a good Math.PI later….

August 5th, 2008

So I’m not doing a MvC2 demake anymore.  I wanted to, but fighting games are too much work for two or three people with less than a month.  Even if it is a demake.

I guess my problem is that even if I’m demaking something I want it to be fun and I want the quality to be top-notch.  A fighting game has too many factors to do it justice, so I’m switching gears to something that’ll be a bit simpler.  I think it’ll be a lot of fun, too.  I’ve started some quick art so I can get the engine working, then we’ll go from there I suppose.

Poor TIGSource’s been sick lately, so maybe the deadline’ll be extended, too.  That’d be good, seeing as I wasted 4 or 5 perfectly good days doing nothing!

nes palette

August 1st, 2008

nes palette

That’s the NES palette with hardware restriction details, made by AdamAtomic.  There are a lot of resrictions on there, but I only pay attention to two of them: I try to keep my sprite sizes in powers of two, and I try to more-or-less stick to 3 colors per sprite.  If something looks better without the restrictions, though, I start to ignore them.

I just remembered this little fighting mockup thing I made a year or two ago, and it’s slightly relevant.  I was messing around with the idea of attacking and defending in fighting games, so I built a little prototype for it.  In this game, attacking and defending are two distinct types of play.  Arrows to move, Q, W, and E to attack.  You start off attacking, but if you get kicked, you switch to defending.  You then have to kick your opponent to begin attacking again.

This will probably just confuse the matter because it’s really hacked together.  I might build something like this into this new fighting engine, though, and I’ve never showed it to anyone, so I’m going to post it anyway.  You’ve been warned!  Link.