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	<channel>
		<title><![CDATA[The VG Resource - The Fighters Resource]]></title>
		<link>https://archive.vg-resource.com/</link>
		<description><![CDATA[The VG Resource - https://archive.vg-resource.com]]></description>
		<pubDate>Sat, 10 Oct 2026 09:22:51 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[TarkanDragon [Playable character?] (Probably need help for this)]]></title>
			<link>https://archive.vg-resource.com/thread-36351.html</link>
			<pubDate>Fri, 22 Nov 2019 10:45:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=67030">TarkanDragon</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-36351.html</guid>
			<description><![CDATA[Hiya everybody, I was thinking of joining to this project or maybe be in a part of the game. I don't know.<br />
But I wanted to be a playable character.<br />
<br />
However I haven't got my move-set or sprite sheet yet.<br />
<br />
But so far I've tried to do a first attempt on making my character sprite:<br />
<img src="http://share.cherrytree.at/showfile-32860/prototype_1.png" loading="lazy"  alt="[Image: prototype_1.png]" class="mycode_img" /><br />
 and yeah I'm not sure if there's anything that needs to be fixed.<br />
But... What do you think about my first attempt on doing TFR sprite that I did?]]></description>
			<content:encoded><![CDATA[Hiya everybody, I was thinking of joining to this project or maybe be in a part of the game. I don't know.<br />
But I wanted to be a playable character.<br />
<br />
However I haven't got my move-set or sprite sheet yet.<br />
<br />
But so far I've tried to do a first attempt on making my character sprite:<br />
<img src="http://share.cherrytree.at/showfile-32860/prototype_1.png" loading="lazy"  alt="[Image: prototype_1.png]" class="mycode_img" /><br />
 and yeah I'm not sure if there's anything that needs to be fixed.<br />
But... What do you think about my first attempt on doing TFR sprite that I did?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Filler (...Player?)]]></title>
			<link>https://archive.vg-resource.com/thread-31786.html</link>
			<pubDate>Mon, 16 Oct 2017 01:06:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=32078">Filler</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-31786.html</guid>
			<description><![CDATA[I honestly have no idea what I'm doing with this, but I'd thought it'd be fun just as a way to exercise my pixel art skills. I doubt my character will ever be in this. But if it's decent enough, then I dunno.<br />
<br />
As for my character, I guess many would say that my profile picture for awhile was a deformed version of the DK64 llama, so I decided to use the more original character from the current red "abstract" profile picture of mine. As it sorta works.<br />
<br />
This sheet is in a VERY rough state (So rough that I rushed the text in MS Paint), but it's just so that I at least have the basis of my character done while it's in a state where the sprites flaws can be pointed out and fixed quickly.<br />
<br />
<img src="https://i.imgur.com/BBUzcme.png" loading="lazy"  alt="[Image: BBUzcme.png]" class="mycode_img" /><br />
<br />
Also MS = milliseconds. If that wasn't obvious.<br />
<br />
Personally, I'm a big fan of the shocked sprite I drew, as it's pretty silly.<br />
<br />
Edit: Added WIP duck sprite.]]></description>
			<content:encoded><![CDATA[I honestly have no idea what I'm doing with this, but I'd thought it'd be fun just as a way to exercise my pixel art skills. I doubt my character will ever be in this. But if it's decent enough, then I dunno.<br />
<br />
As for my character, I guess many would say that my profile picture for awhile was a deformed version of the DK64 llama, so I decided to use the more original character from the current red "abstract" profile picture of mine. As it sorta works.<br />
<br />
This sheet is in a VERY rough state (So rough that I rushed the text in MS Paint), but it's just so that I at least have the basis of my character done while it's in a state where the sprites flaws can be pointed out and fixed quickly.<br />
<br />
<img src="https://i.imgur.com/BBUzcme.png" loading="lazy"  alt="[Image: BBUzcme.png]" class="mycode_img" /><br />
<br />
Also MS = milliseconds. If that wasn't obvious.<br />
<br />
Personally, I'm a big fan of the shocked sprite I drew, as it's pretty silly.<br />
<br />
Edit: Added WIP duck sprite.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tarkan809 (Player?)]]></title>
			<link>https://archive.vg-resource.com/thread-30970.html</link>
			<pubDate>Sat, 22 Apr 2017 08:46:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=41059">tarkan809</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-30970.html</guid>
			<description><![CDATA[Well before i upload the sheet.<br />
<br />
i need you to look at this preview and if it's ok<br />
<br />
<img src="http://share.cherrytree.at/showfile-27851/tfr_tarkan809.png" loading="lazy"  alt="[Image: tfr_tarkan809.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Well before i upload the sheet.<br />
<br />
i need you to look at this preview and if it's ok<br />
<br />
<img src="http://share.cherrytree.at/showfile-27851/tfr_tarkan809.png" loading="lazy"  alt="[Image: tfr_tarkan809.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lovintendo (PLAYER?)]]></title>
			<link>https://archive.vg-resource.com/thread-30308.html</link>
			<pubDate>Sun, 11 Dec 2016 14:30:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=31615">Lovintendo</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-30308.html</guid>
			<description><![CDATA[Hello, I'm back and would like to participate in the project. That's why I'm creating this topic.<br />
<img src="http://i.imgur.com/ok62nT2.png" loading="lazy"  alt="[Image: ok62nT2.png]" class="mycode_img" /><br />
These transformations are some of my blows (inspired by Pocket Fighter). The ones inside the red box are different versions. Those of the left are with my colors and those of the right, with the original colors of the characters.<br />
<img src="http://i.imgur.com/QBhMRIH.png" loading="lazy"  alt="[Image: QBhMRIH.png]" class="mycode_img" /><br />
This is the defense pose.<br />
I also want to know if my helpers can be Nintendo characters and my midnight moe, princess peach.<br />
Since I'm in the gaming subforum, I want to know if the ideas I expose will not be stolen.]]></description>
			<content:encoded><![CDATA[Hello, I'm back and would like to participate in the project. That's why I'm creating this topic.<br />
<img src="http://i.imgur.com/ok62nT2.png" loading="lazy"  alt="[Image: ok62nT2.png]" class="mycode_img" /><br />
These transformations are some of my blows (inspired by Pocket Fighter). The ones inside the red box are different versions. Those of the left are with my colors and those of the right, with the original colors of the characters.<br />
<img src="http://i.imgur.com/QBhMRIH.png" loading="lazy"  alt="[Image: QBhMRIH.png]" class="mycode_img" /><br />
This is the defense pose.<br />
I also want to know if my helpers can be Nintendo characters and my midnight moe, princess peach.<br />
Since I'm in the gaming subforum, I want to know if the ideas I expose will not be stolen.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Random Graphics Help]]></title>
			<link>https://archive.vg-resource.com/thread-29635.html</link>
			<pubDate>Sat, 30 Jul 2016 22:17:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=4981">TomGuycott</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-29635.html</guid>
			<description><![CDATA[There's some general use things I've been anticipating needing over the past few weeks that I might actually be able to put to use soon. Here's a short list of some stuff if anyone has free time and feels like making it:<br />
<br />
-A Spritality text for when the move is performed<br />
-A dismal fog kind of effect to be overlaid over the background when a Spritality is performed<br />
-A big selection screen mugshot for Meta<br />
-A poofing dust effect when characters land during heavier attacks.<br />
<br />
<br />
I forgot other stuff that I wanted or needed, but if anyone has suggestions for stuff we need, feel free to post in this thread. As of right now, these things are kind of lower priority, so if it is cumbersome to do these right now, don't worry about them.]]></description>
			<content:encoded><![CDATA[There's some general use things I've been anticipating needing over the past few weeks that I might actually be able to put to use soon. Here's a short list of some stuff if anyone has free time and feels like making it:<br />
<br />
-A Spritality text for when the move is performed<br />
-A dismal fog kind of effect to be overlaid over the background when a Spritality is performed<br />
-A big selection screen mugshot for Meta<br />
-A poofing dust effect when characters land during heavier attacks.<br />
<br />
<br />
I forgot other stuff that I wanted or needed, but if anyone has suggestions for stuff we need, feel free to post in this thread. As of right now, these things are kind of lower priority, so if it is cumbersome to do these right now, don't worry about them.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Princess (Fantasy Catventure) [Player]]]></title>
			<link>https://archive.vg-resource.com/thread-29462.html</link>
			<pubDate>Wed, 29 Jun 2016 12:13:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=535">NICKtendo DS</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-29462.html</guid>
			<description><![CDATA[<img src="http://i.imgur.com/cZG1aQm.png" loading="lazy"  alt="[Image: cZG1aQm.png]" class="mycode_img" /> Act 1: <img src="http://i.imgur.com/s42ayNm.png" loading="lazy"  alt="[Image: s42ayNm.png]" class="mycode_img" /> Act 2: <img src="http://i.imgur.com/Sm2MgU8.png" loading="lazy"  alt="[Image: Sm2MgU8.png]" class="mycode_img" /><br />
I got bored and making that new character art for Robo9 got me in the mood to make some pixel art.<br />
I'm not sure if I'll ever finish this, but I'll likely update her every once in a while.<br />
<br />
Princess Princess (from my Game Maker shooter game, Princess Fantasy Catventure)<br />
Princess rules over Yumyum Kingdom, where the air always smells sweet and fruity. Her special powers are firing magic bullets and gaining a temporary power-up from eating certain kinds of fruit. Red fruit gives her fire-type bullets, yellow fruit rapid fire etc.<br />
<br />
As a fighter, she can rely on her projectiles, which she fires using her punch attack. She can fire up to three projectiles in a row, followed by a short cooldown time.<br />
<br />
&lt;=To Be Continued=|\||<br />
<br />
[spoiler="How shit works"]<br />
Shooting:<br />
Princess shoots simply by using the punch button. She can shoot up to 3 projectiles consecutively before cooldown. This goes for neutral shots, crouch shots, jump shots and anti-air shots. Princess is moved back a few pixels with every shot due to recoil.<br />
<br />
Duck Kick: Cat Nap:<br />
Frames 2 and 3 (sleeping) repeat as long as the Kick button is held. Every start of the third frame, Princess creates a bubble.<br />
Bubbles slowly move upwards, with slight accelleration. After a set time, they pop on their own. Bubbles slightly move horizontally at random (this also means they can float straight up if horizontal value becomes 0). The horizontal speed is set the moment the Bubble is created and the value remains constant up until it's destroyed.<br />
<br />
Back Kick: Battle Monster Card Summon, Earth Dragon!:<br />
All frames of the attack (magic circle and Earth Dragon) are overlapped by players, except the second frame (the pillar of light), which overlaps players.<br />
Example: <img src="http://i.imgur.com/y4zbMwq.gif" loading="lazy"  alt="[Image: y4zbMwq.gif]" class="mycode_img" /><br />
The magic circle appears under the (nearest) opponent, no matter Princess' position. The magic circle itself is harmless and serves to telegraph the attack. The dragon does deal damage, obviously. This knocks the target into the air.<br />
Only one dragon can appear at a time. If Princess tries to summon another while one is out, she'll flash the card, but nothing'll happen.<br />
<br />
QCB-Punch - Special 1: Random Fruit Power-Up:<br />
There's a random chance Princess holds up one of three fruits:<br />
Strawberry: She shoots a ball of fire for massive fire damage.<br />
Lemon: She shoots 10 electric shots in rapid succession. Individual shots are weaker than regular shots, but deal electric damage.<br />
Pear: She shoots an icy bullet that freezes the opponent. Powerful, but not as strong as Strawberry.<br />
<br />
QCF-Punch - Special 2: Bomb Berry Toss:<br />
Throws a Bomb Berry in an arch that travels about 64x2 pixels high and 64x3 pixels far. The berry pulsates (2 frame loop) during the entire flight. It explodes when hitting the ground, opponent or any projectile. The explosion also damages Princess, so watch out for counter attacks!<br />
<br />
GOGNIO Special: Eat Peach:<br />
First reuse the starting animation of Special 1, with Princess holding up a Peach instead of a Strawberry, Lemon or Pear.<br />
The moment the Felyne part of the animation plays (frames 5-8 not counting the Special 1 animation; where Princess puts her arms in the air), HP recovery takes effect. HP recovery can be interrupted if Princess is attacked before the effect.<br />
Hearts (Heal FX) appear as sparkles around Princess during the Felyne part of the animation.<br />
<br />
Spritality: Platinum Princess:<br />
Princess transforms into Platinum Princess. Lightning strikes around her. About 2 every second for 3 seconds, within Princess' range of 64x3 pixels horizontally (64x1.5 on both sides from Princess' center). The lightning bolts are tiled vertically, so they stretch from the top of the room to the bottom.<br />
[/spoiler]<br />
[spoiler="Sheet and animations"]<br />
Princess<br />
<img src="http://i.imgur.com/TlFiWBL.gif" loading="lazy"  alt="[Image: TlFiWBL.gif]" class="mycode_img" /> <img src="http://i.imgur.com/w6XVm3K.gif" loading="lazy"  alt="[Image: w6XVm3K.gif]" class="mycode_img" /> <img src="http://i.imgur.com/dBSgAP5.gif" loading="lazy"  alt="[Image: dBSgAP5.gif]" class="mycode_img" /> <img src="http://i.imgur.com/deO0ffA.gif" loading="lazy"  alt="[Image: deO0ffA.gif]" class="mycode_img" /> <img src="http://i.imgur.com/Hto0LzL.gif" loading="lazy"  alt="[Image: Hto0LzL.gif]" class="mycode_img" /> <img src="http://i.imgur.com/vhJJ68w.gif" loading="lazy"  alt="[Image: vhJJ68w.gif]" class="mycode_img" /> <img src="http://i.imgur.com/dUH03q5.gif" loading="lazy"  alt="[Image: dUH03q5.gif]" class="mycode_img" /> <img src="http://i.imgur.com/706oz3E.gif" loading="lazy"  alt="[Image: 706oz3E.gif]" class="mycode_img" /> <img src="http://i.imgur.com/dTKIph5.gif" loading="lazy"  alt="[Image: dTKIph5.gif]" class="mycode_img" /> <img src="http://i.imgur.com/ms66vBM.gif" loading="lazy"  alt="[Image: ms66vBM.gif]" class="mycode_img" /> <img src="http://i.imgur.com/KpF0ZHV.gif" loading="lazy"  alt="[Image: KpF0ZHV.gif]" class="mycode_img" /> <img src="http://i.imgur.com/Zy8kaSl.gif" loading="lazy"  alt="[Image: Zy8kaSl.gif]" class="mycode_img" /> <img src="http://i.imgur.com/3M6kTAt.gif" loading="lazy"  alt="[Image: 3M6kTAt.gif]" class="mycode_img" /> <img src="http://i.imgur.com/YJlQ4lb.gif" loading="lazy"  alt="[Image: YJlQ4lb.gif]" class="mycode_img" /> <img src="http://i.imgur.com/Ci68jFa.gif" loading="lazy"  alt="[Image: Ci68jFa.gif]" class="mycode_img" /> <img src="http://i.imgur.com/VK99dDP.gif" loading="lazy"  alt="[Image: VK99dDP.gif]" class="mycode_img" /> <img src="http://i.imgur.com/YAQNQBj.gif" loading="lazy"  alt="[Image: YAQNQBj.gif]" class="mycode_img" /> <img src="http://i.imgur.com/psQyyyd.gif" loading="lazy"  alt="[Image: psQyyyd.gif]" class="mycode_img" /> <img src="http://i.imgur.com/CF49q6u.gif" loading="lazy"  alt="[Image: CF49q6u.gif]" class="mycode_img" /> <img src="http://i.imgur.com/6VELqG2.png" loading="lazy"  alt="[Image: 6VELqG2.png]" class="mycode_img" /> <img src="http://i.imgur.com/Jkl6Jp3.gif" loading="lazy"  alt="[Image: Jkl6Jp3.gif]" class="mycode_img" /> <img src="http://i.imgur.com/eG8KDib.gif" loading="lazy"  alt="[Image: eG8KDib.gif]" class="mycode_img" /> <img src="http://i.imgur.com/iT7Ev5u.gif" loading="lazy"  alt="[Image: iT7Ev5u.gif]" class="mycode_img" /> <img src="http://i.imgur.com/PLTBrtx.gif" loading="lazy"  alt="[Image: PLTBrtx.gif]" class="mycode_img" /> <img src="http://i.imgur.com/E8xRB4U.gif" loading="lazy"  alt="[Image: E8xRB4U.gif]" class="mycode_img" /> <img src="http://i.imgur.com/FqHEFNp.gif" loading="lazy"  alt="[Image: FqHEFNp.gif]" class="mycode_img" /> <img src="http://i.imgur.com/2IEVwP0.gif" loading="lazy"  alt="[Image: 2IEVwP0.gif]" class="mycode_img" /> <img src="http://i.imgur.com/T7WQyT0.gif" loading="lazy"  alt="[Image: T7WQyT0.gif]" class="mycode_img" /> <img src="http://i.imgur.com/O7WcmJA.gif" loading="lazy"  alt="[Image: O7WcmJA.gif]" class="mycode_img" /> <img src="http://i.imgur.com/pnTb478.gif" loading="lazy"  alt="[Image: pnTb478.gif]" class="mycode_img" /> <img src="http://i.imgur.com/9eBC053.gif" loading="lazy"  alt="[Image: 9eBC053.gif]" class="mycode_img" /> <img src="http://i.imgur.com/uSe8OFl.gif" loading="lazy"  alt="[Image: uSe8OFl.gif]" class="mycode_img" /> <img src="http://i.imgur.com/aVSMXNu.gif" loading="lazy"  alt="[Image: aVSMXNu.gif]" class="mycode_img" /> <img src="http://i.imgur.com/mKf9mgQ.gif" loading="lazy"  alt="[Image: mKf9mgQ.gif]" class="mycode_img" /> <img src="http://i.imgur.com/v5JdriD.gif" loading="lazy"  alt="[Image: v5JdriD.gif]" class="mycode_img" /><br />
Bullets / Effects<br />
<img src="http://i.imgur.com/3Gpk8k3.gif" loading="lazy"  alt="[Image: 3Gpk8k3.gif]" class="mycode_img" /> <img src="http://i.imgur.com/o7K7TRw.gif" loading="lazy"  alt="[Image: o7K7TRw.gif]" class="mycode_img" /> <img src="http://i.imgur.com/a08HuIp.gif" loading="lazy"  alt="[Image: a08HuIp.gif]" class="mycode_img" /> <img src="http://i.imgur.com/8vjnl9P.gif" loading="lazy"  alt="[Image: 8vjnl9P.gif]" class="mycode_img" /> <img src="http://i.imgur.com/uqymL9H.gif" loading="lazy"  alt="[Image: uqymL9H.gif]" class="mycode_img" /> <img src="http://i.imgur.com/AjV9rwr.gif" loading="lazy"  alt="[Image: AjV9rwr.gif]" class="mycode_img" /> <img src="http://i.imgur.com/A8ziXjz.gif" loading="lazy"  alt="[Image: A8ziXjz.gif]" class="mycode_img" /> <img src="http://i.imgur.com/EHtiz63.gif" loading="lazy"  alt="[Image: EHtiz63.gif]" class="mycode_img" /> <img src="http://i.imgur.com/yg5Z1Tf.gif" loading="lazy"  alt="[Image: yg5Z1Tf.gif]" class="mycode_img" /> <img src="http://i.imgur.com/ZtjQfeo.gif" loading="lazy"  alt="[Image: ZtjQfeo.gif]" class="mycode_img" /> <img src="http://i.imgur.com/CRdEkFD.gif" loading="lazy"  alt="[Image: CRdEkFD.gif]" class="mycode_img" /> <img src="http://i.imgur.com/GIcTwJH.gif" loading="lazy"  alt="[Image: GIcTwJH.gif]" class="mycode_img" /> <img src="http://i.imgur.com/g7M6D2L.gif" loading="lazy"  alt="[Image: g7M6D2L.gif]" class="mycode_img" /> <img src="http://i.imgur.com/LZmlUpH.gif" loading="lazy"  alt="[Image: LZmlUpH.gif]" class="mycode_img" /> <img src="http://i.imgur.com/J10cuQM.gif" loading="lazy"  alt="[Image: J10cuQM.gif]" class="mycode_img" /> <img src="http://i.imgur.com/3YjEqIZ.gif" loading="lazy"  alt="[Image: 3YjEqIZ.gif]" class="mycode_img" /><br />
Spritesheet<br />
<img src="http://i.imgur.com/7NYMs4J.png" loading="lazy"  alt="[Image: 7NYMs4J.png]" class="mycode_img" /><br />
[/spoiler]]]></description>
			<content:encoded><![CDATA[<img src="http://i.imgur.com/cZG1aQm.png" loading="lazy"  alt="[Image: cZG1aQm.png]" class="mycode_img" /> Act 1: <img src="http://i.imgur.com/s42ayNm.png" loading="lazy"  alt="[Image: s42ayNm.png]" class="mycode_img" /> Act 2: <img src="http://i.imgur.com/Sm2MgU8.png" loading="lazy"  alt="[Image: Sm2MgU8.png]" class="mycode_img" /><br />
I got bored and making that new character art for Robo9 got me in the mood to make some pixel art.<br />
I'm not sure if I'll ever finish this, but I'll likely update her every once in a while.<br />
<br />
Princess Princess (from my Game Maker shooter game, Princess Fantasy Catventure)<br />
