Quest Fighting Game: Difference between revisions

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===Things to do===
===Things to do===


*Decide on an engine  
*Decide on an engine: done. FM2K
 
        Candidates:  
        Mugen(No Netplay) Building it from scratch (tons of work)
        Gyro's engine (would have to wait on Gyro finishing it)
        Fighter Maker 2000 [FM2K] (Netplay, exportable/importable characters/movelists - ogod it is nine years old and why does it only support 256 colors)
 
*Everything else.
*Everything else.


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===Sprite References===
===Sprite References===
<gallery>
<gallery>
Image:Running.gif
Image:Running.gif|If your character doesn't have a forwards hop, they'll need one of these. This is used for characters that charge into battle.
Image:Walk.gif
Image:Walk.gif|Every character needs one of these. They don't need to have as many frames as this; this is actually more than twice as many frames as needed. Looks damn nice, though. Look at that pimp walk, damn. You wish you were half as fly as this guy.
Image:Backhop.gif
Image:Backhop.gif|Unless your character is a coward or good at running away, you'll need this. Otherwise, they'll just have a backwards run. To note: some frames in this will be his airguard. Always look for ways to save yourself work.
Image:Front_Hop.gif
Image:Front_Hop.gif|Some characters will have this, some will not. It depends on if your character would sprint forwards in battle. Beardbeard would likely have a run, while someone like Shadran would more likely have a hop.
Image:Crouching_Turn.gif
Image:Crouching_Turn.gif|Not a very important animation, and would only require one extra sprite. If you're feeling lazy, don't have one.
Image:Standing_Turn.gif
Image:Standing_Turn.gif|Same as crouching turn, but slightly more important, and usually two frames.
Image:Walk_Back.gif
Image:Walk_Back.gif|Every character needs one. Same as walk forward, but backwards and slightly slower. If you want to be awesome, you could have walk back and walk forwards similar but slightly different. If you want to be crazy awesome, you could have them be two different things entirely.
Image:Crouch.gif
Image:Crouch.gif|Every character needs one. Could be a single frame if you wanted.
Image:GotoCrouch.gif
Image:GotoCrouch.gif|Not absolutely vital, but makes things looks nice and is only one or two extra frames, unless you feel like making more.
Image:Stand.gif
Image:Stand.gif|Every character needs one. Could be three frames of the character moving slightly up and down, could be twenty of the wind blowing the character's clothes, could be a generic fisticuffs motion.


</gallery>
</gallery>

Revision as of 16:30, 27 October 2009

File:Picture.png
Artist's Rendition

A crossover fighting game, with a simplistic control scheme. It would have a control scheme similar to the Touhou fighting games or Smash brothers, IE: the effects of hitting a button are not the same as hitting the button and forward, and neither of those two commands are the same as hitting a button and down.

Quarter circle forward, quarter circle back, and down down are all agreed upon as special move inputs, but several people don't want forward down forward and back down back included. Every character will have three standard attack buttons, weak, hard, and unique. Unique would be something like having Tav shoot rods, or a power swing for Beardbeard.

Things to do

  • Decide on an engine: done. FM2K
  • Everything else.

Things the artists care about

  • Character select portraits should be 320x240.
  • Character select head shots should be 58x58.
  • Dongman, who is roughly seven feet tall, stands fully erect at about 256 pixels. (Oh I get it -GREEN)
  • Game resolution is 640x480.
  • Movelist
  • Damaged animations: Weak hit, hard hit, weak hit crouched, hard hit crouched, tripped, air weak hit, air hard hit, air knockdown, launched back, launched up, launched at angle, thrown. Air knockdown happens after air hard hit; the launched animations could just be rotated. Weak hit animations could just be the first few frames of hard hit.


Sprite References