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Interesting. Yet makes me wonder, If Mega Man is going to be in it, who else could he possibly put in that looks so out of place?Gyromite? Who knows.
hmm, the only problem is that it seems to be lagging.
but really good job I was not expecting a SSBNes. :)
Please tell me you'll use the same policy you're doing with the characters and lift music from the NES games instead of those MIDIs. Please?
Samples?Please tell me you'll use the same policy you're doing with the characters and lift music from the NES games instead of those MIDIs. Please?
The only way it could really happen is if I find a composer. I'm not that deep into music making/audio myself, so I couldn't personally re-create the "Break the Targets" music for example into NES sounding music.
lol Thanks I guess. :PDamn looks like you've got it worked out well.
Today's update:
Confirmed Megaman and some of his moveset!
http://ssbnes.cericcproductions.com/megaman.htm
lol Thanks I guess. :PDamn looks like you've got it worked out well.
Today's update:
Confirmed Megaman and some of his moveset!
http://ssbnes.cericcproductions.com/megaman.htm
I'm a spriter. If you need anything, just ask me ;)
Saying "add_character" is pointless since we don't know who's in the game already.since we don't know who he has exactly, we may as well suggest just in case. I have a few suggestions myself.
One thing that bugs me about that screen is that I can barely make out the HUD text. Maybe make it white text with a duplicate in black underneath and to the right a few pixels? Or outlined in black. That way you'll be able to see it no matter what the background. :DWell, it's really easy to see in-game. And BGs never get whiter than what you see there.
It's looking pretty good.Thanks Fissure, it means a lot.
Keep up the good work drew.
Oh man did I hate those wolf things from Zelda II. >.< Most of the time, I'd get them but some times, they'd get me...lol Well they act the exact same as they did in Zelda II, so you'll hate them in SSB: NES also. ;) :P
Oh I hope you aren't mad, I'm starting work on a game called Smash Bros. which is an NES version of super smash bros. Just like yours...
This is really good quality though.
Oh man did I hate those wolf things from Zelda II. >.< Most of the time, I'd get them but some times, they'd get me...lol Well they act the exact same as they did in Zelda II, so you'll hate them in SSB: NES also. ;) :P
yay this reminds me of Kart Fighter (http://spriters-resource.com/nintendo/other/other/kartfighter.gif).
You shouldn't be mad, nor worried.Oh I hope you aren't mad, I'm starting work on a game called Smash Bros. which is an NES version of super smash bros. Just like yours...
This is really good quality though.
I'm not mad, nor worried.
But make sure you make it better than this project, and choose a different name.
Otherwise you'll just be overshadowed.
One thing that bugs me about that screen is that I can barely make out the HUD text. Maybe make it white text with a duplicate in black underneath and to the right a few pixels? Or outlined in black. That way you'll be able to see it no matter what the background. :D:p thats like 99% of the reason most NES huds have solid boxes of non-playable area around them XD :( I agree, I cant read it lol
New random screenie:
(http://ssbnes.cericcproductions.com/img/rscreens/rscreen_004.PNG)
Demo soon, I promise.
(oh God, I sound like TRM)
He's white cuz he's using his airman attack, which traditionally requires him to be in his white "suit".
Yea, they'll change in SSB: NES.
Just like mario changes into the "fire suit" when tossing a fireball, and just like Samus switches to "missle mode" when firing a missle.
Great, but I encountered a glitch. I was playing as Kirby in target practice, when I died several times in a row (Die, load Kirby, play and repeat). Rather than going back to character select, the Failure message remained, and Kirby respawned on top of a yellow block which he bounced off of. The yellow blocks were at the part where it goes
Block nothing nothing
nothing nothing Block
Block nothing nothing
nothing nothing Block
Block nothing nothing
nothing nothing Block
The vista version works on Vista, the Windows XP version doesn't. Simple. XD
The Vista version WILL work on windows XP also, but the filesize is almost a MB bigger so I put for both versions.
Great, but I encountered a glitch. I was playing as Kirby in target practice, when I died several times in a row (Die, load Kirby, play and repeat). Rather than going back to character select, the Failure message remained, and Kirby respawned on top of a yellow block which he bounced off of. The yellow blocks were at the part where it goes
Block nothing nothing
nothing nothing Block
Block nothing nothing
nothing nothing Block
Block nothing nothing
nothing nothing Block
Wow, as far as coding goes, I honestly don't see how that could happen.
Because once the failure message appears, the game is paused and it's scripted to exit right away.