Princess rules over Yumyum Kingdom, where the air always smells sweet and fruity. Her special powers are firing magic bullets and gaining a temporary power-up from eating certain kinds of fruit. Red fruit gives her fire-type bullets, yellow fruit rapid fire etc.<br />
<br />
As a fighter, she can rely on her projectiles, which she fires using her punch attack. She can fire up to three projectiles in a row, followed by a short cooldown time.<br />
<br />
&lt;=To Be Continued=|\||<br />
<br />
[spoiler="How shit works"]<br />
Shooting:<br />
Princess shoots simply by using the punch button. She can shoot up to 3 projectiles consecutively before cooldown. This goes for neutral shots, crouch shots, jump shots and anti-air shots. Princess is moved back a few pixels with every shot due to recoil.<br />
<br />
Duck Kick: Cat Nap:<br />
Frames 2 and 3 (sleeping) repeat as long as the Kick button is held. Every start of the third frame, Princess creates a bubble.<br />
Bubbles slowly move upwards, with slight accelleration. After a set time, they pop on their own. Bubbles slightly move horizontally at random (this also means they can float straight up if horizontal value becomes 0). The horizontal speed is set the moment the Bubble is created and the value remains constant up until it's destroyed.<br />
<br />
Back Kick: Battle Monster Card Summon, Earth Dragon!:<br />
All frames of the attack (magic circle and Earth Dragon) are overlapped by players, except the second frame (the pillar of light), which overlaps players.<br />
Example: <img src="http://i.imgur.com/y4zbMwq.gif" loading="lazy"  alt="[Image: y4zbMwq.gif]" class="mycode_img" /><br />
The magic circle appears under the (nearest) opponent, no matter Princess' position. The magic circle itself is harmless and serves to telegraph the attack. The dragon does deal damage, obviously. This knocks the target into the air.<br />
Only one dragon can appear at a time. If Princess tries to summon another while one is out, she'll flash the card, but nothing'll happen.<br />
<br />
QCB-Punch - Special 1: Random Fruit Power-Up:<br />
There's a random chance Princess holds up one of three fruits:<br />
Strawberry: She shoots a ball of fire for massive fire damage.<br />
Lemon: She shoots 10 electric shots in rapid succession. Individual shots are weaker than regular shots, but deal electric damage.<br />
Pear: She shoots an icy bullet that freezes the opponent. Powerful, but not as strong as Strawberry.<br />
<br />
QCF-Punch - Special 2: Bomb Berry Toss:<br />
Throws a Bomb Berry in an arch that travels about 64x2 pixels high and 64x3 pixels far. The berry pulsates (2 frame loop) during the entire flight. It explodes when hitting the ground, opponent or any projectile. The explosion also damages Princess, so watch out for counter attacks!<br />
<br />
GOGNIO Special: Eat Peach:<br />
First reuse the starting animation of Special 1, with Princess holding up a Peach instead of a Strawberry, Lemon or Pear.<br />
The moment the Felyne part of the animation plays (frames 5-8 not counting the Special 1 animation; where Princess puts her arms in the air), HP recovery takes effect. HP recovery can be interrupted if Princess is attacked before the effect.<br />
Hearts (Heal FX) appear as sparkles around Princess during the Felyne part of the animation.<br />
<br />
Spritality: Platinum Princess:<br />
Princess transforms into Platinum Princess. Lightning strikes around her. About 2 every second for 3 seconds, within Princess' range of 64x3 pixels horizontally (64x1.5 on both sides from Princess' center). The lightning bolts are tiled vertically, so they stretch from the top of the room to the bottom.<br />
[/spoiler]<br />
[spoiler="Sheet and animations"]<br />
Princess<br />
<img src="http://i.imgur.com/TlFiWBL.gif" loading="lazy"  alt="[Image: TlFiWBL.gif]" class="mycode_img" /> <img src="http://i.imgur.com/w6XVm3K.gif" loading="lazy"  alt="[Image: w6XVm3K.gif]" class="mycode_img" /> <img src="http://i.imgur.com/dBSgAP5.gif" loading="lazy"  alt="[Image: dBSgAP5.gif]" class="mycode_img" /> <img src="http://i.imgur.com/deO0ffA.gif" loading="lazy"  alt="[Image: deO0ffA.gif]" class="mycode_img" /> <img src="http://i.imgur.com/Hto0LzL.gif" loading="lazy"  alt="[Image: Hto0LzL.gif]" class="mycode_img" /> <img src="http://i.imgur.com/vhJJ68w.gif" loading="lazy"  alt="[Image: vhJJ68w.gif]" class="mycode_img" /> <img src="http://i.imgur.com/dUH03q5.gif" loading="lazy"  alt="[Image: dUH03q5.gif]" class="mycode_img" /> <img src="http://i.imgur.com/706oz3E.gif" loading="lazy"  alt="[Image: 706oz3E.gif]" class="mycode_img" /> <img src="http://i.imgur.com/dTKIph5.gif" loading="lazy"  alt="[Image: dTKIph5.gif]" class="mycode_img" /> <img src="http://i.imgur.com/ms66vBM.gif" loading="lazy"  alt="[Image: ms66vBM.gif]" class="mycode_img" /> <img src="http://i.imgur.com/KpF0ZHV.gif" loading="lazy"  alt="[Image: KpF0ZHV.gif]" class="mycode_img" /> <img src="http://i.imgur.com/Zy8kaSl.gif" loading="lazy"  alt="[Image: Zy8kaSl.gif]" class="mycode_img" /> <img src="http://i.imgur.com/3M6kTAt.gif" loading="lazy"  alt="[Image: 3M6kTAt.gif]" class="mycode_img" /> <img src="http://i.imgur.com/YJlQ4lb.gif" loading="lazy"  alt="[Image: YJlQ4lb.gif]" class="mycode_img" /> <img src="http://i.imgur.com/Ci68jFa.gif" loading="lazy"  alt="[Image: Ci68jFa.gif]" class="mycode_img" /> <img src="http://i.imgur.com/VK99dDP.gif" loading="lazy"  alt="[Image: VK99dDP.gif]" class="mycode_img" /> <img src="http://i.imgur.com/YAQNQBj.gif" loading="lazy"  alt="[Image: YAQNQBj.gif]" class="mycode_img" /> <img src="http://i.imgur.com/psQyyyd.gif" loading="lazy"  alt="[Image: psQyyyd.gif]" class="mycode_img" /> <img src="http://i.imgur.com/CF49q6u.gif" loading="lazy"  alt="[Image: CF49q6u.gif]" class="mycode_img" /> <img src="http://i.imgur.com/6VELqG2.png" loading="lazy"  alt="[Image: 6VELqG2.png]" class="mycode_img" /> <img src="http://i.imgur.com/Jkl6Jp3.gif" loading="lazy"  alt="[Image: Jkl6Jp3.gif]" class="mycode_img" /> <img src="http://i.imgur.com/eG8KDib.gif" loading="lazy"  alt="[Image: eG8KDib.gif]" class="mycode_img" /> <img src="http://i.imgur.com/iT7Ev5u.gif" loading="lazy"  alt="[Image: iT7Ev5u.gif]" class="mycode_img" /> <img src="http://i.imgur.com/PLTBrtx.gif" loading="lazy"  alt="[Image: PLTBrtx.gif]" class="mycode_img" /> <img src="http://i.imgur.com/E8xRB4U.gif" loading="lazy"  alt="[Image: E8xRB4U.gif]" class="mycode_img" /> <img src="http://i.imgur.com/FqHEFNp.gif" loading="lazy"  alt="[Image: FqHEFNp.gif]" class="mycode_img" /> <img src="http://i.imgur.com/2IEVwP0.gif" loading="lazy"  alt="[Image: 2IEVwP0.gif]" class="mycode_img" /> <img src="http://i.imgur.com/T7WQyT0.gif" loading="lazy"  alt="[Image: T7WQyT0.gif]" class="mycode_img" /> <img src="http://i.imgur.com/O7WcmJA.gif" loading="lazy"  alt="[Image: O7WcmJA.gif]" class="mycode_img" /> <img src="http://i.imgur.com/pnTb478.gif" loading="lazy"  alt="[Image: pnTb478.gif]" class="mycode_img" /> <img src="http://i.imgur.com/9eBC053.gif" loading="lazy"  alt="[Image: 9eBC053.gif]" class="mycode_img" /> <img src="http://i.imgur.com/uSe8OFl.gif" loading="lazy"  alt="[Image: uSe8OFl.gif]" class="mycode_img" /> <img src="http://i.imgur.com/aVSMXNu.gif" loading="lazy"  alt="[Image: aVSMXNu.gif]" class="mycode_img" /> <img src="http://i.imgur.com/mKf9mgQ.gif" loading="lazy"  alt="[Image: mKf9mgQ.gif]" class="mycode_img" /> <img src="http://i.imgur.com/v5JdriD.gif" loading="lazy"  alt="[Image: v5JdriD.gif]" class="mycode_img" /><br />
Bullets / Effects<br />
<img src="http://i.imgur.com/3Gpk8k3.gif" loading="lazy"  alt="[Image: 3Gpk8k3.gif]" class="mycode_img" /> <img src="http://i.imgur.com/o7K7TRw.gif" loading="lazy"  alt="[Image: o7K7TRw.gif]" class="mycode_img" /> <img src="http://i.imgur.com/a08HuIp.gif" loading="lazy"  alt="[Image: a08HuIp.gif]" class="mycode_img" /> <img src="http://i.imgur.com/8vjnl9P.gif" loading="lazy"  alt="[Image: 8vjnl9P.gif]" class="mycode_img" /> <img src="http://i.imgur.com/uqymL9H.gif" loading="lazy"  alt="[Image: uqymL9H.gif]" class="mycode_img" /> <img src="http://i.imgur.com/AjV9rwr.gif" loading="lazy"  alt="[Image: AjV9rwr.gif]" class="mycode_img" /> <img src="http://i.imgur.com/A8ziXjz.gif" loading="lazy"  alt="[Image: A8ziXjz.gif]" class="mycode_img" /> <img src="http://i.imgur.com/EHtiz63.gif" loading="lazy"  alt="[Image: EHtiz63.gif]" class="mycode_img" /> <img src="http://i.imgur.com/yg5Z1Tf.gif" loading="lazy"  alt="[Image: yg5Z1Tf.gif]" class="mycode_img" /> <img src="http://i.imgur.com/ZtjQfeo.gif" loading="lazy"  alt="[Image: ZtjQfeo.gif]" class="mycode_img" /> <img src="http://i.imgur.com/CRdEkFD.gif" loading="lazy"  alt="[Image: CRdEkFD.gif]" class="mycode_img" /> <img src="http://i.imgur.com/GIcTwJH.gif" loading="lazy"  alt="[Image: GIcTwJH.gif]" class="mycode_img" /> <img src="http://i.imgur.com/g7M6D2L.gif" loading="lazy"  alt="[Image: g7M6D2L.gif]" class="mycode_img" /> <img src="http://i.imgur.com/LZmlUpH.gif" loading="lazy"  alt="[Image: LZmlUpH.gif]" class="mycode_img" /> <img src="http://i.imgur.com/J10cuQM.gif" loading="lazy"  alt="[Image: J10cuQM.gif]" class="mycode_img" /> <img src="http://i.imgur.com/3YjEqIZ.gif" loading="lazy"  alt="[Image: 3YjEqIZ.gif]" class="mycode_img" /><br />
Spritesheet<br />
<img src="http://i.imgur.com/7NYMs4J.png" loading="lazy"  alt="[Image: 7NYMs4J.png]" class="mycode_img" /><br />
[/spoiler]]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Akuma the Hedgehog (Player)]]></title>
			<link>https://archive.vg-resource.com/thread-28916.html</link>
			<pubDate>Sun, 13 Mar 2016 22:39:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=20333">AkumaTh</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-28916.html</guid>
			<description><![CDATA[I've been fascinated by the idea of this project and because I wanted to be more active on this forum, I've decided to try my hand on making a character in this style. And I decided to use the one I'm more known for outside Tumblr. <br />
<br />
<img src="http://i.imgur.com/SRgTf0F.gif" loading="lazy"  alt="[Image: SRgTf0F.gif]" class="mycode_img" /><br />
<br />
Shading is always been an issue with me but I tried my best to try to emulate the style used. <br />
<br />
<img src="http://i.imgur.com/RjXBkat.png" loading="lazy"  alt="[Image: RjXBkat.png]" class="mycode_img" /><br />
<br />
I'll hopefully try to add more and more importantly improve issues when I get the time to.]]></description>
			<content:encoded><![CDATA[I've been fascinated by the idea of this project and because I wanted to be more active on this forum, I've decided to try my hand on making a character in this style. And I decided to use the one I'm more known for outside Tumblr. <br />
<br />
<img src="http://i.imgur.com/SRgTf0F.gif" loading="lazy"  alt="[Image: SRgTf0F.gif]" class="mycode_img" /><br />
<br />
Shading is always been an issue with me but I tried my best to try to emulate the style used. <br />
<br />
<img src="http://i.imgur.com/RjXBkat.png" loading="lazy"  alt="[Image: RjXBkat.png]" class="mycode_img" /><br />
<br />
I'll hopefully try to add more and more importantly improve issues when I get the time to.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Michael]]></title>
			<link>https://archive.vg-resource.com/thread-27907.html</link>
			<pubDate>Sat, 03 Oct 2015 00:54:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=28369">The Scarlet One</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-27907.html</guid>
			<description><![CDATA[My friend phinx inspired me to do this. Can't say how active this project still is but whatever.<br />
This isn't a rep of me but it's a character from my comic that travels through dimensions so I figured he could fit in.<br />
<img src="http://i.imgur.com/YJQ439e.gif" loading="lazy"  alt="[Image: YJQ439e.gif]" class="mycode_img" /><br />
<br />
All I have is his idle so far. <br />
<br />
<br />
<img src="http://i.imgur.com/E2YGKPT.png" loading="lazy"  alt="[Image: E2YGKPT.png]" class="mycode_img" /><br />
<br />
Yes, he's supposed to be small. <br />
I'll wait feedback and second opinions before I do anything else with him.]]></description>
			<content:encoded><![CDATA[My friend phinx inspired me to do this. Can't say how active this project still is but whatever.<br />
This isn't a rep of me but it's a character from my comic that travels through dimensions so I figured he could fit in.<br />
<img src="http://i.imgur.com/YJQ439e.gif" loading="lazy"  alt="[Image: YJQ439e.gif]" class="mycode_img" /><br />
<br />
All I have is his idle so far. <br />
<br />
<br />
<img src="http://i.imgur.com/E2YGKPT.png" loading="lazy"  alt="[Image: E2YGKPT.png]" class="mycode_img" /><br />
<br />
Yes, he's supposed to be small. <br />
I'll wait feedback and second opinions before I do anything else with him.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[P.T. [HELPER]]]></title>
			<link>https://archive.vg-resource.com/thread-27716.html</link>
			<pubDate>Sat, 05 Sep 2015 20:03:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=2644">Chris2Balls [:B]</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-27716.html</guid>
			<description><![CDATA[<img src="http://i.imgur.com/9pLDAaK.gif" loading="lazy"  alt="[Image: 9pLDAaK.gif]" class="mycode_img" /><br />
[spoiler]<br />
[spoiler=Back kick]<br />
<img src="http://i.imgur.com/96cRkzT.gif" loading="lazy"  alt="[Image: 96cRkzT.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Back punch]<br />
<img src="http://i.imgur.com/yd3KDxv.gif" loading="lazy"  alt="[Image: yd3KDxv.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Crouch]<br />
<img src="http://i.imgur.com/6QtmDkX.gif" loading="lazy"  alt="[Image: 6QtmDkX.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Crouch punch]<br />
<img src="http://i.imgur.com/bJjF3j0.gif" loading="lazy"  alt="[Image: bJjF3j0.gif]" class="mycode_img" /><br />
[/spoiler]<br />
<br />
[spoiler=Air Kick]<br />
<img src="http://i.imgur.com/tp1HaSW.gif" loading="lazy"  alt="[Image: tp1HaSW.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=BadassBill fireball]<br />
<img src="http://i.imgur.com/1cqxVte.gif" loading="lazy"  alt="[Image: 1cqxVte.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Electrocuted]<br />
<img src="http://i.imgur.com/p2Zowex.gif" loading="lazy"  alt="[Image: p2Zowex.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Punch1+2]<br />
<img src="http://i.imgur.com/fk53kcy.gif" loading="lazy"  alt="[Image: fk53kcy.gif]" class="mycode_img" /><img src="http://i.imgur.com/0oE9T1i.gif" loading="lazy"  alt="[Image: 0oE9T1i.gif]" class="mycode_img" /><br />
Rogultgot stand<br />
[/spoiler][spoiler=Walk]<br />
<img src="http://i.imgur.com/1LDz28H.gif" loading="lazy"  alt="[Image: 1LDz28H.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Backpedal]<br />
<img src="http://i.imgur.com/aHVe3a5.gif" loading="lazy"  alt="[Image: aHVe3a5.gif]" class="mycode_img" /><br />
[/spoiler]<br />
<img src="http://i.imgur.com/UcJngE3.png" loading="lazy"  alt="[Image: UcJngE3.png]" class="mycode_img" /><br />
[/spoiler]]]></description>
			<content:encoded><![CDATA[<img src="http://i.imgur.com/9pLDAaK.gif" loading="lazy"  alt="[Image: 9pLDAaK.gif]" class="mycode_img" /><br />
[spoiler]<br />
[spoiler=Back kick]<br />
<img src="http://i.imgur.com/96cRkzT.gif" loading="lazy"  alt="[Image: 96cRkzT.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Back punch]<br />
<img src="http://i.imgur.com/yd3KDxv.gif" loading="lazy"  alt="[Image: yd3KDxv.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Crouch]<br />
<img src="http://i.imgur.com/6QtmDkX.gif" loading="lazy"  alt="[Image: 6QtmDkX.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Crouch punch]<br />
<img src="http://i.imgur.com/bJjF3j0.gif" loading="lazy"  alt="[Image: bJjF3j0.gif]" class="mycode_img" /><br />
[/spoiler]<br />
<br />
[spoiler=Air Kick]<br />
<img src="http://i.imgur.com/tp1HaSW.gif" loading="lazy"  alt="[Image: tp1HaSW.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=BadassBill fireball]<br />
<img src="http://i.imgur.com/1cqxVte.gif" loading="lazy"  alt="[Image: 1cqxVte.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Electrocuted]<br />
<img src="http://i.imgur.com/p2Zowex.gif" loading="lazy"  alt="[Image: p2Zowex.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Punch1+2]<br />
<img src="http://i.imgur.com/fk53kcy.gif" loading="lazy"  alt="[Image: fk53kcy.gif]" class="mycode_img" /><img src="http://i.imgur.com/0oE9T1i.gif" loading="lazy"  alt="[Image: 0oE9T1i.gif]" class="mycode_img" /><br />
Rogultgot stand<br />
[/spoiler][spoiler=Walk]<br />
<img src="http://i.imgur.com/1LDz28H.gif" loading="lazy"  alt="[Image: 1LDz28H.gif]" class="mycode_img" /><br />
[/spoiler]<br />
[spoiler=Backpedal]<br />
<img src="http://i.imgur.com/aHVe3a5.gif" loading="lazy"  alt="[Image: aHVe3a5.gif]" class="mycode_img" /><br />
[/spoiler]<br />
<img src="http://i.imgur.com/UcJngE3.png" loading="lazy"  alt="[Image: UcJngE3.png]" class="mycode_img" /><br />
[/spoiler]]]></content:encoded>
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		<item>
			<title><![CDATA[The Smasher's Resource [Program]]]></title>
			<link>https://archive.vg-resource.com/thread-27598.html</link>
			<pubDate>Thu, 13 Aug 2015 23:07:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=9120">Ploaj</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-27598.html</guid>
			<description><![CDATA[<div style="text-align: left;" class="mycode_align">Might be a bit early to show, but gotta get started somewhere. As the title implies, this is for a Smash <span style="text-decoration: line-through;" class="mycode_s">ripoff</span> styled engine I started working on using the assets from tFR. I don't believe it's a rule that is has to be in traditional fighter format, so I thought "why not?"<br />
<br />
Currently planned are 4 characters. <br />
(Gilbert, Neko, Chris2Balls, Bombergirl)<br />
<br />
They will be implemented in that order. Gilbert will take the most time as I get the engine together. <br />
<br />
<br />
And that's it. No stages nothing. I want to get 4 working fighters and go from there.<br />
<br />
<br />
<img src="http://i.imgur.com/RXOMUg4.png" loading="lazy"  alt="[Image: RXOMUg4.png]" class="mycode_img" /><br />
<br />
<br />
I want to include most of smash's mechanics. <br />
To get an idea here is my current to-do list. In order of priority, probably.<br />
<br />
[spoiler=Progress]<br />
Implemented:-------------------------------------------------------------------<br />
Jumping / Double Jumping<br />
Short hopping<br />
Fast falling<br />
walking/dashing<br />
Crouching <br />
<br />
Regular Attacks<br />
<br />
Hitboxes (spheres?)-<br />
Hit Stun<br />
Hit Lag<br />
Base Knockback<br />
Knockback growth<br />
Knockback Angle<br />
<br />
Landing Lag on air attacks<br />
<br />
Dead Pose<br />
Getup<br />
Getup Attack<br />
Shielding<br />
Rolling<br />
Teching<br />
Air Dodging (Brawl/Smash4 version)<br />
Ledge Grab<br />
Get up from ledge<br />
Jump from Ledge<br />
Drop from Ledge<br />
Grabbing<br />
<br />
To be Implemented:-------------------------------------------------------------------<br />
<br />
Auto cancel window on Air Attacks<br />
Directional Influence<br />
Ledge Attack<br />
<br />
Pummel <br />
Up throw <br />
Down throw <br />
Forward Throw<br />
Back Throw<br />
<br />
Taunts / Appeals<br />
[/spoiler]<br />
<br />
<br />
<br />
So why the topic now? <br />
I wanted input on characters and their design and properties.<br />
<br />
For example, here is what I currently have planned for Gilbert.<br />
[spoiler=Gilbert]<br />
<img src="http://i.imgur.com/zEPktyo.png" loading="lazy"  alt="[Image: zEPktyo.png]" class="mycode_img" /><br />
<br />
Current plans:<br />
<br />
Jab:<br />
Gilbert has a kinda bad jab. It's slow, but has okay range and a bit of start up.<br />
<br />
Nair:<br />
It's hitbox lingers out for a short time. It's Gilbert's best approach tool.<br />
<br />
Bair:<br />
Wasn't planned this way, but in game it feels like Jigglypuff's. I don't think giving a tanky character like Gilbert a wall-o-pain is a good idea :p<br />
It is fast and pretty powerful, but has a kinda small hitbox.<br />
<br />
Fair:<br />
A really quick attack that when sweet spotted has a small semi-spike. Nair is more useful is most situations.<br />
<br />
Up air:<br />
One of Gilbert's best aerials. It has a decent sized hitbox above him and is quick. <br />
