Quest Fighting Game: Difference between revisions

From questden
Jump to navigationJump to search
No edit summary
Line 1: Line 1:
[[Image:picture.png|thumb|right|Artist's Rendition]]
[[Image:picture.png|thumb|right|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.
A crossover fighting game, with a simplistic control scheme. It has 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.
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. It's something that defines the character. If you're uncreative or your character doesn't have anything special at all, you could just have it be another attack button.


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


*Decide on an engine: done. FM2K
*Decide on an engine: done. FM2K
*Everything else.
*Convince artists to submit sprites. Any quality will do!


===Things the artists care about===
===Things the artists care about===
Line 17: Line 17:
*Game resolution is 640x480.
*Game resolution is 640x480.
*[http://i.imagehost.org/0109/colorinputs.png Movelist]
*[http://i.imagehost.org/0109/colorinputs.png 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.
*'''http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/default.htm''' A more than slightly handy guide.




Line 29: Line 29:


===Sprite References===
===Sprite References===
<gallery>
[[QuestFighting game sample animations]]
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|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|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|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|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|Same as crouching turn, but slightly more important, and usually two frames.
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|Every character needs one. Could be a single frame if you wanted.
Image:GotoCrouch.gif|Highly recommended. Usually one or two frames, and the frames can be re-used in dozens of animations. Would likely save you work in the future.
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>

Revision as of 16:17, 5 November 2009

File:Picture.png
Artist's Rendition

A crossover fighting game, with a simplistic control scheme. It has 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. It's something that defines the character. If you're uncreative or your character doesn't have anything special at all, you could just have it be another attack button.

Things to do

  • Decide on an engine: done. FM2K
  • Convince artists to submit sprites. Any quality will do!

Things the artists care about


Sprite References

QuestFighting game sample animations