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Re: Fighter Creator

 January 05, 2014, 11:10:50 pm View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames December 08, 2013, 03:52:48 pm
 Board: Fighter Creator

@CSGames

I have some questions.

I see you plan to release your Software on steam, what will the final version cost?

Will the Fighter Creator support chars that a able to transform, like Kaede from Last Blade or Boss Chars who fight in the first round in there "normal" form and change into there "true" form in the final round?
There is going to be a non-commercial and commercial edition of Fighter Creator. The non-commercial edition will cost 10$, and the commercial edition will cost 20$

Yes, you can create characters that can transform.
    

Re: Fighter Creator

 December 31, 2013, 09:23:25 pm View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames December 08, 2013, 03:52:48 pm
 Board: Fighter Creator

Trying to get another demo up later today, hoping it works a lot better than the previous version.
    

Re: Fighter Creator

 December 15, 2013, 09:42:16 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames December 08, 2013, 03:52:48 pm
 Board: Fighter Creator

Sorry for the late reply but, you use the Character Move editor to setup gameplay.

Start by creating a new move.



* Move Priority - Moves with a low priority will be canceled out by moves with a higher piority.
* Move Mode - Automatic mode tells the engine to always process this move, Manual mode gives the user control over when the move is processed. ( Use the "Go To Script" or the "Reaction" function to access moves set to manual mode )

Once you've created a move, you now have to add functionality to that move by using functions.














Animating a character.

If you want to setup a basic standing animation for a character :

1) Import the media you need for this animation in the Media Window.



2) Use a series of "Set Image" functions, in the "Entities" folder, to setup the animation.




That was just a very basic example of how the system works but, you will be able to setup almost any type of gameplay mechanic you want by using a combination of different functions and variables.
    

Re: Fighter Creator

 December 13, 2013, 05:47:38 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames December 08, 2013, 03:52:48 pm
 Board: Fighter Creator

The idea is great, but:

You must enter all external dll dependence:
 - d3dx9_31.dll
 - d3dx9_35.dll
 - d3dx9_43.dll
 - msvcp71.dll
 - msvcr71.dll
 - xinput1_3.dll

Personally I do not like the Metro interface
and you should to add Demo files (characters, stages, scripts, etc.) to understand how it works! :D

The name of your Engine remember me my iFight Creator  :P


I'm going to add in a help system for the trial version.

     Posted: December 13, 2013, 05:47:57 am
Looks like a M.U.G.E.N. clone to me.
Really?

    

Fighter Creator

 December 08, 2013, 03:52:48 pm View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames December 08, 2013, 03:52:48 pm
 Board: Fighter Creator



A new, powerful, point and click fighting game creation tool designed to make creating complex fighting games much easier. Fighter Creator has specifically been designed to be easily and completely accessible through an easy to use editor without losing power or flexibility.



FEATURES

Build your own, complete fighting games by creating and then piecing together resources created using the tools Fighter Creator provides :

MENU EDITOR



Design your own title screens, character/stage selection screens, heads up displays, and whatever else you may need for your game.

STAGE EDITOR



Create large, multi-layered stages for players to fight in. Add hazards, destructible objects, secret areas, and more.

GAMEMODE EDITOR



Recreate traditional gamemodes like arcade, story, versus, and time attack or create your own original gamemodes.

CINEMATIC EDITOR



Setup scripted events to display intros and outros for your characters or progress your game's story.

CHARACTER EDITOR



Design complex characters with crazy attacks and special moves. Add support characters, counter attacks, tag teams, and whatever else your characters may need.

SPECIAL EFFECT EDITOR



Easily create amazing, detailed explosions that can damage other players or trigger special stage events.

SAVE FILES SYSTEM



Allows your games to save data so that you could add support for features like unlockable characters.

IMAGE UPSCALING AND POST PROCESSING EFFECTS

CG & B Off  -  CG & B On


Upscale your game's sprites to higher resolutions without pixelating those sprites. Color Grading (CG) and Bloom (B) effects allow you to dramatically alter the way game looks in real-time

DEMO DOWNLOAD

Fighter Creator Demo






//=========================================//

                      FIGHTER CREATOR - UPDATE 2.0

//=========================================//


Download

NEW FEATURES

   *   Sound Start/End Points

You can now control what parts of a sound file you want to play. Useful for adding dynamic music to your projects.