Base knockback and knockback growth are low, so it's best for building up damage.<br />
<br />
F-tilt:<br />
Kinda slow, but has great base knockback. Better for getting some distance than anything else.<br />
<br />
F-Smash:<br />
A very powerful smash. Not the fastest, but not unusable slow. Leaves you open for a short bit.<br />
<br />
Up-Tilt:<br />
Really fast but abysmal range. I "get out of me face" attack.<br />
<br />
Up-Smash:<br />
It's okay. Nothing special though...<br />
Not a lot or horizontal range.<br />
<br />
D-Tilt:<br />
Not very good.<br />
<br />
D-Smash &amp; D-Air: No animation yet currently.<br />
<br />
<br />
No idea for his specials yet.<br />
Side special will probably be the bullet head.<br />
<br />
<br />
[/spoiler]<br />
</div>
This post will be updated and organized as stuff is added and fixed.<br />
<br />
And that's all for now, Thank you.]]></description>
			<content:encoded><![CDATA[<div style="text-align: left;" class="mycode_align">Might be a bit early to show, but gotta get started somewhere. As the title implies, this is for a Smash <span style="text-decoration: line-through;" class="mycode_s">ripoff</span> styled engine I started working on using the assets from tFR. I don't believe it's a rule that is has to be in traditional fighter format, so I thought "why not?"<br />
<br />
Currently planned are 4 characters. <br />
(Gilbert, Neko, Chris2Balls, Bombergirl)<br />
<br />
They will be implemented in that order. Gilbert will take the most time as I get the engine together. <br />
<br />
<br />
And that's it. No stages nothing. I want to get 4 working fighters and go from there.<br />
<br />
<br />
<img src="http://i.imgur.com/RXOMUg4.png" loading="lazy"  alt="[Image: RXOMUg4.png]" class="mycode_img" /><br />
<br />
<br />
I want to include most of smash's mechanics. <br />
To get an idea here is my current to-do list. In order of priority, probably.<br />
<br />
[spoiler=Progress]<br />
Implemented:-------------------------------------------------------------------<br />
Jumping / Double Jumping<br />
Short hopping<br />
Fast falling<br />
walking/dashing<br />
Crouching <br />
<br />
Regular Attacks<br />
<br />
Hitboxes (spheres?)-<br />
Hit Stun<br />
Hit Lag<br />
Base Knockback<br />
Knockback growth<br />
Knockback Angle<br />
<br />
Landing Lag on air attacks<br />
<br />
Dead Pose<br />
Getup<br />
Getup Attack<br />
Shielding<br />
Rolling<br />
Teching<br />
Air Dodging (Brawl/Smash4 version)<br />
Ledge Grab<br />
Get up from ledge<br />
Jump from Ledge<br />
Drop from Ledge<br />
Grabbing<br />
<br />
To be Implemented:-------------------------------------------------------------------<br />
<br />
Auto cancel window on Air Attacks<br />
Directional Influence<br />
Ledge Attack<br />
<br />
Pummel <br />
Up throw <br />
Down throw <br />
Forward Throw<br />
Back Throw<br />
<br />
Taunts / Appeals<br />
[/spoiler]<br />
<br />
<br />
<br />
So why the topic now? <br />
I wanted input on characters and their design and properties.<br />
<br />
For example, here is what I currently have planned for Gilbert.<br />
[spoiler=Gilbert]<br />
<img src="http://i.imgur.com/zEPktyo.png" loading="lazy"  alt="[Image: zEPktyo.png]" class="mycode_img" /><br />
<br />
Current plans:<br />
<br />
Jab:<br />
Gilbert has a kinda bad jab. It's slow, but has okay range and a bit of start up.<br />
<br />
Nair:<br />
It's hitbox lingers out for a short time. It's Gilbert's best approach tool.<br />
<br />
Bair:<br />
Wasn't planned this way, but in game it feels like Jigglypuff's. I don't think giving a tanky character like Gilbert a wall-o-pain is a good idea :p<br />
It is fast and pretty powerful, but has a kinda small hitbox.<br />
<br />
Fair:<br />
A really quick attack that when sweet spotted has a small semi-spike. Nair is more useful is most situations.<br />
<br />
Up air:<br />
One of Gilbert's best aerials. It has a decent sized hitbox above him and is quick. <br />
Base knockback and knockback growth are low, so it's best for building up damage.<br />
<br />
F-tilt:<br />
Kinda slow, but has great base knockback. Better for getting some distance than anything else.<br />
<br />
F-Smash:<br />
A very powerful smash. Not the fastest, but not unusable slow. Leaves you open for a short bit.<br />
<br />
Up-Tilt:<br />
Really fast but abysmal range. I "get out of me face" attack.<br />
<br />
Up-Smash:<br />
It's okay. Nothing special though...<br />
Not a lot or horizontal range.<br />
<br />
D-Tilt:<br />
Not very good.<br />
<br />
D-Smash &amp; D-Air: No animation yet currently.<br />
<br />
<br />
No idea for his specials yet.<br />
Side special will probably be the bullet head.<br />
<br />
<br />
[/spoiler]<br />
</div>
This post will be updated and organized as stuff is added and fixed.<br />
<br />
And that's all for now, Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hercules Beetle Knight "Halberd" (PLAYER)]]></title>
			<link>https://archive.vg-resource.com/thread-27544.html</link>
			<pubDate>Sun, 02 Aug 2015 01:05:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=33657">The Phinx</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-27544.html</guid>
			<description><![CDATA[Hey, I mentioned I had something in the works and I don't want to BUG you guys, but I don't want to BEETLE 'round the bush here. My original reason for joining this forum was so I could be a part of the TFR project. I saw it and loved it and created by impulse. I know this isn't a representation of me, but with that said here.<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Chart_zpsygshjlfr.png.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Chart_zpsygshjlfr.png" loading="lazy"  alt="[Image: Chart_zpsygshjlfr.png]" class="mycode_img" /></a><br />
Halberd<br />
A slow and heavy but powerful warrior. Talented in close range combat, aerial combat and closing the gap between him and his opponent. His horns become various medieval weapons.<br />
<br />
Out of 15 *s:<br />
Health:*** <br />
Attack: ****<br />
Defense: ****<br />
Speed: *<br />
Jump: ***<br />
<br />
<br />
I'll break down everything I have INSECTions. (ok, ok I'll stop) <br />
<br />
[spoiler="Sheet]<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd%20Sheet_zpsmda7sdmi.png~original" loading="lazy"  alt="[Image: Halberd%20Sheet_zpsmda7sdmi.png~original]" class="mycode_img" /><br />
The green squares are all the things I have completed on the list.[/spoiler]<br />
<br />
[spoiler="Movement"]<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/1_zpst6shkbwf.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/1_zpst6shkbwf.gif" loading="lazy"  alt="[Image: 1_zpst6shkbwf.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Idle-</span> Halberd rocks back and forth by swinging his clunky arms.</a><br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/2_zpsy6kwilrj.gif.html" target="_blank" rel="noopener" class="mycode_url"><a href="http://s275.photobucket.com/user/PJD1990/media/FWALK_zpsbeafocne.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/FWALK_zpsbeafocne.gif" loading="lazy"  alt="[Image: FWALK_zpsbeafocne.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b">Forward Walk-</span> Halberd takes heavy steps towards his opponent. (All that weight makes for awkward locomotion)</a><br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/3_zpsddyfhriq.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/3_zpsddyfhriq.gif" loading="lazy"  alt="[Image: 3_zpsddyfhriq.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Backward Walk-</span> A beetle's instinct is to scurry back when in danger.</a><br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/4_zpsmmu3h5gx.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/4_zpsmmu3h5gx.gif" loading="lazy"  alt="[Image: 4_zpsmmu3h5gx.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck- </span>To evade damage and also used as an aggressive stance.</a><br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/FJump_zpsn6jk5gwp.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/FJump_zpsn6jk5gwp.gif" loading="lazy"  alt="[Image: FJump_zpsn6jk5gwp.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Forward Jump-</span> It's a beetle's nature to take flight( it should move at that speed, and loop last two frames for wing effect)</a><br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/6_zpsxfsqvwbg.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/6_zpsxfsqvwbg.gif" loading="lazy"  alt="[Image: 6_zpsxfsqvwbg.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Backward Jump-</span> On the flip side... [/spoiler]</a>[spoiler="Defend"]<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/DEFEND-ex_zpsemseledz.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/DEFEND-ex_zpsemseledz.gif" loading="lazy"  alt="[Image: DEFEND-ex_zpsemseledz.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Defend-</span> Wings become this knight's shield. (This is how ChrisTwoBalls says hi)</a><br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/DUCK-DEFEND-ex_zpslvug5oln.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/DUCK-DEFEND-ex_zpslvug5oln.gif" loading="lazy"  alt="[Image: DUCK-DEFEND-ex_zpslvug5oln.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck Defend- </span>Those wings are pretty versatile[/spoiler][spoiler="Punches"]</a><br />
<a href="http://s275.photobucket.com/user/PJD1990/media/2_zps0ehsipd1.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/2_zps0ehsipd1.gif" loading="lazy"  alt="[Image: 2_zps0ehsipd1.gif]" class="mycode_img" /> </a><a href="http://s275.photobucket.com/user/PJD1990/media/3_zpsnsgdqqug.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/3_zpsnsgdqqug.gif" loading="lazy"  alt="[Image: 3_zpsnsgdqqug.gif]" class="mycode_img" /> </a><a href="http://s275.photobucket.com/user/PJD1990/media/4_zpsg7aovlaf.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/4_zpsg7aovlaf.gif" loading="lazy"  alt="[Image: 4_zpsg7aovlaf.gif]" class="mycode_img" /></a><br />
<br />
<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/1.5_zpskmtpsyfo.gif" loading="lazy"  alt="[Image: 1.5_zpskmtpsyfo.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b">Punch1</span>- It's a two hitting punch. Both hits equal up to 1 strong hit. Also you just press punch once and both fists fly.<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/1_zps91iypw7g.gif" loading="lazy"  alt="[Image: 1_zps91iypw7g.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b">Punch1 &amp; 2</span>- Press punch twice and four fists fly  making a 4 hit combo. The four hits count as 2 strong hits.<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/6_zpskgh8g1n8.gif" loading="lazy"  alt="[Image: 6_zpskgh8g1n8.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Forward Punch</span>- A lunging blade attack. Every knight needs a blade and Halberd's horns provide plenty a weaponry. (If it moves too slow you can take out the 3rd frame) ( this is like Metaru's forward kick)<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/BPunch_zpsz1l2gbxe.gif" loading="lazy"  alt="[Image: BPunch_zpsz1l2gbxe.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Backward Punch-</span> Reverse Horn blade, knocks opponent into the air.(Works just like Gilbert's Back Punch)[/spoiler][spoiler="Kicks"]<br />
Ok completed Halberd's kick attacks.<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Kick-ex_zpsypknttj9.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Kick-ex_zpsypknttj9.gif" loading="lazy"  alt="[Image: Herk-Kick-ex_zpsypknttj9.gif]" class="mycode_img" /></a> <a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Forward-kick_zpsvfqp6olz.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Forward-kick_zpsvfqp6olz.gif" loading="lazy"  alt="[Image: Herk-Forward-kick_zpsvfqp6olz.gif]" class="mycode_img" /></a> <a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Back-Kick_zpsf8oc1voa.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Back-Kick_zpsf8oc1voa.gif" loading="lazy"  alt="[Image: Herk-Back-Kick_zpsf8oc1voa.gif]" class="mycode_img" /></a> <br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Kick2_zps3e5eeyyn.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Kick2_zps3e5eeyyn.gif" loading="lazy"  alt="[Image: Herk-Kick2_zps3e5eeyyn.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b">Kick</span> - Halberd's does a four fist sledgehammer punch on his opponent.<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Forward-kick2_zps6yyk6csn.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Forward-kick2_zps6yyk6csn.gif" loading="lazy"  alt="[Image: Herk-Forward-kick2_zps6yyk6csn.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b">Forward Kick</span> - Halberd's horns take full spin and drill into his enemies. (4 hits like Chaoxys forward punch)<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Back-Kick2_zps2fyn1sbf.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Back-Kick2_zps2fyn1sbf.gif" loading="lazy"  alt="[Image: Herk-Back-Kick2_zps2fyn1sbf.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b"> Backward Kick</span> - Halberd's horns become a beheading guillotine to chop his competitors down to size.[/spoiler][spoiler= "Duck Attacks"]<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-punch-ex_zpshlgcbimx.gif" loading="lazy"  alt="[Image: Herk-Duck-punch-ex_zpshlgcbimx.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-Kick-ex_zpsnwf7s5hj.gif" loading="lazy"  alt="[Image: Herk-Duck-Kick-ex_zpsnwf7s5hj.gif]" class="mycode_img" /><br />
<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-punch_zps9vyf9wdq.gif" loading="lazy"  alt="[Image: Herk-Duck-punch_zps9vyf9wdq.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck Punch</span>- Halberd's horn twist smacks his enemies on the way around.<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-Kick_zps7vd3kxfu.gif" loading="lazy"  alt="[Image: Herk-Duck-Kick_zps7vd3kxfu.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck Kick - </span>Every knight must joust, must! (This works like Gilbert's duck kick, and Neko's forward punch, but it can't be done over and over as fast as their's, so longer cool down time.)[/spoiler][spoiler= "Jump Attacks]Halberd Air Moves DONE!  Knocking the list out!<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Herk-Jump-Punch-ex_zpsu5ch1hwz.gif" loading="lazy"  alt="[Image: Herk-Jump-Punch-ex_zpsu5ch1hwz.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Herk-Jump-Kick-ex_zps1stqnmhs.gif" loading="lazy"  alt="[Image: Herk-Jump-Kick-ex_zps1stqnmhs.gif]" class="mycode_img" /><br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Herk-Jump-Punch_zpsuhex0gux.gif" loading="lazy"  alt="[Image: Herk-Jump-Punch_zpsuhex0gux.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Jump Punch</span> - A midair Royal Fist Bump to the face. (Works just like Metaru's jump punch, slams opponent down makes opponent bounce off the ground)<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/JUMP-PUNCH_zpshyoiyosi.gif" loading="lazy"  alt="[Image: JUMP-PUNCH_zpshyoiyosi.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Jump Kick -  </span>Flipping sword slash is an aerial threat.( This works just like Neko's air punch and can be done many times over in midair for a multihit combo)[/spoiler][spoiler=" Special Punches"]<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-1-ex_zps3kdrorla.gif" loading="lazy"  alt="[Image: Special-1-ex_zps3kdrorla.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-2-ex-2_zps6yanjssh.gif" loading="lazy"  alt="[Image: Special-2-ex-2_zps6yanjssh.gif]" class="mycode_img" /><br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-1_zps8z2yfniz.gif" loading="lazy"  alt="[Image: Special-1_zps8z2yfniz.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Special 1 (QCF Punch) </span>-<span style="font-weight: bold;" class="mycode_b">  </span>Halberd catapults a ton over the wall of his opponent's defense. ( This is Halberd's only projectile and shoots at very short range, but when it makes contact with the opponent it does for massive damage 6-8 hits. This move works like Dan Hibiki's Hadouken. Slow and hard to connect but very punishing.)<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-2_zpspcufplie.gif" loading="lazy"  alt="[Image: Special-2_zpspcufplie.gif]" class="mycode_img" />  <span style="font-weight: bold;" class="mycode_b">Special 2 (QCB Punch) </span>- If he can't go to you, he'll bring you to him. ( This works like Scorpion's "Get over here")[/spoiler][spoiler="Kick Specials"]<br />
Kicks Speciaaaaals!<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-3-ex-hit_zps8iwlr4yw.gif" loading="lazy"  alt="[Image: Special-3-ex-hit_zps8iwlr4yw.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-4-sheild-ex-2_zpsiicgoxth.gif" loading="lazy"  alt="[Image: Special-4-sheild-ex-2_zpsiicgoxth.gif]" class="mycode_img" /><br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-3_zpsq4l7g6gu.gif" loading="lazy"  alt="[Image: Special-3_zpsq4l7g6gu.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">OCF Kick</span> - Halberd's horn drill pierces the heavens with this aerial assault." This move works just like Neko's shoryuken move except it hits for times and he can perform normal air attacks immdialey after it's done, making it useful for air combos"<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-4-sheild_zpsnn1zivjg.gif" loading="lazy"  alt="[Image: Special-4-sheild_zpsnn1zivjg.gif]" class="mycode_img" /> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">QCB Kick -</span> A knight's shield is his best friend, especially one that hit's back. " This works like Vipershark's counter except it only counter's projectiles and sends the projectiles back at the opponent, also the window is much longer than Vipershark's counter so it waits a little for the projectile to make contact"Also this would be cool if it's possible.<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-4-sheild-ex_zpsr2alqttf.gif" loading="lazy"  alt="[Image: Special-4-sheild-ex_zpsr2alqttf.gif]" class="mycode_img" /><br />
Bullet tennis.[/spoiler][spoiler= "Midnight Moe"] <br />
Fat Princess Halberd. Have some cake.<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Midnight-Moe_zpsmhzzaxjl.gif" loading="lazy"  alt="[Image: Midnight-Moe_zpsmhzzaxjl.gif]" class="mycode_img" />[/spoiler][spoiler= "KO"]<br />
KAY-OH (oh ,oh,)<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/KO-ex_zpshtpkjmwy.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/KO-ex_zpshtpkjmwy.gif" loading="lazy"  alt="[Image: KO-ex_zpshtpkjmwy.gif]" class="mycode_img" /></a><br />
<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/KO_zpsavmbx22m.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/KO_zpsavmbx22m.gif" loading="lazy"  alt="[Image: KO_zpsavmbx22m.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">KO/Comeback</span> - It takes a hard head to take down this hercules beetle knight. Halberd doesn't get knocked out, he just gets knocked down and he can't get up. Beetle's get paralyzed when the are on their back.</a>[/spoiler][spoiler= "Gognio"]<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Castle-lift_zpsum49lgyp.gif" loading="lazy"  alt="[Image: Halberd-Castle-lift_zpsum49lgyp.gif]" class="mycode_img" /><br />
<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Castle_zps9mdmprzn.gif" loading="lazy"  alt="[Image: Halberd-Castle_zps9mdmprzn.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Gognio Special -</span> The ultimate medieval weapon is the castle. Halberd becomes a fortress housing dozens of beetle knights ready to charge into battle! They maybe be little but they are dense forces of sheer might!(8 hits in total)<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Beetle-Minion_zpsc72dl350.gif" loading="lazy"  alt="[Image: Beetle-Minion_zpsc72dl350.gif]" class="mycode_img" />[/spoiler][spoiler="Grab"] <br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Grab_zps5ofgp0mk.gif" loading="lazy"  alt="[Image: Grab_zps5ofgp0mk.gif]" class="mycode_img" /><br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/Grab-wo_zpsjoonxjth.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Grab-wo_zpsjoonxjth.gif" loading="lazy"  alt="[Image: Grab-wo_zpsjoonxjth.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Grab Attack-</span>  Halberd takes his enemies into his death grip of herculean horns and mashes his opponent before he flings them into the air to follow up with an aerial combo.( Opponent is throw into the air and Halberd can follow up with air attacks for aerial combos)</a>[/spoiler][spoiler="Spiritality"] <br />
Halberd Final Spiritality!<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Special_zpseh4hae65.gif" loading="lazy"  alt="[Image: Halberd-Special_zpseh4hae65.gif]" class="mycode_img" /><br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Special-2_zpslv2z3xrg.gif" loading="lazy"  alt="[Image: Halberd-Special-2_zpslv2z3xrg.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Spiritality - </span>One single grand slice from this gigantic broadsword will disassemble any foe. Evade with caution.[/spoiler][spoiler=" Air Specials"]<br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/JUMP-PUNCH-DOWN-ex_zpspaa44orq.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/JUMP-PUNCH-DOWN-ex_zpspaa44orq.gif" loading="lazy"  alt="[Image: JUMP-PUNCH-DOWN-ex_zpspaa44orq.gif]" class="mycode_img" /> <a href="http://s275.photobucket.com/user/PJD1990/media/Herk-air-grab-ex_zpsgfbcvdki.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-air-grab-ex_zpsgfbcvdki.gif" loading="lazy"  alt="[Image: Herk-air-grab-ex_zpsgfbcvdki.gif]" class="mycode_img" /></a></a><br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/JUMP-PUNCH-DOWN_zpsu0kp46ke.gif" loading="lazy"  alt="[Image: JUMP-PUNCH-DOWN_zpsu0kp46ke.gif]" class="mycode_img" /> <span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">QCB Air Punch</span></span>- This special weapon in this knights first name, Halberd sets up his opponent with a slash and then comes down on them with a mighty halberd of his own.(Unlike Gors QCF punch in the air this move does not propell halberd forward, but instead keeps him stationary just like the example. 3 hits, 1 in the air, 2 on the ground)<br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-air-grab_zpsvk4tqcdj.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-air-grab_zpsvk4tqcdj.gif" loading="lazy"  alt="[Image: Herk-air-grab_zpsvk4tqcdj.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> QCB Air Kick</span>- Halberd grips the foe between his horns while swirling them into a land of head trauma. ( This is the speed it should moe at, slow start up but speeds up at descent)  </a>[/spoiler]<br />
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Thank you so much.<br />
CHECK EM OUT!<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/WgFT-mMQW1E" frameborder="0" allowfullscreen="true"></iframe>]]></description>
			<content:encoded><![CDATA[Hey, I mentioned I had something in the works and I don't want to BUG you guys, but I don't want to BEETLE 'round the bush here. My original reason for joining this forum was so I could be a part of the TFR project. I saw it and loved it and created by impulse. I know this isn't a representation of me, but with that said here.<br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/Chart_zpsygshjlfr.png.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Chart_zpsygshjlfr.png" loading="lazy"  alt="[Image: Chart_zpsygshjlfr.png]" class="mycode_img" /></a><br />
Halberd<br />
A slow and heavy but powerful warrior. Talented in close range combat, aerial combat and closing the gap between him and his opponent. His horns become various medieval weapons.<br />
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Out of 15 *s:<br />
Health:*** <br />
Attack: ****<br />
Defense: ****<br />
Speed: *<br />
Jump: ***<br />
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<br />
I'll break down everything I have INSECTions. (ok, ok I'll stop) <br />
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[spoiler="Sheet]<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd%20Sheet_zpsmda7sdmi.png~original" loading="lazy"  alt="[Image: Halberd%20Sheet_zpsmda7sdmi.png~original]" class="mycode_img" /><br />
The green squares are all the things I have completed on the list.[/spoiler]<br />
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[spoiler="Movement"]<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/1_zpst6shkbwf.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/1_zpst6shkbwf.gif" loading="lazy"  alt="[Image: 1_zpst6shkbwf.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Idle-</span> Halberd rocks back and forth by swinging his clunky arms.</a><br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/2_zpsy6kwilrj.gif.html" target="_blank" rel="noopener" class="mycode_url"><a href="http://s275.photobucket.com/user/PJD1990/media/FWALK_zpsbeafocne.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/FWALK_zpsbeafocne.gif" loading="lazy"  alt="[Image: FWALK_zpsbeafocne.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b">Forward Walk-</span> Halberd takes heavy steps towards his opponent. (All that weight makes for awkward locomotion)</a><br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/3_zpsddyfhriq.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/3_zpsddyfhriq.gif" loading="lazy"  alt="[Image: 3_zpsddyfhriq.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Backward Walk-</span> A beetle's instinct is to scurry back when in danger.</a><br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/4_zpsmmu3h5gx.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/4_zpsmmu3h5gx.gif" loading="lazy"  alt="[Image: 4_zpsmmu3h5gx.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck- </span>To evade damage and also used as an aggressive stance.</a><br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/FJump_zpsn6jk5gwp.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/FJump_zpsn6jk5gwp.gif" loading="lazy"  alt="[Image: FJump_zpsn6jk5gwp.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Forward Jump-</span> It's a beetle's nature to take flight( it should move at that speed, and loop last two frames for wing effect)</a><br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/6_zpsxfsqvwbg.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/6_zpsxfsqvwbg.gif" loading="lazy"  alt="[Image: 6_zpsxfsqvwbg.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Backward Jump-</span> On the flip side... [/spoiler]</a>[spoiler="Defend"]<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/DEFEND-ex_zpsemseledz.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/DEFEND-ex_zpsemseledz.gif" loading="lazy"  alt="[Image: DEFEND-ex_zpsemseledz.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Defend-</span> Wings become this knight's shield. (This is how ChrisTwoBalls says hi)</a><br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/DUCK-DEFEND-ex_zpslvug5oln.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/DUCK-DEFEND-ex_zpslvug5oln.gif" loading="lazy"  alt="[Image: DUCK-DEFEND-ex_zpslvug5oln.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck Defend- </span>Those wings are pretty versatile[/spoiler][spoiler="Punches"]</a><br />
<a href="http://s275.photobucket.com/user/PJD1990/media/2_zps0ehsipd1.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/2_zps0ehsipd1.gif" loading="lazy"  alt="[Image: 2_zps0ehsipd1.gif]" class="mycode_img" /> </a><a href="http://s275.photobucket.com/user/PJD1990/media/3_zpsnsgdqqug.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/3_zpsnsgdqqug.gif" loading="lazy"  alt="[Image: 3_zpsnsgdqqug.gif]" class="mycode_img" /> </a><a href="http://s275.photobucket.com/user/PJD1990/media/4_zpsg7aovlaf.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/4_zpsg7aovlaf.gif" loading="lazy"  alt="[Image: 4_zpsg7aovlaf.gif]" class="mycode_img" /></a><br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/1.5_zpskmtpsyfo.gif" loading="lazy"  alt="[Image: 1.5_zpskmtpsyfo.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b">Punch1</span>- It's a two hitting punch. Both hits equal up to 1 strong hit. Also you just press punch once and both fists fly.<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/1_zps91iypw7g.gif" loading="lazy"  alt="[Image: 1_zps91iypw7g.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b">Punch1 &amp; 2</span>- Press punch twice and four fists fly  making a 4 hit combo. The four hits count as 2 strong hits.<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/6_zpskgh8g1n8.gif" loading="lazy"  alt="[Image: 6_zpskgh8g1n8.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Forward Punch</span>- A lunging blade attack. Every knight needs a blade and Halberd's horns provide plenty a weaponry. (If it moves too slow you can take out the 3rd frame) ( this is like Metaru's forward kick)<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/BPunch_zpsz1l2gbxe.gif" loading="lazy"  alt="[Image: BPunch_zpsz1l2gbxe.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Backward Punch-</span> Reverse Horn blade, knocks opponent into the air.(Works just like Gilbert's Back Punch)[/spoiler][spoiler="Kicks"]<br />
Ok completed Halberd's kick attacks.<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Kick-ex_zpsypknttj9.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Kick-ex_zpsypknttj9.gif" loading="lazy"  alt="[Image: Herk-Kick-ex_zpsypknttj9.gif]" class="mycode_img" /></a> <a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Forward-kick_zpsvfqp6olz.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Forward-kick_zpsvfqp6olz.gif" loading="lazy"  alt="[Image: Herk-Forward-kick_zpsvfqp6olz.gif]" class="mycode_img" /></a> <a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Back-Kick_zpsf8oc1voa.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Back-Kick_zpsf8oc1voa.gif" loading="lazy"  alt="[Image: Herk-Back-Kick_zpsf8oc1voa.gif]" class="mycode_img" /></a> <br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Kick2_zps3e5eeyyn.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Kick2_zps3e5eeyyn.gif" loading="lazy"  alt="[Image: Herk-Kick2_zps3e5eeyyn.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b">Kick</span> - Halberd's does a four fist sledgehammer punch on his opponent.<br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Forward-kick2_zps6yyk6csn.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Forward-kick2_zps6yyk6csn.gif" loading="lazy"  alt="[Image: Herk-Forward-kick2_zps6yyk6csn.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b">Forward Kick</span> - Halberd's horns take full spin and drill into his enemies. (4 hits like Chaoxys forward punch)<br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-Back-Kick2_zps2fyn1sbf.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Back-Kick2_zps2fyn1sbf.gif" loading="lazy"  alt="[Image: Herk-Back-Kick2_zps2fyn1sbf.gif]" class="mycode_img" /></a> <span style="font-weight: bold;" class="mycode_b"> Backward Kick</span> - Halberd's horns become a beheading guillotine to chop his competitors down to size.[/spoiler][spoiler= "Duck Attacks"]<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-punch-ex_zpshlgcbimx.gif" loading="lazy"  alt="[Image: Herk-Duck-punch-ex_zpshlgcbimx.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-Kick-ex_zpsnwf7s5hj.gif" loading="lazy"  alt="[Image: Herk-Duck-Kick-ex_zpsnwf7s5hj.gif]" class="mycode_img" /><br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-punch_zps9vyf9wdq.gif" loading="lazy"  alt="[Image: Herk-Duck-punch_zps9vyf9wdq.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck Punch</span>- Halberd's horn twist smacks his enemies on the way around.<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-Duck-Kick_zps7vd3kxfu.gif" loading="lazy"  alt="[Image: Herk-Duck-Kick_zps7vd3kxfu.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Duck Kick - </span>Every knight must joust, must! (This works like Gilbert's duck kick, and Neko's forward punch, but it can't be done over and over as fast as their's, so longer cool down time.)[/spoiler][spoiler= "Jump Attacks]Halberd Air Moves DONE!  Knocking the list out!<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Herk-Jump-Punch-ex_zpsu5ch1hwz.gif" loading="lazy"  alt="[Image: Herk-Jump-Punch-ex_zpsu5ch1hwz.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Herk-Jump-Kick-ex_zps1stqnmhs.gif" loading="lazy"  alt="[Image: Herk-Jump-Kick-ex_zps1stqnmhs.gif]" class="mycode_img" /><br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Herk-Jump-Punch_zpsuhex0gux.gif" loading="lazy"  alt="[Image: Herk-Jump-Punch_zpsuhex0gux.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Jump Punch</span> - A midair Royal Fist Bump to the face. (Works just like Metaru's jump punch, slams opponent down makes opponent bounce off the ground)<br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/JUMP-PUNCH_zpshyoiyosi.gif" loading="lazy"  alt="[Image: JUMP-PUNCH_zpshyoiyosi.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Jump Kick -  </span>Flipping sword slash is an aerial threat.( This works just like Neko's air punch and can be done many times over in midair for a multihit combo)[/spoiler][spoiler=" Special Punches"]<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-1-ex_zps3kdrorla.gif" loading="lazy"  alt="[Image: Special-1-ex_zps3kdrorla.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-2-ex-2_zps6yanjssh.gif" loading="lazy"  alt="[Image: Special-2-ex-2_zps6yanjssh.gif]" class="mycode_img" /><br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-1_zps8z2yfniz.gif" loading="lazy"  alt="[Image: Special-1_zps8z2yfniz.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Special 1 (QCF Punch) </span>-<span style="font-weight: bold;" class="mycode_b">  </span>Halberd catapults a ton over the wall of his opponent's defense. ( This is Halberd's only projectile and shoots at very short range, but when it makes contact with the opponent it does for massive damage 6-8 hits. This move works like Dan Hibiki's Hadouken. Slow and hard to connect but very punishing.)<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-2_zpspcufplie.gif" loading="lazy"  alt="[Image: Special-2_zpspcufplie.gif]" class="mycode_img" />  <span style="font-weight: bold;" class="mycode_b">Special 2 (QCB Punch) </span>- If he can't go to you, he'll bring you to him. ( This works like Scorpion's "Get over here")[/spoiler][spoiler="Kick Specials"]<br />
Kicks Speciaaaaals!<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-3-ex-hit_zps8iwlr4yw.gif" loading="lazy"  alt="[Image: Special-3-ex-hit_zps8iwlr4yw.gif]" class="mycode_img" /> <img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-4-sheild-ex-2_zpsiicgoxth.gif" loading="lazy"  alt="[Image: Special-4-sheild-ex-2_zpsiicgoxth.gif]" class="mycode_img" /><br />
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<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-3_zpsq4l7g6gu.gif" loading="lazy"  alt="[Image: Special-3_zpsq4l7g6gu.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">OCF Kick</span> - Halberd's horn drill pierces the heavens with this aerial assault." This move works just like Neko's shoryuken move except it hits for times and he can perform normal air attacks immdialey after it's done, making it useful for air combos"<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-4-sheild_zpsnn1zivjg.gif" loading="lazy"  alt="[Image: Special-4-sheild_zpsnn1zivjg.gif]" class="mycode_img" /> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">QCB Kick -</span> A knight's shield is his best friend, especially one that hit's back. " This works like Vipershark's counter except it only counter's projectiles and sends the projectiles back at the opponent, also the window is much longer than Vipershark's counter so it waits a little for the projectile to make contact"Also this would be cool if it's possible.<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Special-4-sheild-ex_zpsr2alqttf.gif" loading="lazy"  alt="[Image: Special-4-sheild-ex_zpsr2alqttf.gif]" class="mycode_img" /><br />
Bullet tennis.[/spoiler][spoiler= "Midnight Moe"] <br />
Fat Princess Halberd. Have some cake.<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Mobile%20Uploads/Midnight-Moe_zpsmhzzaxjl.gif" loading="lazy"  alt="[Image: Midnight-Moe_zpsmhzzaxjl.gif]" class="mycode_img" />[/spoiler][spoiler= "KO"]<br />
KAY-OH (oh ,oh,)<br />
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<a href="http://s275.photobucket.com/user/PJD1990/media/KO-ex_zpshtpkjmwy.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/KO-ex_zpshtpkjmwy.gif" loading="lazy"  alt="[Image: KO-ex_zpshtpkjmwy.gif]" class="mycode_img" /></a><br />
<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/KO_zpsavmbx22m.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/KO_zpsavmbx22m.gif" loading="lazy"  alt="[Image: KO_zpsavmbx22m.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">KO/Comeback</span> - It takes a hard head to take down this hercules beetle knight. Halberd doesn't get knocked out, he just gets knocked down and he can't get up. Beetle's get paralyzed when the are on their back.</a>[/spoiler][spoiler= "Gognio"]<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Castle-lift_zpsum49lgyp.gif" loading="lazy"  alt="[Image: Halberd-Castle-lift_zpsum49lgyp.gif]" class="mycode_img" /><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Castle_zps9mdmprzn.gif" loading="lazy"  alt="[Image: Halberd-Castle_zps9mdmprzn.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Gognio Special -</span> The ultimate medieval weapon is the castle. Halberd becomes a fortress housing dozens of beetle knights ready to charge into battle! They maybe be little but they are dense forces of sheer might!(8 hits in total)<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Beetle-Minion_zpsc72dl350.gif" loading="lazy"  alt="[Image: Beetle-Minion_zpsc72dl350.gif]" class="mycode_img" />[/spoiler][spoiler="Grab"] <br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Grab_zps5ofgp0mk.gif" loading="lazy"  alt="[Image: Grab_zps5ofgp0mk.gif]" class="mycode_img" /><br />
<br />
<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Grab-wo_zpsjoonxjth.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Grab-wo_zpsjoonxjth.gif" loading="lazy"  alt="[Image: Grab-wo_zpsjoonxjth.gif]" class="mycode_img" /> <span style="font-weight: bold;" class="mycode_b">Grab Attack-</span>  Halberd takes his enemies into his death grip of herculean horns and mashes his opponent before he flings them into the air to follow up with an aerial combo.( Opponent is throw into the air and Halberd can follow up with air attacks for aerial combos)</a>[/spoiler][spoiler="Spiritality"] <br />
Halberd Final Spiritality!<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Special_zpseh4hae65.gif" loading="lazy"  alt="[Image: Halberd-Special_zpseh4hae65.gif]" class="mycode_img" /><br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/Halberd-Special-2_zpslv2z3xrg.gif" loading="lazy"  alt="[Image: Halberd-Special-2_zpslv2z3xrg.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> Spiritality - </span>One single grand slice from this gigantic broadsword will disassemble any foe. Evade with caution.[/spoiler][spoiler=" Air Specials"]<br />
<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/JUMP-PUNCH-DOWN-ex_zpspaa44orq.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/JUMP-PUNCH-DOWN-ex_zpspaa44orq.gif" loading="lazy"  alt="[Image: JUMP-PUNCH-DOWN-ex_zpspaa44orq.gif]" class="mycode_img" /> <a href="http://s275.photobucket.com/user/PJD1990/media/Herk-air-grab-ex_zpsgfbcvdki.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-air-grab-ex_zpsgfbcvdki.gif" loading="lazy"  alt="[Image: Herk-air-grab-ex_zpsgfbcvdki.gif]" class="mycode_img" /></a></a><br />
<br />
<br />
<br />
<br />
<img src="http://i275.photobucket.com/albums/jj300/PJD1990/JUMP-PUNCH-DOWN_zpsu0kp46ke.gif" loading="lazy"  alt="[Image: JUMP-PUNCH-DOWN_zpsu0kp46ke.gif]" class="mycode_img" /> <span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">QCB Air Punch</span></span>- This special weapon in this knights first name, Halberd sets up his opponent with a slash and then comes down on them with a mighty halberd of his own.(Unlike Gors QCF punch in the air this move does not propell halberd forward, but instead keeps him stationary just like the example. 3 hits, 1 in the air, 2 on the ground)<br />
<br />
