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01-29-08 01:00 PM
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Step 3: Characters, Stats, Attacks and Abilities

 

01-29-08 01:00 PM
Davideo7 is Online
| ID: 60205 | 331 Words

Davideo7
Level: 351


POSTS: 5628/45323
POST EXP: 3473262
LVL EXP: 811832503
CP: 191348.4
VIZ: 121508739

Likes: 0  Dislikes: 0
This step will be broken down into a few sections (each section will be in a new post by me, all back to back):
Stats
Characters
Attacks
Abilities
Climbing and ducking and jumping down
Character animations
KO and hurt animations

The idea behind the character's movements, attacks, physics, etc... is that they play and act very similar to how they did in their original games. Mario in the mario platform games died in 1 hit, 2 hits if he was big, and 3 (depending on game) if he had a power; mario would be considered to have somewhat low health but in the games he could jump pretty high and could run at a decent speed - this will be the structure to how his character is in this game. Mario also had some abilities he could gain, the flower power (where he threw fire balls) was an attack which he had unlimited ammo of, so this attack in 'Vizzed Flash Bash' (refered to as VFB from here on out) would be his main attack and unlimited but when he got the star power (which made him invincible and hurt enemies on contact) it only lasted a while, so this would therefore be considered his energy attack. Mario could also jump on characters in order to destroy them, this would be considered a 'Special Ability' in VFB.

When I create a character, I must be able to adjust the stats, name, attack type, abilities, ko animation and hurt animation of each of them. I must also obviously be able to insert their walking, attacking, jumping, climbing, and ducking animations (and whether they are capable of ducking and/or climbing).

(each section will more than likely have additional stuff added)

FOR THE DEVELOPER: The whole point system is basically for my own reference, it's my formula so that I can keep all the characters well balanced and so that I can try and be sure that no single character has any huge advantage.
This step will be broken down into a few sections (each section will be in a new post by me, all back to back):
Stats
Characters
Attacks
Abilities
Climbing and ducking and jumping down
Character animations
KO and hurt animations

The idea behind the character's movements, attacks, physics, etc... is that they play and act very similar to how they did in their original games. Mario in the mario platform games died in 1 hit, 2 hits if he was big, and 3 (depending on game) if he had a power; mario would be considered to have somewhat low health but in the games he could jump pretty high and could run at a decent speed - this will be the structure to how his character is in this game. Mario also had some abilities he could gain, the flower power (where he threw fire balls) was an attack which he had unlimited ammo of, so this attack in 'Vizzed Flash Bash' (refered to as VFB from here on out) would be his main attack and unlimited but when he got the star power (which made him invincible and hurt enemies on contact) it only lasted a while, so this would therefore be considered his energy attack. Mario could also jump on characters in order to destroy them, this would be considered a 'Special Ability' in VFB.

When I create a character, I must be able to adjust the stats, name, attack type, abilities, ko animation and hurt animation of each of them. I must also obviously be able to insert their walking, attacking, jumping, climbing, and ducking animations (and whether they are capable of ducking and/or climbing).

(each section will more than likely have additional stuff added)

FOR THE DEVELOPER: The whole point system is basically for my own reference, it's my formula so that I can keep all the characters well balanced and so that I can try and be sure that no single character has any huge advantage.
The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

Registered: 12-06-04
Location: Wisconsin
Last Post: 2 days
Last Active: 2 min.

(edited by Davideo7 on 02-04-08 11:42 AM)    

01-29-08 01:00 PM
Davideo7 is Online
| ID: 60206 | 1614 Words

Davideo7
Level: 351


POSTS: 5629/45323
POST EXP: 3473262
LVL EXP: 811832503
CP: 191348.4
VIZ: 121508739

Likes: 0  Dislikes: 0
Stats (animations to demonstrate speed, jump and attack are provided)

There are 7 different stats and each can have a number between 0 and 7 (health stat cannot be 0). 4 is considered an average. 'Abilities' dont go under these stat categories but having abilities do decrease the number of distributed points among a certain character (and some characters will have disadvantages which will increase their number of distributable points). Each character gets 21 points to be distributed among their stats (and ability).

