Yeah i could change the colors, and as for the other moves, it depends which ones you want, e-mail me or reply and i'll see.
Also can you check my RPG post plz?
thanx..
Hoody
Printable View
Yeah i could change the colors, and as for the other moves, it depends which ones you want, e-mail me or reply and i'll see.
Also can you check my RPG post plz?
thanx..
Hoody
I wanna help! :D I'll host another alternative link too ;)
hoody
thanks for all your efforts ^^.
mmh, let's think. which sprite could you rip or change... i was thinking about mai shiranui, she's soooo... ^^
but wait, i'll check which one (there are different versions of her).
but if you want to suggest special characters you really want to rip/complete/change, i'm listening to you
Runes_Tooth
hello, long time no see ^^
what kind of help?
and about your alternative links, are you talking about my little web site, or only my little and few games?
I'll host any files you need. :D
And I was referring to making the fighters.
Nice to see you again. ;)
...ripping?
I was thinking more along the lines of ripping the sprites, fixing up the characters and then sending you the fla's :D
runes_tooth
that's maybe what you meant... but when i put some animated sprites (only with flash MX), they go "in the right place" by their own. i mean, i have not to put them individualy one after another, they go directly at the right place and already animated on the timeline... feature that wasn't in the flash 5 edition (i am wrong?)
MTEV
i tried your combo code... i'm half satisfied with it (maybe it's my fault)
here is the point with it:
1) in the left, up, down, right combo, for example, if i push left, up, left, right, down, up, right, the combo works. that's a little bit annoying me...
2) in the left, left, left combo, i only have to stay with left pressed to see the result animation. annoying too... (see, i may push left, left to tell the character to run left or something)
> so
i'm thinking more of something like this:
an array that keeps in memory all 6 (or whatever) last key pressed. if it looks like a possible combo (left, right, left), then it executes the move. if not, nothing happens exept the usual moves (ie left= walk left)
if a combo is executed, the array doesn't keep key pressed until the character finishes his combo move. i know how to do it, exept the array that memorizes the keys pressed, and maybe the fact of checking that array for possible combo moves. also, for the left, left, left combo, another (or the same array) that also check when a key is released...
what do you think of that idea? is it more reliable?
Hey marmotte need any more characters i can make the whole complete ones only from neogeo or the SNK ones. If you want any fighters from there let me know and ill rip em in a flash.
Good luck on your game i know from what i seen from you so far you can make it another great game.
email or just reply to this message is just fine
well, the neo-geo is the best console for fighting sprites...
ok... let's go:
would you like to rip "mauru" from waku waku 7? some parts of his animation are here:
http://msprites.iongames.org/browse.php3?cat=87
please rip him with his standard coloration.
you can also try to rip the final ennemy of waku waku 7. i don't remember his name, but it was very huge (like godzilla ^^), and very cute. he looks like a giant black ball funny but terribly dangerous.
oh, and also rip the portraits of these characters (for the intro, presentation ...etc)
if you don't own the waku waku 7 rom, try "Jae Hoon" from the game garou... ther's of course some samples in the site i just posted. beware: his standard color is white ^^
oh, good luck, and if you haven't one of these roms, there are plenty of others characters to rip, believe me ^^
and super thanks
as soon i'll finish the battle code and the ryu's character (i also have to rip myself the missing moves, like jump, jump+punch...etc), i'll be able to add other characters in no time ^^
Hi Marmotte,
Of course there are many other ways to do the combo moves, I just used the piece of code you posted for my example, because I thought you preferred that. The way you suggested to do it would work, but it would probably be easier to just change what you already got. Right now it doesn't clear the moves array, unless the time is up or you perform the move. The only thing you would need to do is clear the corresponding array if the next key that is pressed does not fit in the combo (the check is already being made anyway). The second problem (the same key a number of times in a combo) would be easily solved as well, by just adding a boolean that would check if the key was being pressed the previous frame or not..so that way you would have to release it in between instead of holding it down. This might all sound a bit confusing, but if you like I'll change the example I made for you, so that it suits your needs better...the only problem is that it will have to wait until wednesday before I have time to finish it...
Let me know what you think!
Grtz,
Maikel
ok, i'll look at that code again, in order to make him perfect... and if i really cannot make it work with my game, then i'll manifest again... ^^
thanks for your help anyway...
combo system in the works!