<a href="http://s275.photobucket.com/user/PJD1990/media/Herk-air-grab_zpsvk4tqcdj.gif.html" target="_blank" rel="noopener" class="mycode_url"><img src="http://i275.photobucket.com/albums/jj300/PJD1990/Herk-air-grab_zpsvk4tqcdj.gif" loading="lazy"  alt="[Image: Herk-air-grab_zpsvk4tqcdj.gif]" class="mycode_img" /><span style="font-weight: bold;" class="mycode_b"> QCB Air Kick</span>- Halberd grips the foe between his horns while swirling them into a land of head trauma. ( This is the speed it should moe at, slow start up but speeds up at descent)  </a>[/spoiler]<br />
<br />
Thank you so much.<br />
CHECK EM OUT!<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/WgFT-mMQW1E" frameborder="0" allowfullscreen="true"></iframe>]]></content:encoded>
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			<title><![CDATA[Arisa]]></title>
			<link>https://archive.vg-resource.com/thread-27534.html</link>
			<pubDate>Fri, 31 Jul 2015 05:02:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=711">Gors</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-27534.html</guid>
			<description><![CDATA[<img src="http://i.imgur.com/4iTo1Sy.png" loading="lazy"  alt="[Image: 4iTo1Sy.png]" class="mycode_img" /><br />
<br />
<img src="http://i.gyazo.com/00b8fa9188c197d1286ec34daa7b9b17.png" loading="lazy"  alt="[Image: 00b8fa9188c197d1286ec34daa7b9b17.png]" class="mycode_img" /><br />
<br />
[spoiler]<br />
=ARISA BULLETHEAD=<br />
<br />
Playstyle description: Mains slow attacks with high power. Doesn't have many air options which can hurt her aerial combos, but she can be a real threat on the ground.<br />
<br />
-Moveset-<br />
<br />
**Attack power measured in a ranking from 0 to 5, with 5 being strongest. Those are just for explanation and may change in the final game**<br />
<br />
Punch: Infinite Punch. Pressing P button repeatedly will make Arisa flail her arms. Deals low damage and pushes enemies away as each hit connects. Power: 1<br />
<br />
Kick: Plain Kick. Pressing K button will make Arisa kick forward. Deals more damage than the Infinite Punch, but is still not much. Power: 2<br />
<br />
Forward Punch: Fist Swing. Arisa will attempt to punch the opponent's head down. Deals a lot of damage and will ground the opponent if connected, but it has slow startup, ending lag and small range. Power: 4<br />
<br />
Forward Kick: Black Rock Shooter. Arisa will swing a cannon and shoot a blast with it. Has slightly slow startup and ending lag. This move has two hitboxes: The first one manifests when Arisa swings the cannon forward, dealing a bit of damage and pushing the opponent away a bit. The second one is the explosion that spawns in front of the cannon, which is bigger and stronger, and deals fire damage. Will push opponents away. Power: Hitbox 1: 1; Hitbox 2: 3<br />
<br />
Back Punch: Giga Drill Break. Arisa will spawn a drill over her palm. The drill will stay on screen for a moment before vanishing. Arisa cannot move until the move has ended. This move is quick, but has some ending lag. The hitbox is only in the drill, thus not hitting anyone coming from the side. The drill deals multiple hits and will make the opponent bounce upwards for more juggle potential. Power: 2<br />
<br />
Back Kick: Upwards Double Kick. Arisa will kick twice and fall on her butt. Has long startup frames and ending lag, but the kicks are strong. Both kicks juggle the opponent, and the second kick is the strongest. Power: Hitbox 1: 2; Hitbox 2: 5<br />
<br />
Aerial Punch: Maid Fury. Arisa will don a maid dress and will hit the opponent with a duster. This move is very fast and has a long reach and good power, but once executed, Arisa cannot do any other actions before landing. Power: 3<br />
<br />
Aerial Kick: Stomp. Arisa will stomp with her two feet. As she swings her legs, her aerial momentum will halt and the kick inertia will make her go up a little before falling. Opponents hit with this attack will be directly sent to the ground, bouncing on collision, allowing Arisa to combo. This is Arisa's strongest aerial move. Power: 4<br />
<br />
QCB Punch: Arisa Punch. Arisa punches diagonally upwards repeatedly. This move has quick startup, but Arisa cannot move or stop punching until the animation ends. The flurry has two hitboxes: the one on her side (sourspot) is weak and pushes opponents away, while the one directly over her (sweetspot) traps them in. If any of these hits connect, Arisa will automatically deal a finisher blow, which is stronger than the punches and will push opponents away. The finisher has a 100% hit rate if the opponent was trapped in the main hitbox. If Arisa doesn't hit anyone at all, the finisher is skipped. This move can be done in mid-air, which halts her momentum to keep up. Power: Hitbox 1 (sour): 1; Hitbox 2 (sweet): 2; Hitbox 3 (finisher): 5<br />
<br />
QCF Punch: Nekomimi. Arisa throws up to two yarn balls, which hop across the ground. Power: 2<br />
<br />
Hold Back + Front Kick: Scissor blade. Arisa will lunge with the blade from one side of the screen to another. If it connects, it will deal a single big slash, pushing opponents behind her. If she misses, she will fall instead, which means increased ending lag. Power: 3<br />
<br />
QCB Kick: Ember. Arisa becomes a kitsune and generates a pillar of fire in front of her. It has almost instantaneous startup and endlag, but the pillar takes a brief moment to materialize. This fire will linger for a while, vanishing after a set time or when touched by the opponent. Arisa can move freely as the fire is on screen, and the fire will not harm her. Power: 3<br />
[/spoiler]]]></description>
			<content:encoded><![CDATA[<img src="http://i.imgur.com/4iTo1Sy.png" loading="lazy"  alt="[Image: 4iTo1Sy.png]" class="mycode_img" /><br />
<br />
<img src="http://i.gyazo.com/00b8fa9188c197d1286ec34daa7b9b17.png" loading="lazy"  alt="[Image: 00b8fa9188c197d1286ec34daa7b9b17.png]" class="mycode_img" /><br />
<br />
[spoiler]<br />
=ARISA BULLETHEAD=<br />
<br />
Playstyle description: Mains slow attacks with high power. Doesn't have many air options which can hurt her aerial combos, but she can be a real threat on the ground.<br />
<br />
-Moveset-<br />
<br />
**Attack power measured in a ranking from 0 to 5, with 5 being strongest. Those are just for explanation and may change in the final game**<br />
<br />
Punch: Infinite Punch. Pressing P button repeatedly will make Arisa flail her arms. Deals low damage and pushes enemies away as each hit connects. Power: 1<br />
<br />
Kick: Plain Kick. Pressing K button will make Arisa kick forward. Deals more damage than the Infinite Punch, but is still not much. Power: 2<br />
<br />
Forward Punch: Fist Swing. Arisa will attempt to punch the opponent's head down. Deals a lot of damage and will ground the opponent if connected, but it has slow startup, ending lag and small range. Power: 4<br />
<br />
Forward Kick: Black Rock Shooter. Arisa will swing a cannon and shoot a blast with it. Has slightly slow startup and ending lag. This move has two hitboxes: The first one manifests when Arisa swings the cannon forward, dealing a bit of damage and pushing the opponent away a bit. The second one is the explosion that spawns in front of the cannon, which is bigger and stronger, and deals fire damage. Will push opponents away. Power: Hitbox 1: 1; Hitbox 2: 3<br />
<br />
Back Punch: Giga Drill Break. Arisa will spawn a drill over her palm. The drill will stay on screen for a moment before vanishing. Arisa cannot move until the move has ended. This move is quick, but has some ending lag. The hitbox is only in the drill, thus not hitting anyone coming from the side. The drill deals multiple hits and will make the opponent bounce upwards for more juggle potential. Power: 2<br />
<br />
Back Kick: Upwards Double Kick. Arisa will kick twice and fall on her butt. Has long startup frames and ending lag, but the kicks are strong. Both kicks juggle the opponent, and the second kick is the strongest. Power: Hitbox 1: 2; Hitbox 2: 5<br />
<br />
Aerial Punch: Maid Fury. Arisa will don a maid dress and will hit the opponent with a duster. This move is very fast and has a long reach and good power, but once executed, Arisa cannot do any other actions before landing. Power: 3<br />
<br />
Aerial Kick: Stomp. Arisa will stomp with her two feet. As she swings her legs, her aerial momentum will halt and the kick inertia will make her go up a little before falling. Opponents hit with this attack will be directly sent to the ground, bouncing on collision, allowing Arisa to combo. This is Arisa's strongest aerial move. Power: 4<br />
<br />
QCB Punch: Arisa Punch. Arisa punches diagonally upwards repeatedly. This move has quick startup, but Arisa cannot move or stop punching until the animation ends. The flurry has two hitboxes: the one on her side (sourspot) is weak and pushes opponents away, while the one directly over her (sweetspot) traps them in. If any of these hits connect, Arisa will automatically deal a finisher blow, which is stronger than the punches and will push opponents away. The finisher has a 100% hit rate if the opponent was trapped in the main hitbox. If Arisa doesn't hit anyone at all, the finisher is skipped. This move can be done in mid-air, which halts her momentum to keep up. Power: Hitbox 1 (sour): 1; Hitbox 2 (sweet): 2; Hitbox 3 (finisher): 5<br />
<br />
QCF Punch: Nekomimi. Arisa throws up to two yarn balls, which hop across the ground. Power: 2<br />
<br />
Hold Back + Front Kick: Scissor blade. Arisa will lunge with the blade from one side of the screen to another. If it connects, it will deal a single big slash, pushing opponents behind her. If she misses, she will fall instead, which means increased ending lag. Power: 3<br />
<br />
QCB Kick: Ember. Arisa becomes a kitsune and generates a pillar of fire in front of her. It has almost instantaneous startup and endlag, but the pillar takes a brief moment to materialize. This fire will linger for a while, vanishing after a set time or when touched by the opponent. Arisa can move freely as the fire is on screen, and the fire will not harm her. Power: 3<br />
[/spoiler]]]></content:encoded>
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			<title><![CDATA[Frozen Caveman]]></title>
			<link>https://archive.vg-resource.com/thread-26736.html</link>
			<pubDate>Wed, 25 Feb 2015 05:10:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=14526">Zadaben</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-26736.html</guid>
			<description><![CDATA[Deleted]]></description>
			<content:encoded><![CDATA[Deleted]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TFR: Scratch Edition [Program]]]></title>
			<link>https://archive.vg-resource.com/thread-26351.html</link>
			<pubDate>Mon, 15 Dec 2014 00:35:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=17851">TheShyGuy</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-26351.html</guid>
			<description><![CDATA[For the newest build (7/31/16), check this post <a href="http://www.vg-resource.com/thread-26351-post-620742.html#pid620742" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-26351-...#pid620742</a><br />
 <br />
[Spoiler=News May 19,2015]<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">News May 19, 2015:</span><br />
<ul class="mycode_list"><li>Required character animation count has been reduced to ~20 animations instead of the ~40 animations.<br />
</li>
<li>Input Buffering, Online, AI, Story/Arcade Mode, Community Customization, Main Menu, and Options Menu are scrapped due to non existent community interest and lack of content. Each take a lot of time and hard work and the benefits are non existent, thus they will no longer be supported.<br />
</li>
<li>Only Player Vs Player battles will be supported<br />
</li>
</ul>
The bare minimal required animations for characters are:<br />
<br />
<ol type="1" class="mycode_list"><li>Idle<br />
</li>
<li>Walk Forward<br />
</li>
<li>Walk Backward<br />
</li>
<li>Duck <br />
</li>
<li>Jump <br />
</li>
<li>Fall<br />
</li>
<li>Punch 1<br />
</li>
<li>Kick 1<br />
</li>
<li>Duck Punch<br />
</li>
<li>Duck Kick<br />
</li>
<li>Jump Punch<br />
</li>
<li>Jump Kick<br />
</li>
<li>Special 1 (can be offensive, defensive, healing ,etc)<br />
</li>
<li>Grab<br />
</li>
<li>Grab Attack<br />
</li>
<li>Throw<br />
</li>
<li>Standing Defend <br />
</li>
<li>Duck Defend<br />
</li>
<li>Air Defend<br />
</li>
<li>Hit<br />
</li>
<li>Knock Down  (Face plant)<br />
</li>
<li>Get Back Up<br />
</li>
</ol>
</div>
<br />
The forward and back attacks can be replaced with the neutral attacks (normal punch or kicks). There only really needs to be one special for consistency between characters. Status effects (burnt, electrocuted, etc) and the variations of getting hit can all be replaced with the normal Hit animation. Although, due to game mechanics, Knocked Down (Face plant) and getting back up are still required.<br />
<br />
As a result of the scrapped features, only the bare minimal of the game is needed to be coded. Which means that I only have to finish the fighting system and add content. As of today, I've finally supported working grabs and throws. Fighting-wise, I just have to support defending and cancelling out equivalent attacks that connect. After I'm sure the fighting system is done and stable, I will work on the menus and content. At that point, I'll probably restart a frequently updated devlog.<br />
<br />
[/spoiler]<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">*Skim the headers.  If there are any questions or confusion, please ask.</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">Any discussion in this topic should be about the game engine, not content.  Of course, discussion of whether the engine is capable of, or potentially capable of, certain content is allowed. </span><br />
<br />
Hello, everyone.  The game is being programmed in C# using XNA along with Lua for scripting.  My main focus has been on stages and characters.  Right now, scripting-wise, I think they are both nearly done.  I just have to move focus to the other important aspects, like collision response (getting hurt, grabbed, defending, etc), then "fighting" would be done.  By that point, there should be enough support for finished stages, characters and assists, unless I'm forgetting something.  The next things to do would be minor game-wise. They would be the actual menus, menu tool, battle HUD, character debug tool, etc.  The character debugging tool is just to ease placement of fighting collision bubbles and stepping through subactions.<br />
<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
[spoiler=Older Builds]<br />
<br />
<span style="color: #ff3333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Try out the newest build!</span></span> (2/9/15)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
<a href="https://www.dropbox.com/s/lx1qyvaaov6co4o/Build%5B2-8-15%5D.zip?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/lx1qyvaaov6co4...D.zip?dl=0</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make sure you have XNA redistributable installed: </span><br />
<a href="http://www.microsoft.com/en-us/download/details.aspx?id=20914" target="_blank" rel="noopener" class="mycode_url">http://www.microsoft.com/en-us/download/...x?id=20914</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">There aren't really any obvious changes though. I'd say it's not worth the 60mb download, but I want to keep with the consistent updates.</span><br />
<br />
Some things may not work, or break~<br />
<br />
Additional controls:<br />
<br />
"r" to create Chaoxy's grab assist.. which I forgot the name of...I wanna say glub glub but I'm almost sure that's not it.<br />
<br />
"[home]" to open the editor. -You can't do much with it at the moment except select the character, set an action, pause, play or step the game, and set the subaction tick.<br />
<br />
<br />
<span style="color: #ff3333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Try out the newest build!</span></span> (1/1/15)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
<a href="https://www.dropbox.com/s/ut609y1f6zc8abp/Build%5B1-1-15%5D.zip?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/ut609y1f6zc8ab...D.zip?dl=0</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make sure you have XNA redistributable installed: </span><br />
<a href="http://www.microsoft.com/en-us/download/details.aspx?id=20914" target="_blank" rel="noopener" class="mycode_url">http://www.microsoft.com/en-us/download/...x?id=20914</a><br />
<br />
<br />
Please note that this isn't any sort of "alpha", "beta", or even "demo".  It's a build.  I'll do my best to have a monthly build, despite the current state of the game.  Also note, characters are not in development, nor are stages.  The current build includes debug content that I use for testing.  I'm currently still working on the game engine.[/color]<br />
<br />
The build currently only shows the debug characters, Gors and C2B, along with Machobot's spritality form.  They were developed for testing purposes and do not reflect any of the member's characters accurately.  <br />
<br />
<br />
Debug Controls:<br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">'Q' to create Gors<br />
'W' to create C2B<br />
'E' to create Machobot's spritality form.<br />
<br />
'[Backspace]' to delete all the characters<br />
<br />
'3' to show debug collision masks<br />
'9' to play a random song<br />
<br />
--<br />
<br />
Gors and C2B Controls:<br />
Left Shift: Jump <br />
Arrow Keys: Move <br />
Z : punch<br />
X : kick<br />
<br />
MachoBot:<br />
Z : Spritality</div>
<br />
Note: Again, not all moves are coded.  They're debug characters.  <br />
<br />
Oh yeah. If you want to change the stage to Icicle's stage, open the file "Content\\Debug\\debug_stageToLoad.txt".  Change the letter to I.  If you want to go back to Chaoxy's stage, change the letter to 'C'.<br />
<br />
[/spoiler]<br />
[spoiler=General Engine Information]<br />
[spoiler=Characters, Articles/Props, Stages and Assists]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Characters, Articles/Props, Stages, and Assists</span><br />
<br />
Characters and articles have the exact same capabilities.  I haven't made any assists yet, but i figured they'd operate similarly.  I don't think assists require any "AI".  They show up, do a fixed attack or get hit, and leave.  The only difference between the three (and stages) may just be scripting. <br />
<br />
At the moment, stages  only support music, a single animation and collision masks.  However, that limit is completely arbitrary.  I've been thinking about just giving stages the same amount of capabilities as characters.  That means they could have their own scripting/moveset to make them interactive (stage hazards?).  For those of you who make stages, what kind of support would you like?  <br />
<br />
[/spoiler]<br />
[spoiler=Customization (Scrapped)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Customization (Chars, stages, assists)</span><span style="font-weight: bold;" class="mycode_b">(Scrapped)</span> [Low Priority?]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Update May 2015:</span> Community customization has been scrapped due to non existent community interest. Supporting customizations for others takes time and work. Due to circumstances, the disadvantages greatly overcome the advantages.<br />
<br />
I might scrap the idea of supporting <span style="font-style: italic;" class="mycode_i">community </span>customization, at least for now.   I'd have to actually teach people how to use all the non-user friendly tools and scripting stuff that's required to know.  In the end, I think it would be a better idea if I just coded everyone's character and stage.  To be blunt, it's not like there are many finished characters or stages right now.  The advantage is that I can create them better, quicker, and they'll be less prone to bugs.  However, I'd need in-depth information, gotta code every character, stage and assist, and there is bound to be misunderstandings in communication and thus require a bit of back and forth.  During school, I have no daily internet connection, so I won't be available that much.<br />
<br />
<br />
That said, please organize your spritesheet in a way that's easy for me to use the frames.  Make it obvious which animation is which.  Please align animations.  I'd rather have extra white-space than have to manually align frames by hand.  I can make use of GIFS too, so if that'd be easier for you to do, then please do so instead.  GIFS are the easiest way for me to import an animation since all I gotta do is load them.  GIFs should have the animation be in-place.  However, I'd really appreciate if you also made additional gifs of the movement along with other information, like attack bubbles or an example of the move against an opponent.<br />
<br />
I would also need good in-depth information about the actions themselves.  How fast does he/she move on the ground?  For attacks, how much damage and knockback do they do, literally?  What about the direction of knockback?  Where are the attack masks located (its a circle, so a position and radius).  Is it a strong hit, or a normal one.  The same goes for specials.   Give as much info as possible, even if you feel it's redundant.<br />
<br />
---<br />
[spoiler=Edit: Dec. 20, 2014]<br />
Hmmm.  Maybe I'm not giving you guys enough credit.  I'm all for community customization.  It relieves work off me and distributes it in an effective way.  However, I feel that there would only be a few people capable enough to be able to work through the issues of my tools and learn how to code.   You won't have to really learn much about the coding API, err coding interfaces (rules, syntax, etc), as I've already made a veery basic scripting tool with intellisense.  For scripting actions and subactions, at most, you'd have to only know how to create basic conditionals (If/else), loops and the premade events (functions) , which I'm confident non-coders can grasp easily and quickly.  Not to mention, there's intellisense for all of those to ease having to memorize much.   The tool hides most of the other things, even creating custom events and character-specific variables.  More info later.<br />
<br />
[/spoiler]<br />
[/spoiler]<br />
<br />
[spoiler=Scripting]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scripting</span><br />
<br />
Scripting is entirely done in Lua, mainly using coroutines.  Lua is the core of movesets.  There are events, requirements, actions, and subactions,  If you want a scripted stage, then that means it'll make use of the moveset system.  It's no problem, though.  <br />
<br />
<br />
An action is just a coroutine that's called once every game step.  When an action is changed, the next action will execute immediately to allow for chained actions that visually don't do anything without costing a game step.  There is only ever one action playing at a time per moveset.  Actions usually set a subaction at its start.<br />
<br />
A subaction is similar to an action.  Except, it's called once per animation tick.  It defines the animation to play, and there can be multiple subaction ... sub functions executing at the same time.  I still have to work out some things that should happen when a subaction ends, like resetting the character to a consistent state.  More info later, if needed.<br />
<br />
--<br />
[spoiler=Edit Dec. 20, 2014]<br />
I'm also in the process of creating tools to ease scripting.  I've created a basic moveset scripting tool with basic intellisense.  This intellisense helps you code by showing you names of existing valid identifiers (events, functions, etc) and also shows a comment or description as-well.  This removes the need to look anything up, memorize code, and decreases the chance of typo related bugs.  The tool also hides some of the syntax that one would other-wise need to know about.  I'm in the process of <span style="font-style: italic;" class="mycode_i">planning </span>a basic character debugging tool that allows you to "step" through moves on a per frame basis.  I'm not aiming for a perfectly working tool, it just need to ease development.  It's more of a one-off thing.  More info later.<br />
<br />
[/spoiler]<br />
[/spoiler]<br />
<br />
[spoiler=Animation]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Animation</span><br />
<br />
I've created an animation tool and engine but the the tool isn't user friendly.  I'm only naming the main features for those of you who want to be creative.  Otherwise, ignore the list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The engine supports:</span><br />
<ul class="mycode_list"><li>Traditional Frame by frame animation<br />
</li>
<li>Skeletal Animation<br />
</li>
<li>Key framed animation<br />
</li>
</ul>
<ul class="mycode_list"><li>Linear and Jump/Step Interpolation<br />
</li>
<li>Root Motion Translation only (moving object by animation)<br />
</li>
<li>SubAnimations (it just means using another animation within the current animation - a sub animation.  Look at Chaoxy's stage.  The cogs and floor are a great example.)<br />
</li>
<li>Importing GIfs as an animation into the tool<br />
</li>
<li>Exporting animations as a sprite sheet or GIF<br />
</li>
<li>Opaque, Translucent, and completely Transparent sprites. (Fully transparency can happen if the sprite tint is animated)<br />
</li>
<li>Palettes and Palette animation.<br />
</li>
</ul>
If there are any questions about what you can do, animation-wise, just ask.  <br />
[/spoiler]<br />
[spoiler=Palettes]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Palettes</span><br />
<br />
Palettes are supported by the animation engine, but not by the game engine, yet. I imagine that it would only require me to load a different palette file, which sounds pretty simple.  Palettes would be unique on a per-character level. <br />
<br />
Note: In the animation engine, a palette file is more of a collection of separate grouped pixel palettes in a single file.  Why?  This is to allow fading and switching between palettes in animation - animateable palettes.  However, alternate "costumes/colors" in the game sense are separate palette <span style="font-style: italic;" class="mycode_i">files</span> atltogether.  Er, more info later.  If anyone wants to be creative and has questions, ask.  I'll provide visual examples if needed.<br />
<br />
[/spoiler]<br />
[spoiler=Collisions]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Collisions </span>[High priority, need info]<br />
<br />
In the fighting system, collision masks are restricted to circles.  I usually refer to them as "bubbles".  Honestly, I have no good reason for such a restriction.  The collision <span style="font-style: italic;" class="mycode_i">detection </span>system is, ofc, done and working.  It's the same system as the normal collision system for the stage.<br />
<br />
However, I still need to program in the actual responses, like hitlag and going into the hurt state.  Although, I'm not entirely show how it should be done game-wise.  I'm not familiar with the "rules" of getting hit, or atleast how it's supposed to work in tFR.  I've played Soul Calibur, so I might build off that, unless that's an issue.  <br />
<br />
Oh yeah, I recently thought up how to go about directional defending. I really wanna use Robo9's super beam thing as a test so I might make a GIF of it later.  There will also be support for sweet spots.  <br />
<br />
[/spoiler]<br />
[spoiler=Menus]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Menus</span> [Medium priority, Content needed]<br />
<br />
This will probably be easy to do. I already have an idea about how to go about it.  The main thing keeping me from implementing it is that I'm unsure how the menu is supposed to look, content-wise.  I've seen <a href="http://i.gyazo.com/88bf9697dbb87f99e94accd5c8c2deb3.png" target="_blank" rel="noopener" class="mycode_url">this</a>, but I don't see any backgrounds.  Also, I still gotta make the menu creating tool which will be easy.<br />
<br />
For anyone who wants to make the menu sprites, I'm able to support intro, idle, and outro animations.  You can also do a few other subtle things, but I'll give more info later, if needed.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Menus:</span></span><br />
<ul class="mycode_list"><li>Title screen<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Main Menu</span> (Scrapped, unnecessary)<br />
</li>
<li>Character Selection Screen<br />
</li>
<li>Stage Selection Screen<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Other? (options, control configuration, etc?)</span> (Scrapped, unnecessary)<br />
</li>
</ul>
[/spoiler]<br />
[spoiler=Effects (Content needed)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effects (GFX, SFX)</span> [Content needed]<br />
<br />
We're really lacking in the effects department.  There are no sound effects or GFX at all.  There should be common effects, that are shared between all character and character specific effects.  Why separate them?  In case the game ever gets to the point where people can make their own content, it'd be easier to add character effects without affecting shared effects.<br />
<br />
[/spoiler]<br />
[spoiler=AI (Scrapped)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI (Scrapped) </span>[Low Priority]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Update May 2015:</span> AI has been scrapped from the game. There will not be any PlayerVsCPU matches since this kind of AI takes time.  Since community interest is non existent, it seems that AI wouldn't be worth the trouble. Of course, PlayerVsPlayer will remain. <br />
<br />
<br />
I haven't given much thought about how AI is going to work.  I'll have to do research on how it's usually done since I have zero experience with this kind of AI.  <br />
[/spoiler]<br />
[spoiler=Online (Scrapped)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Online (Scrapped)</span> [Low Priority]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Update May 2015:</span> Online has been scrapped from the game. Since community interest is non existent, it seems that Online wouldn't be worth the trouble and time. Of course, PlayerVsPlayer will remain.<br />
<br />
<br />
Hmmm...Zero progress here.  I'm thinking about using Lidgren for the networking.  From what I researched, only inputs should be sent over the connection.  This means that the game has to be deterministic, so I'll have to do a little bit more researching.  It also requires that both player's have the exact same content.  <br />
[/spoiler]<br />
[/spoiler]<br />
[spoiler=For Content Makers]<br />
[/spoiler]<br />
[spoiler=Videos]<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9ZWTq65ne2U" frameborder="0" allowfullscreen="true"></iframe><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/tOKp8jbeNH8" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
Sound warning.  This is smaller than I thought it'd be. Just go to the youtube page instead.  <br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/W9Bo7p19FxM" frameborder="0" allowfullscreen="true"></iframe><br />
[/spoiler]<br />
[spoiler=Updates (Update May 2015)]<br />
<br />
<br />
Dec.20, 2014: <br />
<br />
<ul class="mycode_list"><li>Added more info about possibility of customization. (See General Info -&gt; Customization)<br />
</li>
<li>Added more info about scripting tools. (See  General Info -&gt; Scripting)<br />
</li>
<li>Added more info: Palette section (See General Info -&gt; Palette)<br />
</li>
<li>Added FAQs and Interesting posts section.<br />
</li>
<li><a href="http://www.vg-resource.com/thread-26351-post-576062.html#pid576062" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-26351-...#pid576062</a> - Fighter collision detection system plan<br />
</li>
</ul>
May, 2015:<br />
<br />
<ul class="mycode_list"><li>Input Buffering, Online, AI, Story/Arcade Mode, Community Customization, Main Menu, and Options Menu are scrapped due to non existent community interest and lack of content. Each take a lot of time and hard work and the benefits are non existent, thus they will no longer be supported.<br />
</li>
<li>Only Player Vs Player battles will be supported<br />
</li>
</ul>
[/spoiler]<br />
<br />
[spoiler= Todo]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Todo:</span><br />
<br />
<br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">-revise this post and make sure it includes only whats necessary<br />
-looking into nLua (actively updated Lua 5.2+ wrapper for C#) instead of LuaInterface(uses older Lua 5.1, which seems like it can cause an issue).  </div>
-Collision Response:<br />
<br />
<ol type="1" class="mycode_list"><li><span style="text-decoration: line-through;" class="mycode_s">Grabbing and being grabbed</span> [May 2015]<br />
</li>
<li>Defending<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">HitLag</span> [May2015]<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Hurt state </span>[May2015]<br />
</li>
</ol>
-<span style="text-decoration: line-through;" class="mycode_s">Assist test</span>[May 2015]<br />
-directional defending test<br />
-collision priority test (I'm not referring to height-based attacks)<br />
<br />
Below are the current lists of characters, assists and stages that will be added due being finished content, with a few exceptions (i.e. not having status effects, Win or lose animaiton, or a Spritality/Gognio aren't issues)<br />
<br />
Characters:<br />
<ul class="mycode_list"><li><a href="http://www.vg-resource.com/thread-25055.html" target="_blank" rel="noopener" class="mycode_url">Chris2Balls</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25052.html" target="_blank" rel="noopener" class="mycode_url">Neko</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25065.html" target="_blank" rel="noopener" class="mycode_url">Ocks</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25073.html" target="_blank" rel="noopener" class="mycode_url">Bomber Girl</a> <br />
</li>
<li><a href="http://www.vg-resource.com/thread-25054.html" target="_blank" rel="noopener" class="mycode_url">MachoBot</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25074.html" target="_blank" rel="noopener" class="mycode_url">Gors</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25203.html" target="_blank" rel="noopener" class="mycode_url">Sol</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25061.html" target="_blank" rel="noopener" class="mycode_url">Chaoxys</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25156.html" target="_blank" rel="noopener" class="mycode_url">Icicle</a><br />
</li>
<li>ViperShark <br />
</li>
<li>Metaru<br />
<br />
<br />
</li>
</ul>
Assists:<br />
<ul class="mycode_list"><li><a href="http://www.vg-resource.com/thread-25120.html" target="_blank" rel="noopener" class="mycode_url">Bolt and Splot</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25105.html" target="_blank" rel="noopener" class="mycode_url">Crapy</a><br />
</li>
<li><a href="http://i.imgur.com/VZHnDmS.png" target="_blank" rel="noopener" class="mycode_url">Previous</a><br />
</li>
<li><a href="http://fc04.deviantart.net/fs71/f/2012/057/a/0/jetplex_by_gorsal-d4r4d9n.gif" target="_blank" rel="noopener" class="mycode_url">Gaucher (Grab Assist)</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25114.html" target="_blank" rel="noopener" class="mycode_url">Iocus</a><br />
</li>
</ul>
Stages:<br />
<ul class="mycode_list"><li><a href="http://www.vg-resource.com/thread-25046-post-551692.html#pid551692" target="_blank" rel="noopener" class="mycode_url">NicktendoDS's Babylon Kingdom</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-551772.html#pid551772" target="_blank" rel="noopener" class="mycode_url">Chaoxys's Factory Level</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-552825.html#pid552825" target="_blank" rel="noopener" class="mycode_url">NicktendoDS's Bouncy Park</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-552992.html#pid552992" target="_blank" rel="noopener" class="mycode_url">Arisa's Shrine</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-553465.html#pid553465" target="_blank" rel="noopener" class="mycode_url">The Space Ring</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-553817.html#pid553817" target="_blank" rel="noopener" class="mycode_url">The Space Ring Alternate</a> <a href="http://www.vg-resource.com/thread-25046-post-554253.html#pid554253" target="_blank" rel="noopener" class="mycode_url">(1)</a><a href="http://www.vg-resource.com/thread-25046-post-554404.html#pid554404" target="_blank" rel="noopener" class="mycode_url">(2)</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-554542.html#pid554542" target="_blank" rel="noopener" class="mycode_url">Skull Catacombs</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-555170.html#pid555170" target="_blank" rel="noopener" class="mycode_url">Bombergirl's Stage</a> <a href="http://www.vg-resource.com/thread-25046-post-555181.html#pid555181" target="_blank" rel="noopener" class="mycode_url">(1)</a><a href="http://www.vg-resource.com/thread-25046-post-555261.html#pid555261" target="_blank" rel="noopener" class="mycode_url">(2)</a><a href="http://www.vg-resource.com/thread-25046-post-555355.html#pid555355" target="_blank" rel="noopener" class="mycode_url">(3)</a><a href="http://www.vg-resource.com/thread-25046-post-555830.html#pid555830" target="_blank" rel="noopener" class="mycode_url">(4)</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-567197.html#pid567197" target="_blank" rel="noopener" class="mycode_url">Spriters Resource</a> <a href="http://www.vg-resource.com/thread-25046-post-570692.html#pid570692" target="_blank" rel="noopener" class="mycode_url">[/url][url=http://www.vg-resource.com/thread-25046-post-570557.html#pid570557](1)</a>(2)<br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-570554.html#pid570554" target="_blank" rel="noopener" class="mycode_url">[By Chris2Balls]</a><br />
</li>
</ul>
[/spoiler]<br />
<br />
[spoiler=My Questions]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Questions:</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">How does the collision response in tFR actually work?</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Are attack responses fixed? For example, some attacks <span style="font-style: italic;" class="mycode_i">always</span> launch or just cause hitstun.  </span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Are stun times (recovery times) a thing?  Like, if the opponent is hit by attack mask 'A', he'll be stunned for 'X' frames, always?  (<a href="http://www.vg-resource.com/thread-20507-post-549030.html#pid549030" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid549030</a>)<br />
</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">How does jumping work.  Is movement fixed or can you move back and forth in the air, like smash bros?  Right now, Gors has fixed jumping, but C2B has more of a smash bro jump.  Which is correct for tFR?</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Is defending directional, like Gors, or radial, like C2B?</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">For those of you who make stages, what kind of capabilities would you like?  I can allow them to have as much support as characters, if needed.  It'll be very easy to do.  I haven't done so yet because it doesn't seem like it's really needed by anyone.</span><br />
<br />
Since I'll be coding the content for now, I'm only doing those that are finished.  I'll need in depth information about how the character, stage, or assist works.<br />
[/spoiler]<br />
[spoiler=FAQ(?)]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">(potentially)FAQ</span><br />
<span style="font-weight: bold;" class="mycode_b">How frequent will you post updates?</span><br />
<span style="font-style: italic;" class="mycode_i">-I'm hoping to retry what I did with my MFGGTKO devlog.  I'll try to post updates frequently.  As for demos, hmmm.  I can try for a monthly demo, regardless of its state.  How that will go, I dunno.  </span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the extents of projectiles?</span><br />
<span style="font-style: italic;" class="mycode_i">-Projectiles will have as much capability as characters.  I call them articles.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the extents of stages?</span><br />
<span style="font-style: italic;" class="mycode_i">-If needed, I can allow them to have a custom script (moveset, really).  Then, they can have as many animations as they want.  You can even add little scripted "NPCs" by adding them as articles.  They can interactive too, given they will have their own moveset.(Note: I'm talking about potential atm.  No development has been done yet the solidifies the idea.  But, I don't see any potential issues.)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do sprites affect the character in any way or form?  For example, would it affect the collision masks in any way?</span><br />