   *   Transparency Controls In Color Sets

In addition to being able to modify a sprite's RGB colors, you can now control the Alpha color too.




   *   Debug Menu

Was already available but was bugged so I didn't mention it before but, now its working fine. Press the 'F1' key to open/close it.



- Changing Folders - can now move items to different folders by using the Up/Down Arrow Keys.
- New Sound Functions.
- Added Special Effect Positioning marker so you know where your placing a SE when using the 'Play Special Effect' function.

CHANGES

   *   Cinematics and Special Effects have been significantly modified to give you more control over them
Previously, Cinematics and SEs would end after running through all of the events. Now you have control over when they end, allowing you to create Cinematics that may require user input to continue or SEs, like blood, that remains on parts of the stage the entire match, and more.

FIXES

   *   Collision Detection not working properly when players flip sides.
   *   Color Sets not being applied to sprites.
   *   Player Flipping issues.
   *   On Screen function Y Axis issue.
    

Re: Fighter Creator

 July 10, 2013, 11:56:02 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

@Doraemariby, No, just a demo to test out Characters in the Engine.

Fighter Creator - Character Demo Patch #1

Download - http://www.mediafire.com/?0buc8zhr9f6kmf0

Installation - Replace the FC Editor and Engine apps, in your demo folder, with the downloaded files.

Additions -
   * Sprite Sheets are now supported. ( Use the Arrow Keys to move the sheet around, and the "+" and "-" Keys to zoom in and out )

Changes -
   * Characters can now be previewed without having to leave the Editor. ( Click on the bottom bar to access preview button )
   * Frames can now be reordered.
   * Terminology has been modified to be more understandable.

NOTE : Your current Character files will not be compatible with this update, so you will have to delete the .fcc files for both characters found in "Data\Characters"
    

Re: Fighter Creator

 July 07, 2013, 10:46:14 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Been awhile since I've updated you guys so here is a quick demo for testing Characters in the Engine :
http://www.mediafire.com/?49c29croifktolt

Right now the demo isn't as big as I wanted it to be, but I will constantly be adding on to it and changing things based on feedback from you guys.
Be sure to let me know about crashes and if something isn't working properly.

Notes :

* Only two Characters are available and you have to use both Characters or else the Engine will crash.
* Only 2D Objects are supported and both Characters must have one Object named "Main" (casing doesn't matter). Also, leave the Collision Field set to "None", if the Object isn't going to be used for Collision Detection.
* Each Object needs to be attached to an Entity in order to be used, Collision Objects can only be attached to Subentities. The "Main" Object must be attached to an Entity.
* The "Mode" Field in the Script creation window tells the Engine how to handle that particular Script. If "Mode" is set to "Manual", the Script will only be processed if you use the "Go To Script" Function.
* Each Script needs to have both a Frame with its "Frame Mode" set to 1 and another set to 0. If "Frame Mode" is set to 1, the "Frame Speed" doesn't matter and when the Script is processed, all Frames with the "Frame Mode" set to 1 will run right before each Frame that has its "Frame Mode" set to 0.
( e.g. two Frames with their modes set to 1 ( Frame1 and Frame2 ), and three Frames with their modes set to 0 ( Frame3, Frame4, and Frame5 ) : Frame1 - Frame2 - Frame3 - Frame1 - Frame2 - Frame4 - Frame1 - Frame2 - Frame5 )
* Make sure you create your Frames in the right order because you currently can't reorder them.
* In order to preview the Characters in the Engine, you will have to save the Characters and then exit the editor and run the Engine app. ( Will be adding a Preview button soon. )

Edit : Forgot to list the available buttons :

Player 1 -
Up
Down
Left
Right
R
T
Y
F
G
H

Player 2 -
Up
Down
Left
Right
4
5
6
1
2
3
    

Re: Fighter Creator

 April 27, 2013, 12:34:24 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

By chance: Do you have a video of your progress? This looks amazing to say the least. In the long run this be a fantastic engine! You've got my full support, here! :)
Right now I'm working on a Character Test demo that will allow you to create two characters and play test those characters in the engine.
Thanks!
    

