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Digimon Tag Arena (Beta Updated 2/13/2018) (Read 43288 times)

Started by DarkWolf13, August 03, 2016, 09:11:27 pm
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Digimon Tag Arena (Beta Updated 2/13/2018)
#1  August 03, 2016, 09:11:27 pm
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This came to my mind the week of my vacation... I wanted to do something that could be like an actual fullgame and I used to make lots of Digimon characters for the collection at MFFA. As I was looking at the spritesheets I download from dA... I was wondering if I can make a fullgame out of it and so I started to plan out how it goes. As I was brainstorming, the idea of having a 2v2 Tag instantly came up and I took it to consideration and then I began to think of add004. I saw how the lifebars and ports were coded in individual characters and I was thinking I should try something similar to that. So... with the Digimon characters in mind and the 2v2 Tag system... I thought of the name of the game as Digimon Tag Arena. Let me get to the point and show an example on a 640x480 screen.


What you see here are the lifebars and powerbars I made in photoshop. Unlike a screenpack, the lifebars and powers will be coded onto the FIGHTERS files instead of the fight.def. And unlike the lifebars from SP, these lifebars will have the names of the fighters already put together as a sprite and will be added as helpers because the way I want the lifebars to work is like from the SFA series. Like the yellow will insta-drop with the red following. You'll see what I mean when you take a look at any SFA match. As you can see in the... only one NON-Digimon character, which is M. Bison, will be in the game as one of the 2 Final Bosses. In Simul, you'll fight both Bosses. This M. Bison comes from SNK vs Capcom: Match of the Millennium. I selected MachGaogamon to be the main character of the fullgame. I'm still thinking of a story about it...

On the top of the lifebars is the HP counter, which'll, of course, represent how much HP the fighter has remaining. The ports in there will be a helper because when the HP hits 0 and, in Simul only, if the KO'd fighter still has a partner, the port will have this:
This is MachGaogamon's KO'd port:

Spoiler, click to toggle visibilty

All fighters will disappear from the battlefield when KO'd after being in their Liedead states for a short time. Also, those numbers where Bison struck MachGaogamon is the damage counter. You will see how much damage the move inflicts on the character, like in RPGs. There will also be explods in the game like ASSIST OK, FIRST ATTACK, DANGER, DOWN, CHANGE, etc.

The powerbars below will also be a helper and all fighters will have only 1 super bar so use the super move wisely and the bar flashes when it's full as you can see Bison's super bar. Many specials are mostly a more damaging variation of one of their attacks. I don't have spriting expertise... I'm only using whatever's available on the spritesheet.

EDIT: There will NOT be powerbars coded in the fighters due to MUGEN's poor handling of explods for some dumb reason... so instead, when a fighter is ready to use their Super, they'll glow white.


EDIT 1/22/2018
Download Link: http://www.mediafire.com/file/3dt7dpst6vjygmm/Digimon%20Tag%20Arena-%20Test%20Build.zip

Managed to upload what I have for this project. It uses the default screenpack on OpenGL. WORKS IN MUGEN 1.1 ONLY!!!
As this uses the default screenpack, this is treated as a beta release.

Fighters available: 23. Guest fighter, M. Bison from Street Fighter, included.

The Final Battle differs on what you picked. Single pits you against Chronomon Destroyer Mode while Simul pits you against 2 Shin Bisons.
While in the fight against Shin Bison, you'll gradually recover HP until it's knocked to only 1 as that fight supposed to show the fighter's "determination" to stop Bison once and for all. Also, in that final battle, if you're playing as Bison, you'll be playing in his Shin form as well.
It has the stages included from my Vs Style Debuts project.

Difficulty is set to 8 and the motif is set to enable guarding. To disable it and enable dodging, comment out the motif in mugen.cfg and uncomment the other.
Language set to "en" (English). Changing it to "ja" (Japanese) will change the name of some fighters such as Bison to Vega, Lobomon to Wolfmon, MetalKabuterimon to Bolgmon etc.
This game has a Critical Hit system, where all attacks have a 10% chance of inflicting 33% more damage if the attack is a critical hit. Be careful NOT to get hit by a critical!

