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Eragon615

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Messages by Eragon615

    

Re: The difference between possible and impossible

 May 01, 2011, 12:27:28 am View in topic context
avatar  Posted by Eragon615  in [SOLVED] The difference between possible and impossible (Started by Eragon615 April 30, 2011, 01:29:56 am
 Board: M.U.G.E.N Development Help

All right then, I think that is all the info I need to design the move sets. That'll take a while, and then getting all the sprites will take forever, but expect to see me eventually asking for help setting all this up. Thanks a million.

(By the way, I'd "solve" this, but I can't figure out how.... It's probably right in front of me, but I don't see it...)
    

Re: The difference between possible and impossible

 April 30, 2011, 08:17:54 pm View in topic context
avatar  Posted by Eragon615  in [SOLVED] The difference between possible and impossible (Started by Eragon615 April 30, 2011, 01:29:56 am
 Board: M.U.G.E.N Development Help

Thanks for the speedy and detailed response!

So, to clarify, Zangief and Clark must be characters with tons of grabs eh?

NoHitBy means yes, I can grant immunity, but can I cause a move type to be more effective while certain moves are used?

Missions can be lived without, and I know simple cutscenes are possible, so I'll just use those to tell my story.

My question about the delay though, just to be absolutely sure, by using one of these super pauses I can leave a second for any moves to be used before continuing my chain? (I'm being very specific because my battle style is based on this working) E.g., Player 1 uses a stage 1 attack, hitting player 2. Player 2 launches a ranged attack since player one would use a stage 2 magic attack. So player 1 uses a melee dash to avoid player 2's ranged and stun player 2 before loosing the stage 2 attack. Mind you, if player 1 took too long (might add a small timer gauge for that purpose) the buffer would run out and player 1 would have to use another stage 1 to start the combo off again. Does that sound about right? Actually... If I had the stage attacks refill your time gauge, then I could make stage attacks have to have at least 1 point in the time gauge. I think I just solved my own question...

And last, you said about the guards, come up with a full idea. Here's what I got. Another small gauge (don't worry, I plan to super compact all of these together) that as you guard attacks will deplete. Once it's empty, guarding does nothing. It will refill over time. Can MUGEN detect a successful guard and have it deplete a gauge?

Two new questions as well:

Do gauges have to be a bar? That is, could I have a circle that changes colors as it's depleted, a number value of the stat, or maybe a bar that wraps around the players portrait?

If I make a character who has a permanent helper (one character cannot use magic at all, instead his pet does) how much control do I get over said helper. Here's what I want it to do. I want it to hover around the character's head, (as apposed to appearing glues to the guy's sprite) and interact with certain attacks, such as if the player throws his spear the pet retrieves it. Or when using magic, imputing the command causes the pet to begin casting the spell leaving the player free to keep fighting. That said, I'd like the pet to be a valid target, and hitting him would disable several of the characters abilities while the pet recovered. Too much?
    

[SOLVED] The difference between possible and impossible

 April 30, 2011, 01:29:56 am View in topic context
avatar  Posted by Eragon615  in [SOLVED] The difference between possible and impossible (Started by Eragon615 April 30, 2011, 01:29:56 am
 Board: M.U.G.E.N Development Help

Okay, I got my sprite problem outta the way... Now it's time to begin the move lists. I have an idea how I want this game to work, but I don't know if all my ideas are feasible. If something I wanna do is insanely hard or just not possible, I need to know so I can adapt my game accordingly. Now mind you, I'm not asking how, not yet anyway, I'm asking can this be done. And preferably without major work-arounds or cheap tricks that look crummy. Anyway, once I understand what can be done, I'll get all the sprites ready and maybe in a few months time you'll all get to see this. Oh, and this is all original content, if you think its a bad idea or too close to something else, tell me!

Gauges
Card sagas wars is my main exposure to MUGEN, I've seen them do things, but did they do it without changing the entire engine? First up is all my many gauges. I know you can alter the way the on screen life and special bar look, but can you add new gauges or change functionality? All my characters need an HP bar (duh), an MP and AP bar (like the traditional special meter, but different moves need varying amounts of one or both), and a Battle Hype Bar. Battle Hype is used for your really big special attacks. That's four different gauges. Too much?

