Re: Katawa Shoujo fightan game
Posted: Sat Apr 24, 2010 5:13 pm
Small question: what kind of music do you guys want this to have? Blazblue-eque guitar riffs, smash bros like orchestral stuff, ... ? Just wondering.
Yea, or at least learning anyway, but I'm willing to give a good shot at helping.Halkure wrote:Aha, excellent. =] Good to have you aboard. You were a programmer if I recall?
Basic straightforward projectile would just require you to use a velset to throw it straight forwards.It basically calls up an instance of something which you define what it is. Say your animation 1800 is a Kunai. If you set your helper as animation 1800 it'd be a Kunai. ID would be what ID number the helper would have. This helps in controlling many different helpers. You can choose whether it counts as a player or just a helper. Also you can set what state it goes to and whether you can control it like you would your normal character.
Ah, I could definitely see the different genres working! Remixes would be exciting too. Well, nobody's stopping you if you want to poke around, but it may be best to wait on music until we have something.. tangible established, to give us a little direction. Haha. I keep thinking of cake metaphors where the music is icing but we don't even have the scratch materials for the cake itself yet.Guest wrote:I think there should either be remixes of the KS soundtrack, or instrumental pieces that would capture each character or stage the best.
If there isn't someone with the program and know-how to make these, there are plenty of free instrumental pieces out on the internet we could search for. If someone working on this gave the okay and told me something to look for, I'd gladly scrounge the internet for them.
Very nice! I'm curious about two things: Do all characters jump so high in Mugen? Can that be scaled down? And for projectiles, is it possible to make objects travel in an arch?DannyL7773 wrote:As for mah resume?
Excellent! I'm more confident about this now. Hmmm. I am fairly certain I can work with 256 colors so long as it is relative to each character, and not limited to a preconceived 256 pallete?DannyL7773 wrote: It's pretty simple stuff if you take a look through some decently made characters. You can customize how fast they move, how high they jump, damage they deal, defense, health, how much special bar they have etc etc I think you get the picture
And yes, arc travelling objects is possible. Using a couple of velsets in a state or possibly a veladd if you want it to look like it's affected by gravity on the comeback down. (Goes faster the longer it takes before it hits the ground)
Only things I have to pick with mugen are the fact it's limited to 256 color palettes, but that's not too bad unless you have a lot of OMGFULLACOLORS specials and separating sprites after paletting them to prepare them for conversion to SFF is a painstaking process.
A nice touch is, you can actually code a character to interact with an opponent character (i.e, hanako's intro could be a little more relaxed around Lilly, while mega shy around others)
Oh - that's right. Thank ye.There's actually no need to install mugen, it's just a download and unzip thing.
Umm. Hi-Res is here.
http://randomselect.piiym-net.com/hoste ... gen-hi.rar
How could I've missed this!?DannyL7773 wrote:
*watches video*DannyL7773 wrote: