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Work in Progress / Mega Mash Mothers

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Benjamin
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Posted: 23rd Mar 2010 23:51
Looking good!
C0wbox
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Posted: 24th Mar 2010 00:15 Edited at: 24th Mar 2010 00:16
I spy a missing polygon or 2... xD!
(On the tops of the towers at the front of the 2nd picture )

But still I like to see progress and it looks good so far.

Will you redo the textures eventually? - I mean, they just don't seem to fit with lil ol' Mario there xD.
Sakuya
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Posted: 24th Mar 2010 16:33
Amazing I must say
You realy picked a popular Game and the Game so far is very nice

You shouldve called it Mega Mesh Models xD

but now seriously Im looking forward to it

But I was wondering about the Lights:
Couldnt you use something like Lightmaps for the Level
Or You want to make it day and night during gameplay?
TheComet
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Posted: 24th Mar 2010 22:54 Edited at: 24th Mar 2010 23:13
@Ashingda 27, Benjamin & Sakuya

Thanks a lot!

Quote: "But I was wondering about the Lights:
Couldnt you use something like Lightmaps for the Level
Or You want to make it day and night during gameplay? "


Well, I don't see any performance hit up until now with lights, and I would use LightMaps if I could, but I can't find a decent program to do it (I tried Gile(s) as someone mentioned, and it seemed VERY complex. But thanks a lot for the offer! ) So my proposal is that I will use Lightmaps only when I really need them.

Quote: "I spy a missing polygon or 2... xD!"


I hoped no one would notice, but you spotted it xD. Every model I make is highly optimized. This means that any faces not seen I remove from the model, massively reducing poly count and therefore increasing game speed. You could call it my speciality. The problem with those towers is that I was too lazy to model new ones, so I quickly copied some from the background and slapped them in the foreground. Guess this means I'll HAVE to make new ones

Quote: "Will you redo the textures eventually? - I mean, they just don't seem to fit with lil ol' Mario there xD. "


Hmm, you are correct. And this is where my evil plan takes place.

http://i254.photobucket.com/albums/hh100/TheComet92/knucklefist_cigar.png

I will not be fitting the "evil" level to the "happy" characters, I'll be fitting the "happy" characters to the "evil" level, which makes them evil!

I will be making his clothes dirtier, I'll add a belt with ammo around his shoulder, and I'll give him a pair of these:

http://i254.photobucket.com/albums/hh100/TheComet92/knuckle.png

This is still in it's early stages, more to come~

TheComet

TheComet
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Posted: 29th Mar 2010 00:15
Well, I gave him an angry face and a cigar, and a belt with ammo. He still looks like mario, so I guess I'll have to change the shape of him too...

As to the cigar, I spent the last day making smoke for the cigar:



http://www.youtube.com/watch?v=fyMRYwakBmo

What isn't right?

TheComet

JoelJ
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Posted: 29th Mar 2010 20:47
Quote: "What isn't right?
"

It looks like he's pulling a ribbon

Your mother has been erased by a mod because it's larger than 600x120
Cetobasilius
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Posted: 30th Mar 2010 07:46 Edited at: 30th Mar 2010 07:47
How did you achieve this effect? vertex data? how exactly? i want to add something like that for another purpose. it looks kinda wierd because smoke fades away... maybe you should try making a smoke puff generator. one that spawns a plain textured with smoke, rotates, grows and fades at the same time. you could use like 5 smoke plains for that... show plain 1 and start fading/growing/rotating... 5 frames later spawn the second one... and so on, by the time the first plain is completely invisible you can respawn it again and so on ... the gloves are cool! you should make them an item so any other character can pick them up

hi
TheComet
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Posted: 30th Mar 2010 17:00
@JoelJ

Yeah, it does. How could I make it look better?

@Cetobasilius

I tried it with plains already, and it looks really bad. You need at least 20 plains for it to look reasonable, but it still doesn't look good.

As to vertexdata, check this out:

http://forum.thegamecreators.com/?m=forum_view&t=167912&b=1

http://forum.thegamecreators.com/?m=forum_view&t=141809&b=6

TheComet

TheComet
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Posted: 31st Mar 2010 20:50 Edited at: 31st Mar 2010 20:51
Update!!


