i slightly edited peralfa’s animations to add squash and stretch so i could use it for peon but i realized the square was a placeholder so mistake on my end.
This is from a while back, but i’d like to suggest a toggle for the red distance box and hitboxes, and an instakill shortcut for devs
Apparently I did sort of take a bit long. I had to make it a bit short because for some reason the program I use takes too long to export the beats
I wanted to make this a boss theme, but apparently I was new to music, so I hope that answers why it was bad! I will try again next time. Thank you so much for the feedback!
Okay, Soundtrap is… complicated. But I think I sorta got the hang of it! If I keep practicing I might make the music for the game and even do the art.
Yeah… same for me. That is why I do my music in short segments on there.
Plus, I think a good add-on would be either a grab, block, or dash. Also I’m still working on a good turn animation (harder than it seems).
does anyone have a png of peon’s design? i want to add him to the library.
FFR 1.5.1 - WIP 17-3-2022_19-08-49.wick (2.7 MB)
changes: changed no player banner
added peon to almanac
other things i can’t remember
Reports:
highwind city needs some tlc
The game can be started if you ready up with no character, however it shortly crashes.
also the debug text will crash the game on regular maps, and will only work on the test map.
also, needa quick update from @KringlePrinkles or @pumpkinhead on what you are doing
@Hamzah_Alani may i ask that you help us fix the bug that watrmeln reported on; the one about “The game can be started if you ready up with no character, however it shortly crashes.” and “also the debug text will crash the game on regular maps, and will only work on the test map.”
afterwards our next step is for US to decide on movesets of characters that arent done yet, mainly the girls; temperi, Toria & alexis
or me, Tryo :)
So, who first? (i recommend our main character tho, its the most important.
- Toria (The Tutorial and The Deliverer)
- Temperi (The Main character!)
- Alexis (The Star and The Icon)
- Tryobyte (The Reader of the Hidden)
0 voters
A little update to my post, for those who don’t want to download anything, here’s my bio on peon loosely based on tryo’s initial concepts
I’ll look into it when I’ll get the chance to.
Along with that I’ll probably make some changes to the vcam to fix the “window resize” bug
Idea: characters kneel over after defeat and are visibly exausted instead of being hurt, maybe for characters that aren’t solid, like the peons, they fall limp but aren’t shown to be actually hurt, just exausted. this can show that no characters are actually harmed, just tired out.
Today, I just realized I have a tendency to spent a lot of time on one thing. I ended up doing another of one thing and spent a lot of time doing that.
So with that said, I might slow down working on this so that I could forge a mental and physical schedule, just so that I wouldn’t be so one-track-minded (or obsessed, which sounds more closer to what I think I was doing).
So I learned that the visual colliding not-yet-raytracing thing only notices the second player, so I managed to fix that.
Regarding the issues Watermeln mentioned:
- I made an error with an IF statement in the
player_isReady
clips that was SUPPOSED to prevent players from being able to beREADY
when a fighter is not picked, so I promptly fixed it - I forgot to prevent the debug text from doing anything on anywhere other than the
test_grounds
, so I fixed that too. That was exclusively for testing the Peon enemy ai. oops.
Things I was able to do today for this miniscule nightly update
- fixed the thing that was supposed to prevent you from readying until you picked a fighter
- made the debug text exclusive to
test_grounds
, but you could probably use it in other arenas if you wanted? - Peon now detects BOTH players! thank goodness!
- Peon now couldn’t see past the right wall (I think), but they are able to see past the left wall. shucks. I didn’t test further than that so maybe there’s a trail of bugs somewhere…
- wrote comments for myself so that I could potentially let Peon jump over small bumps on the floor that are smaller than her jump height (which is, honestly, as half as high as Baron could jump).
- added some things to the
BEGIN
button’s default script so that it could start on the appropriate frames - prevented anyone from being able to switch arenas in the last second during the transition
- removed a stray
this.animHealth
from the Player 1 health bar clip… weird.
you can download now!
FFR 1.5.1 - Nightly 7_5_20227-5-2022_20-08-50.wick (2.7 MB)
Remind me what this is for again?
...
...
... Oh! You wanted to know what I was so focused on these past two days? It is off topic, but I don't blame you for being curious.
I was working on a roblox animation for a roblox animation collab (haha, redundancy). We animate our parts to sections of the infamous renai circulation remix from 2015.
I was also using that as an excuse to relearn blender. It might be a one-off thing.
hey woah what it double posted. weird. I thought the edit I made to where I post the reply would replace the previous post. Shame.
Sorry about this post. I might use it for something else… Like a self reflection, maybe? I hated wasting things. If you wanted to read what I wrote for the edit, you can!
Self Reflection essay, I think? It's more like I'm rambling and writing out loud. It's mostly related to development of this game, my feelings for it, and the Wick Editor itself.
Man I have a lot of things I wanna do, but I am slowly beginning to comprehend that I truly couldn’t do everything I wanted or needed to do at once… which makes me sad.
Weird way to start this writing segment, which is fair, since I sort of wrote whatever first came to my mind.
I really like this game that we’re making, in spite of the snail’s pace we’re at. You guys have worked together with the things you are best at to build something you wanted to make. I really liked going back to your previous threads to retread explored ground (whether for ideas or just to look back on it). I sometimes forget that I was not part of the development of this game until when I do. I feel like I might be contributing to a part of something bigger, despite the hobbyist sorta deal this project has. Being part of this development even inspired me to plan to make some of my own projects with Wick Editor, although that would be for next time.