<span style="font-style: italic;" class="mycode_i">-No.  All your sprites do is look pretty.  Otherwise, they don't add any functionality automatically in any way or form.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Are palettes supported?</span><br />
<span style="font-style: italic;" class="mycode_i">Yes and no.  My idea is to allow each character to have their own custom palettes.  Yes: Palettes are implemented. No: There is no current system of setting a palette.  Don't worry though, it should only require me changing a file to make it work correctly.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Zabaden: would you be able to implement a fighter who operates like the Pokemon Trainer in Smash Bros. and shifts between three characters directed by a third?</span><br />
<span style="font-style: italic;" class="mycode_i">-I can imagine a way to do so in the engine's current state, along with some issues and lack of current support.  If you want more info, ask.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the limitations of the engine?</span><br />
<span style="font-style: italic;" class="mycode_i">-Uh, it'd be easier if you ask me the question of whether somethings are possible.  The engine is still in development, so nothing is set in stone.<br />
</span><br />
<br />
[/spoiler]<br />
<br />
[spoiler= Interesting posts that I don't know what to do with]<br />
Note to Self: <a href="http://www.vg-resource.com/thread-25046-post-553742.html#pid553742" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-25046-...#pid553742</a> Stage Select Mockup<br />
<br />
<br />
<a href="http://www.vg-resource.com/thread-20507-post-479760.html#pid479760" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid479760</a><br />
<br />
<blockquote class="mycode_quote"><cite>Bageal Wrote:</cite>I've been meaning to finish mine, regardless of whether the game's finished or not (although some progress would really be nice), mostly because<br />
b) If someone does want to pick this up again in the future, the resources will all be there.</blockquote><br />
<a href="http://www.vg-resource.com/thread-20507-post-483725.html#pid483725" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid483725</a> - Ploaj, config files.  (Note to self: elaborate...)<br />
<a href="http://www.vg-resource.com/thread-20507-post-484902.html#pid484902" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid484902</a> - fighter balancing<br />
<a href="http://www.vg-resource.com/thread-20507-post-497039.html#pid497039" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid497039</a> - basic editing fighters<br />
<a href="http://www.vg-resource.com/thread-20507-post-547568.html#pid547568" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid547568</a> - Gors<br />
<a href="http://www.vg-resource.com/thread-20507-post-549030.html#pid549030" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid549030</a> - Hurt fixed responses<br />
<a href="http://www.vg-resource.com/thread-18497-post-435538.html#pid435538" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-18497-...#pid435538</a> - Lack of Design Document<br />
<a href="http://www.vg-resource.com/thread-20507-post-469269.html#pid469269" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid469269</a> - Virt's Nikki Assist<br />
<a href="http://www.vg-resource.com/thread-20507-post-486235.html#pid486235" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid486235</a> - Nicktendo's Solar Flare Assist<br />
<a href="http://www.vg-resource.com/thread-25044-page-4.html" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-25044-page-4.html</a> - Brainstorm of game stuff<br />
[/spoiler]<br />
<br />
<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
If you have any questions, please ask.]]></description>
			<content:encoded><![CDATA[For the newest build (7/31/16), check this post <a href="http://www.vg-resource.com/thread-26351-post-620742.html#pid620742" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-26351-...#pid620742</a><br />
 <br />
[Spoiler=News May 19,2015]<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">News May 19, 2015:</span><br />
<ul class="mycode_list"><li>Required character animation count has been reduced to ~20 animations instead of the ~40 animations.<br />
</li>
<li>Input Buffering, Online, AI, Story/Arcade Mode, Community Customization, Main Menu, and Options Menu are scrapped due to non existent community interest and lack of content. Each take a lot of time and hard work and the benefits are non existent, thus they will no longer be supported.<br />
</li>
<li>Only Player Vs Player battles will be supported<br />
</li>
</ul>
The bare minimal required animations for characters are:<br />
<br />
<ol type="1" class="mycode_list"><li>Idle<br />
</li>
<li>Walk Forward<br />
</li>
<li>Walk Backward<br />
</li>
<li>Duck <br />
</li>
<li>Jump <br />
</li>
<li>Fall<br />
</li>
<li>Punch 1<br />
</li>
<li>Kick 1<br />
</li>
<li>Duck Punch<br />
</li>
<li>Duck Kick<br />
</li>
<li>Jump Punch<br />
</li>
<li>Jump Kick<br />
</li>
<li>Special 1 (can be offensive, defensive, healing ,etc)<br />
</li>
<li>Grab<br />
</li>
<li>Grab Attack<br />
</li>
<li>Throw<br />
</li>
<li>Standing Defend <br />
</li>
<li>Duck Defend<br />
</li>
<li>Air Defend<br />
</li>
<li>Hit<br />
</li>
<li>Knock Down  (Face plant)<br />
</li>
<li>Get Back Up<br />
</li>
</ol>
</div>
<br />
The forward and back attacks can be replaced with the neutral attacks (normal punch or kicks). There only really needs to be one special for consistency between characters. Status effects (burnt, electrocuted, etc) and the variations of getting hit can all be replaced with the normal Hit animation. Although, due to game mechanics, Knocked Down (Face plant) and getting back up are still required.<br />
<br />
As a result of the scrapped features, only the bare minimal of the game is needed to be coded. Which means that I only have to finish the fighting system and add content. As of today, I've finally supported working grabs and throws. Fighting-wise, I just have to support defending and cancelling out equivalent attacks that connect. After I'm sure the fighting system is done and stable, I will work on the menus and content. At that point, I'll probably restart a frequently updated devlog.<br />
<br />
[/spoiler]<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">*Skim the headers.  If there are any questions or confusion, please ask.</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">Any discussion in this topic should be about the game engine, not content.  Of course, discussion of whether the engine is capable of, or potentially capable of, certain content is allowed. </span><br />
<br />
Hello, everyone.  The game is being programmed in C# using XNA along with Lua for scripting.  My main focus has been on stages and characters.  Right now, scripting-wise, I think they are both nearly done.  I just have to move focus to the other important aspects, like collision response (getting hurt, grabbed, defending, etc), then "fighting" would be done.  By that point, there should be enough support for finished stages, characters and assists, unless I'm forgetting something.  The next things to do would be minor game-wise. They would be the actual menus, menu tool, battle HUD, character debug tool, etc.  The character debugging tool is just to ease placement of fighting collision bubbles and stepping through subactions.<br />
<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
[spoiler=Older Builds]<br />
<br />
<span style="color: #ff3333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Try out the newest build!</span></span> (2/9/15)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
<a href="https://www.dropbox.com/s/lx1qyvaaov6co4o/Build%5B2-8-15%5D.zip?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/lx1qyvaaov6co4...D.zip?dl=0</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make sure you have XNA redistributable installed: </span><br />
<a href="http://www.microsoft.com/en-us/download/details.aspx?id=20914" target="_blank" rel="noopener" class="mycode_url">http://www.microsoft.com/en-us/download/...x?id=20914</a><br />
<br />
<span style="font-style: italic;" class="mycode_i">There aren't really any obvious changes though. I'd say it's not worth the 60mb download, but I want to keep with the consistent updates.</span><br />
<br />
Some things may not work, or break~<br />
<br />
Additional controls:<br />
<br />
"r" to create Chaoxy's grab assist.. which I forgot the name of...I wanna say glub glub but I'm almost sure that's not it.<br />
<br />
"[home]" to open the editor. -You can't do much with it at the moment except select the character, set an action, pause, play or step the game, and set the subaction tick.<br />
<br />
<br />
<span style="color: #ff3333;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Try out the newest build!</span></span> (1/1/15)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
<a href="https://www.dropbox.com/s/ut609y1f6zc8abp/Build%5B1-1-15%5D.zip?dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/s/ut609y1f6zc8ab...D.zip?dl=0</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Make sure you have XNA redistributable installed: </span><br />
<a href="http://www.microsoft.com/en-us/download/details.aspx?id=20914" target="_blank" rel="noopener" class="mycode_url">http://www.microsoft.com/en-us/download/...x?id=20914</a><br />
<br />
<br />
Please note that this isn't any sort of "alpha", "beta", or even "demo".  It's a build.  I'll do my best to have a monthly build, despite the current state of the game.  Also note, characters are not in development, nor are stages.  The current build includes debug content that I use for testing.  I'm currently still working on the game engine.[/color]<br />
<br />
The build currently only shows the debug characters, Gors and C2B, along with Machobot's spritality form.  They were developed for testing purposes and do not reflect any of the member's characters accurately.  <br />
<br />
<br />
Debug Controls:<br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">'Q' to create Gors<br />
'W' to create C2B<br />
'E' to create Machobot's spritality form.<br />
<br />
'[Backspace]' to delete all the characters<br />
<br />
'3' to show debug collision masks<br />
'9' to play a random song<br />
<br />
--<br />
<br />
Gors and C2B Controls:<br />
Left Shift: Jump <br />
Arrow Keys: Move <br />
Z : punch<br />
X : kick<br />
<br />
MachoBot:<br />
Z : Spritality</div>
<br />
Note: Again, not all moves are coded.  They're debug characters.  <br />
<br />
Oh yeah. If you want to change the stage to Icicle's stage, open the file "Content\\Debug\\debug_stageToLoad.txt".  Change the letter to I.  If you want to go back to Chaoxy's stage, change the letter to 'C'.<br />
<br />
[/spoiler]<br />
[spoiler=General Engine Information]<br />
[spoiler=Characters, Articles/Props, Stages and Assists]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Characters, Articles/Props, Stages, and Assists</span><br />
<br />
Characters and articles have the exact same capabilities.  I haven't made any assists yet, but i figured they'd operate similarly.  I don't think assists require any "AI".  They show up, do a fixed attack or get hit, and leave.  The only difference between the three (and stages) may just be scripting. <br />
<br />
At the moment, stages  only support music, a single animation and collision masks.  However, that limit is completely arbitrary.  I've been thinking about just giving stages the same amount of capabilities as characters.  That means they could have their own scripting/moveset to make them interactive (stage hazards?).  For those of you who make stages, what kind of support would you like?  <br />
<br />
[/spoiler]<br />
[spoiler=Customization (Scrapped)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Customization (Chars, stages, assists)</span><span style="font-weight: bold;" class="mycode_b">(Scrapped)</span> [Low Priority?]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Update May 2015:</span> Community customization has been scrapped due to non existent community interest. Supporting customizations for others takes time and work. Due to circumstances, the disadvantages greatly overcome the advantages.<br />
<br />
I might scrap the idea of supporting <span style="font-style: italic;" class="mycode_i">community </span>customization, at least for now.   I'd have to actually teach people how to use all the non-user friendly tools and scripting stuff that's required to know.  In the end, I think it would be a better idea if I just coded everyone's character and stage.  To be blunt, it's not like there are many finished characters or stages right now.  The advantage is that I can create them better, quicker, and they'll be less prone to bugs.  However, I'd need in-depth information, gotta code every character, stage and assist, and there is bound to be misunderstandings in communication and thus require a bit of back and forth.  During school, I have no daily internet connection, so I won't be available that much.<br />
<br />
<br />
That said, please organize your spritesheet in a way that's easy for me to use the frames.  Make it obvious which animation is which.  Please align animations.  I'd rather have extra white-space than have to manually align frames by hand.  I can make use of GIFS too, so if that'd be easier for you to do, then please do so instead.  GIFS are the easiest way for me to import an animation since all I gotta do is load them.  GIFs should have the animation be in-place.  However, I'd really appreciate if you also made additional gifs of the movement along with other information, like attack bubbles or an example of the move against an opponent.<br />
<br />
I would also need good in-depth information about the actions themselves.  How fast does he/she move on the ground?  For attacks, how much damage and knockback do they do, literally?  What about the direction of knockback?  Where are the attack masks located (its a circle, so a position and radius).  Is it a strong hit, or a normal one.  The same goes for specials.   Give as much info as possible, even if you feel it's redundant.<br />
<br />
---<br />
[spoiler=Edit: Dec. 20, 2014]<br />
Hmmm.  Maybe I'm not giving you guys enough credit.  I'm all for community customization.  It relieves work off me and distributes it in an effective way.  However, I feel that there would only be a few people capable enough to be able to work through the issues of my tools and learn how to code.   You won't have to really learn much about the coding API, err coding interfaces (rules, syntax, etc), as I've already made a veery basic scripting tool with intellisense.  For scripting actions and subactions, at most, you'd have to only know how to create basic conditionals (If/else), loops and the premade events (functions) , which I'm confident non-coders can grasp easily and quickly.  Not to mention, there's intellisense for all of those to ease having to memorize much.   The tool hides most of the other things, even creating custom events and character-specific variables.  More info later.<br />
<br />
[/spoiler]<br />
[/spoiler]<br />
<br />
[spoiler=Scripting]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scripting</span><br />
<br />
Scripting is entirely done in Lua, mainly using coroutines.  Lua is the core of movesets.  There are events, requirements, actions, and subactions,  If you want a scripted stage, then that means it'll make use of the moveset system.  It's no problem, though.  <br />
<br />
<br />
An action is just a coroutine that's called once every game step.  When an action is changed, the next action will execute immediately to allow for chained actions that visually don't do anything without costing a game step.  There is only ever one action playing at a time per moveset.  Actions usually set a subaction at its start.<br />
<br />
A subaction is similar to an action.  Except, it's called once per animation tick.  It defines the animation to play, and there can be multiple subaction ... sub functions executing at the same time.  I still have to work out some things that should happen when a subaction ends, like resetting the character to a consistent state.  More info later, if needed.<br />
<br />
--<br />
[spoiler=Edit Dec. 20, 2014]<br />
I'm also in the process of creating tools to ease scripting.  I've created a basic moveset scripting tool with basic intellisense.  This intellisense helps you code by showing you names of existing valid identifiers (events, functions, etc) and also shows a comment or description as-well.  This removes the need to look anything up, memorize code, and decreases the chance of typo related bugs.  The tool also hides some of the syntax that one would other-wise need to know about.  I'm in the process of <span style="font-style: italic;" class="mycode_i">planning </span>a basic character debugging tool that allows you to "step" through moves on a per frame basis.  I'm not aiming for a perfectly working tool, it just need to ease development.  It's more of a one-off thing.  More info later.<br />
<br />
[/spoiler]<br />
[/spoiler]<br />
<br />
[spoiler=Animation]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Animation</span><br />
<br />
I've created an animation tool and engine but the the tool isn't user friendly.  I'm only naming the main features for those of you who want to be creative.  Otherwise, ignore the list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The engine supports:</span><br />
<ul class="mycode_list"><li>Traditional Frame by frame animation<br />
</li>
<li>Skeletal Animation<br />
</li>
<li>Key framed animation<br />
</li>
</ul>
<ul class="mycode_list"><li>Linear and Jump/Step Interpolation<br />
</li>
<li>Root Motion Translation only (moving object by animation)<br />
</li>
<li>SubAnimations (it just means using another animation within the current animation - a sub animation.  Look at Chaoxy's stage.  The cogs and floor are a great example.)<br />
</li>
<li>Importing GIfs as an animation into the tool<br />
</li>
<li>Exporting animations as a sprite sheet or GIF<br />
</li>
<li>Opaque, Translucent, and completely Transparent sprites. (Fully transparency can happen if the sprite tint is animated)<br />
</li>
<li>Palettes and Palette animation.<br />
</li>
</ul>
If there are any questions about what you can do, animation-wise, just ask.  <br />
[/spoiler]<br />
[spoiler=Palettes]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Palettes</span><br />
<br />
Palettes are supported by the animation engine, but not by the game engine, yet. I imagine that it would only require me to load a different palette file, which sounds pretty simple.  Palettes would be unique on a per-character level. <br />
<br />
Note: In the animation engine, a palette file is more of a collection of separate grouped pixel palettes in a single file.  Why?  This is to allow fading and switching between palettes in animation - animateable palettes.  However, alternate "costumes/colors" in the game sense are separate palette <span style="font-style: italic;" class="mycode_i">files</span> atltogether.  Er, more info later.  If anyone wants to be creative and has questions, ask.  I'll provide visual examples if needed.<br />
<br />
[/spoiler]<br />
[spoiler=Collisions]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Collisions </span>[High priority, need info]<br />
<br />
In the fighting system, collision masks are restricted to circles.  I usually refer to them as "bubbles".  Honestly, I have no good reason for such a restriction.  The collision <span style="font-style: italic;" class="mycode_i">detection </span>system is, ofc, done and working.  It's the same system as the normal collision system for the stage.<br />
<br />
However, I still need to program in the actual responses, like hitlag and going into the hurt state.  Although, I'm not entirely show how it should be done game-wise.  I'm not familiar with the "rules" of getting hit, or atleast how it's supposed to work in tFR.  I've played Soul Calibur, so I might build off that, unless that's an issue.  <br />