Well, I changed the smoke back to particles... It looks bad. I think I'll just take it out and keep the cigar unlit.

I have completed my spawn engine. It allows me to create any effect I wish anywhere on the level with only one command. It is then controlled in the main loop. This makes life so much easier for particles, because I only have to call a command and everything is taken care of

Here's a video demonstrating the new engine:

http://www.youtube.com/watch?v=LjcFdmGX_48

Enjoy!

TheComet

Dr Tank
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Posted: 1st Apr 2010 05:22
This is cool. Played demo. Youtube is down at the mo. It runs well on my old computer. Collision detection works properly with the level. Ledge catch is cool.

My guy ran in slo mo after landing from a jump.

Anyway this has a lot of scope for being done and being fun. Nice to see someone doing a fighting game in DBP!

Plystire
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Posted: 1st Apr 2010 05:44
I think the smoke particles are a bit too big... and they look strange because of the alpha blending. Maybe you could make them smaller, rotate a little as they're floating up, and fade out?


The engine's looking great so far. Will you be speeding up the animations later on?


The one and only,


zzz
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Posted: 2nd Apr 2010 01:02
Looks really good!
Mario is smoking a cigar? Awesome!

Sinani201
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Posted: 2nd Apr 2010 21:34 Edited at: 2nd Apr 2010 21:35
The game is looking great!

Just a tip, instead of using HyperCam to record videos, use CamStudio (http://camstudio.org/) instead. It's free and it's really good, and it wont give you the annoying HyperCam ad in the corner.
The crazy
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Posted: 2nd Apr 2010 23:12
I second camtasia. It's what we use to record all of our classes at school. It is an excellent program.

The game looks great keep it up!
Cetobasilius
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Posted: 3rd Apr 2010 15:38 Edited at: 3rd Apr 2010 15:40
Hey TheComet, I dont know if you use Enhanced Animations, but if you do then youll find this tool usefull. its not perfect and i dont think it will ever be. its a very basic program which is used to make some work easy(like extract animations from your models, convert your models to dbo(with no animations)). if you dont know what enhanced animations is you should take a look... dont know the link to the page. attached is a screenshot of the program, will release later if i see people actually need it. if you Are using enhanced animations mail me and i will send you the program By the way, the smoke and fire effects look way better that the old smoke. i also have a usefull tool somewhere that generates explosion pngs. its name is ExploTexGen . it is very usefull and creates cool effects. http://www.saschawillems.de/?page_id=253


As you can see, my program uses DarkForm Thanks to healer2000 for making that possible.
http://forum.thegamecreators.com/?m=forum_view&t=166159&b=22

hi

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TheComet
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Posted: 5th Apr 2010 18:59
@Dr Tank

Thanks! Did he run in slow mo for the rest of the time after landing, or was it just the land animation?

@Plystire

Thank you! Are you referring to the smoke particles on the cigar, or the smoke particles that float up when stopping from a run? I've taken out the cigar smoke particles, they just don't seem to fit...

I am currently tweaking the speed of each animation, and I have mostly sped things up. I hope they are still not too slow...

@zzz

lol, thanks!

@Sinani201

Thanks! Yeah, HyperCam2 sucks, I like the look of camstudio. I haven't had the time to try it yet though.

@The Crazy

Thank you!

Gah, Camtasia costs money! Why can't everything just be for free?

@Cetobasilius

Thanks for the explosion link, that may come in handy! I don't have enhanced animations, so I won't be able to use it. I'm too deep into my animation code anyway, it would only be a huge hassle to convert the code to use enhanced animations, so I will stick to the built in commands.




@All

A big update!

I would like to give a big thanks to The Crazy for adding a new model to this project. The model is......... MEWTWO! He originally modelled it as a rigging project to show on his demo reel. The original model had 7k tri, but he made a low poly version out of it to implement it into Mega Mash Mothers.

Here is a video showing the first few moves (god the tail and legs are hard to animate):

http://www.youtube.com/watch?v=PtCX926d5mc

As you can (or can't) see, the running needs some more work.



