Be a Supporter!
Response to: Combo Test Posted November 18th, 2014 in Game Development

Thanks for the feed back this was a frame based prototype I was working on so im currently looking into time based ones and ways to improve this.Thanks any more opinions would be appreciated.

Combo Test Posted November 15th, 2014 in Game Development

Hey guys this is just a combo test i was working on and i would want to know your opinion on it(is it responsive enough).
Controls:
A for combo.
Link
Thanks for any criticism.

Response to: Naruto Game Posted August 21st, 2014 in Video Games

At 8/21/14 03:24 PM, Sword-of-Kings wrote: Anything less than 40 is insufficient.

Dude love the support but 40 would over do it but if there are sufficient sprite sheets ill think about it.

Response to: Naruto Game Posted August 21st, 2014 in Video Games

At 8/21/14 04:24 PM, darkjam wrote: Better have Rock Lee, Itachi and Jiraiya.

yeah i think i'm good with those guys as long as i can find sprites

Naruto Game Posted August 21st, 2014 in Video Games

Hi guys i'm making a Naruto game and was wondering what a good amount of playable characters would be i'm currently thinking six or 8 but would like your opinion.

Response to: MovementTest Posted August 21st, 2014 in Game Development

At 8/17/14 11:34 AM, KoraMusic wrote: The animations already in place look great! Some of the missing ones may be constant jumping by holding down the up key, he doesn't back into neutral or a landing position when he lands. One way to make it look a little less pogo-stick like may be to reprogram and pace the landing to be Falling > Neutral(on ground) > Crouch > Jump ani. Of course this would all have to be sped up to fit the game, but it looks lovely to jump starting from a crouch it makes it seem much more smooth. Good luck!

Another idea would be with the walk to run ani. I actually like it, even though the general default for games is instant run, I feel the way your is looks more realistic in your game. However one way to make the conversion more smooth without reanimating would be to make a make a sped walk and a slowed run that way the process would be; Walk > Fast walk (same animation as walk) > Slow run (same ani as run) > Run

A little confusing, but that's the idea in short, look forward to seeing more
-Kora

Okay the jump thing is Done ill send you guys a copy later.the running i tried something similiar before to get a acceleration fell but it really glitched the code so gonna look into it.Thanks for the feed back

Response to: CollisionTest Posted August 17th, 2014 in Game Development

Okay the main physics engine is done.This is The Link.controls are the same but c and directional teleports x+directional rasengan (its glitched).the thing that was time consuming is the effect after down +z you'll see also one more main attack(running has its own and walking has its own now).

Response to: CollisionTest Posted August 17th, 2014 in Game Development

okay the physics engine is done and im extremly satisfied with it ill make a link to it later on when some specials are done (Rasengan is already done).follow me(Follow) for more info and thanks for the help.

Response to: CollisionTest Posted August 14th, 2014 in Game Development

:Secondly, your characters are not aligned correctly. For sprites, make sure to align by the feet, and be sure to zoom in and make sure everything is aligned pixel perfect (make sure you remove any decimal coordinates, it results in blurry sprites).

Third, the background seems to be a little small and doesn't cover the entire canvas, you can see the white on the bottom and on the sides. The background is also a little low quality, make sure it's set correctly by right clicking it in the library and selecting Properties > Lossless (PNG/GIF).
Finally, your character should start off walking slow and slowly getting faster until you reach a max speed, and then when you stop you should slide depending on how fast you were going (you can play with the animation during this).

thanks yeah i should have worked on the sprites but could you tell me which ones suck the most.And i actually tried the running thing but in a VS fighting game it doesn't work right .

Response to: CollisionTest Posted August 12th, 2014 in Game Development

At 8/12/14 11:07 PM, bkbatman wrote: Here go some information about dash.
I'm sure you can convert it to AS2 if that what you are using.

http://ronnieswietek.com/_random/dash_example.swf

http://stackoverflow.com/questions/17413196/how-to-make-my-character-dash-double-key-press

Thanks looking it up now.

Response to: CollisionTest Posted August 12th, 2014 in Game Development

i tried the double tap thing but couldn't code it write my player knew double taps but also detected holding a key as double tap.

Response to: CollisionTest Posted August 12th, 2014 in Game Development

oh i know about the swf protection thing just wanted to try it out and am probably not going too bother too much with it

CollisionTest Posted August 12th, 2014 in Game Development

I just wanted to see what you guys think about my fighting game (still has no objectives or specials)collisions this is just a quick demo(it still has a lot of bugs)but the crux is there.constructive criticism is appreciated.
Controls:
Z:Attack Different attack when in the air or holding Directional Keys.
C:Guard.
Arrow keys: Directions and attack.
THE LINK
Don't be too critical.Thanks in advance.