Also, I tried replicated the glitch, but it dosen't wanna do it for me. :\
Very odd indeed.
You know, it would increase the game's playability substantially if you added some way to cut to the menu during gameplay instead of having to lose all of your lives. Make it to where pressing escape while paused takes you back to the Select Character screen.
You know, it would increase the game's playability substantially if you added some way to cut to the menu during gameplay instead of having to lose all of your lives. Make it to where pressing escape while paused takes you back to the Select Character screen.
I think both voices sounded like robots.
About that demo:
The graphics are okay, I see you got them from existing games...
The particle effects look quite good, and fit a NES game.
The female and male voices are a cool feature, but the intonation could be better.
The gameplay didn't impress me. I expected it to have more fighting moves, such as punches, kicks, grabbing the enemy, etc.. And more special moves would be nice too. Also, it didn't feel like a fighting game, but more like a platformer. In this point I expected more.
The A.I. of the avarage enemies was very good, and metaknight's jumping also seem to have been difficult to program. But to tell the truth the fight against him was quite boring... he doesn't attack you often, he only keeps jumping and jumping all the time... I also expected more here.
The sounds and music were okay, but could be better too.
The mechanics seemed to be working well, but there is a bug in the collision.
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About that demo:
The graphics are okay, I see you got them from existing games...
The particle effects look quite good, and fit a NES game.
The female and male voices are a cool feature, but the intonation could be better.
The gameplay didn't impress me. I expected it to have more fighting moves, such as punches, kicks, grabbing the enemy, etc.. And more special moves would be nice too. Also, it didn't feel like a fighting game, but more like a platformer. In this point I expected more.
The A.I. of the avarage enemies was very good, and metaknight's jumping also seem to have been difficult to program. But to tell the truth the fight against him was quite boring... he doesn't attack you often, he only keeps jumping and jumping all the time... I also expected more here.
The sounds and music were okay, but could be better too.
The mechanics seemed to be working well, but there is a bug in the collision.
Yeah, but it IS NES, and Drew tries staying true to the NES Nature.
Graphics, they are NES o_O Can't really make better ones than the exisiting ones.
For the gameplay, once again, its NES, if its staying close to the nature, its pretty hard to do things like that. Can't really make it all advancey like a Gamecube game or something.
Sound and Music, once again. NES.
Edit: By the way, not sure if anyone knows yet... but uhh... the voices featured in SSB:NES are those of Bran and Briannabo XD
the programmers evolved that much?
i think system limits had quite a bit to do with it though :P
but yeah, some games really surprise me though on early systems, with how advanced they got to be, of course thanks to the developers
Oh, obviously system limitations would create certain problems. :PTrue >_<
Oh, obviously system limitations would create certain problems. :PTrue >_<
I don't know very well how programming in NES is, but I think it would be like making a whole game in Assembly language...
Hmm, well if you have a joystick/gamepad you can always use this program (http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm) called JoyToKey to re-arange the buttons. Plus you get the bonus of playing on a controller! :)You could just get some nice person who can make windows apps to make a config program that saves controls to INI, and then the game loads them and uses then ingame. Alot of games are like that, it's just that you could get away with having that look like it's special instead of just a limitation.
whats making windows apps got to do with saving controls to an ini file? O_o
also, i'm fairly sure you can add pad support in GM, even if you can't i'm sure there'll be a DLL to do so :P
The versus mode has a great gameplay. :DHaha, thanks. A.I. levels probably won't be happening tho, but if they do, it'd just be two levels; "Easy" and "Hard" probably.
It'd be nice to have more A.I. levels though.
I cry out in anguish, wishing that I could play the awesomeness that is this game.Why can't you play? D: Mac user?
;___;
Maybe you could add star particles that burst when someone is being hit? It could look pretty cool.Hmm... Maybe something like that.
I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :Plol I didn't use that genereuc zoom camera engine that's out there for GM. XD
Good, btw. Its better than before.
Why can't you play? D: Mac user?Kinda. Darwine won't run Game Maker games, and rebooting into my Windows volume won't either, telling me over and over that my computer can't use surfaces (even though I have a top line graphics card). >.<
QuoteWhy can't you play? D: Mac user?Kinda. Darwine won't run Game Maker games, and rebooting into my Windows volume won't either, telling me over and over that my computer can't use surfaces (even though I have a top line graphics card). >.<
I'll just be happy when YoYo releases Game Maker for the Mac and you can all recompile your cool games for me. :D
QuoteWhy can't you play? D: Mac user?Kinda. Darwine won't run Game Maker games, and rebooting into my Windows volume won't either, telling me over and over that my computer can't use surfaces (even though I have a top line graphics card). >.<
I'll just be happy when YoYo releases Game Maker for the Mac and you can all recompile your cool games for me. :D
I thought it was only GM7 games that gave that surface error on Darwine? O_o
I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :Plol I didn't use that genereuc zoom camera engine that's out there for GM. XD
Good, btw. Its better than before.