The second update comes from The Crazy too. He animated some attack moves for Knucklefist. Here is a video:

http://www.youtube.com/watch?v=L9RDq5kJF7A

I hope you all enjoy, more to come~


TheComet

_Pauli_
AGK Developer
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Posted: 5th Apr 2010 20:46
Hey TheComet,

this has nothing to do with the gameplay or anything,
but I just read in a news article that Nintendo just took some legal steps to stop a fan project called "PokeNet" (some kind of Pokemon clone), even though this should have been freeware!
Just wanted to warn you because your game is like another popular Nintendo franchise too. So you might consider changing some content...

By the way it's looking better and better with each update!

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
C0wbox
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Posted: 5th Apr 2010 21:05
Yeh I'd heed Pauli's advice there Comet - regardless of whether a game is freeware, if you're distributing it as yours, it is breaching copyright law in the UK at least, and I should imagine it is for US too.

I'll allow you to make decisions rather than telling you what I'd do/not do.

TheComet
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Posted: 6th Apr 2010 00:45
http://www.joystiq.com/2010/04/02/nintendo-shuts-down-fan-made-pokemon-mmo/

I did some research on PokeNet, and I just can't understand why Nintendo would want to stop it... It's basically free advertising for them in a way. The project is open source, so someone is going to recompile it and set up a server sometime soon.

I don't think Nintendo will come after this game for quite some time. Pokenet was a really popular game, it was being used by over 7000 people at any given time. And you should see how far it has spread! Every dumbass idiot posted a video about how cool it is, and even online championships were filmed and put on youtube. Wikipedia has multiple articles about the project, different newspapers and online reporters have reported about it...

Sorry, I always get annoyed when things like this happen.


You both of course have a very good point. I was thinking of making Mewtwo have three tales. No wait, that would mean 3 times more of that horrible tail animation... 3 Heads? No, that would look ridiculous... Gha, who cares... I will give him a different texture and call him "Mewthree". Yes, I am a GENIUS!!

I've obviously been watching too much of that guy with the glasses... My personal favorite is "Batman and Robin".

So anyway, off to animate more of Mewtwo. God I hate that tail... I hope I get to cut it off some day...

TheComet

Ashingda 27
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Posted: 6th Apr 2010 05:57
There's nothing to fear just keep it going TheComet!

Although mewthree would be pretty cool.
TheComet
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Posted: 8th Apr 2010 02:37 Edited at: 8th Apr 2010 19:56
Another update! Mewtwo's jump animation set 1 is complete!

video

I also sped up all of the animations as someone suggested.

TheComet

Ashingda 27
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Posted: 8th Apr 2010 03:45
Wow that's awesome like it very much! It looks cool that you made him walk/run instead of just floating around
Dark Dragon
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Posted: 9th Apr 2010 18:54
This is really impressive I Tested it. And i thought i was playing N64 For a split second. Nice! keep this up!

(\__/) HHAHAHAHAHAH!
(O.o ) / WORLD DOMINATION!!!!!!!!!!
(> < )
Cetobasilius
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Posted: 25th Apr 2010 22:09
Nothing new yet? (dont want this thread to die)

hi
TheComet
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Posted: 27th Apr 2010 21:28
I have now finished the attack collision functions, it's not much yet, it still needs a lot of fine tuning.

http://www.youtube.com/watch?v=ltQ7XlO34jU

TheComet

The crazy
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Posted: 27th Apr 2010 23:48
Looks great!
Hassan
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Posted: 28th Apr 2010 15:31
very nice indeed

Southside Games
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Posted: 1st May 2010 11:11
I. I clicked your signature in a forum and came here. looks great! do you still need maps? I'd love to make one for the game.
TheComet
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Posted: 1st May 2010 14:10 Edited at: 1st May 2010 14:21
Thanks

Sure, I'm open to any type of contribution to this project Three things you should consider for your map:

-Any special effects you want in your map (like acid rising, tornadoes, ships flying through the level...) just write a short description for them and I'll code them.

-The background (if any) should not be included in the model, I code it separately. Just include (if any) the background image.

-You don't need to model anything to do with ledge grabbing, slip through the floor, walls or ground, just a brief description where you want the players to hang on/where not, where the players should slip through the ground/where not, and where the players should slide down a slope and where not.

It would be best if you PM me when you want to send the map.

EDIT : I have edited the first post with the above description.

