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Author Topic: Fighter Classes [Public Beta 1h]  (Read 3198 times)

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January 15, 2017, 03:50:28 AM
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Offline AkumaKing

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Fighter Classes [Public Beta 1h]
« on: January 15, 2017, 03:50:28 AM »
I've been working on this a little here and there (albeit lazily), it's a classes mod that brings fighting game characters into MM8BDM. It's still unfinished here and there, so I'm considering this a beta for now even though me and my friends tried to keep things relatively balanced and polished up, not to mention straight forward. I also took some creative freedoms here and there, but mostly tried to keep things true to the original games. This is probably gonna be my main project for some time, and I hope you guys enjoy it.

I'd also like to say I'm more than willing to add more to any classes that seem bland, but I also didn't want to fill them with 50 different attacks each. I'm currently also considering the idea of adding item based super moves in the near future before the roster gets too crowded.

Here's the download

Spoiler for Classes:
Ryu: Mostly focusing around being defensive with his hadouken being the main form of attack and his shoryuken knocking opponents back.
Chun Li: Kicks, kicks and more kicks. Not sure how to describe her in my mod since she was made by Kiseki and plays a bit weird, but she's here alright.
Jago: Another twist on the shoto type, but focused a bit more on mid to close range utilizing a sword.
Fulgore: A pure range user with his fast Eyelaser and a heavier Energy Bolt.
Sol: Another mid-range to close fighter, though with pretty heavy damage to boot.
Ky: Currently a pure melee user, utilizing his sword in battle. Might have his projectile in the future, not sure.
Ragna: The edgiest anime guy to ever wield a giant sword, he's mostly supposed to be more of a rushdown glassy guy with health steal.
Tager: Our resident tank with a nasty punch and a magnetic pull towards said fist.
Kyo: Another melee user, focusing on punches and going in for a sorta flying kick.
Terry: Sorta ranged rushdown with a floor-hugging projectile and a dash punch of sorts.

Spoiler for Credits:
Kiseki (Discord user, unsure if he has an account here) - Work on various scripts such as Chun Li and Ragna's weapons, as well as a dash script that I took out to rework another time.
FTX - Ryu skin
Dimpsy - Chun Li skin and Ragna's Dead Spike sprites.

I can't stretch enough how I want this project to do well and will listen to any feedback given. Since my friend Kiseki lost interest in helping and Dimpsy left during a phase of inactivity, I'm kinda on my own for this right now. And I'm not that good at this really.

January 15, 2017, 03:14:17 PM
Reply #1

Offline AkumaKing

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Re: Fighter Classes [Public Beta 1]
« Reply #1 on: January 15, 2017, 03:14:17 PM »
I made a mess of my own mod and when asking my "testers" if anything should be changed people mostly remained silent or requested more aesthetic type changes such as sound and graphics. Either way, I'm working on a balance fix so it's at least not broken. Someone also said some classes were bland over Discord, so I guess I have overhauls to do in a future version after the balance fix.

If anyone has ideas for how to make any of these classes more interesting, tell me please. I want to stay close to the source material, but some more creative ideas wouldn't be terrible to have. I'll probably value fun over canon. These are more so interpretations of the characters anyways.

January 16, 2017, 07:46:43 PM
Reply #2

Offline AkumaKing

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Re: Fighter Classes [Public Beta 1h]
« Reply #2 on: January 16, 2017, 07:46:43 PM »
Updated the file to fix numerous things as well as make some other various changes.
Download here