This game will slowly increase in the number of additional fighters in the future.
Credits:
-All the various creators of the Digimon spritesheets on deviantArt.
-Grim from Sprite Database for the M. Bison sprites
-John2k4 from Spriters Resource for the Super Puzzle Fighter 2 Turbo Misc. sprites
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Last Edit: February 13, 2018, 07:11:46 am by DarkWolf13
Re: [WIP] Digimon Tag Arena
#2  August 08, 2016, 12:36:26 am
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Well, I like ideas like this. I loved playing DuckSS's chibi fighters. I for one am loving this and with your coding skills, it will sure be a hit.
Re: [WIP] Digimon Tag Arena
#3  August 08, 2016, 11:41:04 am
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Last Edit: August 10, 2016, 01:40:43 am by Sin-
Re: [WIP] Digimon Tag Arena
#4  August 08, 2016, 07:58:16 pm
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Yes we get it, you don't like the idea. Let's just agree to disagree, leave it there and just go with the flow. In the end, it's up to DarkWolf if he wants to go ahead with the project.
Re: [WIP] Digimon Tag Arena
#5  August 08, 2016, 08:15:56 pm
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As a fan of Digimon, I like this idea a lot, and I say go for it. But my only gripe is, why M.Bison as a boss? Wouldn't it be better for a Digimon villain to fill in those two roles? I mean, seeing M.Bison in a Digimon game would come off as completely strange, but that's just me.

I do hope you decide to go for it, it really sounds like it has potential! :)
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Re: [WIP] Digimon Tag Arena
#6  August 08, 2016, 08:43:52 pm
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It does seem strange to have him in the game. I know having guest characters are the norm but it would make sense to have a Pokemon character instead. Saying if there is any pocket sprites for any of them. But it's your game and your ideas, and you got to do this for you and anyone else having fun is extra.
Re: [WIP] Digimon Tag Arena
#7  August 08, 2016, 09:51:27 pm
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Re: [WIP] Digimon Tag Arena
#8  August 08, 2016, 10:28:00 pm
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I wonder who that guy is... ::) ::)
Spoiler, click to toggle visibilty
As soon as possible? You need them? Why is that? Does the world end if he doesn't release them?
Who are you to dictate what people can or can't do?
Last Edit: August 15, 2016, 11:23:29 am by Sin-
Re: [WIP] Digimon Tag Arena
#9  August 10, 2016, 12:49:55 am
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Why M. Bison as a boss? Well, like GarchompMatt said, he's my favorite villain and is the only guest character of the game. Not to fret, Bison will have a Digimon partner of his own who'll be also a final boss if one was to play Single Mode/Arcade. I got the portrait and gauge thing to appear the way I wanted it but I'm having trouble making the yellow/red bar shrink as damage is taken.

Also... about M. Bison... I intend to have a Shin version that'll be the True Final Boss but only if you play as Bison himself. Just need to figure out a code how to make Shin Bison unplayable. For now, I'm focused on fixing the lifebar issue to I can experiment the powerbar next.
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Last Edit: August 10, 2016, 12:55:34 am by DarkWolf13
Re: [WIP] Digimon Tag Arena
#10  August 10, 2016, 12:56:09 am
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Bison and a partner villain Digimon sounds like a gorgeous idea. Man, if there were sprites for Piedmon or Myotismon, the pair up would be soo perfect.

Do whatever you want man, I'm absolutely in love with this idea, you have a day one downloader in me! :)
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Re: [WIP] Digimon Tag Arena
#11  August 10, 2016, 01:35:16 am
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Bison and a partner villain Digimon sounds like a gorgeous idea. Man, if there were sprites for Piedmon or Myotismon, the pair up would be soo perfect.

