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I-smel
Hey look man, my name's "I-smel". What I lack in smarts, I at least pay back in honesty. Boink!

Tom Brien @I-smel

Age 32, Male

England, MAN-CHESTer

Joined on 3/2/06

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I'm making a fighting game, here it is. (and voices)

Posted by I-smel - December 17th, 2010


Thanks to the voice guys last week who sent me stuff for my stealth game. Shock-Dingo is now pretty much everyone. Other guys sounded a bit too generic, or hardcore, or like a dude on the internet- also he had a good idea for how the attack team would sound that was way better than what I came up with.
BUT I'm still lookin for a voice for the guards, which is kindof like the main voice in the game.
Everything's here- but I'm gonna add: Don't think of them as guards. They're average joes, like Lenny in The Simpsons, or Barney Rubble in the Flintstones, or any relatable dad in any sitcom.
They live in a city with no crime or violence; so I'm lookin for a guy out of his comfort zone, maybe trying to sound like he's in charge. Like a security guy in real life, or a cop who just directs traffic.
So thanks if anyone goes fr that.

FIGHTING GAME- what?? I think I'm making one. Like a Street Fighter fighting game. I'm not 100% confident with it though for a lot of reasons:
-Playing these things on a keyboard sucks
-Does anyone wanna play a fighting game that's not multiplayer? Cos I can't do that.
-Would anyone bother learning the characters for a free web game?
-It'd be a shitload of animation!
-It's gonna take about 2 months. What if I start hating it after like 4 characters?

So I'm nervous about this. If it comes out shit then I'll be all sad fo the whole ride. I'm thinkin maybe if I can make sure it's FUN now, then I'll feel fine, but I can't get it fun. Somethin's missing, somethin's not right, I've bin up n down every forum and all anyone says is "yeah man it's fine" or whatever. So HERE IT IS.
I've got one character, he's a Spanish flamenco dancer / matador. The art's not final so don't tell me off.
I'm aiming for this to be easy to jump into, no big moves-lists to revise, no 10-hit combos, big crazy Supers...

Please tell me why I'm not excited about this game yet.
Also follow this devlog of the game if you're interested!

AND thanks to all the people still posting stuff on my Formspring! I opened it one day n there was like 10 new questions. REAL questions aswell, no spam. It was awesome.

OH- I was gonna make a parody Tonky Hawk game where you could jump and didnt have to land; but I got bored of it. Then I read that news post n I was like yeah, probably fo the best.


Comments

To save on animating, why not open it up to other animators to create characters for the fighting game?

Original characters that is. To use existing characters, I can imagine even if you included every obscure character from Newgrounds, someone will still say "You forgot so-and-so!"

Yeah I had this idea at one point that wouldn't it be awesome if I got like The Swain and Mindchamber and Egoraptor, Ed Mcmillen, Gonzossm, LenkoBuiscuit, Jazza and just a bunch of random awesome guys to make insane characters and I'd put em in the game. And they could say "I want my guy to throw fireballs" or "I want my guy to wall-jump" and I could easily do that. That'd be REALLY COOL.

But I'm not a Newgrounds dude, I don't go to meets or join in contests or make super popular games- so who would really respond to that?
And this one guy I've made has like 30 different animations, it took a lot of effort. I don't think I could get someone to send over 30 animations of a guy just as a favour. I've tried to collab with people loads of times but they allways drop out.
and what if someone's character really stands out and looks odd?

I'd love for everyone to just dive on it, but I don't think I could pull it off.

I once tried to make a fighting game, and I had some really cool character designs and attacks and special effects and stuff. But then I gave up because I can't program for shit.

I would like to see that.

It'd probably scare the shit out of me.

His airspin attack is kinda fresh man! how many fps does this game run in ? whats the character size?

the game runs at 30fps, but honestly most of the attacks are animated at 15.

The character size is... I dunno. They're vectors, so the character size is infinity.

You smell

:|

__________________________

I was actually thinking of sending you some lines for the guards, but forgot aboot it. I guess I can do that now...yes?

yea do it whenever!

That actually looks pretty sweet. Im glad you didn't allow the sprites to pass through each other. It gives it more of an arcade feel. Another suggestion is to always layer the attacking character on top of the character receiving the hit. That way their attacks are always in view.

How many characters do you plan to have?

Yeah I definately have to have to guys as solid objects. If they could just wave around wherever then it'd feel totally wrong like I was playin a NES game or something.
Ok I'll work out depth on stuff.

I want at least 8 characters for it to feel like there's enough. It takes me a few days to make a character so it won't be much more than that.
I WANT a guy who's a boss, and when you beat the game you can play as him. I want at least one unlockable dude. But who knows, I might not have the stamina for it.

BTW, as I understand all the guards will sound the same, but at the cutscene where two guards discuss the prisoner, do you want them both to sound the same or two completely different voices?

they are two seperate people, but if their voices both sound pretty close to each other, then that's fine

I liked your game with the flying dog.

