Kris121
Smash Journeyman
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Heres an image for a logo.
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Will you be able to post during these two weeks? If not, we'll be happy to keep the discussion around.Excellent.
I plan on coding right when school ends for me (two more weeks).![]()
Of course I can post. I just have to focus on homework 24/7 until finals are over. The good news is that one of my final programming projects overlaps with Zero2D. So, when the time comes, I will not be starting from scratch. I will have a healthy bundle of code to work with. ^_^Will you be able to post during these two weeks? If not, we'll be happy to keep the discussion around.![]()
As of now, we don't need help in these regards - besides this, the backstory to the characters that make it onto the roster, those I'll be making on my own, especially since they have to resonate with the game's storyline. ^.^I could probably do character designs and logos. Maybe stories for certain characters.
Getting warmer. I also want to avoid the terms "emulation" and "simulation" because this project does neither. It is its own custom engine. It lightly mimics smash physics, but it is in no way a direct 1-to-1 relationship.how about "free-roam fighter emulation"?
From what I understand, its only OpenGL.Okay, heads up from my department - the first character's moveset is almost completed, I have to add the attribute data to them, but otherwise he's pretty much done, at least for the test version's moveset. Him and the second character will have basic movesets that partly are taken from Smash characters, but will recieve more original moves as soon as the bases of the game itself are done. Furthermore, I'm already having a clear concept for the storyline of the "main game", and will probably start to write it soon.
And, since it might interest other people here too, I've got a question from another board I advertised the project in. I can't answer it, so I'll ask in his name:
Which Graphic-API is going to be used?
Will it be only OpenGL, or will der be SDL? SMFL? Allegro?
\o/
LOL! You (or anyone else) are morrrrrre than welcome to produce a code fork and produce a DX version. If I do my job correctly, it wouldn't be too hard. With clean object-oriented design, anyone can just replace the graphics rendering aspects, while everything else (the game logic) remains the same.From what I understand, its only OpenGL.
Which turned my programmer buddy off from helping, because he only likes to work with DirectX9+.
:3
He said something about letting the player choose, I dunno.
-DD
Coding is going well. I am doing a project for school at the moment, but much of the code used here will transfer nicely over to Zero2D.This thread needs to be revived.
Buzz how are you doing on the coding? Any major problems?
Spade is the set you are working on done? Is it the fighter or the sword dude?
Should I change the Logo I made?
Lets revive this baby
We'll need plenty of testers when the time comes.If you need any testers when the time comes, I'm your guy!
A character creation application eventually would be nice. ^_^If you need a VB.net app for anything I'll help...
The sword fighter's basic (test) moveset is done graphically. I'll still have to put in some work, but overall he's ready.Spade is the set you are working on done? Is it the fighter or the sword dude?
Smashboards. Only us bigwigs are allowed in right now.where is the group?
Is on AiB or is on Smashboards
I should have been more specific, because what I was saying is the design of the character, as in the character art.No one can really design characters until the engine is functional, really. I mean, anyone can design characters if they want to right now, but nothing can be done with them until we have an official spec sheet on how custom characters are implemented into the game.
Ah, well, I can only answer part of that: in the spirit of smash games, there is no designated time period (unless Spadefox mandates otherwise for a particular roster). I could care less if a pirate fights a robot. As for art specifics, we're holding off briefly simply so I can run some tests on the engine to see what works well. I don't wanna have everyone produce a certain style/size of art only for me to say, "Um, try again. I've changed the specs."I should have been more specific, because what I was saying is the design of the character, as in the character art.
So far I haven't heard any talk about the look of the game, the time period it's set in, and etc.
I did make a public AiB group for those interested.where is the group?
Is on AiB or is on Smashboards
As I already said, we will have magicians fighting robots - and a good explanation why, as well!I should have been more specific, because what I was saying is the design of the character, as in the character art.
So far I haven't heard any talk about the look of the game, the time period it's set in, and etc.