MTEV, i just put up the combo system i described earlier. it works really great, i think i can finally deal with arrays (it's never too late i suppose ^^). my array checks the 6 last keys pressed (i wonder if there'll be combos that long?), and if a special combination appears, like left, left, right, the characters attacks accordingly. i need to put a timer, and do some tests... but for the moment it looks good. thanks for your help, anyway ^^
"my little web site" updated
there's now a little forum in my little web site. check the chest and you'll can put messages ^^ (i'll change the location of that forum soon)
i'm all alone here ^^
i just little updated my fighting game:
http://www.marmotte.levillage.org/example.html
mmmh. that's all ^^
it also means: on more thing to improve ^^
hey there marmotte,
to be honest,i don´t like games with ripped sprites a lot,but to be honest some more,yours isn´t looking like the ordinary blatantly bad executed and equally bad ripped copy (like many other ripped-graphics games),but instead it looks like it´s slowly but surely becoming a good king of fighters game.i liked king of fighters on neo geo a lot (for those of you who don´t know it,it was the yearly clash of the best fighters tournament game on neo geo featuring the coolest characters from all snk games).
i didn´t read the whole thread but i read one post where you asked for combo/controls help (if i remember it right).
As i like your project,i´d like helping to make the controls equally good as the graphics,so
if you still need help with that,contact me once you´ve got all (special) moves (anims) for all characters implemented which you´d like to have in your game,and also send a key combination list for the moves/special moves
for all characters (like ryu: fireball: down,right,punch),so i can implement the key combination/time based key check system.
mags suggestions are clever,you should use them and maybe also add a learn variable.
for example in capcom beatémúps this variable was used for each move,so if the player did the same move several times again and again,the cpu player reacted more harsh each time.
another important thing is implementing a skill variable,so you can set the skill level of the cpu before the game starts.as the cpu should have several possible reaction moves on each move of the player,you should rate them by skill and let him choose better moves if his skill is higher.
just some thougths...
heya marmotte,
I saw your site and fell in love with how you did it! I was wondering if you wouldn't mind me making my own site out of your design using the .fla that was on your site a while back. I will be using WAY different sprites but I think its only right to ask permission anyway. Oh, and good luck on your fighting game, it's comin along great!
magnetos
yes, the ai will be terrible to code. but i have several ideas... btw, the character's playability is also harder and harder... there are a lot of parameters, a lot of variables, ough! why isn't he more smarter by himself? ^^
tomsamson
yes, i was wondering how to put up the combo possibility. now i've found one, but... well, it's not perfect. what do you suggest? oh yes, i can give you combos of the moves for ryu, of course, but... can you show me how you'll do the hadoken example (that combo is down, down+right, right, punch)? i tried it, but without success. as for the moment, my combo system is "too" perfect, i mean if we don't press EXACTLY on the correct keys, the combo isn't possible... not that easy to handle the down+right direction in a combo... also some combos must have a key release, some no... pretty hard in definitive. so if you have the time, can you tell me or show me how you'll code the hadoken? thanks ^^
i'm using arrays, of course.
rowten
of course you can use the concept of my little web site ^^
it's not copyrighted, but you asked my permission though.
i mean, i like honest and respectable people ^^
but be careful: it will take you a lot of time!
ok, i updated it again...
same link, same game:
http://www.marmotte.levillage.org/example.html
i just fixed the jump bug, now it works perfectly ^^
i also added the hadoken move, although the key combo is different from the original game... i think i'll put a new code for combos that allows the real hadoken's key combo. (guess i'll wait for tomsamson example to figure out some interesting issues) now you only have to do the following: left, right, punch.
also, what is your average framerate? i personaly got around 50 and 60...
oh, and about the file size... only one character, and 500ko! what do you suggest? of course i'm not using the attach mode to put my MCs, because of the first frame "problem"...
i thought about loading characters with the command loadMovie... and each time a loading... the fact is, when we load a MC, we cannot directly put it a specific name, like the attach or duplicate MC method (a lot of my code is based depending on the MC's name).
so loadingMCs is the best way in that case, am i wrong?
using arrays is good,i´ll test the newest version of the game in a min to see what you mean with the problems your combo system has .Quote:
Originally posted by marmotte
yes, i was wondering how to put up the combo possibility. now i've found one, but... well, it's not perfect. what do you suggest? oh yes, i can give you combos of the moves for ryu, of course, but... can you show me how you'll do the hadoken example (that combo is down, down+right, right, punch)? i tried it, but without success. as for the moment, my combo system is "too" perfect, i mean if we don't press EXACTLY on the correct keys, the combo isn't possible... not that easy to handle the down+right direction in a combo... also some combos must have a key release, some no... pretty hard in definitive. so if you have the time, can you tell me or show me how you'll code the hadoken? thanks ^^
i'm using arrays, of course.
send me the hadoken animation,so i can create a sample with it.
(but don´t send me huge sized files)