Re: Fighter Creator

 April 11, 2013, 10:35:14 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Quite honestly, the filter isn't very nice (I know it's optional... isn't it?), the characters lose a lot of detail, other than that this looks good.
That's because I quickly filtered those sprites so I wasn't really worrying about some of the details getting removed but, each filter is optional and can be fully adjusted to give your sprites the look you want.
    

Re: Fighter Creator

 April 08, 2013, 07:37:53 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Here's a teaser pic of a stage and two characters, getting closer towards a character test release :

    

Re: Fighter Creator

 March 20, 2013, 07:47:27 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Silly question, but did those sprites go through a filter when put into the project, or were they just pre-filtered sprites that you happened to use?

Layout looks nice and simple, and light glare looks brilliant and like it should, so kudos on that.
Those sprites were upscaled by 3 and filtered in Fighter Creator.

Editor Screenshots

Here are some more pics of the editor :


    

Re: Fighter Creator

 March 16, 2013, 02:02:42 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Editor Update :

I finally got the design I wanted for the editor right. Took a while but, here is a look at some of the older iterations compared to the final look :

Spoiler, click to toggle visibilty



Pixel Scaler Update -

For those who care about this, I've added a new light glare effect :

No Light Glare / Light Glare


More pics :
Spoiler, click to toggle visibilty
    

Re: Fighter Creator

 November 14, 2012, 07:37:34 pm View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Thanks!
    

Re: Fighter Creator

 November 08, 2012, 01:37:23 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Honestly, it's better to release in small parts. It's easier that way to keep track of everything you need to solve, in case there are problems.
I did release a quick demo, testing out variables, scripts, and functions but I guess know one seen it.

Here is another quick look at the start menu :

    

Re: Fighter Creator

 October 16, 2012, 08:13:37 pm View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

I haven't updated you guys in a while, just got finished dealing with a big setback with the design of the editor.
So here's a quick look at the final editor for Fighter Creator, and I would also like to ask if you guys would want me to take my time finishing the entire editor or, work on releasing parts of it for testing?


    

Re: Fighter Creator

 June 27, 2012, 02:34:16 pm View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

I really don't know, but It should be out this year.

I've also added new features to the image scaler to support Color Grading and Edge Blurring :

Color Grading
Gambit Day - Gambit Night


Edge Blur
No Edge Blur - Edge Blur
    

Re: Fighter Creator

 June 27, 2012, 09:25:25 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Here is the link to download a early version of the engine, mainly for testing out script functionality, so there is only one player available and no stages. I will be doing the same thing I did with the editor before, updating you guys with new features as I go. : http://www.mediafire.com/?l5qlha969t12w0f
Didn't get a chance to test variables or the compute, variable, and if Conditions (with variables) functions, so if there are any problems with those let me know.

Since the editor is not ready for use yet, I created a system for loading up text files to create content.
Those text files must be in the folder, except for the variable text file, or the engine will not run. There also cannot be any spaces in those files, with a few exceptions which will be described below. Most if not all the names are used for referencing that information later.

Creating Buttons:
In the buttons text file, type : "_Name_Key State" ( Replacing 'Name' with the name of your button, and 'Key State' with the keyboard key number ( Key States are included in download ) )
Ex :
_Jump W_17
_Crouch S_31

Creating Variables: ( Variable Types : 0 = Integer, 1 = Boolean, 2 = String )
In the variables text file, type : "_VariableType_Name_Value" ( Replacing 'VariableType' with the type of variable you want to create, 'Name' with name of the variable, 'Value' with what the variable represents (Booleans can only be 0 or 1) )
Ex :
_0_Speed_100
_1_Jumping_0
_2_Character Name_Captain America

Loading Images:
In the images text file, type : "_Name_File Name" ( Replacing 'Name' with the name of your image, 'File Name' with the name of the file to be loaded )
Ex :
_Standing-1_standing1.png
_Walk Forward-1_walkforward1.bmp

Creating Scripts:
In the scripts text file, type : "_Total Frames_Name_Priority" ( Replacing 'Total Frames' with the amount of frames you are going to have in the script, 'Name' with the name of the script, and 'Priority' with the priority of this script over other scripts (Lower is Higher) )