Thanks.

dude, what you have right now is awesome, I can't wait to see/hear the finished project. I'll throw my voice into the ring just to make the people that actually know what they're doing look better. Keep working hard man.

my only suggestion would be not to make space bar a key. i haaaate when people make that big ugly rectangle key an integral part of the control scheme.

also, i agree with your thoughts on the keeping the project narrowed down to one artist. I think managing the different sprites youd need across different artists would be a job in itself. More of a job than just knocking it out yourself. Though it would make it more dynamic.

I think it'd make it more dynamic, not art-wise, but like idea-wise.
Like if I told Master Aardvark to come up with a character, I'm sure it'd be some hideous puppet corpse pigworm thing that I'd never come up with, and Egoraptor would throw some faggoty anime dude-lady my way, then LazyMuffin comes at me with what is literally just an israeli dude with wiggly arms n I'm just like "what!??" and it'd be the craziest bizzarre cast of misfits- which is exactly what it SHOULD be!

but it'd be a mess! and everyone would drop out! and I'd get worried about money, and I'd feel bad saying no to people.

great fighting game so far!

Thanks

So far, this "FIGHTING GAME", as you put it, controls really, really well. And that's very impressive, having good, clean controls are an important part of any game, but particularly in fighting games, where they <will> make or break it.

So, I'm very much looking forward to seeing what you can; keep the controls as good as they are now, and you'll have a winner, I reckon. Oh, and I agree with Luis: lose the spacebar, it's kind of awkward to use (unless there's a particularly good reason for choosing it).

I don't get why it's awkward to use. A n S are easy to find cos they're next to Caps Lock, and SPACE is just where your thumb is. You'll only press it like once every match. And I think it SHOULD be the big button cos it's your Special. I'm not makin it D or something so you press it by accident.

Controls are somethin I think about A LOT with games. I can't believe how many flash games I've played that use the Street Fighter controls- It just doesn't work! The Hadouken was designed for an arcade stick, and it luckily still works on an Xbox controller, but you'd be crazy to tell people to do that on a keyboard as if it's a good idea.
If I couldn't think of a way to make this game work using just A n S as attack buttons, then I wouldnt've made it. I've got 9 different attacks out o those buttons n they're all pretty easy to do- so I'm really happy with that.

I think once you add more abilities to chain your combos, and possibly have some timed combo hits , it will be a bit more satisfyingly. As of right now, you cant really do and easy chain. And if you can, then there isnt enough feedback for the player to realize hes doing a combo.. (besides the numbers on the top)..

Like cutting the animations so each hit looks like they flow into each other.

that fighting engine is great, really responsive. i think if you keep it simple it could work with a keyboard setup

the only lame thing is, people play fighters primarily to fight other people - street fighter, tekken etc are all great games but get boring really fuckin quickly in single player. but if you mixed things up a little and had different challenges using the engine instead of just a string of fights (like the original super smash bros' arcade mode), it might have some good staying power

I know, that's one o the things that's really buggin me. A couple people said "hey you could get two people on one keyboard!" but fuck that.

I hadn't thought about crazy bonus stages, but yeah I should think about that.

Cannon crotch = unlockable character

Someone asked about this yesterday: I don't wanna really put my other characters in it cos I know I'm not famous enough for anyone to get it. So I'd only put em in if I could make em as good as all the other guys.

Then I thought it might be cool to have a crazy DBZ fusion of Johnny and Cannoncrotch, so maybe I'll do that.

Love the fighting game. It felt a little clunky at first (I feel like simple, one-button moves should be very fast and responsive but weak, and the more complicated moves to press can have longer animations but be more powerful. The basic "stomp" kick of this character is just a tiny bit slower than I'd like), but as I got used to the various abilities, it felt better and better.

I'd recommend try making the basic walking speed slightly faster. As it is, I didn't feel like walking could accomplish anything, I managed accomplish an actual sprint or I might as well be stationary. This results in a "stuck in the mud" feeling, whereas it'd feel more responsive if you felt more agile. Of course, this is something you'll be changing up from character to character, but the Matador's walking speed I'd say is on the slow side.

I will act on both of these paragraphs.

Also, midair attacks should cause you to move forward if you aren't already, even just a little bit. Because jumping straight up and then sticking your foot out is very silly, feels useless in the game, and doesn't look like it should hurt anyone anyway.

That SOUNDS like a good idea, I'm gonna test it.

No- I realised I do this in fighting games and I don't want it to move without me tellin it to.

well dont omit 2 player completely.

theres people out there smart enough to hook 2 controllers to their PC.

as long as the games worth it

I know, I remember you doin that. I'm gonna try it soon.

The fighting game demo plays really well. I don't have much to suggest in the way of game play but I do think that if it is going to stand out as a single player game then what will really hold it together is a GREAT story. Something more than the typical "Random tournament of fighters and a cut scene when you complete it" that seems to be typical of the genre. I think a really sharp storyline for the thing combined with your signature wit and humor will really make it worth playing.

Wow yeah I hadn't thought about it. It'd be really hard to cram somethin worth telling into a fighting game- there's probably a reason nobody's done it.
But I'll go for it anyway.

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