NOTE: These will more than likely change.
NOTE 2: A characters bullet speed will never be slower than their movement speed

Health:
1 = 50; 2 = 70; 3 = 90; 4 = 110; 5 = 130; 6 = 160; 7 = 200;

Energy:
1 = 20; 2 = 30; 3 = 40; 4 = 50; 5 = 60; 6 = 80; 7 = 100;
Takes 10 seconds to fully recharge (no matter how big energy meter is) from nothing to full if the character isn’t moving or fighting.
NOTE: If energy is less than 5, than the character becomes exhausted and they move half as fast and jump half as high.

Speed (based on pixels per second):
1 = 90; 2 = 120; 3 = 180; 4 = 240; 5 = 300; 6 = 360; 7 = 420;
If they have slow acceleration, add 30; if really slow accelleration, add 60;
NOTE: When someone presses the run button, their movement speed is multiplied by 2 - this also drains the energy by 20 per a second and they cannot run if they're out of energy.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/running.html
(above animation demonstrates circles moving at specified speeds and accelerations)

Jump (based on how many pixels high can jump);
1 = 32; 2 = 64; 3 = 80; 4 = 96; 5 = 128; 6 = 160; 7 = fly;
If they have long hang time, subtract 16; if really long hang time, subtract 32;
For an ordinary jump, in air for a second on average, for long hangtime, 1 ½ seconds, really long hangtime is 2 seconds
Also, no matter who it is, all characters will fall faster and faster depending on how far they are falling.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/jumping.html
(above animation demonstrate circles jumping at specified heights and hang time)
Double Jump
This is an ability everyone has. Basically this lets you jump a 2nd time while your in the air. This takes 5 energy on average (for some characters this may take more or less energy) and you cannot do a double jump if you don't have the energy for it. The height and hang time of the double jump is exactly the same as the ordinary jump.
Flying
Any character who can fly, to fly they have to press jump twice (which would normally make a user double jump). Once the character is flying they can move up, down, left and right using the arrow keys and the speed at which they move is determined by their speed stat. They can also move fast in the air by holding the run key (same rules apply as running). To jump down from flying, the user just has to press the jump button a 3rd time and than they are no longer flying. Note, when a person who can fly does jump, their jump is equivelent to a 6 point person, which is 160 pixels high.
NOTE
When the user is jumping, they must hold the jump button for as long as they are jumping. If the user releases the jump button before they've reached their full height of the jump, than they will start to fall. So basically I want it so that if the user taps the jump button, that they do a short jump. This is the same exact concept as the Super Mario Bros. games.

Attack (there are different sorts of attacks; this is broken down);
(rate means, how fast or rapid the attack can be used; basically the delay
fast = 6 times per a second; medium = 4 times a second; slow = 2 times a second);
The numbers in this formula represent how much damage it does.
Long Distance-
Fast rate: 1 = 1; 2 = 2; 3 = 3; 4 = 4; 5 = 5; 6 = 6; 7 = 7;
Medi rate: 1 = 6; 2 = 7; 3 = 8; 4 = 9; 5 = 10; 6 = 12; 7 = 14;
Slow rate: 1 = 10; 2 = 14; 3 = 18; 4 = 20; 5 = 22; 6 = 26; 7 = 30;
Normal Distance (about half screen)-
Fast rate: 1 = 2; 2 = 3; 3 = 4; 4 = 5; 5 = 6; 6 = 7; 7 = 8;
Medi rate: 1 = 8; 2 = 9; 3 = 10; 4 = 11; 5 = 12; 6 = 15; 7 = 18;
Slow rate: 1 = 12; 2 = 16; 3 = 20; 4 = 22; 5 = 24; 6 = 28; 7 = 32;
Short Distance (which is basically physical because it requires contact)-
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
Add 6 if attack (aka bullet) speed is slow (200 pixels per second)
Normal speed is 400 pixels per second
Minus 6 if attack (aka bullet) speed is fast (600 pixels per second)
Some bullets may be bigger than normal, I will decide for myself as to how much of a damage deduction this is
Other factors of the attack may increase or decrease it's damage
NOTE: A Fast rate attack normally would be 2 times more constant than a medium rate attack. A slow rate attack would normally be about half as constant as a medium attack.
2ND NOTE: Some attacks have a certain type, this is how the attack behaves after being fired (some attacks might bounce off ground like mario's flower power, some may be spread shot, etc).
3RD NOTE: A normal distance attack would disappear once it's traveled about 400 pixels horizontally. Long distance attacks disappear only once they've traveled 1000 pixels horizontally (or once they've left the stage).
4TH NOTE: Average bullet size is 16 x 16 pixels, 12 x 20 pixels or 20 x 12 pixels. Anything bigger would decrease the amount of damage the attack does (i would of course determine how much less damage the attack does since I would input it myself; most likely any bullet which is doubled the size would do half the amount of damage).
FOR THE DEVEOPER: Basically when I set a characters attack, I want to be able to specify all this stuff manually, none of this should be done automatically.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/attacking.html
(above animation displays a sample of how different speeds and rates would look if fired for 1 second)

