Jump to content

Nny

Member
  • Posts

    8
  • Joined

  • Last visited

Posts posted by Nny

  1. What's up guys? 
    I've been working on this for quite a while, animated in pivot, and coded in Mugen, and I'll get straight to it.

    FATAL ART is a stick figure fighting game inspired by Street Fighter, and my last game Battle Royale (had MAD bugs/glitches)
    6 Button Fighter! Lights, Strongs, Overhead and a Launcher button.
    Fatal Art has controller support!
    And in NO WAY am I planning to sell this game, everything will be free.
    IbK8ejX.png

    The Demo includes 4 characters! Van, Akira, Jojo, and Yuri. Along with Arcade, Versus, and Practice modes.
    Want Screenshots? I got them.

    QHNdz33.png
    PfndqBV.png
    44SxarW.png
    yKhZWiB.png
    vb2gPT7.png
    EBU82XK.png

    uy6Q082.png
    DOWNLOAD THE FATAL ART DEMO NOW

    The sounds, music and stages included in the game are not mine. Shoutouts to Killer Instinct, Street Fighter and various other fighting games. Also to the lifebars and stages you guys have created! I will be listing every stage and anything I've downloaded from you once I'm done with the game.
    If you guys give me feedback and everything I'll be sure to update this thread often.

    If you're looking to help, I could really use it.
    Sounds, Voices, FX (can use flash), Pivot Animators, Designers, Artists, Anything!

    And of course, if you catch a bug or anything, make sure to let me know! My last game was filled with glitches and bugs, it was terrible. I'm putting a lot of work into Fatal Art, and so far is just a little bugless.
    ALSO, I do plan on releasing every character I make individually for your own mugen roster. Just fixing and making everything perfect for the audience.

    BUGS: Akira's run looks weird, I know. I totally forgot to fix it, it's supposed to be a dash. It'll be fixed though no worries.

  2. I want to be able to have my palettes act as other characters. Like if P2 is my character then he's a different color and everything y'know. Well I have my pals set in my .def file, i have them set with the palette keymap as well. But whenever I go to test out my char his palette never loads, and when I press a key for the palette i'd like it wont work either, it just goes to the original palette. Is there a way I can fix this? This is what I have for my pals and everything.
     
    pal.defaults = 1,2,3,4    ;Default palettes in order of preference (up to 4)
     
    pal1    = 5.act  ;Palettes (can have up to 12)
    pal2    = 4.act
    pal3    = 3.act
    pal4    = 2.act
    pal5    = 1.act
    pal6    = kfm.act
    pal7    = 6.act
     
    ; Maps character selection buttons to palette numbers.
    [Palette Keymap]
    x = 1 ;Press button X to select palette 1, etc.
    y = 2
    z = 3
    a = 4
    b = 5
    c = 6
    x2 = 7 ;Hold Start and press button X for palette 7, etc.
    ;y2 = 8
    ;z2 = 9
    ;a2 = 10
    ;b2 = 11
    ;c2 = 12
  3. Okay. That still didn't work, but here is the current state defs i have right now. Keep in mind that this is still not giving me my intro.
     
    In my main.cns
    ;---------------------------------------------------------------------------
    ; Introduction
    ; CNS difficulty: basic
    ; CNS ƒŒƒxƒ‹: Šî–{
    [Statedef 191]
    type = S
    ctrl = 0
    anim = 190
    velset = 0,0
     
    (took this out before, still didnt work)
    [State 191, 1] ;Freeze animation until PreIntro is over
    type = ChangeAnim
    trigger1 = RoundState = 0
    value = 190
     
    [State 191, 2] ;Assert this until you want "round 1, fight" to begin
    type = AssertSpecial
    trigger1 = 1
    flag = Intro
     
    [State 191, 3] ;Change to stand state when done
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
     
    In my common1.cns (i have a dash code in my common state and it works just fine, so i dont know why this wont work.)
    ;---------------------------------------------------------------------------
    ; Pre-intro
    [Statedef 190]
    type = S
    ctrl = 0
    velset = 0,0
     
    [State 190, 2] ;Go straight to intro.
    type = ChangeState
    trigger1 = Time = 0
    value = 191
     
    ;---------------------------------------------------------------------------
    ; Intro (override this state to give character an intro)
    [Statedef 191]
    type = S
    ctrl = 0
     
    [State 191, 1]
    type = ChangeState
    trigger1 = Time = 0
    value = 0
  4. that didn't help xD Like i said, it's the code from KFM and i haven't changed it or messed around with it at all. I don't know what the deal is D:

