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Help deciding on an engine and figuring out a few things.
post=125883
I will assume you are talking about the DBS, because you could do all of this stuff by hand too.
Most games I've seen use the thing where they run to the enemy... I've almost never seen the walk forward/walk back type. The video uses an added fading effect too.
Okay, I was wrong, I admit. Thanks for showing me that. So, can the other stuff be worked with 2k3?
Help deciding on an engine and figuring out a few things.
The laziness part was a joke. I've already used Maker, 2k to be exact. I've not used 2k3 nearly as much, so I assumed that it was only "walk forward, attack, walk back," in terms of animations. I've yet to see evidence to the contrary. I was asking what I could use that would encompass all these requirements.
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My whole family HATES Obama, myself included, (not hate, but dislike) mainly due to the people he's been associating himself with. I don't remember too many names, but the guy who wants to sterilize everyone, the guy who wants animals to have lawyers, Hilary Clinton, they really make me question what he's thinking. But hey, I don't consider myself politically in-the-know, so I guess that says where I stand.
Help deciding on an engine and figuring out a few things.
Er, true. But what I'm getting at is the animations. Wrestling has a lot to do with real physical contact. Considering that 2k3's animations are of the "guy-walks-forward-swings-sword-and-returns" persuasion, submission holds, pins, things as basic as suplexes, couldn't be done.
Your Most Disappointing Game?
Brutal Legend: Not bad, but a real let-down. Those RTS segments are the main reason for that.
Yakuza: All the praise I heard, how amazing it was, and I beat every battle in under a minute, and spend a lot of time doing endless busy work.
Yakuza: All the praise I heard, how amazing it was, and I beat every battle in under a minute, and spend a lot of time doing endless busy work.
Help deciding on an engine and figuring out a few things.
The problem is they're tedious and I'm lazy...
Okay, the real reason is just how frickin' big the file will get. I'm talking one mother-load of a roster. Also, my experience with 2003 is that lock-ups, drivers, anything except punches and kicks, would be impossible.
Okay, the real reason is just how frickin' big the file will get. I'm talking one mother-load of a roster. Also, my experience with 2003 is that lock-ups, drivers, anything except punches and kicks, would be impossible.
Everyone can relax, 'cause I have arrived.
Help deciding on an engine and figuring out a few things.
I'm currently trying to decide on which RPG Maker version I should use for this project I plan to do. I'd prefer not to go with 2003, since I don't want to bother with battle sprites, even though the topic of my game is a visual one. Now, I've looked through the articles on the site, but couldn't find any of this. I was wondering if I could have some help with deciding on an engine that could help me with what I need. The idea behind my game is basically a wrestling RPG. The following things are needed to make sure it IS a wrestling game, not an RPG with wrestlers:
*Attacks that can only be used when certain status effects are in place. I plan to use status effects for positioning in the ring, like on the turnbuckle, in the corner, on the ground, etc. (On the ground is the most important of all of them.)
*Battle-specific actions, like grabbing chairs or ladders.
*A pin system. Basically, I want to have it to where you select pin, and when your opponent's turn comes along, if the pin isn't broken, you win.
*A body-targeting system. You basically attack an opponent's legs to set them up for a sharpshooter, or their back for a torture rack. This would work with the pin system to create an illusion of submission. I could probably just make each body part a separate enemy, but I'm afraid of having a situation where a wrestler tears another's arm off in the middle of a match.
*A wear-down system. Basically, you do normal attacks, and it's easier to use something like a suplex.
*Finally, a tagging system. Switching characters in and out during a battle.
Probably impossible to do, so I could do without some of these things, like the wear-down system. Also, a billion thanks to anyone who can help me. It would mean so much, and I'd be willing to do something in return. (I can't pay you or offer... Personal services.) Sorry if any of this is covered elsewhere, but I was sure that I didn't see anything.
*Attacks that can only be used when certain status effects are in place. I plan to use status effects for positioning in the ring, like on the turnbuckle, in the corner, on the ground, etc. (On the ground is the most important of all of them.)
*Battle-specific actions, like grabbing chairs or ladders.
*A pin system. Basically, I want to have it to where you select pin, and when your opponent's turn comes along, if the pin isn't broken, you win.
*A body-targeting system. You basically attack an opponent's legs to set them up for a sharpshooter, or their back for a torture rack. This would work with the pin system to create an illusion of submission. I could probably just make each body part a separate enemy, but I'm afraid of having a situation where a wrestler tears another's arm off in the middle of a match.
*A wear-down system. Basically, you do normal attacks, and it's easier to use something like a suplex.
*Finally, a tagging system. Switching characters in and out during a battle.
Probably impossible to do, so I could do without some of these things, like the wear-down system. Also, a billion thanks to anyone who can help me. It would mean so much, and I'd be willing to do something in return. (I can't pay you or offer... Personal services.) Sorry if any of this is covered elsewhere, but I was sure that I didn't see anything.













