Jon
Newcomer
Knight of Rainbringer
Knight of Rainbringer
Posts: 9
|
Post by Jon on Jul 3, 2005 19:19:13 GMT -6
Alrighty. I look forward to seeing this come out.
|
|
|
Post by Philbert on Jul 3, 2005 22:14:21 GMT -6
So do I.
|
|
|
Post by Stephen on Jul 4, 2005 9:05:12 GMT -6
You posted that at midnight?
|
|
|
Post by Philbert on Jul 4, 2005 12:52:15 GMT -6
Yes. You have a problem with that? Actually, since I'm currently in North Carolina, it might be off by about... one hour. This may make the actual posting time 11:00, or 1:00. But I was awake at both times, so I really have no Idea.
|
|
|
Post by Stephen on Jul 4, 2005 15:26:56 GMT -6
Good lord. Philbert the Eyeflapless.
|
|
|
Post by Philbert on Jul 7, 2005 15:39:06 GMT -6
Nope. In truth, I wasn't up at 12:00, but the zombified remains of my awareness, fuled by caffiene, was pushing me to stay up and... uhhh... post stuff.
|
|
|
Post by Stephen on Jul 7, 2005 16:01:01 GMT -6
Philbie, or Zombert?
|
|
|
Post by Philbert on Jul 12, 2005 1:24:51 GMT -6
Preparing to resume a normal work schedule:
At 12:43 AM on July 12, 2005, teh spyware which had infected Philbert's work compy was sucessfully eradicated.
Expect normal work on sprites to resume, and a new comic depicting the events of the spyware incident uploaded soon.
Later -Phil Nye the [Anti-]Spyware Guy
|
|
|
Post by Stephen on Jul 12, 2005 12:10:29 GMT -6
Carry on.
|
|
|
Post by Philbert on Jul 31, 2005 14:08:01 GMT -6
Not sure if stephen got the message, but I'm unable to continue my work on the sprites. I lack the patience and the attention span to finish. I'll try, but I cannot guarntee anything. Work is coming along alot slower than I thought. So, I'm going to pass it on to whomever wants to finish it, provided that I deem them qualified. If you wish to finish the sprites, PM me, and I'll send you over all that I have to work with, via email.
People currently deemed qualified: Stephen Myself -W
-W=Currently working on sprites.
Stephen has already made them, and I converted them to .pcx format, painstakingly I might add. I can provide you with the tools I'm using to work with them, but it'll be up to the volunteers to figure out how to make them work. All I need is the .sff file (that's all the sprites put together into a compressed/compilied file). Once that's done, I'll make the .air file (the file that contains all the animation information). After that, the rest of the character information will be easy. Remember, you can include the Hadokabu and other special attacks in the .sff if you want, but I'm making a special-less version as beta - to make sure the character works in-game. Then I'll implement the difficult specials.
-Philbert
|
|
|
Post by Stephen on Aug 2, 2005 13:47:48 GMT -6
Did you forget that you're the only one who knows how to do it? The company dynamics are as follows: Stephen draws, Philbert codes. You can ask me to send you palettes and what-not, but I have no idea how to compress .pcx files into .sff format, much less code the actions.
I wanted the character done by the end of the summer, but it looks like it's not gonna happen. Philbert, in order to avoid getting more conventional jobs, we must release this game. Go ahead and make a bland beta if you need to, and if you're missing something, either call me or reach me on AIM.
Also, Sunsoft, the creators of Hebereke and crew, disbanded their American nearly a decade ago. However, their Japanese office is still up and running. Does this mean we can use Hebereke, Oh-Chan, Sukezaemon and Jennifer? No. What about Bop-Louie, Freon-Leon, Shades and Gin? Still no. Remember that the latter set of characters was released in Europe. There's a Wikipedia article on this.
I desperately want to include Hebereke and pals in the game, as well as Sparkster and Sketch Turner. This'll draw a lot more attention from nostalgic gamers whilst still maintaining a hold on the 2D Fighter crowd, which is precisely what I want. The first step is coding the Brügenhagen! characters, starting with Stephen. Don't let us down, Philbert!
|
|
|
Post by Philbert on Aug 2, 2005 22:00:22 GMT -6
Listen. I have a simple to use GUI tool. It doesn't work due to the fact that my set of sprites have incorrect pallet issues. And every time I try to load a sprite, it comes out wrong. I will send you the GUI tool (Mugen character Maker). YOU will do what you need to make the sprites work, YOU will tell the tool to compile all the .pcx files (sprites) into a .sff (using a simple menu command) and then YOU send me the .sff (and whatever other file you can make using MCM. Then I will code the animation, and set up the moves. I'm thinking of removing the specials (due to difficulty coding the sprites, etc.) but making stephen more powerful, and allowing him to go into some sort of berserk mode (prevents other character from moving and starts beating up on him). We can always say it takes place on another plane of existance, to explain why stephen can't do specials. Then, when we release Version 2 (B!Fighter 2) we add some simple specials. Then, when we figure out how to add the more complex specials, we will release a "service pack" - an executable file which replaces the stephen files with the enhanced versions - and we'll call it B!Fighter 2 Turbo. Or not. I just suggested that... due to [insert excuse here].
Yeah, I'm lazy.
|
|
|
Post by Stephen on Aug 3, 2005 15:01:58 GMT -6
No dice. I don't know how to make a .sff file or anything like that. I just do the graphics. I'M JUST THE DOODLE BOY! YOU MAKE WITH THE BEATINGS WHEN I PRESS THE GREY BUTTONS!
|
|
|
Post by Philbert on Aug 10, 2005 19:40:43 GMT -6
Listen...
I'm not even certain this project is worth completing. I'll finish it, but I'm not certain how. Lemme get everything set up over here. I'll just have to try my best. Perhaps I there may be a bug in the program I'm using. If I can just figure out how to finish the work, without pre-viewing the character, then perhaps I can finish it. I have a command line based tool, I just cannot see the character until it's test time.
This is so confusing. I'd probably be better off making a rock.
Seriously, a rock wouldn't be that bad. No complex moves, we'd make in monochrome, It'd be highly damage resistant (all attacks deal one tiny bit of damage - barely a dent in his health bar - and would deal more damage to themselves in the process. The only way to beat it would be to launch projectiles at it.
It would (dare I say it?) ROCK!
Yeah, I'm going at least 4 levels down into Pun Hell for that one.
Yeah, I know, I'm punny.
Make that 5 levels.
-Philbert
|
|
|
Post by Stephen on Aug 10, 2005 21:04:31 GMT -6
SSJ4 Gogeta, and he can attack back. No dice.
Is the only issue the palette bug you've found? Just tell me to fix it!
|
|