Response to: Specials Posted August 12th, 2014 in Game Development

you guys are right i should have made myself clear basically i want to know how you guys do it just to know where to start.

Specials Posted August 10th, 2014 in Game Development

I was curious how people code specials in games for example in my game my Naruto game my character does a uzumaki barrage which makes him run to the enemy hit them laucnh them in the air and then kick them down. should this be static or dynamic.

Response to: MovementTest Posted August 10th, 2014 in Game Development

Okay so i'm working on the running transition I've made it 3 times longer.

Response to: MovementTest Posted August 9th, 2014 in Game Development

okay that issue is fixed (in my version).

Response to: MovementTest Posted August 9th, 2014 in Game Development

Only thing I noticed that you may have control over at this point is the running and jumping. When you try to jump while running, he just does his normal jump as if you were walking. You know what I mean? He should jump farther forward if he's running.

thanks for the fast reply i know exactly what you mean.its actually not gonna be that hard to program thanks.

MovementTest Posted August 9th, 2014 in Game Development

this is just a link to a basic demo of my fighting game there is no objective or specials yet just wanted to figure out any glitches you guys encounter for basic stuff what do you think :
Arrow keys:Movement.
Z:attack.
Z different attack with direction.
hit doesn't do any thing.
the LINK.

Response to: Naruto ultimate battle Posted August 9th, 2014 in Where is / How to?

Any body

Response to: Best Features(Fighting Game) Posted August 9th, 2014 in Video Games

Also what combos are players or you most comfortable with(on key board).

Response to: KeyPress Once!!! Posted August 9th, 2014 in Game Development

im a noob but i got over this by making a var (a1)true and say something like if var(a1) true gotoAndStop('attack').then right var(a1)=false at the end of the Movie Clip(for as3 something like if mc.total frames==mc.current frame).
a2==attack 2 .
spaceDown=is spacebieng held.
this basically says if Z is pressed play a1 once even if it is let go.
(AS2)
<if (Key.isDown(90) && !spaceDown) {

a1=true;

spaceDown = true;
} else {

}
if(!Key.isDown(90)){
spaceDown = false;
}
if(a1==true)
{
this.gotoAndStop(7);
}>

Best Features(Fighting Game) Posted August 8th, 2014 in Video Games

i plan on making a fighting game and having only played a few i was curios what are the best features that gamer's like in them.

Response to: Punch Once On Key Hold Posted August 8th, 2014 in Game Development

Wow you guys are fast thanks .its working next up is combos and this game is pretty much done.

Punch Once On Key Hold Posted August 7th, 2014 in Game Development

in my AS2(get it AS3s better) project(fighting game) i have already implemented a way to press( not hold a key ) and an animation is played but the problem is how to play animation once and even if key is down don't play it again until its let go and pressed again.This is to encourage mashing rather than holding any help is appreciated.

Response to: As2 Enemy collision(Fighting Game) Posted August 6th, 2014 in Game Development

Okay Guys thanks for the help i made it so that after impact the guy flys up to a certain point than blurs and rotates till he falls and it actually looks realistic Thanks. :)

Response to: As2 Enemy collision(Fighting Game) Posted August 6th, 2014 in Game Development

Have you tried iterating the rotation? Like "MC._rotation++" while it is in the air? Not just set the rotation to "_rotation == 90". "MC._rotation++" would gradually rotate the MC during the enterframe.
Yeah but is there a way to not make the guy go in circles a spin limit depending on the gravity or hieght of the fall.

Right now i'm using the rotation++ with blur filters it works but its unreal for example when he guy falls to the ground he doesn't fall in the rotation that i want him to fall in . i could adjust it at last moment but it would fell wierd is there a gradual way sorry if im not clear.

Response to: As2 Enemy collision(Fighting Game) Posted August 6th, 2014 in Game Development

Have you tried iterating the rotation? Like "MC._rotation++" while it is in the air? Not just set the rotation to "_rotation == 90". "MC._rotation++" would gradually rotate the MC during the enterframe.

Yeah but is there a way to not make the guy go in circles a spin limit depending on the gravity or hieght of the fall.

Response to: As2 Enemy collision(Fighting Game) Posted August 5th, 2014 in Game Development

At 8/5/14 12:28 PM, MintPaw wrote: You could try using a code generated tween. Or you could implement a gravity system. For that basically make a variable, tell it to increase every frame, then tell the player's y-position to move downwards by that value till they it the ground.

yes i have that but the x and y are under control its rotating the character the character for example if the player reaches certain height after getting hit it rotates to show that gravity is pushing it down and rotating it.

Response to: As2 Enemy collision(Fighting Game) Posted August 5th, 2014 in Game Development

uh sorry for not being clear but i know how to rotate the mc but am confused how to make it feel organic (ex:The charcter starts rotating when he starts falling until he lands)is there some kind of code or algorithm attached to the gravity.