Do whatever you want man, I'm absolutely in love with this idea, you have a day one downloader in me! :)

Me too man, you proven yourself excellent in making characters and edits. I forgot that Bison is your favorite Street Fighter, I just hope you got an awesome story wrote up for his presence in the Digimon world. Some people think that they are obligated to have things in this world, with that kind of thinking there wouldn't be people making things for MUGEN. I just hope that he can learn from this and come back more knowledgeable about his actions.
Re: [WIP] Digimon Tag Arena
#12  August 10, 2016, 01:55:11 am
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I do have an idea in mind for the story. Bison's the one behind the making of the Digimon Tag Tournament in which the main character, MachGaogamon, appear to be interested in. My OC will make a cameo in the story only, as this is the MUGEN universe of course. As for Piedmon and Myotismon, both Digimon have sprites made by Dragonrod.

Here's the planned roster so far... beware... though... you'll see what I mean
Spoiler, click to toggle visibilty
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Last Edit: August 10, 2016, 01:59:35 am by DarkWolf13
Re: [WIP] Digimon Tag Arena
#13  August 10, 2016, 02:08:28 am
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Dang, that's a lot of fighters! But I guess since this is chibi, it shouldn't be too much of a problem. I had a funny though because me and my cousin finished SFV and my cousin was like "what if Bison got sent to another dimension..." just a goofy thought really. But man, Digimon from all the generations....it sounds big but as long as you feel up for it, GO FOR IT MAN! I also like the idea in general for it's a good run off from the MvC2 conversion project, I bet even that gets tiring after a while. Something fresh, something new!
Last Edit: August 10, 2016, 02:11:50 am by R565
Re: [WIP] Digimon Tag Arena
#14  August 10, 2016, 02:12:10 am
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is q in the game?
Re: [WIP] Digimon Tag Arena
#15  August 10, 2016, 02:22:43 am
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Q? If you mean Q from Street Fighter 3... no. Bison's the only SF rep.
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Re: [WIP] Digimon Tag Arena
#16  August 10, 2016, 11:15:34 pm
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What kind of game control system will Digimon Tag Arena use:

- Super Smash controls with Attack, Smash, Special, Jump, and Block
- Super Gem Fighter controls with Punch, Kick and Special
- A unique control system

Will there be new moves for some of the Digimon characters?
Re: [WIP] Digimon Tag Arena
#17  August 11, 2016, 01:38:43 am
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I'm only utilizing whatever moves their spritesheets provided. As for control system... all of them will be able to Jump Evade an attack but once they land they're open for a hit so some moves cannot be evaded but they won't take the full set of damage unless you get really unlucky.
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Re: [WIP] Digimon Tag Arena
#18  August 11, 2016, 08:12:51 am
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Will all Digimon of all generations be in?
I know there's a lot, but some of them you might know.
Re: [WIP] Digimon Tag Arena
#19  August 11, 2016, 08:20:12 am
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Will all Digimon of all generations be in?
I know there's a lot, but some of them you might know.

There's a spoiler in one of his post that got all the digimon that he wants to put in the game.
Re: [WIP] Digimon Tag Arena
#20  August 11, 2016, 08:23:04 am
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Re: [WIP] Digimon Tag Arena
#21  August 11, 2016, 05:33:36 pm
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More will be added over time as long they meet my standards to be worthy of being in the project. Digimon of all levels will be in there, including fanmade.
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Last Edit: August 11, 2016, 05:46:24 pm by DarkWolf13
Re: [WIP] Digimon Tag Arena
#22  August 12, 2016, 03:53:15 am
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Great news! I got my lifebars to work exactly how my example shows in the first post.


I'll be posting a video showing it soon.
I'm not sure if this is now worthy of being moved to the Projects section.

EDIT

My heart is RACING with excitement. Thanks to Rajaa's Score System, the HP Counter has become a reality! More to come soon!
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Last Edit: August 12, 2016, 07:35:24 am by DarkWolf13
Re: [WIP] Digimon Tag Arena
#23  August 13, 2016, 07:12:16 am
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Here's a video showing the progress.
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Re: [WIP] Digimon Tag Arena
#24  August 13, 2016, 08:05:31 pm
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hey! this is looking really good!

im not a fan of digimon at all hence why i never released any digimon related characters in the other project but it's great to see you doing something completely original, i can't wait to see more!

and no, for those who pm'ed me i am not apart of this project this time around.
Re: [WIP] Digimon Tag Arena
#25  August 13, 2016, 08:16:10 pm
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This is already looking good.
Keep it up.
Re: [WIP] Digimon Tag Arena
#26  August 14, 2016, 04:50:49 am
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Thanks. And I'm learning about the fight.def so I'm attempting to create one. Like in the first post, it'll be somewhat simple.