TheComet

TheComet
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Posted: 4th May 2010 20:10
Hi,


Can someone convert a .b3d format to .3ds or preferably .ac format for me? Please email me at
.

Any suggestions for programs are also accepted.

Thanks in advance

TheComet

_Pauli_
AGK Developer
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Posted: 4th May 2010 23:03
Try FragMotion.
Even the trial version can import / export the .b3d and .3ds file formats (and MANY others).

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
TheComet
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Posted: 25th May 2010 22:42 Edited at: 6th Jul 2010 18:43
@_Pauli_

Thanks, worked perfectly

updates
=========================================


First of all, a BIG thanks to Southside games, who contributed an awesome level to this game! The name of the level is "Battle Rig". It is set at the docks as I see it, and there is going to be acidic water rising and sinking, forcing the players to the top of the level, and at other times there will be acidic rain pouring from the sky, forcing the players underneath the level. I do hope both don't come at the same time

I have optimized the level to reduce the poly count from 1937 to a bit less than ~1100, plus I made every face only one-sided, so the poly count on screen is going to be about 800 at any given time.

I have also added lights to the level, I mapped all ledges and collision data to the object, and it is working quite well. I do however have one problem with the edge grabbing collision when the player comes up on to a slip-through object, as you will see in the following video.

On the todo list for this level is :

-background (pretty much some cranes, ships, etc. Just like you see at the docks)
-water rising and sinking (I am looking for a oily, dirty, acidic water texture much like in Banjo-Kazooie at Bucket Bay)
-Acidic Rain

Here is a video:

http://www.youtube.com/watch?v=TCL08GEQT78

===================================================================

Update 2

I am working on the menu for this game, and this is what I have so far:




Now why isn't black transparent on those sprites? I have tried <set sprite t,1,1> but it doesn't do anything :-|

===================================================================

Update 3

This is my first cutscene I ever made in my life, so don't go too hard on me. I'd love some constructive feedback for this, and I am still looking for a voice actor for the witch, so if anyone is interested, please contact me ^^

Unfortunately, the recording I made was too slow to be enjoyable, so here is the download for it:

ZIP : 4.95 MB - Scene 1.zip
RAR : 3.09 MB - Scene 1.rar

Please post the fps which you can see at the top left of the screen.

Well, Enjoy ^^ And of course:

~More to come

TheComet

hmm
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Posted: 26th May 2010 02:25
In terms of transparency of sprites; Is that a jpeg image? Cos I find that when jpegs are saved and compressed, sometimes the 'black' isnt actually pure black (rgb(0,0,0)), its a mess of the darkest greys possible. Bitmap is the best format for saving pure black cos theres no compression.

If you use png images you can save alpha, allowing for smoother circles and whatnot. The ones above look jagged and a bit nasty. Png is relatively small file size too I think.

Also, the game looks fantastic. Great animations and looks like the gameplay's coming along nicely.
hmm
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Posted: 26th May 2010 02:29
And the cutscene was good. Reminded me of the N64 Zelda games.
Southside Games
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Posted: 26th May 2010 18:37
this is really shaping up. I watched your cutsceen and I noted you needed music. don't ask me. I suck at tunes. but I found this cool site that has free stuff. not illegal, it's all written by guys like you and me. it's a give and take thing.

http://free-soundtrack.blogspot.com/

here is a vid from the guy who started it.

http://www.youtube.com/watch?v=tA4GtHe2kuU

if you need a funny voice actor I can help you. I have effects like helium and such.
Southside Games
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Posted: 26th May 2010 18:38
plus that new map looks good.
TheComet
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Posted: 26th May 2010 21:42
@ hmm

I am currently using PNG images, but I have no idea how the alpha channel works, could it be that? I exported them from ms paint, and paint is of course known soooo well for it's fantastic scaling of images

I double checked the actual color of the black, and it is pure black (rgb(0,0,0)), so I don't understand why it's not cutting it out... I'll look into it some more.

Quote: "Also, the game looks fantastic. Great animations and looks like the gameplay's coming along nicely.