Energy Attack
An energy attack uses energy to use (and you cannot use them if you don't have enough). The formula for figuring out the energy attack is somewhat based off the attack formula; use the attack formula and double it's damage - this is how much damage the energy attack does when it uses 20 energy. If the characters energy attack is 3 times stronger than an ordinary attack, it's 30 energy; chart
3x = 30 energy
4x = 40 energy
5x = 50 energy
6x = 60 energy
Note: this is not actually that specific characters attack stat x3 (or x4, x5, etc) but rather this is based on the attack formula

Physical Attack
(basically just the 'Short Distance' formula under Attacks)
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
NOTE: Characters can do physical attacks in the air, but some characters may have a different attack for when they are in the air (for example, they may use their legs). Some characters may no be able to do physical attacks in the air at all; +1 point for them.

Some stats have additional variables. For example, 2 characters may have '4' for jump, but if one of them has really long hang time, the heigh (in pixels) of his jump is subtracted by 32 so therefore even though he stays in the air longer while jumping, he would not be able to jump as high as the other character. These additional variables must be editable for when I'm creating the characters.

The amount of points distributed for a specific attack should not be automatic, this should be adjusted by me (fyi - on the character selection page, for each character it will display their name, mug shot, their stats and a short description). Along with choosing the amount of points for a specific attack, I will also of course need the ability to adjust it's additional variables. So for attack, for example, I should be able to select that it's 4 points and I should be able to choose it's range and it's rate and the amount of damage it does; and even though it costs only 4 points.
Stats (animations to demonstrate speed, jump and attack are provided)

There are 7 different stats and each can have a number between 0 and 7 (health stat cannot be 0). 4 is considered an average. 'Abilities' dont go under these stat categories but having abilities do decrease the number of distributed points among a certain character (and some characters will have disadvantages which will increase their number of distributable points). Each character gets 21 points to be distributed among their stats (and ability).

NOTE: These will more than likely change.
NOTE 2: A characters bullet speed will never be slower than their movement speed

Health:
1 = 50; 2 = 70; 3 = 90; 4 = 110; 5 = 130; 6 = 160; 7 = 200;

Energy:
1 = 20; 2 = 30; 3 = 40; 4 = 50; 5 = 60; 6 = 80; 7 = 100;
Takes 10 seconds to fully recharge (no matter how big energy meter is) from nothing to full if the character isn’t moving or fighting.
NOTE: If energy is less than 5, than the character becomes exhausted and they move half as fast and jump half as high.

Speed (based on pixels per second):
1 = 90; 2 = 120; 3 = 180; 4 = 240; 5 = 300; 6 = 360; 7 = 420;
If they have slow acceleration, add 30; if really slow accelleration, add 60;
NOTE: When someone presses the run button, their movement speed is multiplied by 2 - this also drains the energy by 20 per a second and they cannot run if they're out of energy.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/running.html
(above animation demonstrates circles moving at specified speeds and accelerations)