The top with the numbers and the "Hits" is for my Combo Counter.
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Re: [WIP] Digimon Tag Arena
#27  August 14, 2016, 04:57:26 am
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Standard lifebar parameters are extremely barebones. Since you're already coding part of the lifebars in the characters themselves why not go the extra mile and code most of the other stuff into the characters too? That way you could have stuff like multiple animations and random sounds.
Re: [WIP] Digimon Tag Arena
#28  August 14, 2016, 05:03:14 am
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I tried but then it started to act funny because I have many explods active at all times for the fighter themselves. All I'm doing in the fight.def is the Combo Counter, Timer, PowerBar and whatever you see on the image I posted. The lifebars, names and portraits stay with the characters themselves though cuz they change when switching with one that is not a ditto.
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Re: [WIP] Digimon Tag Arena
#29  August 15, 2016, 08:31:11 am
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Drew something:

As always with my stuff - feel free to modify and use.
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.
Re: [WIP] Digimon Tag Arena
#30  August 15, 2016, 09:22:27 am
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This is already looking good.
Keep it up.

You was opposed to the idea and now you embrace it with open arms. I love what you done so far DarkWolf, bringing the tag mechanics to your fullgame and your skills definitely show.

;x

Re: [WIP] Digimon Tag Arena
#31  August 15, 2016, 12:31:34 pm
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I can't help, but think you were inspired by something  :yaoming: haha
Looking cool man. So the score is actually linked to the health bar? RPG elements? Idk if you are going that route, but "if" you are it'd like really dope to have the numbers show in rpg fashion on the hitsparks or however you do it.

Edit. I didn't read the first page. Right on.
I know that score system must be a headache, good luck
Edit again. Nvm I see what you did lol. Seeing the change & assist okay kinda made it obvious. I'm a lil slow at times.
Re: [WIP] Digimon Tag Arena
#32  August 15, 2016, 01:01:17 pm
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Re: [WIP] Digimon Tag Arena
#33  August 16, 2016, 03:07:27 pm
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Great news! The stuff ExL posted here WILL be used in the fullgame instead of the lifebars I made. I feel his stuff is more proper.
I'll be posting some screenshots featuring his lifebars/names etc soon. Thanks, ExL, you rock!
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Re: [WIP] Digimon Tag Arena
#34  August 16, 2016, 04:06:38 pm
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This is already looking good.
Keep it up.

You was opposed to the idea and now you embrace it with open arms.

Well exuuuuuuse me, R565. I'm now nice to his project in case you didn't know.
I don't have ideas for him yet, but i will
Don't like the man who reported my apology topic.

Okay, okay, I see it. I'm glad that you have an idea for the lifebars DarkWolf. This will be like a Game Boy Color game on steroids.
Re: [WIP] Digimon Tag Arena
#35  August 18, 2016, 03:27:40 am
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So far I managed to get the 1P Win, 2P Win, You Win, You Lose, etc messages to work how I wanted it... except in Versus, Watch & Survival if you choose to be Player 2 instead of Player 1 and do a vs CPU battle. The fight.def is coming together slowly and managed to add AI onto MachGaogamon via AILevel so at least there will be somewhat of a challenge. It all depends on the difficulty in the Options Menu or mugen.cfg

Some screenshots, excuse the default bg text... these won't be used when my fight.def's complete


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Last Edit: August 18, 2016, 04:33:13 am by DarkWolf13
Re: [WIP] Digimon Tag Arena
#36  August 19, 2016, 01:23:44 am
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Update! Check the spoilers
Spoiler, click to toggle visibilty

My last thing to do from this point is to see the damage given in NUMBERS like in RPGs.
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Re: [WIP] Digimon Tag Arena
#37  August 19, 2016, 05:01:05 am
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The fruit of the project has grown ripe!

The fight.def is complete!