And the cutscene was good. Reminded me of the N64 Zelda games. "


Thanks a lot Glad you enjoyed it


@ Sounthside Games

Thanks

I know, there isn't any sound at all yet :-| I checked the link, and it looks like a reasonable website! The youtube vid was funny I couldn't find any music that fitted the witch cutscene, but I found a load of other stuff that could fit a few levels ^^

Cheers,

TheComet

TheComet
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Posted: 10th Jun 2010 21:15
A small update, I fixed the alpha channel in the sprites:



I am currently re-writing the whole player control engine (about 1500 lines). It was a huge mess, and it was just turning into a pain to implement new moves and collisions. So the re-write is going to be using the state/event structure to enable much more efficient implementation.

This and I have a lot of stress at school right now... So it's going to take quite a while before any further updates.

TheComet

Southside Games
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Posted: 1st Jul 2010 19:53
yo. hows it coming? any thing news worthy?
TheComet
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Posted: 4th Jul 2010 18:28
Hi

I'd say I have about 60% of the re-write done. I have a diagram of what the player control looked like before, and what the re-write should look like.

Here it is before:



You can see that it is a mess, everything needs to be prioritized, and nothing is really structured or grouped. This makes it really hard to implement new moves.

And this is what it should look like/will be looking like:



Much more structured and easy to implement. I have two main variables : One is the joystick state, and the other is the player state. With them I can take complete control of all of the animations and collisions, with the last system that would have been a nightmare.

-----------------------------------------------------------------

Well yeah, that's pretty much it... I hope I get this finished soon, because I am ridiculously addicted to half life 2

TheComet

TheComet
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Posted: 6th Jul 2010 18:42 Edited at: 6th Jul 2010 18:42
Alright, re-write is about 80% done. I came across this pathetic error that I can't seem to get rid of... It's so stupid, here's a video : http://www.youtube.com/watch?v=6RYsSD3oy-o

Whenever a player hangs on to an edge, the player with the next index gets stuck in it's second jumping state, causing it to infinitely fly up into the air. When the player lets go of the edge again, he comes back down from the sky.

So if player 1 grabs the edge, player 2 will go flying when performing the second jump.

I have no idea what is causing this...

TheComet

Southside Games
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Posted: 6th Jul 2010 20:42
lol. bugs suck. what makes them so bad is that the coputer is right. it's doing what you'r telling it. witch makes you, the porgramer, the problem. oh well... thinking about it tho. you could make it an item. you would pick it up, and when you activated it it would force the closet player to jump. witch means that if they are about to hit you you can make em jump.

3 things.

1: add solid snake. he is awesome. (just found the joy of MGS)

2: what I think would be a cool minu would be that it would play the last brawl you played. it would record the game. then play it at the mane minu in a loop. plus when you select deffrent modes (from the screen shot, there was 1p mode, 2pmode, options, data) the camera would track deffrent players. like if you select 1pmode. it would track first player. but not from the back. the camera would get up close and such. if there whare less than four players than I don't know. track one at randiom? I dono. just with a rocken theme song I think this would own.

3: I don't want to task you or anything. but this game will need online play. even LAN would be fine.

glad to hear that it's coming along. hope you find the bug.
TheComet
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Posted: 6th Jul 2010 22:12 Edited at: 6th Jul 2010 22:21
Quote: "what makes them so bad is that the coputer is right. it's doing what you'r telling it. witch makes you, the porgramer, the problem."


Yeah, that's what's bugging me...

Quote: "you could make it an item. you would pick it up, and when you activated it it would force the closet player to jump. witch means that if they are about to hit you you can make em jump."


Now that would be awesome

Quote: "add solid snake. he is awesome."


lol

I will probably do that when I get the chance. But it is WAY away from where I am now...

Quote: "what I think would be a cool minu would be that it would play the last brawl you played. it would record the game. then play it at the mane minu in a loop. plus when you select deffrent modes (from the screen shot, there was 1p mode, 2pmode, options, data) the camera would track deffrent players. like if you select 1pmode. it would track first player. but not from the back. the camera would get up close and such. if there whare less than four players than I don't know. track one at randiom? I dono. just with a rocken theme song I think this would own."


Really nice idea! I'll look to it! Then again, it's far away...

Quote: "I don't want to task you or anything. but this game will need online play. even LAN would be fine."


