Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: veryweirdguy on Fri 11/07/2003 15:44:56

Title: AGS Fighter
Post by: veryweirdguy on Fri 11/07/2003 15:44:56
I am going to start a beat 'em up starring agsers using MUGEN but I need your help (yes, that's right, YOU).

I started a couple of characters for it and then realised it'll take me a while to make just ONE character, never mind 30 or so.

This is where you come in.

If you want to be in the game, make yourself as a character using the engine, then send it to me. Once I have 5 or so, then I will release the game, and afterwards have regular updates for new characters.

Hope you can join in!

NOTE: You need the DOS version of MUGEN which can be found HERE (http://homepage.mac.com/shinryoga/Other.html)
Title: Re:AGS Fighter
Post by: Barcik on Fri 11/07/2003 15:47:26
But I can't draw...  :(
Title: Re:AGS Fighter
Post by: Synthetique on Fri 11/07/2003 15:56:27
how many different moves should i make?
Title: Re:AGS Fighter
Post by: veryweirdguy on Fri 11/07/2003 15:56:47
It's not about how good the graphics are, it's just a joke game.

I sure as hell can't draw, but I'll be making a couple of characters. The end product should be fun.

Synth - download the engine. The example characters have all the necessary moves. Check them out.
Title: Re:AGS Fighter
Post by: SSH on Fri 11/07/2003 15:59:07
Barcik: You could use a digital camera and get someone to photograph you in the different poses

From their FAQ:

How do I add or replace characters ?
====================================
      One good approach to add a character for the first time would be
      to edit an existing sprite-set and replace each image with your own art .
      Then , you will learn to edit the char.ini file as you feel the need !
--> You'll have to rename sprites as follow :
  |===============|=======================|=========|==========================|
  |    ACTION     |         SIZE       | FRAMES  |    NAME    |
  |               |               |(maximum)|            |
  |===============|=======================|=========|==========================|
  |  STATIC   |              |   20    | static1.pcx-static20.pcx |
  |  BLOCK   |        |    1    |  block1.pcx |
  |  GROUND-BLOCK |        |    1    | gblock1.pcx |
  |  CROUCH   | static_w  x  height   |    1    | crouch1.pcx |
  |  JUMP   |        |   *5*   |   jump1.pcx-jump5.pcx|
  |  HURT   |        |    3    |   hurt1.pcx-hurt3.pcx|
  |  GROUND-HURT  |        |    3    |  ghurt1.pcx-ghurt3.pcx|
  |  WALK   |        |   15    |   walk1.pcx-walk15.pcx |
  |===============|=======================|=========|==========================|
  |  WEAK PUNCH   |  wpunch_w  x  height  |   10    |  punch1.pcx-punch10.pcx|
  |===============|=======================|=========|==========================|
  |  WEAK KICK    |   wkick_w  x  height  |   10    |   kick1.pcx-kick10.pcx|
  |===============|=======================|=========|==========================|
  |  STRONG PUNCH |  spunch_w  x  height  |   20    |  punch1.pcx-punch20.pcx|
  |===============|=======================|=========|==========================|
  |  STRONG KICK  |   skick_w  x  height  |   20    |   kick1.pcx-kick20.pcx|
  |===============|=======================|=========|==========================|
  |  AIR-PUNCH    |  apunch_w  x  height  |   10    | apunch1.pcx-apunch10.pcx|
  |===============|=======================|=========|==========================|
  |  GROUND-PUNCH |  gpunch_w  x  height  |   10    | gpunch1.pcx-gpunch10.pcx|
  |===============|=======================|=========|==========================|
  |  AIR-KICK     |  akick_w  x  height   |   10    |  akick1.pcx-akick10.pcx|
  |===============|=======================|=========|==========================|
  |  GROUND-KICK  |  gkick_w  x  height   |   10    |  gkick1.pcx-gkick10.pcx|
  |===============|=======================|=========|==========================|
  |  KO/kicked    |     ko_w  x  height   |   *5*   |     ko1.pcx-ko5.pcx  |
  |===============|=======================|=========|==========================|
Title: Re:AGS Fighter
Post by: veryweirdguy on Fri 11/07/2003 16:06:18
Thank you,SSH. Those are the frames we want, people!