Time to MUGENize the fighters for the project!!!
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Re: [WIP] Digimon Tag Arena
#38  August 20, 2016, 02:48:51 am
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Update


Now you can see what battle number you're at. Battle 8 will ALWAYS be the Final Battle. However, they only appear in Round 1 so these will not appear in the other rounds during Survival. This game will have only 1 round a stage.
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Re: [WIP] Digimon Tag Arena
#39  August 21, 2016, 05:25:49 am
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Video showcasing the progress so far
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Re: [WIP] Digimon Tag Arena
#40  August 23, 2016, 07:57:34 am
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Last Edit: August 23, 2016, 03:38:25 pm by DarkWolf13

ExL

Re: [WIP] Digimon Tag Arena
#41  August 23, 2016, 05:59:47 pm
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Hey, people, here's what I'm cooking:

What do you think about this title screen?
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Re: [WIP] Digimon Tag Arena
#42  August 23, 2016, 06:07:45 pm
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It's missing Agumon, lol.

But seriously, it looks great. I like how you handled the moving grid. :yes:
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Re: [WIP] Digimon Tag Arena
#43  August 23, 2016, 06:54:23 pm
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I like the grid. If only there was some way seeing MachGaogamon and Bison charging at each other in the background...

Oh yeah, this'll be Bison/Shin Bison's theme
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Last Edit: August 23, 2016, 06:58:04 pm by DarkWolf13

ExL

Re: [WIP] Digimon Tag Arena
#44  August 23, 2016, 07:36:55 pm
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Thanks, Hatter, hope I won't go maverick in process of making all this stuff... or maybe I already AM! GYAHAHAHAHAHAAA!!!!
Oh, and there's special role for Agumon(or dotAgumon to be exact):
Spoiler, click to toggle visibilty
DW, I'm not THAT good to draw that, sorry...
With that image, I think it's pretty much ready. Will make it nice and understandable in PSD tomorrow and send it your way.
(also have no clue yet about select screen so gotta brainstorm that with you tomorrow)
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Re: [WIP] Digimon Tag Arena
#45  August 23, 2016, 07:41:55 pm
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Thanks and no problem. Can't wait to see what it'll look like in PSD. That image looks awesome btw.
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Re: [WIP] Digimon Tag Arena
#46  August 24, 2016, 03:26:02 am
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Another update on the WIP. Imperialdramon's part of the action now.
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Re: [WIP] Digimon Tag Arena
#47  August 24, 2016, 03:36:19 am
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DAMN, my hype thrusters are on max right now. :D

I noticed a few things in the video:

-MachGaogaMon's landing when he emits his air projectile move (IDK what its called) is slowed. I think maybe you were doing the same thing that MvC does when Ryu does an Air Hadouken, but with MGM, it feels really slow when he's landing. Maybe speed it up a sinch (or maybe the anim itself, so as to go to the landing state faster)?

-For his punch hyper, maybe have it hit a few times on block, rather than all of them? More of a suggestion than feedback.

-At around 2:30, I noticed that ImpreialdraMon's projectile hyper didn't cancel out with the normal projectile of the opposing ImperialdraMon. Intentional?

That's all I noticed so far, maybe I missed some stuff, but IHDK. Keep it up!



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Re: [WIP] Digimon Tag Arena
#48  August 24, 2016, 04:09:49 am
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These projectiles were created via helper so the projectile themselves won't look so big when fired at the start, hence using a helper and modify explod for the projectiles itself.... I'm gonna need to figure a hitoverride for both Imperialdramon and MachGaogamon's projectile moves.

Thanks for the feedback/suggestions. This is exactly why I like to post these videos so I can see what to improve.

EDIT: Added Hitoverride to MachGaogamon's and Imperialdramon's projectile helper states. Imperialdramon's hyper projectile WILL cancel out the others ones but it'll cancel out with another Hyper Projectile if they collide. Also, MachGaogamon's super only hits 5-6 times if guarded.


I will not be home the next day for most of the day cuz I have a family outing. I'll be back that night though.
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Last Edit: August 24, 2016, 05:51:50 am by DarkWolf13
Re: [WIP] Digimon Tag Arena
#49  September 07, 2016, 11:02:16 pm
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New update video

Showcases Lobomon/Wolfmon.

