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General => The Dev Lab => Game Development => Topic started by: Eliwood on June 20, 2006, 06:20:58 PM

Title: Successor to GU Fighter?
Post by: Eliwood on June 20, 2006, 06:20:58 PM
Red Haze isn't around much these days, so GU Fighter's been at a halt for a while. I bounced this idea off of Guardian who said that it would be worth a shot.

I'm thinking that instead of continuing GU Fighter (which is RH's project), we should drum up a movement to develop a brand new GU-based fighting game from scratch, one that has some of the same ideas but heads a lot more towards professional fighting games, something that people have been wanting. This project wouldn't replace GUF. It would just operate alongside it much in the same way that LieroX Enhanced works alongside LieroX.

In short, would any developer be interested in taking up a fighting game?

I successfully helped to get LieroX Enhanced off the ground and actually nabbed a developer for the Kart racing idea, so we might get lucky with this too. :)
Title: Successor to GU Fighter?
Post by: Yu-Gi-Oh! on June 23, 2006, 09:13:51 AM
You could do that, but the very thing that made GU Fighter so special was the fact that it was all about the members. If you turned it into a "professional" figthting game, you will have done nothing more than copy off of any of the other developers who have already made fighting games. It lessen the impact of the hard work that was already put into it. This project was home grown and really should stay that way in my opinion.
Title: Successor to GU Fighter?
Post by: Mystara on June 23, 2006, 09:40:36 AM
I think that the idea in this is to get more  fire under to GUF, give it something more so that people would get more interested about it once more. I like the idea of that it's up to members, but at the moment it would need something new too.
Title: Successor to GU Fighter?
Post by: Yu-Gi-Oh! on June 23, 2006, 09:44:27 AM
Ok, I will give you that one. I am just saying that we should keep it more traditional and not diminish the work put into it. I think if we keep it true to the idea as it started, then I have no problem with it. I say go for it.
Title: Successor to GU Fighter?
Post by: Guardian on June 23, 2006, 10:56:16 AM
The "tradition" of its current control is due to RH's interest in making GUFG a multi-player game ... as if you could play King of Fighters' team-style but have the teams fighting all at once rather than taking turns.

As much as I'd love to see that, I've always wanted more of a realistic feel AS WELL.  I want to keep GUFG as it is, but I would like that to be a possibility rather than a fixed fact ... like being able to choose one of two modes: traditional, which plays as it does, or "hyper mode" (name??) where it plays more like pro games.

I'd once suggested a sequel with a new storyline, but it was quickly put down.  Maybe this will be a good idea now.  Turn GUFG into a finished project (although leaving open the option to enter your char in the current way) and making a new GU Fighter game with this new style.  Of course, that's just a thought.

But, I, too, want more activity from this.  There are several members, staff, and oldbies that haven't yet made it into this game.  Plus, my char's not finished, either ... and, since no one wants to do an Open Jedi like I'd proposed (especially since we have Seether and I've created about 3 other Jedi chars, as well as Krysten and Mystara's created Jedi chars), it'd probably be a really good idea to make a new version without scrapping the old one if this is what it'll take to keep the fun of GUFG going.
Title: Successor to GU Fighter?
Post by: Mystara on June 23, 2006, 11:02:10 AM
Well, we could do a bit longer story line, as the number of characters has raised a bit, and I also would like to see something more.. and something new. The multiplayer mode is not a bad idea imo, and it could maybe even get new fresh blood to the game.

And now that I got a better computer (which I can call my own even!) I can work faster and better on my character. ;)
Title: Successor to GU Fighter?
Post by: Eliwood on June 23, 2006, 12:04:36 PM
Quote from: Yugioh
You could do that, but the very thing that made GU Fighter so special was the fact that it was all about the members. If you turned it into a "professional" figthting game, you will have done nothing more than copy off of any of the other developers who have already made fighting games. It lessen the impact of the hard work that was already put into it. This project was home grown and really should stay that way in my opinion.

I didn't propose taking out the GU member aspect. I just proposed making changes (or rather, improvements) that members here (including Guardian amongst others) have been wanting for a while, and the biggest complaint has been that the overall feel has prevented the game from keeping interest as long as it should have. Multiplayer would be great too. Just because it's homegrown doesn't mean that we should lower our expectations or standards. Games are games, and we should make them the best that they can be.
Title: Successor to GU Fighter?
Post by: Guardian on June 23, 2006, 12:39:51 PM
Amen, bravo, and .... yeah!

Plus, whoever takes this project, I hope they can design a character tester ... something that (after we script it) can show what the moves will look like, so we don't have to keep turning on the game to check them and go through that long wait to find out just how ate-up the scripting was.
Title: Successor to GU Fighter?
Post by: KingOfHumans on June 23, 2006, 05:25:19 PM
I would definetly like to see improvement for this game. One thing that would be nice is more story modes for characters except the programmer and the member should create it together. I had a story for my character and was given some suggestions but it would of been nice for someone else to finish the story for me after I give them some details.

Second the characters need to be more even with skill. Some characters have advantages while others have disadvantages (mine). So that needs to be worked out a bit.
Title: Successor to GU Fighter?
Post by: Autumn(L) on June 23, 2006, 06:11:06 PM
nice, very nice. hope you can find a developer, maybe someone who can make a game on a network? that would be cool actually and i'd probably play that game then ^_^
Title: Successor to GU Fighter?
Post by: Guardian on June 24, 2006, 04:46:02 AM
Network gaming was also one of RH's original plans, but it never happened ... yet.  I'd like to see it, too.  Too bad we can't do something as simple as put it in the Arcade.

Plus, I agree with even skill, but some bosses do need to be a little stronger.  Plus, sometimes people are just stronger than others and need to make up for it in other ways like being faster.  If you want to be more realistic, then that's just the facts.  If you want it to be just a more evenly-balanced fight game, then it'll just be a fantasitical game.  It's your choice (perhaps suited for different modes).
Title: Successor to GU Fighter?
Post by: Rowan on June 27, 2006, 09:56:00 AM
The option of weapons would be a nice thing, too. You know, like it was (sorta) in MK4, where you had the option of using them, but didn't HAVE to.
Title: Successor to GU Fighter?
Post by: I_am_Torgo on June 27, 2006, 11:55:37 PM
This actually kinda echos a post I made a few months back.  I back a second fighting game wholeheartedly.  Particularly one with a more refined, consistent visual style and more 'professional' gameplay.