Now get cracking!
Title: Re:AGS Fighter
Post by: Femme Stab Mode >:D on Fri 11/07/2003 16:11:33
Alright, I can use the character I made for the manic get-together!
(http://itkid.com/sasha.jpg)
Title: Re:AGS Fighter
Post by: Synthetique on Fri 11/07/2003 16:13:42
i'm totally in this game!!!!
Title: Re:AGS Fighter
Post by: Necro on Fri 11/07/2003 17:40:57
I gotta say this sounds cool !! Count me in!
Title: Re:AGS Fighter
Post by: Minimi on Fri 11/07/2003 21:47:01
Yes me too! I'm going to create a character! Just tell me at what resolution.. and bytheway... I'm shown as a liliputter.. because im 216cm in real ;)
Title: Re:AGS Fighter
Post by: Evil on Fri 11/07/2003 22:31:09
I am so in, I hope Helm joins also... How big, 110 tall?
Title: Re:AGS Fighter
Post by: |Alky| on Fri 11/07/2003 22:37:55
I'm in ^_^
(http://www.2dadventure.com/ags/Alky.gif)
Title: Re:AGS Fighter
Post by: Flippy_D on Sat 12/07/2003 15:34:17
I'll take a shot as well, it sounds hella fun. I already will have alot of it done for AGTV.

Guinea pigs may feature.
Title: Re:AGS Fighter
Post by: Dave Gilbert on Sat 12/07/2003 15:38:20
Wasn't somebody making a Mortal RONbat?  I remember seeing an animation of the Bum fighting...

-Dave
Title: Re:AGS Fighter
Post by: veryweirdguy on Sat 12/07/2003 15:42:31
Yeah, Iqu (I think) is making Mortal Ronbat, but this will be completely different (i hope). This is just an AGS thing.
Title: Re:AGS Fighter
Post by: Renal Shutdown on Sat 12/07/2003 16:54:17
Hey

Mortal RONbat is being made..  I have been hired to make BOYD1981's dream come true.

This is the sketch you most likely saw, Dave:
http://lumpcity.fateback.com/stuff/005.html (http://lumpcity.fateback.com/stuff/005.html)

Very.. we need to dicuss this whole AGS fighter..  we may be able to make the chars/bg's interchangible..

Flippy_D vs.  Man in a Cow Suit..  imagine the possibilites..

Hugs
Iqu

The smart money's on the Cow Suit.  No offence, flip, but his specials kick ass.
Title: Re:AGS Fighter
Post by: Flippy_D on Sat 12/07/2003 17:28:25
/me looks miserably at the floor.
Title: Re:AGS Fighter
Post by: Quintaros on Sat 12/07/2003 17:36:43
Can this fighting engine work within AGS or is it a completely separate thing?
Title: Re:AGS Fighter
Post by: BOYD1981 on Sat 12/07/2003 18:10:11
it's a completely different thing
Title: Re:AGS Fighter
Post by: Eggie on Sat 12/07/2003 19:26:40
Hey, I'll try and make one for myself. I'm going to make it so I tower above you all in a twisted exagerration of my hereditory lankyness.
I'm also going to throw typos at people.
Title: Re:AGS Fighter
Post by: Dave Gilbert on Sat 12/07/2003 22:08:19
Yeah Iqu, that was what I saw.  It looks pretty sweet.  How goes the progress on that?

-Dave
Title: Re:AGS Fighter
Post by: Renal Shutdown on Sun 13/07/2003 00:48:50
Hey

Progress is going pretty much like everything I do.  Slow.  *Real* slow.
The concept art (on paper) is done, and the special moves are pretty much all worked out..  It's just the lack of a scanner makes things drag nearly as much as my knuckles on the floor.

Also, the plan is to make RONbat a mugen (old DOS version) affair..  but a port to KOF91 shouldn't be *too* hard.  KOF91 seems to have nothing done to it for over a year, and their is a distinctive lack of ability.. as far as I can tell, there's not even a throw.  Mugen looks to have more flexibilty in the long run.. even if it has gone Linux-only recently.  Altho, it'll be ported to Windows soon.

