Forum Fighters: Rewritten (Discontinued)

Do you think you could keep the opening credits/members thing?

Well i’m new to this and don’t have time to get through 2000 posts, cut me some slack

Here we go again… I think that we should come up with a work plan and rules before this becomes the same as the first attempt. (Art should not be the priority right now)

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Yeah, i need a briefing on this.

Okay I remembered we agreed on characters having a normal attack, and three special attacks that get activated depending upon which directional key you were pressing when you pressed the special button.

And to be more organized, instead of writing in separate replies which new moves you come up with and stuff, we should instead have one reply with all the information. If you’re a regular you can make it so anyone can edit a topic/reply (they’re called wikis) so we should take advantage of that. (this can apply to basically anything else)

For example here is the character movesets wiki from

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First note:
Let’s not rush through this, let’s not work on things and share them until we get everyone into shape.

Second note:
We have an advantage since we know how the first FF went. Therefore, new people to this collab who don’t know what was going on in the last collab, you might wanna read some of this…


Characters?

So… before allowing a member to have a character, I think it would be wise to have them start off by working on this collab for some time, and if they’re active and help enough they can have a character. This is because in the first FF, we had to remove characters since people were inactive and quit.

Before you create a character, you must have the attacks and everything designed!
This is just so were not adding characters without attacks like the last FF.

Character requirments:

  • Walk animation
  • Jumping animations (jumping + falling animationS)
  • Attacks (see @pumpkinhead’s post that’s right on top of this one)
  • CHARACTER MUST BE ORIGINAL
  • Don’t use pngs in your character, this can cause cloning problems

Jobs?

ummm… so we should split the team into three categories:

Animators: Animates all animations
Coders: Scripts game
Designers: Designs maps, menus, colors, etc

What part fits you as a FF worker?

  • Animator
  • Coder
  • Designer
  • Other

0 voters

(If you chose other, let me know what you mean)


Credits?

To make it to the credits section, you must have created something useful or actively worked/ helped in this project for at least more than a day. Therefore, credit section would be done last just to assure that everyone is credited fairly.

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I feel like we should make it so regardless of what you say your job/role is, you can contribute to any other field of the game like the animation or designing. And the job/role is just there so if there’s something that needs to be done you know who to call.

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Not anymore… in fact now is preferable than vectors, I have seen the boost in performance.

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@Hamzah_Al_Ani, @awc95014, @pumpkinhead, @mlgcoolguys_1
I will not participate, even if I want to. I shouldn’t, sorry. If you need guidance
in something, I can definitely help there.

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Designer as in color schemes, UI, UX, etc?
Because that’s what I’m good at

ff2me3-8-2021_11-24-24.wick (479.1 KB)
did some more work on my character

I can help design stages or do concepts sketches for other people to flesh out

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I wanna help out more this time!

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I have decided on 2 character ideas but can’t choose

  • Shape shifting square
  • m i l k c a r t o n

0 voters

we probably shouldn’t get too ahead of ourselves right now, i still need to get started on the fighting engine. i actually want to fix a bug that could potentially arise out of the engine, so that needs to go first.

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Shape shifting milk carton

Yeah, we should prob work on a gameplay tech test with no bugs before cosmetics like art and sound and characters

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hi can I help I didn’t really get to do much last time so I wanna become a member I can help significaly

so what should we do first. someone make a list.

Ok listen up ppl

we have many things to BUT NOT ALL AT ONCE
first, we start once baron manages to patch up his engine,
After that coders will code all basic concept such as attacking hit boxes ans such
During this time WE ARE NOT USING ANY ART OR ASSETS YET all and everything will be placeholders. A separate project will be made to hold all assets we make for untill coding is more or less done, the rest of us not coding can do this
In the mean time anyone can recommend features
(Dang I forgot how to make a wiki)

  • missions
  • changeable weapons/ attack styles
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