Jump (based on how many pixels high can jump);
1 = 32; 2 = 64; 3 = 80; 4 = 96; 5 = 128; 6 = 160; 7 = fly;
If they have long hang time, subtract 16; if really long hang time, subtract 32;
For an ordinary jump, in air for a second on average, for long hangtime, 1 ½ seconds, really long hangtime is 2 seconds
Also, no matter who it is, all characters will fall faster and faster depending on how far they are falling.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/jumping.html
(above animation demonstrate circles jumping at specified heights and hang time)
Double Jump
This is an ability everyone has. Basically this lets you jump a 2nd time while your in the air. This takes 5 energy on average (for some characters this may take more or less energy) and you cannot do a double jump if you don't have the energy for it. The height and hang time of the double jump is exactly the same as the ordinary jump.
Flying
Any character who can fly, to fly they have to press jump twice (which would normally make a user double jump). Once the character is flying they can move up, down, left and right using the arrow keys and the speed at which they move is determined by their speed stat. They can also move fast in the air by holding the run key (same rules apply as running). To jump down from flying, the user just has to press the jump button a 3rd time and than they are no longer flying. Note, when a person who can fly does jump, their jump is equivelent to a 6 point person, which is 160 pixels high.
NOTE
When the user is jumping, they must hold the jump button for as long as they are jumping. If the user releases the jump button before they've reached their full height of the jump, than they will start to fall. So basically I want it so that if the user taps the jump button, that they do a short jump. This is the same exact concept as the Super Mario Bros. games.

Attack (there are different sorts of attacks; this is broken down);
(rate means, how fast or rapid the attack can be used; basically the delay
fast = 6 times per a second; medium = 4 times a second; slow = 2 times a second);
The numbers in this formula represent how much damage it does.
Long Distance-
Fast rate: 1 = 1; 2 = 2; 3 = 3; 4 = 4; 5 = 5; 6 = 6; 7 = 7;
Medi rate: 1 = 6; 2 = 7; 3 = 8; 4 = 9; 5 = 10; 6 = 12; 7 = 14;
Slow rate: 1 = 10; 2 = 14; 3 = 18; 4 = 20; 5 = 22; 6 = 26; 7 = 30;
Normal Distance (about half screen)-
Fast rate: 1 = 2; 2 = 3; 3 = 4; 4 = 5; 5 = 6; 6 = 7; 7 = 8;
Medi rate: 1 = 8; 2 = 9; 3 = 10; 4 = 11; 5 = 12; 6 = 15; 7 = 18;
Slow rate: 1 = 12; 2 = 16; 3 = 20; 4 = 22; 5 = 24; 6 = 28; 7 = 32;
Short Distance (which is basically physical because it requires contact)-
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
Add 6 if attack (aka bullet) speed is slow (200 pixels per second)
Normal speed is 400 pixels per second
Minus 6 if attack (aka bullet) speed is fast (600 pixels per second)
Some bullets may be bigger than normal, I will decide for myself as to how much of a damage deduction this is
Other factors of the attack may increase or decrease it's damage
NOTE: A Fast rate attack normally would be 2 times more constant than a medium rate attack. A slow rate attack would normally be about half as constant as a medium attack.
2ND NOTE: Some attacks have a certain type, this is how the attack behaves after being fired (some attacks might bounce off ground like mario's flower power, some may be spread shot, etc).
3RD NOTE: A normal distance attack would disappear once it's traveled about 400 pixels horizontally. Long distance attacks disappear only once they've traveled 1000 pixels horizontally (or once they've left the stage).
4TH NOTE: Average bullet size is 16 x 16 pixels, 12 x 20 pixels or 20 x 12 pixels. Anything bigger would decrease the amount of damage the attack does (i would of course determine how much less damage the attack does since I would input it myself; most likely any bullet which is doubled the size would do half the amount of damage).
FOR THE DEVEOPER: Basically when I set a characters attack, I want to be able to specify all this stuff manually, none of this should be done automatically.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/attacking.html
(above animation displays a sample of how different speeds and rates would look if fired for 1 second)

Energy Attack
An energy attack uses energy to use (and you cannot use them if you don't have enough). The formula for figuring out the energy attack is somewhat based off the attack formula; use the attack formula and double it's damage - this is how much damage the energy attack does when it uses 20 energy. If the characters energy attack is 3 times stronger than an ordinary attack, it's 30 energy; chart
3x = 30 energy
4x = 40 energy
5x = 50 energy
6x = 60 energy
Note: this is not actually that specific characters attack stat x3 (or x4, x5, etc) but rather this is based on the attack formula

Physical Attack
(basically just the 'Short Distance' formula under Attacks)
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
NOTE: Characters can do physical attacks in the air, but some characters may have a different attack for when they are in the air (for example, they may use their legs). Some characters may no be able to do physical attacks in the air at all; +1 point for them.