Hugs
Iqu
Title: Re:AGS Fighter
Post by: Evil on Sun 13/07/2003 01:42:02
HOW BIG!?! AHHH!!!
Title: Re:AGS Fighter
Post by: Goldmund on Sun 13/07/2003 11:56:11
Hey hey hey, you'd better check the "thanks" section of the editor's "readme" file!
Gilbot is everywhere.
Title: Re:AGS Fighter
Post by: n3tgraph on Mon 14/07/2003 11:33:39
cool idea veryweirdguy  8)

/me gives alkaline an uppercut
Title: Re:AGS Fighter
Post by: veryweirdguy on Mon 14/07/2003 16:04:22
Due to crossover possibilities with RONbat, the engine for AGS Fighter has been changed to MUGEN. There is a link to it in the first post. Iqu & I thought it would be cool if the characters and background from both were interchangable.

Sooooo.........w00t!
Title: Re:AGS Fighter
Post by: Eggie on Mon 14/07/2003 16:20:52
There is a throw on KOF91. It's called "Fireball".
Title: Re:AGS Fighter
Post by: Gregjazz on Tue 15/07/2003 22:05:54
Okay, count me in too!

Is the game resolution in 320x200?

Also, what about the character's stats (strength, agility, endurance)? Do we get to make them?
Title: Re:AGS Fighter
Post by: veryweirdguy on Wed 16/07/2003 10:19:20
You make the entire character in MUGEN and send it to me (via either e-mail or PM).

For sizes, check out the link that Iqu gave earlier of his bum (I know what you're thinking, you naughty AGSer...). That is the size we are going to use (but remember that not all people are exactly the same height)!

If you are having a go at it, please post here so that I can get a rough idea of how many people will be in the final thing.
Title: Re:AGS Fighter
Post by: BOYD1981 on Wed 16/07/2003 10:29:54
what kinda moves do we need for mugen now then?
we already know which ones we need for KOF91, you can't really tell what size the bum is because it's flash and i think RONbat is going to be hi-res unless Iqu is gonna pixellify the art...
Title: Re:AGS Fighter
Post by: veryweirdguy on Wed 16/07/2003 10:37:13
Fiiiiiiiiiiine...

How's this for an offer - make the character in KOF '91 and I'll try my best to convert it into a MUGEN character FREE OF CHARGE!

[size=0.25]veryweirdguy does not take any responsibility for loss of quality or penis size when converting. copyright 1963 goose industries. I'll bet you had to squint to read this small print...[/size]
Title: Re:AGS Fighter
Post by: Gilbert on Wed 16/07/2003 10:47:42
But there's no "throw' action in KOF91. ;)

Actually I think interested people can just draw the required frames (but you must set out some limits about size, etc) first, and then "compile" into characters by ONE person (of course for KOF91, this involves mostly only editting of text files), that way, consistency is granted, and it is up to that ONE person to decide which engine to use.
Title: Re:AGS Fighter
Post by: Synthetique on Fri 18/07/2003 01:15:59
that link didnt work.. and i dont have linux.. how the hell should i do it?
Title: Re:AGS Fighter
Post by: LordHart on Fri 18/07/2003 06:39:00
Quote from: Flippy_D on Sat 12/07/2003 15:34:17
I'll take a shot as well, it sounds hella fun. I already will have alot of it done for AGTV.

Guinea pigs may feature.

By the way, what happened to AGTV? Is it still being made?
Title: Re:AGS Fighter
Post by: Flippy_D on Fri 18/07/2003 10:56:57
It's almost finished. Alkaline's on a short holiday, he should be back soon. Then he'll polish it off.
Title: Re:AGS Fighter
Post by: BOYD1981 on Fri 18/07/2003 13:21:58
if anyone is having a hard time finding MUGEN i've uploaded the latest and last DOS version to http://www.btinternet.com/~boyd1981/mug10414.zip (http://www.btinternet.com/~boyd1981/mug10414.zip)
Title: Re:AGS Fighter
Post by: Nacho on Fri 18/07/2003 17:56:34
I'll do mine! but the Url does not work... does exist some character tutorials page?
Title: Re:AGS Fighter
Post by: Renal Shutdown on Sat 19/07/2003 01:06:12
Hey

Right, firstly, RONbat is going to be lo res, and pixellified.  Here's one frame from the previous sketchy thing, to give a clue on the size of the characters.
(http://invis.free.anonymizer.com/http://lumpcity.fateback.com/stuff/bum01.gif)

As for a moves list, I'd suggest:  (Brackets are optional, but will make for a better fight)
Standing (Bouncing), Stepping (Running)
Punch (High/Medium/Low)
Kick (High/Medium/Low)
Throw, Fall, Jump (Roll), Block (High/Low), (Taunt)
Specials (See other Beat 'Em Ups, for inspiration or come up with something yourself)

If you come up with anything else, do it..  we can always work it in somehow.