And actually, Guardian, I personally am all for the idea of Open Jedi; Heavens knows LucasArts doesn't seem interested in giving us a good SW-themed fighting game.  I just really lack any applicable skills to help.  I can't even find sprite sheets to work off of for the one character I am working on (I use the word 'working' loosely since all I ever made was that single recolored sprite). :linkshrug
Title: Successor to GU Fighter?
Post by: Raysyde on June 28, 2006, 06:16:35 AM
If we could get a mix of what MUGEN is and some some of the Capcom VS style I'd be all over it.
Title: Successor to GU Fighter?
Post by: Guardian on June 28, 2006, 12:24:35 PM
I've amassed several MUGEN chars.  Just lemme know who you want and how to send it.  Not that it's always so, but it's possible (as I've proved) to use a fighting char to make a swordsman.  If Last Blade or Samurai Shodown don't give you interesting enough chars, just look at the other games.  All you really have to do is study all their moves and see which you could use as sword strikes.  It takes a few runthroughs of review, but it's possible (especially when you have IrfanView;^).
Title: Successor to GU Fighter?
Post by: I_am_Torgo on June 29, 2006, 06:33:30 PM
Would you happen to have any sheets for Yumeji Kurokawchi from Samurai Showdown?  As far as basic stance goes, that's almost perfect for Master Steve.  I only hope the rest fits will enough.

If you do, you could just attach 'em and mail 'em to me at JacKnife_2001[at]yahoo[dot]com.
Title: Successor to GU Fighter?
Post by: Guardian on June 30, 2006, 09:34:50 AM
I ... DO.

Sent.  Use my links to the MUGEN Char Maker (if you don't already have it) in this forum to extract the sprites.

BTW ... not that it matters if you can edit well enough, but are you aware that Yumeji is a chick?  lol

Any other requests?
Title: Successor to GU Fighter?
Post by: Overlord on June 30, 2006, 09:54:02 AM
I would be all for this too. My momentum for GUF downward spiralled due to lack of updates mainly.

I would prefer more 'proper' fighters, with full move sets and graphics sets rather than some of the half fighters we have in GUF now.  I'd ideally like them all to be KoF sized.. i never fared well with the pikachu, sonic, megaman character sprites just seemed a bit lazy and cheesy.

Perhaps we ought to have official spriters for this next project, Guardian (obviously) Myst and I (as well as redteam) can sprite KoF styled characters. I can also design HUD graphics and animations.

(http://forums.thegaminguniverse.com/attachment.php?attachmentid=3223&stc=1&d=1151681066)

This is my first draft of a possible replacement HUD.

It has portrait areas, lifebar, power bar (below life) win counter (above life, currently 3) an indicator on the lower left of the portrait that can be used for whatever. And a timer area. Names would go above the lifebar next to the portraits, and the whole thing would slide in left to right / right to left, and the timer in from the top.
Title: Successor to GU Fighter?
Post by: I_am_Torgo on June 30, 2006, 07:10:31 PM
Pretty sharp for a first draft there, OL. :linkvicto

Quote from: Guardian
BTW ... not that it matters if you can edit well enough, but are you aware that Yumeji is a chick?  lol


Actually I didn't.  I mean, now that you mention and I'm looking at the full sprite set it I see it, but at first glance she doesn't really look like a chick.  I guess that's my ignorance of SNK games showing.  The last one I really played was World Heroes 2 on the SNES like 12 years ago. :linksweat

Regardless, I can't edit that well (which is to say at this point, not at all).  In fact, looking at the sheer number of sprites there are, even with as many of them as there are being effects, it's all a little daunting to a complete newbie.  I still might consider doing something with her later on down the road 'cause I dig the character design.

So something else I guess... do you have Kaede and Setsuna from Last Blade?
Title: Successor to GU Fighter?
Post by: Serge on July 01, 2006, 02:37:34 AM
Quote from: Guardian

But, I, too, want more activity from this.  There are several members, staff, and oldbies that haven't yet made it into this game.


Ooh! Ooh! Pick me! I've always wanted to be in GUF, but never quite announced it publically in the hope that I'd just be added, but now that there seems to be growing interest it's not a bad idea on my part in stating an intention >>

GUF had an unbelievably strong momentum the first few months that it was out, with characters being added and new versions being released at light-speed ... it was really awesome to watch, and RH wasn't the only cause. It was a lot of people simultaneously working on it, as I recall, and a LOT of energy and hype going behind it, with the final products each living up to their expectation and rocking. I think this momentum can definetely be started up again, we just need a really strong push on the boulder to get it moving down the hill.

OL, that HUD looks really nice, by the way.
Title: Successor to GU Fighter?
Post by: Guardian on July 01, 2006, 02:41:16 AM
Quote from: I_am_Torgo
Regardless, I can't edit that well (which is to say at this point, not at all). In fact, looking at the sheer number of sprites there are, even with as many of them as there are being effects, it's all a little daunting to a complete newbie. I still might consider doing something with her later on down the road 'cause I dig the character design.

So something else I guess... do you have Kaede and Setsuna from Last Blade?

No worries, IAT ... I'm still learning the chars as I go along.  I use Wikipedia and any other page that offers profiles to understand who they are ... which I use for my comics, of course.  Really helpful.
And, yes, I have both chars.  You want?  Or should I just zip all my SSD & LB chars and email them to you?  Like I said, I've amassed a LARGE collection.
And don't be disheartened by the amount of sprites there are or whether or not you can sprite.

Look at it this way (which would be evident if you ever saw what my NG4 page looked like before what it does now): when I started my NG4 project, I used the 8-bit sprites and I did not do the best job of editing.  Now these NG sprites are REALLY SMALL.  All I did was use my eyes and keep at it until I 1) saw what needed to be changed and did so, and 2) find the 16-bit NGT sprites to edit and did the same thing.  Sometime after joining GU, I discovered all these sprites for all these different fight games.  From there, I ended up doing the exact same thing I did with my NG sprites.  I looked, I realized what I wanted from them, then went after it.  I started small, but kept practicing.  I learned to sprite the way I learned pretty much everything I can do on a computer -- I played with it!  Now, it feels almost natural, but it isn't.  It took me A LOT of practice, trial & error, and time to get where I am now.  So, I'm suggesting that you play with it, too ... start small and try new things until you find yourself outdoing us with these chars;^)

OL ... I like it!  And I agree that new graphics would be a step in the right direction.

Surge ... I thought you WERE in GUFG?  Anyway, I hope you can sprite or get someone good to help you because I don't know if I'll be able to do anymore chars.  I'm currently working on one or two Jedi chars, but that's it.  The only way I may do another is to be inspired ... so, at the very least (without committing to anything) lemme see what you have in mind for your char before I decide.