Some stats have additional variables. For example, 2 characters may have '4' for jump, but if one of them has really long hang time, the heigh (in pixels) of his jump is subtracted by 32 so therefore even though he stays in the air longer while jumping, he would not be able to jump as high as the other character. These additional variables must be editable for when I'm creating the characters.

The amount of points distributed for a specific attack should not be automatic, this should be adjusted by me (fyi - on the character selection page, for each character it will display their name, mug shot, their stats and a short description). Along with choosing the amount of points for a specific attack, I will also of course need the ability to adjust it's additional variables. So for attack, for example, I should be able to select that it's 4 points and I should be able to choose it's range and it's rate and the amount of damage it does; and even though it costs only 4 points.
The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

Registered: 12-06-04
Location: Wisconsin
Last Post: 2 days
Last Active: 2 min.

(edited by Davideo7 on 02-04-08 03:42 PM)    

01-29-08 01:01 PM
Davideo7 is Online
| ID: 60207 | 642 Words

Davideo7
Level: 351


POSTS: 5630/45323
POST EXP: 3473262
LVL EXP: 811832503
CP: 191348.4
VIZ: 121508739

Likes: 0  Dislikes: 0
Characters (side by side height comparison chart coming soon)

A single character cannot be used by more than 4 people per a match (this really only affects games of 5 - 8 people playing). If someone picks a character, the character is it's normal color, but if someone else picks that character, the first person to pick that single character will have a blue variation (basically just with a blue tint), the 2nd person to have picked that character will have a red variation. 3rd would be green and 4th would be yellowish brown.

All characters by default have the ability of jumping up to hit stuff with their heads in order to break them (or to cause a power to come out of them). If character cannot do this, +2 point for them.

NOTE: Characters cannot run thru eachother (unless they are team; teamates can never hurt eachother)

Characters from the start:



Mario
Can jump on people (causes 16 damage); -2
Can't do physical attack in air
Health .... ||
Energy .... |||
Speed ..... |||| (slow acceleration)
Jump ...... |||||
Attack .... || (throw flower power fire balls that bounce; long distance; medi rate)
P Attack .. | (medi rate)
E Attack .. || (star power which hurts with contact and cannot be hurt but drains E. fast)

Luigi
Can jump on people (causes 16 damage); -2
Can't do physical attack in air
Health .... ||
Energy .... |||
Speed ..... |||
Jump ...... |||||| (really long hangtime)
Attack .... || (throw flower power fire balls that bounce; long distance; medi rate)
P Attack .. | (medi rate)
E Attack .. || (star power which hurts with contact and cannot be hurt but drains E. fast)

Sonic
When jumping, Sonic spins and while spinning, hurts enemies with contact which causes 12 damage (landing on people gives him a boost and he bounces into air, which also hurts enemies with 12 damage); -4
Health .... |||
Energy .... |||
Speed ..... |||||| (slow acceleration)
Jump ...... |||| (as long as the jump key is held, he's doing his 'sonic spin' or until he lands)
Attack .... (none)
P Attack .. | (fast rate)
E Attack .. (none)

Tails
Can jump on people; -2
Health .... |||
Energy .... |||
Speed ..... ||||
Jump ...... ||||||| (can fly)
Attack .... (none)
P Attack .. || (hit with tail; medi rate)
E Attack .. (none)

Mega Man
Cannot duck; -2
Health .... ||||||
Energy .... |||||
Speed ..... |||
Jump ...... ||
Attack .... ||| (normal distance; normal rate; fast speed; 4 dmg)
E Attack .. |||| (power blast; long distance; fast speed; 25 dmg)