Ah, don't worry I have it planned. This game is meant for up to 10 players, so I almost HAVE to have a LAN connection BTW, what is a good online plugin?

~More to come

TheComet

Southside Games
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Posted: 6th Jul 2010 22:29
an online plugin? don't really know.

10 players!? whoha, you've got your work cut out for you! lol. hope you have some jumbo sized maps. if not tho I would not mind doing that one...

oh. do you plane on adding defrrent gametypes? with 10 players a stanima battle would be fun and epec. plus you could do capture the flag, king of the hill, the works.
FireIndy
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Posted: 7th Jul 2010 04:51
Hey TheComet, Im using Multisync and I really like it =] It's a great plugin. Glad to see you still working on this

Dev team portal Email me to join the dev team!

TheComet
16
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Location: I`m under ur bridge eating ur goatz.
Posted: 8th Jul 2010 21:08 Edited at: 28th Jul 2010 16:36
Thanks guys!

Quote: "10 players!? whoha, you've got your work cut out for you! lol. hope you have some jumbo sized maps. if not tho I would not mind doing that one... "


I know

Yeah, come to think of it, the maps I have so far are REALLY small for 10 players... They almost fall off the map before the game starts Sure, if you want to make a map, I'd be glad

Quote: "Hey TheComet, Im using Multisync and I really like it =] It's a great plugin. Glad to see you still working on this "


Thanks man Multisync? That's always been on my to-do list, but I just kept forgetting I'll check it out!

@ All

FINALLY! I have completed the re-write, and it runs much smoother now It was certainly the right thing to do, because not only can there be no mix-up between states, but the whole system is 100% dynamic, so it is really simple to implement new moves, or edit them out

Below is the 3rd demo of this game, I have also edited the first post with this, and I have updated everyone on the credit list.

Release 3 ------------------------------------------------

-Complete re-write of player control using state/event method
-A wip Menu
-Attacks (wip)
-Collisions (wip)
-Mewtwo included
-10 Players activated!

RAR 26.78 MB - http://www.mediafire.com/?mmwlgkymv3m
ZIP 34.79 MB - http://www.mediafire.com/?n3mut4n1yfo

Please be sure to test EVERYTHING, I'd love it if anyone could find a bug

Known bugs are:

-kicking a player that is hanging

~More to come

TheComet

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Cetobasilius
14
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Joined: 29th Dec 2009
Location: Mexico
Posted: 9th Jul 2010 10:05
ok im trying it now and it seems cool, here are some things i can say about it so far, you could add a loading screen, my controller does not get recognized (its an old xbox1 controller with XBCD driver), the combo system could be better(i can make a punch and then press attack again and it will make a 3 hit combo after the punch i already gave), some air attacks would be cool, the controlling system seems good, when you die you can stay on the platform forever and avoid getting hit, with 10 players the camera is a bit awkward, try making a projectile spawner object or something like that(and the proper collision detection for projectiles)... the smoke trail effect is cool, the music is cool too, you can run/walk backwards forever(press forward and then quickly press backwards,or press both at same time), i can see that the horizontal speed variables dont reset after you die, if you kill all players except for one, the last player killed will respawn somewhere not in the map, two or more players can hang on the same ledge, adding some sounds to the punches(n64 style) would be cool, i got a glitch that you could do the platform down animation on a ledge, the key mapper is good, you could make a pause menu.. oh well! its a great game, hope it gets the attention it should get! it has been a while since i didnt add anything to my game... maybe ill release it soon, good luck!

hi
TheComet
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Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 9th Jul 2010 15:09
Wow, thanks for the great feedback! I will try my best to fix and improve what you mentioned. Everything graphical like loading screen, or musical like sounds are still on their way, so don't worry

Quote: "my controller does not get recognized (its an old xbox1 controller with XBCD driver)"


I don't have an Xbox controller at home, so I don't know how I am going to fix this... So if you run the game and click on "controller" to set the device, it doesn't show up?

Try clicking on the controller device (marked it in red)



Quote: "the combo system could be better(i can make a punch and then press attack again and it will make a 3 hit combo after the punch i already gave)"


I'm not quite sure what you mean with "better", what you described should be what it does But any suggestions in making it better are welcome

Quote: "some air attacks would be cool"


Still working on that

Quote: "when you die you can stay on the platform forever and avoid getting hit"


Oh, whoops... I forgot to code that

Quote: "with 10 players the camera is a bit awkward, try making a projectile spawner object or something like that(and the proper collision detection for projectiles)"


I don't quite know what you mean with a projectile spawner... What is that?