For the record: whether it be Open Jedi or GUFG2 or whatever, I'm all for a new project.  However, I would like (as soon as I whip up a logo) for this current incarnation to be moved to the Completed Projects area (as it's an open project but otherwise completed in its own right).  I mean, it's not like we're waiting for every member to sign up.  It was designed as an add-your-own-char engine anyway, right (especially with RH's tutorial available)?  So, I personally believe GUFG in its current incarnation is completed.  Yay/Nay?
Title: Successor to GU Fighter?
Post by: Overlord on July 01, 2006, 02:57:27 AM
I agree, it's as complete as it's gonna get.

And I'm for opening up a new thread in Development on the content of GUFG2. I'll even return to active spriting duty if I get enough inspiration and the momentum starts going forward on the new engine.  I'll also go making some more additional graphics like huds, character select screens etc.
Title: Successor to GU Fighter?
Post by: Eliwood on July 01, 2006, 11:07:13 AM
If you want this in the complete section, you'll need a logo and a set of 4 icons (as I've PM'ed you about). Until then, we can't put it in there.
Title: Successor to GU Fighter?
Post by: I_am_Torgo on July 01, 2006, 06:46:02 PM
Quote from: Guardian
No worries, IAT ... I'm still learning the chars as I go along.  I use Wikipedia and any other page that offers profiles to understand who they are ... which I use for my comics, of course.  Really helpful.
And, yes, I have both chars.  You want?  Or should I just zip all my SSD & LB chars and email them to you?


That might be simpler then having to ask people for individual characters, so yeah, that'd be awesome.

As for calling GUF completed, I'd have to agree.  It doesn't look like there's much more to be done for it.  Overall, a respectable job has been done.  I've always felt the balance was a bit wonky, but otherwise it plays pretty solidly and seems bug free.

And yes, I think if interest is strong enough now, by all means start a thread in Development.  Activity is key to the momentum of a project, and with the site overall starting to pick up steam, now's as good a time as any to start looking into working on a new fighting game.
Title: Successor to GU Fighter?
Post by: Overlord on July 01, 2006, 09:13:19 PM
Why don't we allow people to create original characters for the game? Instead of Fighting versions of themselves (which they could still do) they could just flesh out some unique characters. Also, it might be best to put a character limit on the game, and then select out of the best for a final cast.
Title: Successor to GU Fighter?
Post by: Guardian on July 02, 2006, 04:42:48 AM
Since it's a GAMING UNIVERSE Fighting Game, I still say an element of us needs to be present.  However, now that the "Narshe Threat" has been conquered (GUFG), we'd need something new.  

And, in case anyone thinks about, I'm NOT making the #Snypa group the villains cuz they contributed SO MUCH to GUFG.  True, it'd make an interesting storyline of GU at war, broken into factions, but then it's still slander people I still have great respect for.

Instead of making a GUFG2 thread (btw, we need a surtitle for GUFG2...lol), why not just move this one into Development?

Oh, and OL ... in case you never actually include the new sprites I made for you in GUFG, maybe you can use them in GUFG2.  Maybe you can recolor/redesign your char.  In any case, we need to be very much part of this project.  So, maybe that's what we'll need to do ... redesign our chars.

Me, I could use that Sonak Dilgen one or the generic Jedi I'm making.  I could use the Jedi Guardian I made (though I'd really have to reconsider making a lot more moves for that clunky-looking effort).

I agree that balance was an issue with GUFG, but I also agree with RH about it being "realistic" and I see what he wanted to do with it.  So, since GUFG2 is now our own project, I say we can correct that balance issue on the spot.

So, what do we need?

Story/plot?
Chars?
Levels?
Music?
Structure/gameplay control?

A DEVELOPER???

We also need to figure out when everyone's available for chat and get on at the same time to do so.  A #GUFG2 channel (someone teach me how) maybe?

Oh, and Eli ... I'm working on a GUFG logo as we speak.  I should have a few rough drafts done by tomorrow (unless the family does something tonight).
Title: Successor to GU Fighter?
Post by: Overlord on July 02, 2006, 05:05:33 AM
The reason I stated a set cast number is for balancing. We need a mix of Tanks (tough fighters) speed, defenders, agressors. and they need to be well balanced. Hard to do with an expanding cast.

I'm going to look into creating a new character, I've personally changed quite a lot since I made the GUFG character, so I'm going to represent that in a change of look.
Title: Successor to GU Fighter?
Post by: Dannii on July 02, 2006, 05:27:46 AM
I think the game should incorporate an engine, and a number of character sets.

Guardian (for example) could create a game with a set of characters that correspond to actual GU members, using whichever characters he feels are the most developed. If there are a lot, there's no reason there couldn't be 50 or more characters.

OL however might create a game based on the Jedi. His game will have a maximum number of 8-12 characters in his set. He chooses the most developed 'Jedi'-like characters, whether they represent actual humans or even if they are completely fictional.

Those of GU who aren't up to making a whole game set, can still make individual characters. They can be based on themselves, or purely fictional. Their characters could be made by a group of members together if they liked. There will be a free-play mode in the engine, which allows any character to fight any other, even if they are from different game sets, or even if they aren't in any game set at all. There could be an online gallery of these characters, and for example, OL could browse the gallery, and if he find any jedi characters that he particularly likes, he could then include them whenever he next updates his jedi-game.

Someone else could then later browse the gallery and decide to make their own jedi game, prehaps with a few different characters, and a completely different plot.
Title: Successor to GU Fighter?
Post by: Guardian on July 02, 2006, 06:16:28 AM
RH's original concept for GUFG was a team/multi-player fight.  We could simply take this "commercial" aspect (handles like other fight games) we've been asking for and have team battles (and singles battles) like King of Fighters does.  We can sculpt the teams as OL suggested: balance of speed, strength, etc. per team (set number of points to be distro'd amongst members' speed/strength stuff).  We could set up modes so that we use pre-chosen teams (KoF94) or customized teams (KoF 98) or fight as a single person (SF/MK/MotW).  So, we could accommodate any additional chars/members with these same principles: meet criteria of points.

If you STILL don't know what I'm talking about, think Al Unser Jr.'s Turbo Racing, NES, where you get a certain amount of points you can distribute amongts speed, power, or whatever.

Thoughts?

EDIT: and I thought Sonak Dilgen & Darth Espa (having not been added to GUFG) should go into GUFG2.
Title: Successor to GU Fighter?
Post by: Mystara on July 02, 2006, 06:49:36 AM
Sounds good imo.