Also, Gil's right..  you'll only really have to do the artwork and either me or very will get the character knocked up ready to fight.

* Iqu looks in Very's direction and slowly starts to side-step in the opposite direction.

Hugs
Iqu

Oh, and with the art it could be handy if you sent a text file, with a quick desciption on how you want the character to move, etc..  Eg:
Quick but weak hits
Punches that are really strong but a glass jaw
Big, fat and slow but could take a beating for hours.
General All-rounder, and somewhat dull.
Etc.

Hm.. and what buttons you want for specials (No ridiculous ones, like "Type the first chapter of War and Peace = Tiger Uppercut).
Title: Re:AGS Fighter
Post by: Evil on Sat 19/07/2003 22:50:03
What are the backgrounds gonna look like color wise? I need it for AA.
Title: Re:AGS Fighter
Post by: Synthetique on Mon 21/07/2003 14:41:12
i couldnt get the work files or the airedit.exe
help?
Title: Re:AGS Fighter
Post by: Migs on Fri 01/08/2003 22:02:08
I want a character that has really pathetic little punch and kick attacks, but one ultra-powerful all-destructive energy-or-something attack that takes at least 20 seconds of motionlessness to charge up.
Title: Re:AGS Fighter
Post by: Flippy_D on Fri 01/08/2003 23:53:45
And when the ETL of a match is 40 seconds.... ::)

I don't think that sort of fighter works very well.
Title: Re:AGS Fighter
Post by: Evil on Sun 11/04/2004 04:30:13
Hey, is this still on? I really wanted to see this get go through!  ???
Title: Re:AGS Fighter
Post by: veryweirdguy on Sun 11/04/2004 10:55:46
No, this never worked out.

For it to work, people would have to make themselves as a character, but sadly, not a single person sent me any sprites to put into it.

I made a couple (Roger & Helm), but they got deleted in a big computer crash thingy (excuse the technical lingo).

I'd be willing to start again, if anyone were to actually make themselves as a fighter.
Title: Re:AGS Fighter
Post by: Nacho on Sun 11/04/2004 11:01:54
This idea was cool... But difficult... I don't really think that the agsers have time to google for sheets of fighters and make paintovers over it... but if someone does the work, googling for that sheet, and uploads it somewhere, it should be easier for many of us to loss some time to start making us... I would do it, but I can't really imagine where that sheet can be, any mugen expert can help?

EDIT: It would be cool to make a common agreement to keep the height of the fighters simillar to us, for example, me 164 pixels and Minimi 206... It would look terrific! (Does it gonna be a light weight/Halfling division or something?  :'()
Title: Re:AGS Fighter
Post by: Evil on Sun 11/04/2004 18:15:47
Sprite sheets? Last night I found a good hundred in about 10 minutes. I'll pick some out today if you would like. And whats going to be the ratio of feet? 20? I'm 5' 4-5" so thats like 106 pixels. That sounds about right dont you think? Also I think we should be honest about our stature. CJ definatly isnt going to look like the Hulk, and the same goes for gender. I would be glad to do other people that arnt willing, or have time if they aprove. Perhaps LGM, CJ, Roger (heh), and I think Helm did a bluecup fighter one time. What do ya say? I'd be happy to do a bunch of the art.

Edit: Ok. Heres a few sprite sheets I have found around. I thought these were the best of the pot.
www.fbc-bettendorf.com/evil/sprite_sheets
I got all of them here. http://www.bladeshotx.com/

For thoses who have a character they like in a game, heres a website about ripping sprites.
http://www.lotusreaver.com/articles/index.php?section=sprite_ripper

Here is a BUNCH of fighter sprite stances, which might spark some ideas.
http://www.emugifs.emuita.it/snkvscapcomchaosneogeo.htm

Need any more? I'd be happy to make a simple fighter base sprite sheet that you just have to paint over.
Title: Re:AGS Fighter
Post by: veryweirdguy on Sun 11/04/2004 20:59:50
Yeah, I forgot to mention, anyone can do the sprites of any AGSer, it doesn't have to be yourself. You could even do an AGS character, just use your imagination people! Remember the more you do, the more cookies you get!!!!!

Anyway, I thought of something earlier: which engine should we use?