Wolverine
Health slowly regenerates; -4
Health .... ||||
Energy .... ||
Speed ..... |||
Jump ...... |||
Attack .... ||||| (short distance; fast rate; moves forard while attacking)
P Attack .. (none)
E Attack .. (none)



Future characters:
Master Chief (health regenerates), Charizard (can fly), Pikachu (can call lightning from sky), King David (massive sword he got from goliath), Ryo from Shenmue (all upclose attacks but very strong), Bowser (slow but strong), Trivian from Vizzed Ville demo (just a basic well-balanced character), maybe 1 or 2 vizzed side-kicks, Crash Bandicoot, Contra guys, Link, metroid lady, Bonk, Bomberman (throws bombs), a disney character?, etc...



Bowser
Big target; +1
Sometimes hurt on contact (his back and head; 25 damage); -4
Health .... |||||
Energy .... ||
Speed ..... |
Jump ...... || (really long hang time)
Attack .... |||||| (long distance; slow rate; 30)
P Attack .. || (slow rate)
E Attack ..

Master Chief
Health regenerates (after a small pause); -4
Health .... |||
Energy .... ||
Speed ..... |||
Jump ...... |||
Attack .... |||| (normal distance; fast rate; 5)
P Attack .. |||| (medi rate; 13)
E Attack .. || (turns invisible; lasts 5 seconds at most)

Characters (side by side height comparison chart coming soon)

A single character cannot be used by more than 4 people per a match (this really only affects games of 5 - 8 people playing). If someone picks a character, the character is it's normal color, but if someone else picks that character, the first person to pick that single character will have a blue variation (basically just with a blue tint), the 2nd person to have picked that character will have a red variation. 3rd would be green and 4th would be yellowish brown.

All characters by default have the ability of jumping up to hit stuff with their heads in order to break them (or to cause a power to come out of them). If character cannot do this, +2 point for them.

NOTE: Characters cannot run thru eachother (unless they are team; teamates can never hurt eachother)

Characters from the start:



Mario
Can jump on people (causes 16 damage); -2
Can't do physical attack in air
Health .... ||
Energy .... |||
Speed ..... |||| (slow acceleration)
Jump ...... |||||
Attack .... || (throw flower power fire balls that bounce; long distance; medi rate)
P Attack .. | (medi rate)
E Attack .. || (star power which hurts with contact and cannot be hurt but drains E. fast)

Luigi
Can jump on people (causes 16 damage); -2
Can't do physical attack in air
Health .... ||
Energy .... |||
Speed ..... |||
Jump ...... |||||| (really long hangtime)
Attack .... || (throw flower power fire balls that bounce; long distance; medi rate)
P Attack .. | (medi rate)
E Attack .. || (star power which hurts with contact and cannot be hurt but drains E. fast)

Sonic
When jumping, Sonic spins and while spinning, hurts enemies with contact which causes 12 damage (landing on people gives him a boost and he bounces into air, which also hurts enemies with 12 damage); -4
Health .... |||
Energy .... |||
Speed ..... |||||| (slow acceleration)
Jump ...... |||| (as long as the jump key is held, he's doing his 'sonic spin' or until he lands)
Attack .... (none)
P Attack .. | (fast rate)
E Attack .. (none)

Tails
Can jump on people; -2
Health .... |||
Energy .... |||
Speed ..... ||||
Jump ...... ||||||| (can fly)
Attack .... (none)
P Attack .. || (hit with tail; medi rate)
E Attack .. (none)

Mega Man
Cannot duck; -2
Health .... ||||||
Energy .... |||||
Speed ..... |||
Jump ...... ||
Attack .... ||| (normal distance; normal rate; fast speed; 4 dmg)
E Attack .. |||| (power blast; long distance; fast speed; 25 dmg)

Wolverine
Health slowly regenerates; -4
Health .... ||||
Energy .... ||
Speed ..... |||
Jump ...... |||
Attack .... ||||| (short distance; fast rate; moves forard while attacking)
P Attack .. (none)
E Attack .. (none)



Future characters:
Master Chief (health regenerates), Charizard (can fly), Pikachu (can call lightning from sky), King David (massive sword he got from goliath), Ryo from Shenmue (all upclose attacks but very strong), Bowser (slow but strong), Trivian from Vizzed Ville demo (just a basic well-balanced character), maybe 1 or 2 vizzed side-kicks, Crash Bandicoot, Contra guys, Link, metroid lady, Bonk, Bomberman (throws bombs), a disney character?, etc...



