Canceled Dynamic Edge

Project is halted prior to completion and will not receive further updates.
You can set your transformed character as a weapon and use weaponframe command. I can explain you further by private message or via Discord if you wish.
 
Nice work there  :D

BTW have you set projectilehit enemy obstacle to your enemies? setting that will prevent thrown enemy from hitting player after throwing
 
Bloodbane said:
Nice work there  :D

BTW have you set projectilehit enemy obstacle to your enemies? setting that will prevent thrown enemy from hitting player after throwing

Not yet. I actually made most of the throw animations have only invincible frames. I'll add bboxes and that projectilehit code soon.
 
Did a playthrough with Senna (one of my fave fighting game characters)...
A few things I noticed

- A lot of her sprites are misaligned.
- Her walking animation is waaaaay too slow
- Her attack animations also dont chain together that great because of the delays between attacks, so you rarely get a full combo out, since you get attacked mid way
- The delay in her pain animation is also a bit too long, so dont recover in time, meaning you sometimes end up in an infinite hit state because the enemies have a fast attack speed
- Some parts have way too many enemies at a time, so it can feel a bit cheap once they all surround and you are stuck with the previous problem
- The select screens colors seem saturated, not sure if you were going for that, or if you indexed it with another palette
- Any reason why you are using the 3:4 screen ratio? Just curious, since nobody really uses that anymore

That's all for now
 
Interesting project.
With some more customisation in the moves it could be even better!

I particularly liked the use of 3D character... Even if they don't really mix up with other ones

Perhaps a full game with just the 3D characters would work even better...

Also, I have a question.
Can you tell me about the music you used in TITLE and in CHARACTER SELECT ?
Sounds very familiar ! ::)
 
nedflandeurse said:
Also, I have a question.
Can you tell me about the music you used in TITLE and in CHARACTER SELECT ?
Sounds very familiar ! ::)

The title screen music is "Arisu in Fluxtown" from Namco X Capcom while the character select music is "Permanent Vacation" from Chaos Code.
 
Dunno about the Char Sel music, but the title, that's easy.

Alice in Fluxtown. I know that because I met some people who couldn't shut up about Namco x Capcom and Project X Zone on facebook.

EDIT: The other song is the gallery theme from Chaos Code. Permanent vacation, and it's a song exclusive to the console versions.

 
DatKofGuy said:
Did a playthrough with Senna (one of my fave fighting game characters)...
A few things I noticed

- A lot of her sprites are misaligned.
- Her walking animation is waaaaay too slow
- Her attack animations also dont chain together that great because of the delays between attacks, so you rarely get a full combo out, since you get attacked mid way
- The delay in her pain animation is also a bit too long, so dont recover in time, meaning you sometimes end up in an infinite hit state because the enemies have a fast attack speed
- Some parts have way too many enemies at a time, so it can feel a bit cheap once they all surround and you are stuck with the previous problem
- The select screens colors seem saturated, not sure if you were going for that, or if you indexed it with another palette
- Any reason why you are using the 3:4 screen ratio? Just curious, since nobody really uses that anymore

That's all for now

Well, the reason Senna's sloppy is because i think i more or less copypasted stuff from Senna's Rocket Viper .txt file into Kula's neo edit pack .txt file. I might try polishing them up; a similar problem happens with Sol and his attack3 animation.

I also noticed the enemy population was too dense so i tried trimming it down, especially in the 2nd part of stage 2; I felt like that was probably the worst part of that particular level because it dragged on for too long and had far too many enemies.

The select screen was supposed to be a lighter blue but the palette only supported darker ones. I might try re-editing the image then giving it it's own palette since the game is 32 bit.

Lastly, the mod uses the 3:4 resolution because i prefer it over the widescreen resolution. I'll admit it's not used as much anymore, though, since most monitors are widescreen now.
 
Being honest, all of the characters need to do reworking on their basic attack string.


Getting my hands on the source material and Mugenized MVC versions of the characters instead of just copypasting code takes more work, but I can get a good idea on what attacks to use to make the combo.