Grabs
I know grabs exist in MUGEN, even KFM has one. But is the limit one per character? I want some special move grabs as well as one or two standard grabs.

Delayed Special Chains
My Battle Hype Specials are made to be used sequentially in stages. (E.g., Stage One Battle Hype attack, immidiately followed by a Stage Two) However, rather than relying on gaurds, I want players to attempt to interrupt attacks or dodge them. (More on that in a sec) To avoid being interrupted, I want a slight delay between Battle Hype attacks where the player can dodge a would-be interrupt attack, or even slip in a light attack to stun a foe. But no more than a 5 sec or so buffer between them. My understanding of MUGEN attacks is that you move from one state to the next, so is there a way around this?

Battle Triangle
In my world, there are three combat styles. Melee, Missile, and Magic. (Like Fable) Each is strong to one and weak to the other. That is:
Melee -> Missile -> Magic -> Melee
For the purpose of a 2D Fighter, can certain attacks cancel other attacks? (E.g., A melee weapon dash attack that ignores missile fire, but is interrupted by a Magic blast)
These are very important to the style I have in mind, so please, any way you can think of.

Gaurd Limit
As mentioned before, I want players to rely more on dodging and interrupts, so if possible can I set it up to where moves have gaurd break as well as if gaurd is abused it will break after repeated hits? (Like Soul Calibur or Smash Bros.)

Status Effects
I have no idea how these work in MUGEN, I know one of the Link characters I downloaded can freeze and burn characters, and many downloaded characters can be stunned if hit with a massive attack. I'm looking to stun, poison (as in, steady health loss) and drain mostly.

Story
All my games are heavy story driven. How much can we change things like who you fight, who you fight as, etc? Could I force you to change characters during a story scene?

Missions and More
All Arcade and Nothing more gets old. Can we set up a multi-staged story (like with selectable chapters) or maybe a mission mode? (as in, hit this guy with this move this many times before the clock runs out)


Thank you all for any input. I want to see this game through to the end, but I'm going to need all of your help.
    

Re: How do you make a character stick his sword to the ground when atk finished

 April 17, 2011, 03:39:58 am View in topic context

Look, I'm going off what little I remember from the tutorial I read ages ago, but I'm pretty sure I have your answer. First let me explain to the other users a little more than "play as Toon Link".

What mahboy wants is an attack (probably aerial) that would end with a sword lodged in the ground causing a delay when the character removes the sword. That leaves you vulnerable if you miss.

Since I've never actually created a character, this is all theory, but the first step is to create the actual attack. You branch it based upon whether you hit the enemy or not. If not, when you hit the ground you are put into a new stance with the sword stuck where you either pull it from the ground or are attacked either of which should return you to idle. Um... wish I could actually show some code, but I haven't looked over the coding process in ages... Still if the others understand what I think you want better, maybe they can give you the specifics.
    

Sprites for Original Characters

 April 17, 2011, 02:02:38 am View in topic context
avatar  Posted by Eragon615  in Sprites for Original Characters (Started by Eragon615 April 17, 2011, 02:02:38 am
 Board: M.U.G.E.N Development Help

Does anyone have recommendations for getting original characters sprited? Or better yet, (although less likely) is anyone here a spriter bored enough to help? My crew and I have everything we need from movesets to concept art (done on paper) to stages, but not a single one of us is capable of making sprites, especially animated ones.

(By the way, not entirely sure this kind of request belongs here. But I couldn't find a general help section, and I couldn't log into the chatroom [is it down or something?] so I took a shot in the dark. Apologies if I put it in the wrong place)
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 April 17, 2011, 12:32:55 am View in topic context
avatar  Posted by Eragon615  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

I was gonna ask about that, I figured maybe if the project is completely original maybe it'd be alright. Still, prestige is worth a lot, and we can always beg for donations. We'll just use this project to introduce our characters.
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 April 17, 2011, 12:28:01 am View in topic context
avatar  Posted by Eragon615  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

Hey all, the name's Clayton. My friends and I are aspiring game devs and are looking to produce a good indie game to get us started. M.U.G.E.N. is pretty easy to understand, and seems to have some great potential after seeing projects like Card Sagas Wars. We hope that the community here will be interested in our work and maybe we'll even get some new members to our group! You're likely to be hearing from me a lot.