As for the threat or war or something, it could be like something in the future, like, GU has been drifting towards breaking because of something, like an outsider who has started to lure members to fight against eachothers, and then there's someone who is hired to stop it and make the people come back to their senses. (Gang fights could be explained with this as people who think differently tend to argue.. and a lot. <.<)

The balancing idea is pretty good and I think I could add the character which I'm at the moment working on to the GUFG2 or what ever it will be, and kinda "finish" or give some final touch to the one I at the moment have in GUFG and leave her be in this one, as the characters in the end are really different. <.<
Title: Successor to GU Fighter?
Post by: Guardian on July 02, 2006, 07:08:44 AM
I was thinking something about the future or space myself while I went shopping just now.  So, I just came up with this:

GUFG 2: The Next Generation

We could be ourselves or we could be our descendents, battling in the future with whatever cool space-age technology we can think of (should keep things balanced), including blasters, lightsabers, and the like.  Perhaps the threat could be GU vs. some alien horde, the world who's out to make us "grow up", or whomever, but I do like that future idea, Mystara.
Title: Successor to GU Fighter?
Post by: Overlord on July 02, 2006, 08:18:48 AM
I was thinking in the future some, but not a lot, so we can keep our original characters basic concepts. As for story.. hmm.. how about.. something like a split (but purely fictional) a civil war so to speak, a dark virus has infected GU and drawn out an opposing force from its very members, against their will, it has turned them against each other.

Oh and I have a new concept sprite for my character, although I want to start spriting him before I show anyone.
Title: Successor to GU Fighter?
Post by: Guardian on July 02, 2006, 09:26:26 AM
Dark virus, eh?  Kinda like Joefalco's Alt.GU storyline?  Maybe I'll get my wish to make his comic a game after all! lol

Seriously, though, that is a good idea.  However, SOMEONE had to have put that virus there.  So, unless we design a virus char itself, we need someone who planted it ... unless we decide that, in defeating Narsheferatu, we missed the virus he left behind prior to his defeat?

BTW, I've been looking through some of the ideas I submitted to GUFG and I thought you may want to see if we could use them this time around:

http://forums.thegaminguniverse.com/showthread.php?t=17918 (GUFG2 concept)
http://forums.thegaminguniverse.com/showthread.php?t=19641 (bonus stage)
http://forums.thegaminguniverse.com/showthread.php?t=16771 (alternate chars)
http://forums.thegaminguniverse.com/showthread.php?t=13142 (sounds)
http://forums.thegaminguniverse.com/showthread.php?t=12998 (super attacks)

BTW ... did anyone else realize (as I just have) that GUFG is over 2 years old??
Title: Successor to GU Fighter?
Post by: Rowan on July 02, 2006, 09:57:56 AM
Guardian, how big is your ENTIRE sprite collection in filsize zipped up? I'd like to see about hosting them on my personal host. As for my character, I can't do much without a good idea of what is possible.
Title: Successor to GU Fighter?
Post by: Raysyde on July 02, 2006, 10:06:46 AM
Quote from: Guardian
RH's original concept for GUFG was a team/multi-player fight.  We could simply take this "commercial" aspect (handles like other fight games) we've been asking for and have team battles (and singles battles) like King of Fighters does.  We can sculpt the teams as OL suggested: balance of speed, strength, etc. per team (set number of points to be distro'd amongst members' speed/strength stuff).  We could set up modes so that we use pre-chosen teams (KoF94) or customized teams (KoF 98) or fight as a single person (SF/MK/MotW).  So, we could accommodate any additional chars/members with these same principles: meet criteria of points.

If you STILL don't know what I'm talking about, think Al Unser Jr.'s Turbo Racing, NES, where you get a certain amount of points you can distribute amongts speed, power, or whatever.

Thoughts?

EDIT: and I thought Sonak Dilgen & Darth Espa (having not been added to GUFG) should go into GUFG2.


I know what you're talking about but I don't think that'll work here.
Balancing the characters woudn't be easy that way.
The easiest way would be setting values for attacks and making sure they a fit for the character and character type. Setting a value for the lifebar would help as well.

As far as a team mode I'd like it to be close to the Capcom Vs. series, its better than the KOF team mode IMO.
Title: Successor to GU Fighter?
Post by: I_am_Torgo on July 02, 2006, 10:33:49 AM
While I heartily agree that balance needs to be achived, I don't think it needs to be meticulously so.  I mean, look at Marvel vs. Capcom 2.  That game is totally unbalanced, and I don't know about anyone else here, but I think that game is a blast.

Quote from: Overlord
Why don't we allow people to create original characters for the game?


I totally second this.  While at some point I'd like to create a Torgo character, I wouldn't mind being able to create original characters as well.  Plus it allows us to fill out any gaps for extra villians or heros in any plot that might materialize.
Title: Successor to GU Fighter?
Post by: Guardian on July 02, 2006, 12:00:00 PM
If we want to do completely original chars instead of ourselves, why not just make it a completely new fight game like Open Jedi/Jedi Fighter or something?  If not OJ/JF, then we'd need some kind of common ground on what this story will be about.  The future thing is good.  So, maybe if we wanted this to be a GUFG2, then perhaps we could do it as GUFG2:TNG, where our descendents are the ones fighting the battle.  Only, we do completely original chars, including backstories and everything.  Redesign from the floor up!

You know, I kinda like that idea!

BTW, Rowan ... zipped would be about 1GB, thereabouts.  I'm still searching for other chars.  Mind you, these are all on MCM, not sprite sheets.
Title: Successor to GU Fighter?
Post by: Raysyde on July 02, 2006, 03:34:12 PM
Quote from: Guardian
If we want to do completely original chars instead of ourselves, why not just make it a completely new fight game like Open Jedi/Jedi Fighter or something?  If not OJ/JF, then we'd need some kind of common ground on what this story will be about.  The future thing is good.  So, maybe if we wanted this to be a GUFG2, then perhaps we could do it as GUFG2:TNG, where our descendents are the ones fighting the battle.  Only, we do completely original chars, including backstories and everything.  Redesign from the floor up!

You know, I kinda like that idea!

BTW, Rowan ... zipped would be about 1GB, thereabouts.  I'm still searching for other chars.  Mind you, these are all on MCM, not sprite sheets.


I think we can do ourselves and original characters, add a little flavor to the mix.
Title: Successor to GU Fighter?
Post by: Overlord on July 02, 2006, 09:04:12 PM
As for a final boss we could create our own Virus manifested character. Who could be called something like, Infection, Madness, Darkness etc. The future storyline would give a chance at descendants / originals, as well as maybe some "immortals" who are gu members characters.
Title: Successor to GU Fighter?
Post by: KingOfHumans on July 02, 2006, 09:34:06 PM
A great virus might work as a major enemy. Or maybe we can make the boss who's a powerful hacker who also is great at makeing terrible viruses.