Quote: "you can run/walk backwards forever(press forward and then quickly press backwards,or press both at same time)"


Thanks for finding that I fixed it now ^^

Quote: "i can see that the horizontal speed variables dont reset after you die"


I double checked that and it should be programmed... I tried it too : I damaged a player to a high percentage and then smashed him out to the left, and when he respawned, the speed he flew out with was reset... Or do you mean something else?

Quote: "if you kill all players except for one, the last player killed will respawn somewhere not in the map"


Quote: "i got a glitch that you could do the platform down animation on a ledge"


I was unable to repeat these 2 glitches... Could you possibly give me some more information on how you achieved that? Thanks

Quote: "two or more players can hang on the same ledge"


Hmm, that should have worked... Will check into it

Quote: "oh well! its a great game, hope it gets the attention it should get! it has been a while since i didnt add anything to my game... maybe ill release it soon, good luck!"


Thanks a lot I wish you good luck with your game too ^^

TheComet

Southside Games
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Location: Don\'t tell me what to do!
Posted: 9th Jul 2010 17:10
I like how this is coming along. looks great!

1 I'm downloading the game now to try it out

2 I was wondering. can you game handle map pieces that move? I would like to know cas I have an idea for a map with rotating parts. want to know if your engine can handle that

3 did you fix the bug whare the next player in the index jumps?

4 you misspelled southside games. "Sounthside" take out the "N" lol XD

5 how long do you think till it's done?
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 9th Jul 2010 20:37 Edited at: 9th Jul 2010 20:43
Quote: "I like how this is coming along. looks great!"


Thanks a lot

Quote: "2 I was wondering. can you game handle map pieces that move? I would like to know cas I have an idea for a map with rotating parts. want to know if your engine can handle that"


At this stage it can not handle it, but I have already done experiments, and it is on the to-do list

Quote: "3 did you fix the bug whare the next player in the index jumps?"


Yep I finally fixed it The funny thing is, I still don't quite know what was causing it I tracked the error down to a 16-line piece of code, and I studied it for at least half an hour, but was unable to find anything wrong with it. So a friend on skype suggested I re-write that section, since it's so short. I did that, and the bug was gone...

Quote: "4 you misspelled southside games. "Sounthside" take out the "N" lol XD"


Oh, I'm terribly sorry, I didn't notice that I just copied and pasted your forum name... Your name is now fixed in the credits I'm sure if you contact a mod he can remove the "n" again

Quote: "5 how long do you think till it's done? "


I think I will just take a quote from zzz :

Quote: "It's done when it's done "


But seriously, I would estimate another 2 years? I really have no clue, there is still a tone to put in to this game. But one thing for sure is I am going to finish this. Too much has been put into it to quit

Thanks for everyone's nice comments I will be away in Italy for the next week, so there won't be any updates any time soon.

=====================================================================
PLEASE READ
=====================================================================


I have 2 questions for everyone that is watching this thread, and is a relatively good ssb fan. I would greatly appreciate it if you could vote on these two points:

1) Do you like charging up smashes? This was introduced into Super Smash Brothers Melee and Brawl. Basically, if you smash an A attack, and hold A and the joystick in that position, the smash attack will charge, until it is released with full power. I personally don't like it, but if the majority wants it in this game, I will add it.

2) Underground attacks. Implement or not? : I was talking about this in the posting competition. Basically you can press A and B at the same time, and the player will then dig himself underground. You are able to move around underground, and with A you can attack from underground, and with B you can do an extra strong attack to players above you (even in the air), but you come out of the ground and need a little time to recover before you can move again. With Z you can just dig back up again.

It was also spoken of that other people over the ground have the ability to pound the ground, which pops anyone in a certain radius out of the ground, and need time to recover before moving again.

And, just not to ruin game play (so not everyone is under the ground the whole time), you can only dig underground every minute or so.


Those were the two questions, please vote off, and I will get back to you in a week

TheComet

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