Creating Frames:
In the scripts text file, place the frames for a specific script right after you create that script, choose one of each function.
Each function starts with "_FrameType_FrameSpeed_FrameMode" ( Replacing 'FrameType' with the function you want to create (Image, Movement, Rotation, Position, Angle, If, Endif, Command, Compute, and Variable), 'FrameSpeed' the speed you want the frame to play (Has no effect if 'FrameMode' = 1), and 'FrameMode' with the mode you want the frame to run in (Mode 0, frame runs once, Mode 1, frame runs each frame) )

Image Function: type : "_Name_XOffset_YOffset" ( Replacing 'Name' with the name of the image you've loaded earlier, 'XOffset' and 'YOffset' with the amount to offset the loaded image (Good for fixing animation issues) )
Ex:
_Standing-1_0_0

Movement Function: type : "_XPosition_YPosition_Speed_Mode" ( Replace 'XPosition' and 'YPosition' with either the direction you want the player to move if Mode = 0 or the position on the screen you want the player to move to if Mode = 1, 'Speed' with how fast you want the player to move to specified spot (Works only with Mode 1), and 'Mode' with the way you want the function to work (0 = Directional Movement, 1 = Move To Spot) )
Ex:
_4_0_0_0
_100_100_4_1

Rotation Function: type : "_XRotate_Speed_Mode" ( This function operates just like the movement function except your rotating instead of positioning )
Ex:
_4_0_0
_270_5_1

Position Function : type : "_XPosition_YPosition" ( Replace 'XPosition' and 'YPosition' with the position you want the player to move to instantly )
Ex:
_100_100

Angle Function : type : "_XAngle" ( Replace 'XAngle' with the angle you want to set the player to instantly )
Ex:
_270

If Condition Function : type : "_Name_VariableType_Variable1_Variable2_Condition" ( Replace 'Name' with the name of the if condition, 'VariableType' with the type of the variables you are comparing, 'Variable1' and 'Variable2' with the names of the variables you've previously created to compare (Both variables have to be the same type), and 'Condition' with the way you want to compare them (Equal = 0, Not Equal = 1, Less Than = 2, Greater Than = 3) (Booleans and Strings only work with Equal and Not Equal) )
Endif Condition Function : type : "_If Condition" ( Replace 'If Condition' with the name of the if condition created before that links to this Endif Condition Function )
Ex:
_If1_0_Speed_Strength_1
_If1

Command Function : type : "_Button_Command Time_State" ( Replace 'Button' with the name of the button you want to use created earlier, 'Command Time' with the time the player has to press the button before it is too late, and 'State' with the type of action to look for (Pressed or NotPressed) )
Ex:
_Jump W_0_Pressed

Compute Function : type : "_VariableType_Variable1_Variable2_NewVariableName _Type" ( Replace 'VariableType' with the type of variables you want to compute, 'Variable1' and 'Variable2' with the variables you want to compute, 'NewVariableName' with the name of the variable you want to save the result in, and 'Type' with the type of operation you want to use (0=Add, 1=Subtract, 2=Multiply, 3=Divide) )
Ex:
_0_Speed_Strength_Total_0

Variable Function : type : "_VariableType_Variable_IValue_BValue_SValue_Type" ( Replace 'VariableType' with the type of variable you want to modify, 'Variable' with the name of the variable you want to modify that you created earlier, 'IValue', 'BValue', and 'SValue' with the value to be used for the operation, and 'Type' with the type of operation you want to use (-1 sets the variable to the specified value) )
Ex:
_0_Speed_10_0_0_0
_1_Jumping_0_1_0_-1
_2_Character Name_0_0_SpiderMan_-1
    

Re: Fighter Creator

 April 18, 2012, 08:41:02 pm View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

I've made some improvements to the image scaler, in preparation to test some gameplay, improving the lighting on an image:

Original Image


Upscaled Image 3x (Normally)


Upscaled Image 3x (FC)
    

Re: Fighter Creator

 December 02, 2011, 04:17:19 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left

Just to let you guys know what's going on, I currently working on replacing the editor with a sprite based version, which should improve the stability, quality, and make it easier to support every resolution.
    

Re: Fighter Creator

 October 18, 2011, 05:49:03 am View in topic context
 Posted by CSGames  in Fighter Creator (Started by CSGames July 13, 2011, 06:37:10 am
 Board: All That's Left