Maybe we need to fight the NOA because they're trying to shut GU down due to too many projects that copy their ideas.
Title: Successor to GU Fighter?
Post by: Guardian on July 03, 2006, 04:06:36 AM
OL ... perhaps the "immortals" are just regular GUFG participants who were trapped in cyberspace and will become unlockable somehow?  Mix our own chars with the new ones?  Is that where you're going with that?

KoH ... I'd stay away from antagonizing NoA.  We do want to keep going, you know and we do still use a good bit of their graphics.  The last thing we need is to have NoA take us personally.

Oh, and here's my first draft of the GUFG logo:
(http://forums.thegaminguniverse.com/attachment.php?attachmentid=3240&stc=1&d=1151917462)


It's not to any ratio I could think of, but just enough to fit.  I thought it'd be fitting, since we lost the old shields, to use them for our old GUFG.

Comments?

EDIT: Here's attempt #2:
(http://forums.thegaminguniverse.com/attachment.php?attachmentid=3241&stc=1&d=1151925219)


If anyone has any cool lighting or color splash background they could use for this, that'd be great.  Maybe the GUFG title screen?
Title: Successor to GU Fighter?
Post by: Mystara on July 03, 2006, 06:37:41 AM
The second one has a good idea, but it's rather messy, you need a lot of time to see other things that the GU fighter text (which rocks imo). The first one is maybe a bit too simple, some sort of mix up of these two perhaps, few characters (like OL, DreamWeaver, Narrshe, some others, but not that many) and the text.
Title: Successor to GU Fighter?
Post by: Rowan on July 03, 2006, 07:51:01 AM
Quote from: Overlord
as well as maybe some "immortals" who are gu members characters.

Do I smell a secret Emaleth character? Cause that would SO rock. :)
Title: Successor to GU Fighter?
Post by: Overlord on July 05, 2006, 09:26:23 PM
lol

Guardian, yeah that's where I was going. As all great sequels do, the best characters carry over, perhaps as unlockables.
Title: Successor to GU Fighter?
Post by: Guardian on July 06, 2006, 11:17:44 AM
OOOOoooooo ... how about an "Oldbie Bonus Round" where you face a Yie-Ar-Kung-Fu Feedle-type gauntlet where you have to repel the attacks of oncoming olbies?
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 06, 2006, 02:38:18 PM
Though this intrigues me greatly, its not getting anywhere at this rate. Maybe actively trying to find a programmer or two and just asking around nicely. (We don't want to feel intrusive.)  I am sure many people have not seen this thread.

Furthermore, maybe everyone should come together and contribute ideas which can be agreed upon and then someone can rewrite them all clearly and with a clear structure in an attempt to make a design document of sorts for any programmer who decides to take the reins.

Edit: Not trying to sound commanding, just I would like to see this moved forwards, and if my assistance is needed in anyways, feel free to say so here or send a PM.
Title: Successor to GU Fighter?
Post by: Overlord on July 07, 2006, 10:08:42 AM
I think I'll move this into development..
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 07, 2006, 05:25:52 PM
Thanks OL, hopefully we can accumulate more interest.

*Muses* GUF didn't get support from nearly everyone till it was a float.  Everyone wanted a character.  If only we could get that sort of immense support in the early, and possibly harder stages... */Muses*
Title: Successor to GU Fighter?
Post by: Overlord on July 08, 2006, 06:30:23 AM
We DO have a huge backlog of members who's characters were/are half finished, or not very well fleshed out. If we can elaborate on some of their ideas we would have a good cast to choose from.
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 08, 2006, 01:18:45 PM
That may be a good place to start, we can make a concrete list of what characters we have.  Each entry on the list could follow a format similar to this:

Name/Sprites-Spriter/Scripting-Scripter
Forest Hunter/Yes-Forest Hunter/No-Forest Hunter

So the character would be me, I have available sprites (and if the answer was no, we would know it was myself working on those sprites), but there is no scripting done (especially since its a new system) and the scripter would be, once again, myself.

That way we know what characters we have, if anyone is making sprites for them (I would encourage trying yourself at first, don't want to burn out OL or Guardian) and we would know if its scripted and who will be doing that (once again I would encourage that you try to learn the scripting yourself.)

Ideas, suggestions?
Title: Successor to GU Fighter?
Post by: Mystara on July 08, 2006, 01:22:06 PM
Sounds good imo, and I could add to that that I'm an avaivable spriter for GUF too :P Though I have my own character under spriting and I would want to get it done some day. *lol*

But yeah, some sort of list of people would be good to be made.
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 16, 2006, 03:55:15 PM
What your proposing is a very proffesional quality game for something we do for fun.

Regarding the UI:  Red Haze knew that needed changing but it never got done, it was on the to do list.

Spriting as a whole: As long as it doesn't look like crap I'm fine.  Some people may choose character edits from fighting games, some may create their own, otehrs may take characters from a platformer and use it. (Mine was from a platforming game and worked fine.)

I have no clue what your talking about in regards to the stages, I thought they were pretty great, either direct rips or part rip part custom made. (The road, the field and the dance hall come to mind.)

Custom made music... finding someone who makes custom music is very very hard.  I liked the diffrent video game musics.  And if for some reason we can't go around borrowing music from other places (and I assume that goes for remixes too) then we should make all the stage by hand, and all the sprites should be from scratch.

Though I do agree in actual gameplay.  I know one thing people had asked for often was more buttons.  If I remember GUF only had 3, so maybe 6 would be fine. (Not every character would need to use every button, but if I do recall most arcade fighters had the joystick and 6 buttons.)
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 16, 2006, 08:51:31 PM
Hence why alot of us should get in chat or ventrilo sometime and draft up a design document (which could be subject to alteration at the dev's whim being it would be his project foremost).

But this should be a project of creative freedom.  People might have a great idea for a sprite, but it might not fit 'the style'.  And I'd hate to see someone turned off from the project because they couldn't use their badass sprites, even if they did look diffrent and maybe even not quite as polished.
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 17, 2006, 04:25:42 PM
Query:  I only recall one SNES character, maybe two. (Black mage and I think another mage.) Were there more?  And did anyone else have a problem with them, its just a diffrent style, and you are going to get diffrent styles in a project thats a compilation of work from diffrent people.