I made my own.
But thanks, btw.
The answer is simple, Garoth.
Just draw the HUD on a different layer. So it's drawn over the view.
I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :PIn my Super Smash Bros fangame I'm using a function to draw the images stretched, in stead of using zoom. GM6.0 registered version has a function to draw stretched images, doesn't it? If you use it in a way that the program calculates the correct position and width/height of the images according to the position of the camera, it'll look just like zoom. The other images you draw normally without stretching.
Good, btw. Its better than before.
I wonder how you made it so that the health percentages and stuff don't zoom and unzoom like the characters do... :PIn my Super Smash Bros fangame I'm using a function to draw the images stretched, in stead of using zoom. GM6.0 registered version has a function to draw stretched images, doesn't it? If you use it in a way that the program calculates the correct position and width/height of the images according to the position of the camera, it'll look just like zoom. The other images you draw normally without stretching.
Good, btw. Its better than before.
That sounds far more complicated and messy than what it should be. XD<.<" It looked clean in the demos....
Thanks for the feeback, Hoffy.
And yea, I will finish this. :)
I don't see the point in starting something if you can't finish it, haha.
EDIT: New random screenie:
(http://ssbnes.cericcproductions.com/img/rscreens/rscreen_011.PNG)
Kirby's Vs. Stage.
Nice stage...I'm not really that big of a fan of the mixed styles, but whatever.
well, its NES style which...really isn't that hard IMO . But some objects have a black outline, some don't and it really doesn't match each other. But remember this is my opinion, and you probably shouldn't care about it >_>Nice stage...I'm not really that big of a fan of the mixed styles, but whatever.
What do you mean mixed styles?
If what you mean is that he isn't using sprites and backgrounds that match (which they do match, in my opinion), can anyone who isn't a spriter be to blame? I've tried spriting... O_o I t i s a p a i n .
well that with the lines shouldnt be too hard to fix for himwell, its NES style which...really isn't that hard IMO . But some objects have a black outline, some don't and it really doesn't match each other. But remember this is my opinion, and you probably shouldn't care about it >_>Nice stage...I'm not really that big of a fan of the mixed styles, but whatever.
What do you mean mixed styles?
If what you mean is that he isn't using sprites and backgrounds that match (which they do match, in my opinion), can anyone who isn't a spriter be to blame? I've tried spriting... O_o I t i s a p a i n .
This project looks pretty good.Yea, I was actually thinking about adding a little effect to the bottom of your feet when you double jump.
One thing I would like to point out is that there is nothing seperating the first jump from the second jump. That REALLY detracts from it. You want to make it look like they jump again, not like they float upward from the first jump while not even moving.
This project looks pretty good.Yea, I was actually thinking about adding a little effect to the bottom of your feet when you double jump.
One thing I would like to point out is that there is nothing seperating the first jump from the second jump. That REALLY detracts from it. You want to make it look like they jump again, not like they float upward from the first jump while not even moving.
This project looks pretty good.Yea, I was actually thinking about adding a little effect to the bottom of your feet when you double jump.
One thing I would like to point out is that there is nothing seperating the first jump from the second jump. That REALLY detracts from it. You want to make it look like they jump again, not like they float upward from the first jump while not even moving.
Well, I started working with someone else on a Smash like thing (I really don't know how far I'll get and I'm still majorly working on Smash Karts), but for the second jump, I added a little eclipse effect that occurs at the bottom of the feet. :P
This project looks pretty good.Yea, I was actually thinking about adding a little effect to the bottom of your feet when you double jump.
One thing I would like to point out is that there is nothing seperating the first jump from the second jump. That REALLY detracts from it. You want to make it look like they jump again, not like they float upward from the first jump while not even moving.
Well, I started working with someone else on a Smash like thing (I really don't know how far I'll get and I'm still majorly working on Smash Karts), but for the second jump, I added a little eclipse effect that occurs at the bottom of the feet. :P
lol that's what I did! I called it a "JumpPad". XD
You should put Simon Belmont in!Ah yes, I'm not really sure if he'll put him in since he's pretty much done the coding for the characters, maybe an unlockable?