I feel like I’m at fault sometimes for not helping out with something. I know I am already working with the visuals, sounds, and music, but I often have this feeling of dread when I look at this project after not touching it for a while or seeing someone do a task that I wondered if I could help with somehow. Sometimes I feel it when I couldn’t contribute as much as I could with the programming, since 1. that’s the only thing that ever got this game to work functionally in the first place and 2. I felt that weird aura of demotivation/discouragement/frustration from trying to implement things that feel like out of my current expertise (or from reading some posts about the current performance of the game). Despite that, it feels fun to even figure things out after trying. It is difficult for me to keep a straight and stable train of thought during this, though, because whenever I look at the code and try to think about what I did wrong and what else I could do, I could feel the train in my head shaking and fading hazily.
I’m talking about the monkey called Peon, and I have a sort of mixed bag of feelings about them… with some shimmers of accomplishment…
There are things that I am in fault for, whether promised to others or myself. It’s mostly related to laziness and lack of discipline: I couldn’t finish the basic animations for Bukzerik and TryoByte, because I let my feelings of laziness and procrastination catch up to me. I previously tried to sacrifice my personal life and responsibilities mostly due to my obsession with progressing the game’s development (man, I’m dumber than you guys for even doing that. No wonder you all are busy, and appropriately so, haha!). I am unsure if I forgotten something, and it bothers me a little. Maybe leading the rest of the team so that they can help contribute? I do forget that I was supposed to do something as a leader, which is a little shameful of me…
I guess if I were to look back on myself, I’d say that it feels weird how I feel like the entire team and I are growing up. I could even compare by using the previous posts we all made from the older threads. They may or may not be a cringe-fest to experience, but I am unsure if I could tell. Comprehending the fact that it would take a long time to finish this game alongside needing to experiencing and making changes to my personal life is even less weird to think about.
Once we do finish this game, I do have a few ideas on what to do next with the Wick Editor. Why I’m still thinking of using the Wick Editor for some of my projects is mostly to flex and to promote the software. I like to think of this project as a sort of side-gig that we may or may not use practically somewhere in the real world. I do want to ask about what you guys are up to nowadays, but that’d be off topic, and I could spare that question for the discord server.
Overall, I could confidently say that this feels different. Certainly busier, too.
At least I could say I am a lot better than 2 years ago. Yay~
It is night now. Whatever I feel about this post when I wake up to see it, I really really hope I don’t regret posting this edit.
Because otherwise I think I might cringe.
Very hard.
Okay, so, this just crossed my mind. In the cutscenes, is more than one person going to animate it? I don’t know if people here are good at replicating art styles (I sort of can but only simple ones or ones that sort of match mine) and it would be a huge problem if different styles of art were to be in cutscenes, as it takes away the original style.
However, if we do want to make this game special like make it look like a collab, then we can, as long as the game is actually good and playable. On the other hand (and I’m stating this because I think I saw someone reply to the post with the animation style of forum fighters) if people can’t actually replicate art styles, then we might have a problem. Does anyone know how to counter this?
This is probably just nothing to be worried of for now though, so I don’t think we should be too serious about it. Don’t know if I asked this question before.
I think we can all agree that it is difficult to replicate art styles, this only means that we’ll need to split the art jobs accordingly to everyone’s capabilities. Things such as the background and characters don’t always need the same style, take the Space Jam movie for an example, cartoon characters with real life backgrounds, not the same style but everything seems to have been done perfectly in merging them that the viewer’s mind will start seeing them as one style.
You might’ve forgotten to upload the file, or maybe I just can’t find it, but either ways I’m glad to see that you’ve got good progress done, Forum Fighters isn’t an easy project so I really appreciate your efforts on creating progress
Off topic but I kept it related to wick & forums
Yea, it’s always good to take breaks when necessary.
I had so many plans and projects for when I finish school, and what I hadn’t realized is that I won’t be able to have time for everything. I finished school a couple weeks ago (I’m an early grad), with a bunch of exams the week before and just finished my permit test today, and the thing is that life moves fast, so if you don’t stop to take a glance at it you might miss it.
What I like to do when I’m tired from a project is that I usually like to start another one on the side, one that is way simpler just so I could feel like I’ve accomplished something. Idk, just the feeling of having an empty canvas in front of me gives me inspiration.
By the time I finish my mini project and go back to my big one my mind is usually less tangled.
Of course, I’m not always on wick. I feel lazy too, and sometimes bored from doing the same thing daily, so I’ve been practicing other skills such as traditional art and creative writing.
Oh yes, I get a similar feeling. There are times where I just stare at long lines of code without reading them. For Forum Fighters, since we have multiple people programming it, I usually cannot comprehend most of the code without tracking down all variables used and clips mentioned.
I’m just glad that the outliner was added in 1.18, I’d be lost in this project without it
I don’t usually say this (or maybe I do) but I might have some grammar errors in what I just wrote, all in which you could ignore.
And Jovanny was right every time he told me or someone else to focus on things like school before focusing on the forums and everything happening here.
tbh, I like how the forums is a small community and I’m able to recognize everyone here because of that. I wonder how this place will be in 20 years or so from now.
(Hi future me! Did you finish “that” project yet?)
Good night
- Testing death sequences
- Testing win screen and character anims on said win screen
I think I got caught up with writing the posts last night. You can download it now, though.
fair enough.
I think for peoples oc’s they will animate their own oc in the cutscenes
Okay, but then there’s the issue. Let’s for example we are animating our OC’s, and another OC is to lift something up, and we have to animate the object being lifted up (pretty much floating in their own style.) And the other animator (who is the owner of the OC picking up the object) needs to animate the OC picking the object up, but then because the OC animator wants to make their OC hold it up a different way (and of course the other OC animator just made animated it in a different way) then that means the OC animator has to adapt it’s OC’s hands in almost every single frame of animation.