Also not every concept can be made from mashing diffrent sprites together.  Especially those of us without out a program to do such a thing, or current sprites that can do exactly what we want.  Once again, its a project of the people.  Let them express themselves as long as it doesn't look like a stick figure made in paint and looks like theres atleast effort behind it.
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 17, 2006, 10:35:07 PM
Hmm I was under the impression a program more powerful then paint was being used for the edits.  Then again I never cared to much on how they were made, they're not my style of creation.

Yeah the Airship has SNES graphics (I even know the game its from) but I don't think it looks particularly bad.   True it doesn't match up with all the sprites, but that could be said for most the backgrounds.  Personally I enjoyed every background and even if my character wasn't in the same style I didn't mind.  Thats what occurs when you take graphics from diffrent sources and put them in one game in a large mass of creative freedom.
Title: Successor to GU Fighter?
Post by: Rowan on July 17, 2006, 10:52:53 PM
For the single player "quest" thingy, we could have the player fight in each of the forums, all the way into the single most secret forum we have here (Site Administration). I think MK3 had three different difficulty tiers...we can have it change depending on the difficulty setting selected.
Title: Successor to GU Fighter?
Post by: Mystara on July 18, 2006, 06:58:36 AM
I think that what is most important, is that the home level matches to the character which mainly uses it. After that we can think does other characters fit in it.

Also, I pretty much am on Forest Hunter's side on the sprite style thing. GUF is and has been member game and so far about all the sprites I've seen have matched each others pretty well. So I don't think that is the problem. I more worry about the balance of the different characters. At the moment GUF would need some more balancing as there's some characters which are clearly superior.
Title: Successor to GU Fighter?
Post by: Guardian on July 18, 2006, 01:42:30 PM
Well said, Mystara!

This has always been about the members.  Members making themselves available for a digital ***-whoopin'!  lol  Seriously, though, it was all meant in fun, as with all our projects, but we all still have standards.  Some set them low because they don't want to do the work or because they have no imaginations (sorry, but I've noticed).

I like the idea, though, about a next generation GUFG, but if it's ourselves that must remain, then let's at least revamp our chars.  But, the point of GUFG2 is to take it to the next level the way we originally wanted.  I've always wanted a more professional fight-game-look.  I've always wanted more controls, moves, and tactics.

But, as Mystara said (as I said from the start): GUFG is about the members, and the members who enter need to best represent themselves.  So, if they sprite their chars, they should do something that's more LIKE themselves.  My char may have been missing my belly, but otherwise represented me as I am.  Not too big but still sizable upper body, stylish clothes I like to wear in simple yet sharp colors, my hair color, and my height.  Not to mention my simple fighting style of hard-hitting power attacks (though my devastator was more of an ideal thing, which isn't wrong for GUFG(2) so long as it's not ALL you do).

So, instead of ripping sprites from your favorite games, take the time to make them like yourselves (or start from scratch).  I know we all want to be cool-looking, bad-*** mamajahambas, but we're not all such things.  We can still make up for it with what we each really have inside ... so let's at least show that in our MOVES, not our forms.
Title: Successor to GU Fighter?
Post by: Forest Hunter on July 18, 2006, 03:17:23 PM
While I do find it interesting if everyone was a more accurate portrayal of themselves, I always got this impression that our characters were more of our avatar.  More like how we would want ourselves to be represented.  Be it in direct looks, combat style, inspiration or just something that strikes you particularly badass.

In regards to GUF2 I know personally (unless we set rules against it) I am going to use the same sprites, yet modify them more to make them my own and just give my own added flair.  And thats what I think it is about.  The fun of having your own creation (or an alteration of an existing creation(s)) in a fully playable game.

We need to layout specifically what we want and how to accomplish it. (Deeper combat system comes to mind (and adding more buttons seems to be a good fix))  Then, we should try to actively find a programmer, or maybe one will pop out of the woodwork when we have our ideas solidly written down.
Title: Successor to GU Fighter?
Post by: Guardian on July 19, 2006, 03:13:15 PM
Another thing to concentrate on: if we want to make scripting easier by making an editor, then I suggest, whatever method of engine will be made for GUFG2 should first be applied to making a character maker.  We do all our own spriting (or have someone do it if you haven't a hair left to pull from your head trying it yourself) but use the editor to script and test our chars without having to load the game.  Perhaps the editor would be the best thing to release first.  Then, when you have a good base of characters, release the demo.
Title: Successor to GU Fighter?
Post by: Rowan on July 20, 2006, 12:10:17 AM
In theory, the basic demo for a fighting game would be the best thing to test a character in, imo. With the addition of some way of editting your character's scripts thrown in, you have an editor.

I am considering moving over to this at least partially, but there are concepts in a fighting game I don't fully grasp. I went to Red Haze's website in an attempt to contact him, and have left him a message on his Xanga page (he's making a The Sims clone, btw), and hope he'll contact me/us soon.
Title: Successor to GU Fighter?
Post by: Guardian on August 02, 2006, 11:17:42 AM
So, where are we on this?  Are we still interested?  Do we have any further ideas?
Title: Successor to GU Fighter?
Post by: Guardian on October 29, 2006, 02:33:42 AM
Sorry for the double (and the gravedig), but I'm wondering if we've forgotten about this project.

I was just commenting on Makoto's GUFG submission after testing him out and it ocurred to me (after noticing that his ending comes with a "To Be Continued...") that a direct sequel may be a good way to go.  I'm willing to offer a new script (as soon as I write it) of either a made-up enemy or a base off our latest hack ... or possibly play off the 2005 BS Takeover April Fool's day prank.

The question is: who's still in?  I am!
Title: Successor to GU Fighter?
Post by: Overlord on October 29, 2006, 02:56:07 AM
I would be, but I've learned (somewhat painfully) to not invest too much time in anything that has no solid programmer comitted to it. To be honest, as good as GUFG was, after looking at Mugen and commercial fighting games.. it just didn't live up to what it could have.

For a start characters need to be in scale to each other and the same resolution, otherwise it looks cheesy. (ie if someone wants a sonic lookalike maybe someone could sprite one in the right scale rather than use a sonic sprite)

Also the HUD was lacking (I can fix that)

The collision could use a bit of tweaking too (like slight pauses on impact, impact graphics etc) not to mention throwing and grabbing.. I could completely overhaul the control scheme as well.. basically I could do everything needed for this game except actually code it.. x.x

Perhaps I should draw up a features/design document with some default sprited characaters, with your help Guardian, perhaps we can present a feasable design concept complete with script, mechanics layout, level sketches and character designs.