<br />
Oh yeah, I recently thought up how to go about directional defending. I really wanna use Robo9's super beam thing as a test so I might make a GIF of it later.  There will also be support for sweet spots.  <br />
<br />
[/spoiler]<br />
[spoiler=Menus]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Menus</span> [Medium priority, Content needed]<br />
<br />
This will probably be easy to do. I already have an idea about how to go about it.  The main thing keeping me from implementing it is that I'm unsure how the menu is supposed to look, content-wise.  I've seen <a href="http://i.gyazo.com/88bf9697dbb87f99e94accd5c8c2deb3.png" target="_blank" rel="noopener" class="mycode_url">this</a>, but I don't see any backgrounds.  Also, I still gotta make the menu creating tool which will be easy.<br />
<br />
For anyone who wants to make the menu sprites, I'm able to support intro, idle, and outro animations.  You can also do a few other subtle things, but I'll give more info later, if needed.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Menus:</span></span><br />
<ul class="mycode_list"><li>Title screen<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Main Menu</span> (Scrapped, unnecessary)<br />
</li>
<li>Character Selection Screen<br />
</li>
<li>Stage Selection Screen<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Other? (options, control configuration, etc?)</span> (Scrapped, unnecessary)<br />
</li>
</ul>
[/spoiler]<br />
[spoiler=Effects (Content needed)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effects (GFX, SFX)</span> [Content needed]<br />
<br />
We're really lacking in the effects department.  There are no sound effects or GFX at all.  There should be common effects, that are shared between all character and character specific effects.  Why separate them?  In case the game ever gets to the point where people can make their own content, it'd be easier to add character effects without affecting shared effects.<br />
<br />
[/spoiler]<br />
[spoiler=AI (Scrapped)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI (Scrapped) </span>[Low Priority]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Update May 2015:</span> AI has been scrapped from the game. There will not be any PlayerVsCPU matches since this kind of AI takes time.  Since community interest is non existent, it seems that AI wouldn't be worth the trouble. Of course, PlayerVsPlayer will remain. <br />
<br />
<br />
I haven't given much thought about how AI is going to work.  I'll have to do research on how it's usually done since I have zero experience with this kind of AI.  <br />
[/spoiler]<br />
[spoiler=Online (Scrapped)]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Online (Scrapped)</span> [Low Priority]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Update May 2015:</span> Online has been scrapped from the game. Since community interest is non existent, it seems that Online wouldn't be worth the trouble and time. Of course, PlayerVsPlayer will remain.<br />
<br />
<br />
Hmmm...Zero progress here.  I'm thinking about using Lidgren for the networking.  From what I researched, only inputs should be sent over the connection.  This means that the game has to be deterministic, so I'll have to do a little bit more researching.  It also requires that both player's have the exact same content.  <br />
[/spoiler]<br />
[/spoiler]<br />
[spoiler=For Content Makers]<br />
[/spoiler]<br />
[spoiler=Videos]<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/9ZWTq65ne2U" frameborder="0" allowfullscreen="true"></iframe><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/tOKp8jbeNH8" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
Sound warning.  This is smaller than I thought it'd be. Just go to the youtube page instead.  <br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/W9Bo7p19FxM" frameborder="0" allowfullscreen="true"></iframe><br />
[/spoiler]<br />
[spoiler=Updates (Update May 2015)]<br />
<br />
<br />
Dec.20, 2014: <br />
<br />
<ul class="mycode_list"><li>Added more info about possibility of customization. (See General Info -&gt; Customization)<br />
</li>
<li>Added more info about scripting tools. (See  General Info -&gt; Scripting)<br />
</li>
<li>Added more info: Palette section (See General Info -&gt; Palette)<br />
</li>
<li>Added FAQs and Interesting posts section.<br />
</li>
<li><a href="http://www.vg-resource.com/thread-26351-post-576062.html#pid576062" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-26351-...#pid576062</a> - Fighter collision detection system plan<br />
</li>
</ul>
May, 2015:<br />
<br />
<ul class="mycode_list"><li>Input Buffering, Online, AI, Story/Arcade Mode, Community Customization, Main Menu, and Options Menu are scrapped due to non existent community interest and lack of content. Each take a lot of time and hard work and the benefits are non existent, thus they will no longer be supported.<br />
</li>
<li>Only Player Vs Player battles will be supported<br />
</li>
</ul>
[/spoiler]<br />
<br />
[spoiler= Todo]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Todo:</span><br />
<br />
<br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">-revise this post and make sure it includes only whats necessary<br />
-looking into nLua (actively updated Lua 5.2+ wrapper for C#) instead of LuaInterface(uses older Lua 5.1, which seems like it can cause an issue).  </div>
-Collision Response:<br />
<br />
<ol type="1" class="mycode_list"><li><span style="text-decoration: line-through;" class="mycode_s">Grabbing and being grabbed</span> [May 2015]<br />
</li>
<li>Defending<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">HitLag</span> [May2015]<br />
</li>
<li><span style="text-decoration: line-through;" class="mycode_s">Hurt state </span>[May2015]<br />
</li>
</ol>
-<span style="text-decoration: line-through;" class="mycode_s">Assist test</span>[May 2015]<br />
-directional defending test<br />
-collision priority test (I'm not referring to height-based attacks)<br />
<br />
Below are the current lists of characters, assists and stages that will be added due being finished content, with a few exceptions (i.e. not having status effects, Win or lose animaiton, or a Spritality/Gognio aren't issues)<br />
<br />
Characters:<br />
<ul class="mycode_list"><li><a href="http://www.vg-resource.com/thread-25055.html" target="_blank" rel="noopener" class="mycode_url">Chris2Balls</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25052.html" target="_blank" rel="noopener" class="mycode_url">Neko</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25065.html" target="_blank" rel="noopener" class="mycode_url">Ocks</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25073.html" target="_blank" rel="noopener" class="mycode_url">Bomber Girl</a> <br />
</li>
<li><a href="http://www.vg-resource.com/thread-25054.html" target="_blank" rel="noopener" class="mycode_url">MachoBot</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25074.html" target="_blank" rel="noopener" class="mycode_url">Gors</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25203.html" target="_blank" rel="noopener" class="mycode_url">Sol</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25061.html" target="_blank" rel="noopener" class="mycode_url">Chaoxys</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25156.html" target="_blank" rel="noopener" class="mycode_url">Icicle</a><br />
</li>
<li>ViperShark <br />
</li>
<li>Metaru<br />
<br />
<br />
</li>
</ul>
Assists:<br />
<ul class="mycode_list"><li><a href="http://www.vg-resource.com/thread-25120.html" target="_blank" rel="noopener" class="mycode_url">Bolt and Splot</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25105.html" target="_blank" rel="noopener" class="mycode_url">Crapy</a><br />
</li>
<li><a href="http://i.imgur.com/VZHnDmS.png" target="_blank" rel="noopener" class="mycode_url">Previous</a><br />
</li>
<li><a href="http://fc04.deviantart.net/fs71/f/2012/057/a/0/jetplex_by_gorsal-d4r4d9n.gif" target="_blank" rel="noopener" class="mycode_url">Gaucher (Grab Assist)</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25114.html" target="_blank" rel="noopener" class="mycode_url">Iocus</a><br />
</li>
</ul>
Stages:<br />
<ul class="mycode_list"><li><a href="http://www.vg-resource.com/thread-25046-post-551692.html#pid551692" target="_blank" rel="noopener" class="mycode_url">NicktendoDS's Babylon Kingdom</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-551772.html#pid551772" target="_blank" rel="noopener" class="mycode_url">Chaoxys's Factory Level</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-552825.html#pid552825" target="_blank" rel="noopener" class="mycode_url">NicktendoDS's Bouncy Park</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-552992.html#pid552992" target="_blank" rel="noopener" class="mycode_url">Arisa's Shrine</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-553465.html#pid553465" target="_blank" rel="noopener" class="mycode_url">The Space Ring</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-553817.html#pid553817" target="_blank" rel="noopener" class="mycode_url">The Space Ring Alternate</a> <a href="http://www.vg-resource.com/thread-25046-post-554253.html#pid554253" target="_blank" rel="noopener" class="mycode_url">(1)</a><a href="http://www.vg-resource.com/thread-25046-post-554404.html#pid554404" target="_blank" rel="noopener" class="mycode_url">(2)</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-554542.html#pid554542" target="_blank" rel="noopener" class="mycode_url">Skull Catacombs</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-555170.html#pid555170" target="_blank" rel="noopener" class="mycode_url">Bombergirl's Stage</a> <a href="http://www.vg-resource.com/thread-25046-post-555181.html#pid555181" target="_blank" rel="noopener" class="mycode_url">(1)</a><a href="http://www.vg-resource.com/thread-25046-post-555261.html#pid555261" target="_blank" rel="noopener" class="mycode_url">(2)</a><a href="http://www.vg-resource.com/thread-25046-post-555355.html#pid555355" target="_blank" rel="noopener" class="mycode_url">(3)</a><a href="http://www.vg-resource.com/thread-25046-post-555830.html#pid555830" target="_blank" rel="noopener" class="mycode_url">(4)</a><br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-567197.html#pid567197" target="_blank" rel="noopener" class="mycode_url">Spriters Resource</a> <a href="http://www.vg-resource.com/thread-25046-post-570692.html#pid570692" target="_blank" rel="noopener" class="mycode_url">[/url][url=http://www.vg-resource.com/thread-25046-post-570557.html#pid570557](1)</a>(2)<br />
</li>
<li><a href="http://www.vg-resource.com/thread-25046-post-570554.html#pid570554" target="_blank" rel="noopener" class="mycode_url">[By Chris2Balls]</a><br />
</li>
</ul>
[/spoiler]<br />
<br />
[spoiler=My Questions]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My Questions:</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">How does the collision response in tFR actually work?</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Are attack responses fixed? For example, some attacks <span style="font-style: italic;" class="mycode_i">always</span> launch or just cause hitstun.  </span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Are stun times (recovery times) a thing?  Like, if the opponent is hit by attack mask 'A', he'll be stunned for 'X' frames, always?  (<a href="http://www.vg-resource.com/thread-20507-post-549030.html#pid549030" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid549030</a>)<br />
</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">How does jumping work.  Is movement fixed or can you move back and forth in the air, like smash bros?  Right now, Gors has fixed jumping, but C2B has more of a smash bro jump.  Which is correct for tFR?</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Is defending directional, like Gors, or radial, like C2B?</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">For those of you who make stages, what kind of capabilities would you like?  I can allow them to have as much support as characters, if needed.  It'll be very easy to do.  I haven't done so yet because it doesn't seem like it's really needed by anyone.</span><br />
<br />
Since I'll be coding the content for now, I'm only doing those that are finished.  I'll need in depth information about how the character, stage, or assist works.<br />
[/spoiler]<br />
[spoiler=FAQ(?)]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">(potentially)FAQ</span><br />
<span style="font-weight: bold;" class="mycode_b">How frequent will you post updates?</span><br />
<span style="font-style: italic;" class="mycode_i">-I'm hoping to retry what I did with my MFGGTKO devlog.  I'll try to post updates frequently.  As for demos, hmmm.  I can try for a monthly demo, regardless of its state.  How that will go, I dunno.  </span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the extents of projectiles?</span><br />
<span style="font-style: italic;" class="mycode_i">-Projectiles will have as much capability as characters.  I call them articles.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the extents of stages?</span><br />
<span style="font-style: italic;" class="mycode_i">-If needed, I can allow them to have a custom script (moveset, really).  Then, they can have as many animations as they want.  You can even add little scripted "NPCs" by adding them as articles.  They can interactive too, given they will have their own moveset.(Note: I'm talking about potential atm.  No development has been done yet the solidifies the idea.  But, I don't see any potential issues.)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do sprites affect the character in any way or form?  For example, would it affect the collision masks in any way?</span><br />
<span style="font-style: italic;" class="mycode_i">-No.  All your sprites do is look pretty.  Otherwise, they don't add any functionality automatically in any way or form.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Are palettes supported?</span><br />
<span style="font-style: italic;" class="mycode_i">Yes and no.  My idea is to allow each character to have their own custom palettes.  Yes: Palettes are implemented. No: There is no current system of setting a palette.  Don't worry though, it should only require me changing a file to make it work correctly.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Zabaden: would you be able to implement a fighter who operates like the Pokemon Trainer in Smash Bros. and shifts between three characters directed by a third?</span><br />
<span style="font-style: italic;" class="mycode_i">-I can imagine a way to do so in the engine's current state, along with some issues and lack of current support.  If you want more info, ask.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the limitations of the engine?</span><br />
<span style="font-style: italic;" class="mycode_i">-Uh, it'd be easier if you ask me the question of whether somethings are possible.  The engine is still in development, so nothing is set in stone.<br />
</span><br />
<br />
[/spoiler]<br />
<br />
[spoiler= Interesting posts that I don't know what to do with]<br />
Note to Self: <a href="http://www.vg-resource.com/thread-25046-post-553742.html#pid553742" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-25046-...#pid553742</a> Stage Select Mockup<br />
<br />
<br />
<a href="http://www.vg-resource.com/thread-20507-post-479760.html#pid479760" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid479760</a><br />
<br />
<blockquote class="mycode_quote"><cite>Bageal Wrote:</cite>I've been meaning to finish mine, regardless of whether the game's finished or not (although some progress would really be nice), mostly because<br />
b) If someone does want to pick this up again in the future, the resources will all be there.</blockquote><br />
<a href="http://www.vg-resource.com/thread-20507-post-483725.html#pid483725" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid483725</a> - Ploaj, config files.  (Note to self: elaborate...)<br />
<a href="http://www.vg-resource.com/thread-20507-post-484902.html#pid484902" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid484902</a> - fighter balancing<br />
<a href="http://www.vg-resource.com/thread-20507-post-497039.html#pid497039" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid497039</a> - basic editing fighters<br />
<a href="http://www.vg-resource.com/thread-20507-post-547568.html#pid547568" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid547568</a> - Gors<br />
<a href="http://www.vg-resource.com/thread-20507-post-549030.html#pid549030" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid549030</a> - Hurt fixed responses<br />
<a href="http://www.vg-resource.com/thread-18497-post-435538.html#pid435538" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-18497-...#pid435538</a> - Lack of Design Document<br />
<a href="http://www.vg-resource.com/thread-20507-post-469269.html#pid469269" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid469269</a> - Virt's Nikki Assist<br />
<a href="http://www.vg-resource.com/thread-20507-post-486235.html#pid486235" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-20507-...#pid486235</a> - Nicktendo's Solar Flare Assist<br />
<a href="http://www.vg-resource.com/thread-25044-page-4.html" target="_blank" rel="noopener" class="mycode_url">http://www.vg-resource.com/thread-25044-page-4.html</a> - Brainstorm of game stuff<br />
[/spoiler]<br />
<br />
<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
If you have any questions, please ask.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sert(Player)]]></title>
			<link>https://archive.vg-resource.com/thread-26102.html</link>
			<pubDate>Mon, 27 Oct 2014 23:02:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://archive.vg-resource.com/member.php?action=profile&uid=20918">Dragon_Throne</a>]]></dc:creator>
			<guid isPermaLink="false">https://archive.vg-resource.com/thread-26102.html</guid>
			<description><![CDATA[<span style="color: #333333;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size">Sert is pretty much a n average character, with a slight edge in his Defense.</span></span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">stats out of 15 *s:</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Health: ***</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Attack: ***</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Defense: ****</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Speed: **</span><br />
</span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">Jump: ***</span></span><br />
<br />
<br />
<br />
<br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size">Still a WIP, but here is some of his sheet</span></span><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4877" target="_blank" title="">fiveasone__avatar_sprite_by_o_fiveasone_o-d834qah.png</a> (Size: 13.25 KB / Downloads: 518)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[<span style="color: #333333;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size">Sert is pretty much a n average character, with a slight edge in his Defense.</span></span><br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">stats out of 15 *s:</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Health: ***</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Attack: ***</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Defense: ****</span><br />
</span><br />
<span style="font-size: medium;" class="mycode_size"><span style="color: #333333;" class="mycode_color">Speed: **</span><br />
</span><br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: medium;" class="mycode_size">Jump: ***</span></span><br />
<br />
<br />
<br />
<br />
<span style="color: #333333;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size">Still a WIP, but here is some of his sheet</span></span><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://archive.vg-resource.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=4877" target="_blank" title="">fiveasone__avatar_sprite_by_o_fiveasone_o-d834qah.png</a> (Size: 13.25 KB / Downloads: 518)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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