-special and up-special.
Hmm, I think just 5'll be enough; normal, side-normal, special, side-special, and shield.
More than that'll take too long ta program...
:V
@mushy, not really, in AS@ to add a new attack, youll just have to throw down like what? 5 lines of code. this is the basic code for an attack.
onClipEvent (enterFrame) {
if(key.isDown(Key.RIGHT)) && if (key.isDown(key."enter ASCII # here"
) {
gotoAndStop("add frame number which animation is one here"
if (_root.<"insert player name here">.hitTest(_root.<"insert enemy identifier here">
{
<"insert damage counter variable here"> - <"insert damage taken here">
{
{
{
that code basically sez, if you push one button, along with another button at the same time, go to a certain frame with a certain animation (special-right etc.) and play the animation, and also detects if the player is colliding (touching) another player, if all of the above is true, the enemy's health variable will go down. simple.
OS, yes i know some of my code may be wrong, i was just using it to explain to mushy, o, and i didn't add the ";" at the end of things i know.

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