EDIT: Oh, and we should definitely use unique names for characters, they can still represent their GU counterparts but names need to be original, a simple "X Character - GU member" entry in the credits would work to make sure each character was credited by their maker.
Title: Successor to GU Fighter?
Post by: Aliem on October 29, 2006, 03:02:35 AM
The problem with GU Fighter is ballance.  Having each person code their character largely from scratch is a horrible, horrible idea.  Having a solid character builder would be nice, but unless all characters behave the same (at least as much as they should), it's just not a good product in the end.

And Overlord is right.  Never commit to a project unless it's got a steady developer.  That's your first goal.
Title: Successor to GU Fighter?
Post by: Overlord on October 29, 2006, 03:18:42 AM
I agree, balance is number one, having characters sprite themselves is fine as long as the set fits within the look and feel of the game. Having them script them is not.

We'll need a couple of steady scripters to balance out stuff, we also need to get a balance between different types of characters. Oh btw, here's the spritesheet of my HUD, I'll work on a character select screen too.

(http://sc-gaming.net/hudsheet.png)
Title: Successor to GU Fighter?
Post by: Guardian on October 29, 2006, 03:39:32 AM
Though interesting, it still looks bulky.  I'd wondered if we could use smaller, thinner bars and smaller parts to show more in the background.

I agree with how GUFG was, but when I said "direct sequel", what I meant was simply in storyline.  The engine itself was hoped to be more like the commercial fight games/MUGEN-type fight games.  UFGE (sorry to say) just didn't measure up, so we'd have to start over again.  But, if you want to use different char names, then there's a couple options:

1. we rename our redesign chars (in some way to make it obvious who was who) as either different versions of ourselves or as descendents
2. we keep our chars as hidden and/or boss chars while the other members who never made it into GUFG become the principal fighters.  Staff are simply conditioning the members, that kind of thing.

I can easily come up with a storyline as long as we decide on what the plot's going to be.  How about running a poll?
Title: Successor to GU Fighter?
Post by: Dannii on October 29, 2006, 05:48:29 AM
If you're worried about scale, prehaps you should use vector graphics (at least in the designing phase) and then you can get them all exactly the right size before exporting to bitmaps.
Title: Successor to GU Fighter?
Post by: Overlord on October 29, 2006, 06:38:44 AM
On the HUD, I can design several different ones and we can pick the best. If you want smaller I can go smaller and/or less intrusive, perhaps even stray away from the 'horizontal top lifebars' fighting games rely on.

EDIT: this hud is much smaller, more than half as high as the last one.

(http://sc-gaming.net/hud2.png)
Title: Successor to GU Fighter?
Post by: Guardian on October 29, 2006, 08:23:08 AM
I like that better, but it still looks a little cluttered (imo).

As for size, maybe with this particular GUFG, we can insist entries only be accepted if they fit certain size restrictions, such as chars from CAPCOM & SNK fight games, or narrow it even further if we want.  Original sprites should conform to size considerations, but don't have to be in the same style if they don't want.
Title: Successor to GU Fighter?
Post by: Overlord on October 29, 2006, 08:22:42 PM
It's actually hard to create a HUD with lifebar, time, power meter and win indicators that doesn't look cluttered ;p But I'll keep on tweaking.
Title: Successor to GU Fighter?
Post by: Rowan on October 29, 2006, 08:52:06 PM
I've expressed interest in working on this, but as is I'm short on time with Z2E alone, and sad to say it's more important to me. If GUF2 isn't being worked on in a year or so when I have more time and am farther along with Z2E, I may be able to work on it.
Title: Successor to GU Fighter?
Post by: NobodyX on December 02, 2006, 12:45:56 PM
This is a bit of a gravedig, but...

I would love to see a more professional GU fighting game.  One thing I don't like with the current GUF is that it seems to want to be two different types of games. It lacks any good hand-to-hand combat that games like Mortal Kombat would have, and it seems to be more about moving around and knocking your opponent around in a giant arena, except there's nothing to really exprience in any of the levels. We should either make the characters much larger and slower and concentrate on the hand-to-hand aspect to make it like Street Fighter or Mortal Kombat, or we should have the levels more than just a flat floor. And either way the players should be more equal in their jumping ability.
Title: Successor to GU Fighter?
Post by: Guardian on December 04, 2006, 08:21:27 AM
Though I agree with the former and hope that's how GUFG2 turns out, I do like the idea of the latter for another GU game, kinda like Bezerk or Combat!  I see merit.
Title: Successor to GU Fighter?
Post by: Overlord on December 19, 2006, 08:16:12 AM
a mockup.. including my new lifebars which are hopefully a little less intrusive ^_^

Actually providing I get better with Blitz, I wouldn't mind takin a stab at this myself.
Title: Successor to GU Fighter?
Post by: NobodyX on December 20, 2006, 01:48:36 PM
Hmm, the life bars look a bit too blocky for me. And I don't really like the idea of having portraits in the corner. Other than that, it looks nice.

And we're planning on everything having the same resolution, right?


We'll need a good combat system that is relatively the same between characters, or else the game won't be very good. I think it should be something new, fun, and have enough flexibility. Here's my idea for how the game should work:


Energy:
I can't remember what it was called in GUF1, but I'm referring to the stuff that accumulates after attacking and being attacked. In the second game, it will gained equally between players (I think that in the first, the attacked player got more).


Gerenal Move Types
:

Combo moves: Can be used to prolonge a combo. Will create longer delays for the defending player than it will for the attacker.

Power moves: Generally very powerful. Will seperate the players, thus ending a combo. Generally will send the attacked player flying and they will land on their back.

Special moves: Performed through different button combination. Greatly varies between characters. Can be either of the above move types.

Energy moves: A sub-set of special moves. They use energy and are generally powerful.

Grabs: Unblockable. Will grab and attack a player if close enough. Very powerful and cannot be perform during combos. Only one grab is required for each character.


Jumping
: Every character will jump the same height.


Character Size: Each will generally be the same size.


Combos: In the game, combos are regular moves, and even special moves if the player is good enough, performed in a sequence. Combos are not scripted into the character. Each move in the combo will increase a combo metre (either shown on the screen or not) which will cause the end of a combo when full (and automatically reset). Each move will increase the metre a constant amount, depending on how powerful it is. Every time a move is performed, it will be weaker and the opponent's delay will be shorter the next time it is performed within the same combo (to discourage repetative moves). A player will generally try to do the most damage before the combo ends, and then perform a power move.

A combo can either be performed in the air, on the ground, or both. When a combo is being performed in the air, both players will be suspended there for as long as the combo continues. In the air, there are less combo moves, making air combos generally shorter. Some characters are capable of moving a combo from the ground to the air, and a small few are capable of moving a combo from the air to the ground without ending it.