Now I can finally start working on the game's Final Boss, M. Bison/Vega.
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Re: [WIP] Digimon Tag Arena
#50  September 08, 2016, 10:18:02 am
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Heh, Lobomon looks good :)
What worries me in gameplay - aren't they relying on projectiles too much?

On screenpack note - I'm kinda stuck with select screen, thinking and rethinking how it should be. Not very satisfied right now. Probably gonna PM you later today about it.
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Re: [WIP] Digimon Tag Arena
#51  September 08, 2016, 10:26:26 pm
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They rely on projectiles at a distance, once they're close to their opponent, they'll rely on melee attacks. However, there's a delay when firing their projectiles to avoid spam. So once a projectile is fired, there's a short time to wait before firing it again. Also they have the tendency to dodge a lot depending on the difficulty setting. Their AI solely relies on MUGEN's difficulty setting.
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Re: [WIP] Digimon Tag Arena
#52  September 08, 2016, 10:42:51 pm
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EXL, I want to know where you acquired that Renamon pixel design. That one's really good.

ExL

Re: [WIP] Digimon Tag Arena
#53  September 09, 2016, 04:09:06 pm
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That's not a secret, all those digimon images are from GBA game Digimon Battle Spirit. Rips are here - linkie.
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

ExL

Re: [WIP] Digimon Tag Arena
#54  September 16, 2016, 12:25:03 pm
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As I said earlier I'm kinda stuck with select screen. And bit lacking in motivation departments so decided to show unfinished stuff to know if I'm doing it in the right way...
Spoiler, click to toggle visibilty
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.
Re: [WIP] Digimon Tag Arena
#55  September 17, 2016, 05:10:23 am
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That's pretty decent... I haven't focus much on this since I went back to the other one to code AI onto it. Currently in this one, I'm doing Bison's .air file. Isn't a font required to use to show the fighter's names? Once I get some AI patches in the MvC2 project, I'll get back on this.
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Re: [WIP] Digimon Tag Arena (Cancelled)
#56  October 31, 2016, 07:06:17 am
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Re: [WIP] Digimon Tag Arena (Cancelled)
#57  October 31, 2016, 07:15:02 am
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Re: [WIP] Digimon Tag Arena (Project Revived!)
#58  June 28, 2017, 07:10:39 am
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I've been at this for some time now and the project is revived. I won't be able to modify the screenpack itself just yet but I've been making more Digimon for this project.
This video showcases the following: Lobomon/Wolfmon, Imperialdramon Dragon Mode, Gwappamon, Gaossmon and the finalized Boss of the game, Chronomon Destroyer Mode. I've ultimately changed my mind and there'll be no guest characters in this. However, there will be fanmade Digimon in this game too. There'll be more to come. Once again, this project is kicking with life. Check the first post for the note regarding the revival.

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Last Edit: June 28, 2017, 07:16:18 am by DarkWolf13
Re: Digimon Tag Arena (Beta Released 1/22/2018)
#59  January 23, 2018, 02:58:04 am
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Gained the courage to release a beta build of the game to the public after a long time working on this. Check the first post.
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Re: Digimon Tag Arena (Beta Released 1/22/2018)
#60  February 08, 2018, 03:40:42 am
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Updated the game for the Digimon to have a specific win quote against Bison but so far, it works perfectly only if it's 1v1. Bison also have specific win quotes for a few Digimon.
All fighters now have to ability to guard push only if the game is set to enable blocking.
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Re: Digimon Tag Arena (Beta Updated 2/13/2018)
#61  February 13, 2018, 07:14:41 am
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Updated 2/13/2018

- Added AncientWisemon, Boltmon and WereGarurumon to the roster
- Updated all fighters with their moves.
- Added a melee move on Chronomon DM
- Added a Dash Attack on Imperialdramon DM
- MachGaogamon's sprites set has changed
- Removed Specific Win Quotes as the previous release had an issue where the game crashes when going to the Victory Screen

NOTE: Quick Fix Link for MachGaogamon: http://www.mediafire.com/file/rpz60qdl08yca6g/MachGaogamon.zip
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