Spoiler for Changelog:
-Buffed Ryu's hadouken speed (20->30)
-Nerffed Ryu's hadouken damage (200->125)
-Nerffed Ryu's shoryuken z-knockback (30->25)
-Nerffed Ryu's shoryuken knockback (13->7)
-Buffed Ryu's shoryuken hitbox radius (25->35)
-Nerffed Ryu's shoryuken damage (100->60)
-Nerffed Ryu's speed (0.80->0.76)
-Added voiceclips to Ryu's Hadouken and Shoryuken
-Added hadouken sound effect
-Nerffed Tager's speed (0.66->0.56)
-Nerffed Tager's jump height (10->8)
-Nerffed Tager's punch endlag (2->6)
-Nerffed Tager's punch damage (200->130)
-Made Tager's magnetic punch into a ripper
-Nerffed Tager's magnetic punch damage (15->12)
-Nerffed Fulgore's Eye Laser hold delay (4->6)
-Nerffed Fulgore's Eye Laser damage (15->7)
-Nerffed Fulgore's Energy Bolt projectile speed (18->16)
-Nerffed Fulgore's Energy Bolt damage (200->130)
-Buffed Kyo's R.E.D. Kick upward momentum (20->30)
-Buffed Kyo's Shiki - Aragami projectile speed (14->16)
-Buffed Kyo's R.E.D. Kick and Shiki - Aragami hitbox radius (10->25)
-Buffed Kyo's Shiki - Aragami hitbox height (10->15)
-Kyo's R.E.D. Kick overhauled so it spawns multiple hitboxes
-Nerffed Kyo's R.E.D. Kick endlag (20->40)
-Buffed Sol's Gunflame damage (15->16)
-Added voiceclip for Sol's Gunflame
-Sol's Fafnir now scales velocity to 0.6 for user on startup
-Sol's Fafnir now has knockback, 3 for normal and 10 for z-knockback
-Buffed Terry's Power Wave damage (100->130)
-Nerffed Terry's Power Wave endlag (8->22)
-Nerffed Terry's Burn Knuckle damage (30->7)
-Added voiceclips to Terry's Power Wave and Burn Knuckle
-Buffed Jago's slash damage (12->14)
-Buffed Jago's Endokuken damage (175->185)
-Gave Jago's fireball a correct obit
-Buffed Ky's Greed Sever damage (100->110)
-Buffed Ky's slash radius (7->25)
-Buffed Ky's slash height (7->15)
-Buffed Ky's Greed Sever radius (20->40)
-Buffed Ky's Greed Sever height (7->20)
-Buffed Ky's Greed Sever upwards momentum (25->30)
-Buffed Ky's Greed Sever forward momentum (5->7)
-Nerffed Ragna's slash endlag (13->16)
-Nerffed Ragna's slash combo endlag (15->18)
-Buffed Ragna's Deadspike projectile speed (14->16)
-Added a voiceclip for Ragna's deadspike
-Nerffed Chun Li's Hyakuretsukyaku damage(50->20)
-Added voiceclips for Chun Li's hyakuretsukyaku and kikoken
-Added various game sfx for menu, chat, and connect
-Added tags to all current weapons
-Made all weapons use BUSTB as a placeholder hud
-Added skin translations to all classes
-Sol, Ky, and Ragna all had their jump height buffed (10->14)
-Added dashing

January 17, 2017, 10:03:53 PM
Reply #3

Offline SmashTheEchidna

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Re: Fighter Classes [Public Beta 1h]
« Reply #3 on: January 17, 2017, 10:03:53 PM »
I don't plan on being an active tester on this but I took a look since you seem to really need some constructive feedback.

As far as I can see, this mod is severely lacking in the aesthetics. Like, personally, I wouldn't have even made this thing public at such an early stage. Just about all of the classes have their HUD sprites completely vanish when attacking. Others have no attack effects: even melee attacks could potentially have some sort of small projectile sprite (i.e Power Megaman's charged punch) just so you can see the range on them. That's not so much of a problem alone, but when paired with the absent HUD sprites you really have no clue on what you're even doing. Kyo comes to mind especially in this regard. I have little idea what the attacks are or what the range is on them, and thus, how to use them. Really, the most coherent people were Ryu and Terry, amusingly enough.

Secondly, you could do so much more for these classes than just two simple attacks. There is a vast variety of different attacks you could give them. (Ryu's Tatsumaki Senpukyaku, Terry's Rising Tackle, etc.) It also feels strange that you're only restricted to using their specials without having any regular attacks at all. Of course, this would probably be coding hell for you so don't stress too much on that.

I didn't test the classes in battle so I can't say anything about balance, but I find it strange how everyone has about 900-1000 HP. I would advise against something like that without making an edited Megaman class that has around the same amount. If for whatever reason somebody wants to play as Megaman, they would basically be one-shotted by essentially every attack any other class can dish out. So keep that in mind.


But in closing, the main issue so far is with the graphics. (or lack thereof?) Right now I would focus less on trying to balance things and more on trying to get everyone proper, working HUD sprites. (Even placeholders would be better than leaving them completely blank! Give them a buster or something!) Then give some of the attacks/projectiles sprites. You don't need to give all of the melee ones graphics, but some things like Terry's Burn Knuckle should probably have something so that people know to avoid it without having to listen out for him.

May 10, 2017, 04:58:12 PM
Reply #4

Offline AkumaKing

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Re: Fighter Classes [Public Beta 1h]
« Reply #4 on: May 10, 2017, 04:58:12 PM »
Sorry for leaving this dead. I took the critique to heart and had plans, so I tried to get some people to do spritework. I said I'd do other things in the meantime since all I do is program, but it eventually died. I do have plans to expand on moves a lot more, I just wanted to start simple. Maybe that was a mistake and I should've listened to my ambition at least a little more. If I ever do another update, which I actually really do want to, adding to the pool of moves/mechanics is top priority.

My main issue is I have no one to help with aesthetics and I really don't like just using placeholders. Dimpsy was gonna help, and he did for the Dead Spike sprite and I think I borrowed a skin from him, but he's probably busy with other stuff and is just one guy. I can't rely too much on him, though I have no artistic talent whatsoever. So, I'm mostly making this post to establish the current status of the mod and ask for help. I don't go on the forums much other than to make updates, though, so if anyone is willing to help I can be contacted on Skype (yami_nightcaster) or Discord (Zeta#8029). Zeta is my display name on both.

May 11, 2017, 07:43:42 PM
Reply #5

Offline Korby

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Re: Fighter Classes [Public Beta 1h]
« Reply #5 on: May 11, 2017, 07:43:42 PM »
My best recommendation to you is to make one class and make sure he's fun before moving on to the next one.
And use placeholder graphics until you find an artist.