iam so out of ideas this is what i drew
this is what i could think of it i just looked at my profile picture and then use a cloud as my character
iam so out of ideas this is what i drew
this is what i could think of it i just looked at my profile picture and then use a cloud as my character
no offense but the characters are just a square if you can make them what they look like when they pick your character. It would be cool honestly.
they do…
my pfp is my OC
ok. thanks for the info
I finished a new song that could potentially be used, with lots more on the way.
this is my 300th post in this thread, i have no life.
Note to all forum fighters crew, Kringles and I have had a discussion on the current state of the game.
These are the following proposals made during said discussion; in order of significantence:
Couch multiplayer being the feature to have 2 players playing on the same keyboard, effectively having a old-school couch multiplayer experience. Unfortunately, it doesn’t work at a fundamental level. Having only 5 keys to work with is way to limiting of a factor to work around.
If we were to continue like this, we can only base the entire game’s gameplay around wasd+e -way too limiting -.
I suggest dropping couch multiplayer and instead focusing on the main campaign, getting the fundimentals down and removing lag.
Please under that I’m not saying this because I dislike couch, but realise that it’s a dead end.
So… We decide (please only vote if you have added something to the game that has been recognised. Please don’t vote if you are not involved in the project)(if there are invalide votes I will personally calculate the results)
0 voters
Amazing. I love the music!
I wanna put the couch multiplayer aside, due to the fact that it could remove a bit of lag. But I do think that maybe we could come back to that it later if the Wick Editor somehow allowed Multiplayer into it’s games. I mean, it’s Javascript, so it can somewhat work. But as Luca said, they just don’t have a system for it…
So I guess putting couch multiplayer down is the best way to go.
@Hamzah_Alani @awc95014 @pumpkinhead @Jovanny @KringlePrinkles
terribly sorry for the mass ping, but i really do need your input on this
on a side note, please tell me your own opinions, the more the more informed i am.
thank you,
-Tryo
jovanny, i think your wisdom is helpful in this situation and would like for you to have a input
i feel like we should keep local co-op as is for now, and leave it as part of the game, but come back to it when we have a more revised control scheme.
Also, you can kinda make non-intrusive local by getting an xbox/ps4/5/switch pro controller, connecting it via bluetooth, and using a program to map buttons and sticks to key-presses.
This summer will we start story mode scripting and assets? I also put a swiftstyle intro on frame 40.
@mlgcoolguys_1, first of all, is good to see you around. I think local multiplayer is a good to have, and it could be useful for scenarios where you map the keyboard to gamepads (which is how I use some of my wick games).
Having said that, it shouldn’t be the priority, because most cases, without online multiplayer, you will end up playing the game alone. Focus on a functional campaign should be the priority.
I like that you are planning stuff because planning is key to putting a team to focus on something. My suggestion is to first focus on a functional tournament, like in street fighter II… where you select your character and then go facing all the enemies one by one. Even if the enemies are static without AI at first, you can have the entire game logic complete. Between fights, design an empty screen as a placeholder for the story. That is the main core. After that, adding stories to those placeholders and AI should be easier.
hmmm! well said!
and thank you for your welcome :)
a event at my school reminded me to go back to this project, and i am not leaving until this is done >:)
anywho, while i wait for the results and for the hoildays to arrive…
Meet Peon! our first task :D
this boy took like 3 hours to draw, Ibis paint says so
our first task (AFTER ALL IMPORTANT NOTES HAVE BEEN LISTED, SEE EARLIER POST) is to bring it to life! As jovanny recommended, i only request that exists; meaning it can be hit, it has health, and it can die. thats it.
we dont have to do it now but i just wanted to get your gears turning >:)
ps: “Fs” means foreswing: the animation before the dmg is given. Bs means backswing: the time that the enemy is practically “Off” and doesnt start attacking again. dont worry about it for now
are we going to put these little character explanation pages into the library?
Also i have another name for that character: bibo[bee-boe]
I feel like a problem is how us developers of this game are gonna be able to play test together. As you know this is a fighting game, so that would be important. Maybe we could prioritize online multiplayer due to this?
Also [bee-boe] sounds a lot like the character I made named Teetoe. Just an observation.
as any of us that have played the game for more then 3 mins without resetting it has noticed…
this game lags alot.
to the point where if you decided to play for more then 5 mins at a time the game would be reduced to a slideshow
Solution? drastic.
we start a fresh wick project and slowly move things one by one to it, on the way of doing so…
as much as i dream for the day i can play the game we created from halfway across the earth with you guys, the dream is far far away.
as mentioned, couch is not a viable way to muliplayer if the player(s) only have access to a typical keyboard, so its out of the question.
as for the online suggestion: not possible within the whelms of wick AND our non-existent budget. we as a team have discussed many times before, online is not possible for our game for a multitude of reasons
awhhhh that thing looks cute.
Online multiplayer is possible. We could use, for example, create a replit server. Having to use their services is definitely not most desirable, but we could at least use it for development purposes.
Also, in the end, we could make it so players of the game would be able to host their own server. That way we don’t ourselves need to host a server for online multiplayer to work. We could just leech off a fan.
And I believe local multiplayer is a viable solution. Super Smash Flash did it. And as Jovanny said, the players could also use game pads. Having at least some capability of local multiplayer is better than having none.
I don’t think we should make a new project. We already did that before. I believe a problem might be a memory leak somewhere in the codebase. (or, worst case scenario, wick editor’s codebase) Scouring the codebase for bugs and memory problems is a lot better than creating a new project and moving everything to there.