See, originally it was going to be KOF91 (http://www.kof91.com/), which I think is a nice, easy, simple system to use. But then Iqu said he was doing Ronbat in MUGEN, which is a lot more complicated. I changed this one to MUGEN for the possibility of character crossovers between the two projects.

Well, I haven't heard from Iqu in a while, so I assume he's forgotten about us/Ronbat, & I think it would probably be better for us to go back to using KOF91, as the system is much simpler, IMO.

What does everyone else think? Which engine? Download them both & try them out.
Title: Re:AGS Fighter
Post by: LordHart on Mon 12/04/2004 00:45:49
Well, if you're the one thats coding, I think it'd be your decision. If its easier, then it'd be best for you in case you don't wanna do alot of complicated stuff...

I'll start working on me... well, more like my avatar... muwahaha... the executioner will destroy thou all! :D
Title: Re:AGS Fighter
Post by: Evil on Mon 12/04/2004 01:31:40
Speaking of which, all weapons (Ultimo's axe) would be specials, not standard.
Title: Re:AGS Fighter
Post by: Scummbuddy on Mon 12/04/2004 07:47:44
check out the open source boxing game made in ags

http://www.agsforums.com/yabb/index.php?board=5;action=display;threadid=12747
Title: Re:AGS Fighter
Post by: veryweirdguy on Mon 12/04/2004 17:46:37
Well, I suppose we'll go with KOF91 then, 'cos our very own Gilbot was part of the team for that one!

Not 'cos it's easier for me or anything.......heheh.......

List of moves needed (as quoted by SSH early on):
Quote from: SSH on Fri 11/07/2003 15:59:07

How do I add or replace characters ?
====================================
      One good approach to add a character for the first time would be
      to edit an existing sprite-set and replace each image with your own art .
      Then , you will learn to edit the char.ini file as you feel the need !
--> You'll have to rename sprites as follow :
  |===============|=======================|=========|==========================|
  |    ACTION     |         SIZE       | FRAMES  |    NAME    |
  |               |               |(maximum)|            |
  |===============|=======================|=========|==========================|
  |  STATIC   |              |   20    | static1.pcx-static20.pcx |
  |  BLOCK   |        |    1    |  block1.pcx |
  |  GROUND-BLOCK |        |    1    | gblock1.pcx |
  |  CROUCH   | static_w  x  height   |    1    | crouch1.pcx |
  |  JUMP   |        |   *5*   |   jump1.pcx-jump5.pcx|
  |  HURT   |        |    3    |   hurt1.pcx-hurt3.pcx|
  |  GROUND-HURT  |        |    3    |  ghurt1.pcx-ghurt3.pcx|
  |  WALK   |        |   15    |   walk1.pcx-walk15.pcx |
  |===============|=======================|=========|==========================|
  |  WEAK PUNCH   |  wpunch_w  x  height  |   10    |  punch1.pcx-punch10.pcx|
  |===============|=======================|=========|==========================|
  |  WEAK KICK    |   wkick_w  x  height  |   10    |   kick1.pcx-kick10.pcx|
  |===============|=======================|=========|==========================|
  |  STRONG PUNCH |  spunch_w  x  height  |   20    |  punch1.pcx-punch20.pcx|
  |===============|=======================|=========|==========================|
  |  STRONG KICK  |   skick_w  x  height  |   20    |   kick1.pcx-kick20.pcx|
  |===============|=======================|=========|==========================|
  |  AIR-PUNCH    |  apunch_w  x  height  |   10    | apunch1.pcx-apunch10.pcx|
  |===============|=======================|=========|==========================|
  |  GROUND-PUNCH |  gpunch_w  x  height  |   10    | gpunch1.pcx-gpunch10.pcx|
  |===============|=======================|=========|==========================|
  |  AIR-KICK     |  akick_w  x  height   |   10    |  akick1.pcx-akick10.pcx|
  |===============|=======================|=========|==========================|
  |  GROUND-KICK  |  gkick_w  x  height   |   10    |  gkick1.pcx-gkick10.pcx|
  |===============|=======================|=========|==========================|
  |  KO/kicked    |     ko_w  x  height   |   *5*   |     ko1.pcx-ko5.pcx  |
  |===============|=======================|=========|==========================|


Special moves are also available (projectiles & strong finishers, y'know the sort of thing). If you are unsure about whether a special is possible, PM me with the details.

Let the games begin!