I don't even get to do anything with my mod unless I'm sure that the build version is the latest, so in case of newer builds being released, there's no risk of shutting down the game because remix.bor was not found.
 
Kurisu said:
Being honest, all of the characters need to do reworking on their basic attack string.
+1 I finally got round to playing the demo and it's not very playable, At one point I had no idea what was going on and I felt scared  :'(
I felt uninspired to see any other stages or characters

https://www.youtube.com/watch?v=PVOGMryX39E

What I would do is start again, build 1 character 1 enemy and 1 stage build your game mechanics around this, figure out what you want to do and whats possible within your first inspired stage.

No one cares if you have 30 stages and 15 playable characters if its all a buggy mess, start small and basic otherwise you're gonna have a big game with 1000's of things to fix, like offsets, animations, code, you'll get overwhelmed and quit, doesn't have to be perfect but before you move onto the next stage or character make sure its decent. I'm sure the game you have in mind and the game you are making is slowly drifting apart. rebuild while you can otherwise you'll end up with a game you don't even like yourself. 
 
danno said:
+1 I finally got round to playing the demo and it's not very playable, At one point I had no idea what was going on and I felt scared  :'(
I felt uninspired to see any other stages or characters

https://www.youtube.com/watch?v=PVOGMryX39E

What I would do is start again, build 1 character 1 enemy and 1 stage build your game mechanics around this, figure out what you want to do and whats possible within your first inspired stage.

No one cares if you have 30 stages and 15 playable characters if its all a buggy mess, start small and basic otherwise you're gonna have a big game with 1000's of things to fix, like offsets, animations, code, you'll get overwhelmed and quit, doesn't have to be perfect but before you move onto the next stage or character make sure its decent. I'm sure the game you have in mind and the game you are making is slowly drifting apart. rebuild while you can otherwise you'll end up with a game you don't even like yourself.

Well, i kinda noticed i don't have much of a direction and thought of trimming down the roster. I'll also admit the first stage isn't too good, but i feel like they're all very messy, difficult and unoriginal so i might start over. Most of the stages' data are from Rocket Viper/A Tale of Vengeance or Denjin Makai Zero, anyways.
 
Prolophis Videogamer caught wind of my project and polished up all of the playable characters, meaning the original version of the mod might be salvageable. As for the levels i toned down their difficulty a slight bit by reducing enemy population and removing the time limits. I'm uploading an improved demo on Mega.NZ as we speak.

EDIT: Here's the link to the new demo:
https://mega.nz/file/ni4RjKqI#lTo9P85-mF7ip2XMM3TfC2RHDFx5q8RQzVlCIbJuChs
 
Animation is so much cleaner, speed of characters is nice but most importantly the characters feel like they are solid and have weight ( I really hate weightless feeling characters) nice and solid, I played with different characters and they felt different enough from each other in play style to make it enjoyable, now YOU have to maintain this level of quality, keep it up, Great work, such a massive improvement, 100 times better, I actually enjoyed playing it and looking forward to whats coming next,

 
Kris Kagura said:
Just a new demo with .ogg format music, Ageha Hayate, and a few new .gif animations.

https://youtu.be/ABcg1UjxlN4

https://mega.nz/file/7vJyEARZ#4kF1t82iomtQVi0cxYrwTsW1zcACC5MGWpWCYb_CCd4

Kris Kagura
Sorry if this might have been asked before but.
Can you tell about the music used in
-Select screen
-How to play

I think the main title theme is from Namco X Capcom, right.
 
nedflandeurse said:
Sorry if this might have been asked before but.
Can you tell about the music used in
-Select screen
-How to play

I think the main title theme is from Namco X Capcom, right.

The new main title theme is from Battle Arena Toshinden 3.
The character select is "Permanent Vacation" from Chaos Code.
The "how to play" theme is "Her Way", Kanata's theme from Memories Off.
 
I put an 80-90% complete version of this game on GameJolt almost a month ago. I'm starting think I might never actually finish making the game, unfortunately. Here's the link if anyone's still interested.

https://gamejolt.com/games/dyna_edge/542485
 
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