After a combo is ended by the combo metre reaching the top, the players will be seperated and the will both have equal delays and thus equal opportunities to attack afterwards. If the defending player was blocking during the combo, they will not be seperated and only the former combo-er will have a delay, leaving him/her open to new attacks.


Landing on your Back: A player will land on their back if they're sent flying by a power move. The player is invincible while on their back, but will quickly get up. They will be able to block immediately after becoming vincible (like Mortal Kombat).


Buttons & Attacks:


Primary Attack Button (A)
: Primarily combo moves with some power moves. None will greatle afftect the attackers position.

Single A - A move with practically no delay before or after. The little delay it will have before hurting the opponent will be equal between all characters. Great for starting combos, assuming you're close enough.

Multiple A - Will perform a simple combo that will end its self. Great for if you don't want to risk screwing up a more complex combo.

A & Direction - Largely up to the characters. At least one move must be a power move.

Single A (in air) - A move with practically no delay before or after. Great for starting combos, assuming you're close enough. If another move does not follow, you and your opponent will fall to the ground. If you don't hit the opponent, you're direction and speed won't be changed from performing the move.

Multiple A (in air) - Few characters will have this one. Will perform a simple combo that will end its self. Great for if you don't want to risk screwing up a more complex combo.

A & Direction (in air) - Largely up to the character, at least one of the moves should be a power move (if no A move in the air is, there must be at least one L air move that is). For the most part, they won't change your speed or direction if you don't hit your opponent.


Lunge Button (L)
(Needs better name): Primarily for attacking from afar (mostly on from ground) and performing power moves (mostly from air).

L - Differs between character. Most will not have a non-directional (in terms of buttons) lunge.

L & Forwards - Will quickly move the lunging player towards its opponent. It will start a combo among most characters (if a character cannot start a combo from afar using this, then it can be done using non-directional L). If it is blocked, it will create a delay for the attacker and the defending player has an easy hit.

L & Backwards - Primarily used to retreat during or after a combo. Differs between characters.

L & Up - A quick attacking jump. Great for attacking opponents when they're above you, and great for starting in air combos if allowed by character. Depending on the character, it may knock opponents into the air from the ground, and can either be a power or a combo move..

L & Down - Differs between characters. If the character's L & Up ground move isn't capable of knocking them the opponent into the air from the ground, then this one most likely will.

L (in air) (no direction) - Few characters will have this. It can do whatever.

L & Direction (in air) - In most characters, they are mostly power moves. In all characters, at least one move will be a power move. There doesn't need to be a move for each direction.


Energy Button (E): Hold to gain energy faster. You cannot block or attack while using it. It has only small delays before and after.


Defend Button (D): Makes a player block. Cannot be performed in air. If pressed at the exact time when getting hit by a non-projectile, it can stop the opponent and leave him/her open to attacks.


Grab Button (G): Unblockable. Will grab and attack a player if close enough. Very powerful and cannot be perform during combos. Only one grab is required for each character, but there can be more.
Title: Successor to GU Fighter?
Post by: Guardian on January 05, 2007, 08:21:27 AM
OL ... I personally LOVE that lifebar you proposed.  Would do wonders!

NX ... perhaps the Lunge button could be referred to as a Melee button?

Energy button's an interesting idea, but I'd think you should be vulnerable if you're taking combat time to power yourself up, just like in any game.  However, since I much prefer the "punch" and "kick" button options, I'd say the energy move you suggest should be a button combo thing, like a special move.

Grabs should be blockable, as they are in reality.  In the case of games, it could confuse the system (and piss off the players) when you execute a move right before the block but the block gets them anyway.

All in all, quite concise and complete.  Very good thinking.  I like it.  However, aside from my suggestions, I'd be more for it as part of GUFG's configuration rather than GUFG2's.  I'd much prefer a more conventional fight game control for GUFG2.
Title: Re: Successor to GU Fighter?
Post by: Rowan on May 20, 2012, 09:13:27 PM
Holy hells, a massive gravedig from the owner?!

All joking aside, I found an old copy of this thread in my archives of random crap I saved for later use in development (or something else!), and it sparked my interest in getting this thing going, again.

First things first, I will say that other things DO have priority. I am currently getting ready to help Guardian with getting his book ready for publishing, and I have a bunch of other things as well. Secondly, I need to study RH's code to understand some concepts. Other than that, I will be needing some graphics to work with, namely most of what will be necessary for basic movement for one or two characters, as well as at least one stage, and the resolution needs to be what we will be using, not a resized image or something ugly like that.
Title: Re: Successor to GU Fighter?
Post by: Rowan on May 22, 2012, 09:16:18 PM
Fun stuff. I've looked  through the main file of the source I got from RedHaze, and in its current state it probably won't even compile. My main focus right now is the file I/O and combo detection. Carry on!
Title: Re: Successor to GU Fighter?
Post by: Guardian on June 08, 2012, 10:01:48 PM
I'll post what I can.

Here's Darth Espa:
(http://www.thegaminguniverse.org/forum/index.php?action=dlattach;topic=30161.0;attach=4216[/img
And Darth Espa's sprites (Primary):
[img]http://www.thegaminguniverse.org/forum/index.php?action=dlattach;topic=40381.0;attach=4006)

And Darth Espa's sprites (Alternate):
(http://www.thegaminguniverse.org/forum/index.php?action=dlattach;topic=40381.0;attach=4015)

And the Jedi Guardian:
(http://www.thegaminguniverse.org/forum/index.php?action=dlattach;topic=30161.0;attach=4217)

And, of course, some lightsabers:
(http://www.thegaminguniverse.org/forum/index.php?action=dlattach;topic=30161.0;attach=4219) (http://www.thegaminguniverse.org/forum/index.php?action=dlattach;topic=30161.0;attach=4221)

I have a couple of others, but nowhere near finished.
Title: Re: Successor to GU Fighter?
Post by: Rowan on August 17, 2018, 07:48:42 PM
Another massive gravedig. A friend of mine got me playing around with Mugen, and I was wondering how interested anyone would be in not just GUF2, but also finally getting Open Jedi on the table. That's right, two games, vastly different, but from what I understand of Mugen's engine, easily possible.
Title: Re: Successor to GU Fighter?
Post by: KingOfHumans on August 19, 2018, 06:37:18 PM
Can it be sold on steam?
that be the best motivation for getting old projects out of the grave
Title: Re: Successor to GU Fighter?
Post by: Guardian on August 21, 2018, 08:58:04 PM
You can take all my sprites, but I don't foresee having the time to make more.  But, yeah, I'd love to SEE it (and play it) either way.