     

    here is the 190-191 state from the common

    ;---------------------------------------------------------------------------
    ; Pre-intro
    [Statedef 190]
    type = S
    ctrl = 0
    velset = 0,0
     
    [State 190, 1]
    type = ChangeAnim
    trigger1 = SelfAnimExist(190)
    value = 190
     
    [State 190, 2] ;Go straight to intro.
    type = ChangeState
    trigger1 = Time = 0
    value = 191
     
    ;---------------------------------------------------------------------------
    ; Intro (override this state to give character an intro)
    [Statedef 191]
    type = S
    ctrl = 0
     
    [State 191, 1]
    type = ChangeState
    trigger1 = Time = 0
    value = 0
  5. I don't really know how or why this is happening. But for the intro he's in his stand state although in his states it's supposed to be going to anim = 191. I haven't messed with the intro coding at all so, what's the deeaaal. If it matters I do have a common1.cns in my character.
     
    The intro: 
    ;---------------------------------------------------------------------------
    ; Introduction
    ; CNS difficulty: basic
    [Statedef 191]
    type = S
    ctrl = 0
    anim = 191
    velset = 0,0
     
    [State 191, 1] ;Freeze animation until PreIntro is over
    type = ChangeAnim
    trigger1 = RoundState = 0
    value = 190
     
    [State 191, 2] ;Assert this until you want "round 1, fight" to begin
    type = AssertSpecial
    trigger1 = 1
    flag = Intro
     
    [State 191, 3] ;Change to stand state when done
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
     
    ; You can delete the following two controllers if you're building your own
    ; character using KFM. These are the wood pieces that KFM kicks.
    [State 191, Wood 1]
    type = Explod
    trigger1 = RoundState != 0
    persistent = 0
    anim = 191
    postype = p1
    pos = 260, -90
    velocity = -4.2, -7
    accel = 0, .32
    removetime = 48
     
    [State 191, Wood 2]
    type = Explod
    trigger1 = AnimElemTime(7) = 1
    anim = 192
    postype = p1
    pos = 60, -70
    velocity = 2, -4
    accel = 0, .32
    removetime = 35
     
    ; You can delete the following two controllers if you're building your own
    ; character using KFM. These play back the sounds of the wood block being
    ; broken.
    [State 191, Snd 1]
    type = PlaySnd
    trigger1 = AnimElem = 7
    value = F5,2
    volume = -40
     
    [State 191, Snd 2]
    type = PlaySnd
    trigger1 = AnimElemTime(7) = 3
    value = F5,3
    volume = -80
     
  6. I'm making another pivot character and I need help choosing which color to make him. It'll be his main palette color, the rest will be for his others :P
    1889024_708369825876104_2226690504316067
    It doesn't have to be these either, tell me some custom colors! 
    -Custom color form (I'll post up a reply of a screenshot of it)
     

     

     

     

    Head color:

    Tank Top or Long Sleeve:
    Shirt color:
    Pants color:

     

     

     

     
    I have people and friends giving their answers on facebook and on the facebook page for my game as well. I'll tally up all the results by sunday and see which one has the most votes.
    help me out guys pls <3 (also this may be the wrong section idk, move it if it is.)
  7. Hey guys :u I've been working on a new pivot character and I finally finished him :D It took a while but I think I did okay. I'm a noobie with all of this stuff so don't bash me or anything dudes.

    I wanted to base him off of Reptile from the Mortal Kombat series. So I guess you could say he's a stick figure version of Reptile :3 Thanks to all the people who helped me as well :D! Also, sorry for the screenshots being so huge.

     

    SCREENSHOTS

    Jd3nGZu.png

    Kpkj7u8.png

    iuAmZmH.png

     

    The last 2 screenshots were for my game and I post them on the facebook page, that's why they look like that. 

    Some of the things in Vile's animations were drawn using Paint Tool Sai.

     

    DOWNLOAD HIM

  8. I feel like the question is a little bit confusing. I made a trailer for a new character I'm making which I can use as an example.

     

    The auto combo only starts counting the hits when it reaches his last animation.

    I just want to know how can I chain normal moves together and make them count as hits?

    I also have a move where it has 2 hit defs and they both count as a 2 hit combo, but if i make multiple hit defs in another state it wouldn't count the hits? What am I doing wrong?

    Also thanks to Ryon for telling me the bouncy thing :D

×
×
  • Create New...