Bowser
Big target; +1
Sometimes hurt on contact (his back and head; 25 damage); -4
Health .... |||||
Energy .... ||
Speed ..... |
Jump ...... || (really long hang time)
Attack .... |||||| (long distance; slow rate; 30)
P Attack .. || (slow rate)
E Attack ..

Master Chief
Health regenerates (after a small pause); -4
Health .... |||
Energy .... ||
Speed ..... |||
Jump ...... |||
Attack .... |||| (normal distance; fast rate; 5)
P Attack .. |||| (medi rate; 13)
E Attack .. || (turns invisible; lasts 5 seconds at most)

The Owner
Owner, Developer, Advertiser, etc
Founder, Mod, Investor


Affected by 'Laziness Syndrome'

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(edited by Ryo Hazuki on 05-19-08 03:51 PM)    

01-29-08 01:01 PM
Davideo7 is Online
| ID: 60208 | 617 Words

Davideo7
Level: 351


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Attacks

There will be a few types of attacks a character can have. Each type behaves differently upon initiation. Of course each fired attack will have a different graphic which I will choose (some will be animated).

NOTE: All powers which are fired disappear once they've hit a wall, an object or an enemy (unless I state otherwise and for the first release of this game, this will apply to all attacks).

2ND NOTE: I should be able to specify at what point the bullet comes out of the character (for example, I should be able to position the bullet to come out of the characters gun in the characters sprite)

FOR THE DEVELOPER: I should be able to specify for a character which of these are their main attack. These may also be applied for energy attacks, if that be the case, I would like to be able to specify how much energy it uses. And of course, I should always be able to specify how much damage these all do.

Types from the start:

Bounce
This attack bounces off the ground and keeps on going until it either hits an enemy, an object or hits a wall. 2 additional variables can be set on this one, distance (in pixels) between bounces and how high it bounces (in pixels). This CANNOT break open breakable blocks or item blocks.

Hurt on contact
This attack makes it so that if anyone touches the character who is using this type of attack, the enemy automatically gets hurt (but only once per a second). Even doing physical attacks to someone under this condition hurts.

Default
The default attack would just be like an ordinary bullet which fires straight ahead. Some bullets may be bigger than others, no matter how big it is, the bullet (or power which is propelled from player) only has to touch another enemy in order to do damage to them. This CAN break open breakable blocks and item blocks.

Physical Attack
For physical attack, since the character being attacked has to be in contact with a certain part of the body of the attacking characters, I should somehow be able to adjust what part (or parts for moving animation attacks) of the body needs to touched the defending character in order to hurt that character. For example, if a character is punching someone, it needs to be so that the fists of the attacker have to make contact with the defending character in order to do damage to that character. From the very moment someone choose to do their physical attack up to the point that the physical attack is done, the fists (or whatever part of the body I choose) have touch the defending character, and the location of the fists are going to change from frame to frame. For example, if someone has a sword and they go do slice someone, that sword isn't going to be in the same spot throughout the entire animation, I should be able to adjust the point at which the collision is made for the entire animation - THIS MUST BE PRECISE, no exception to this.
ALSO, if 2 people are attacking eachother and both hit each others fists (or swords) at the same time, both get hurt.


Future possible attack types:

Spreadshot
A weapon which spreads out as it's fired.

Explode
Explodes once it hits an enemy, surface, object or wall.

Grenade
Bounces off ground until it hits an enemy, object or wall.

Freeze
Makes enemy temporarily still. Specify how long enemy cannot move.

4-way
Fires 1 shot up, down, left and right all at once.

All-way
Fires up, down, left, right and all 4 diagonal directions.
Attacks

There will be a few types of attacks a character can have. Each type behaves differently upon initiation. Of course each fired attack will have a different graphic which I will choose (some will be animated).

NOTE: All powers which are fired disappear once they've hit a wall, an object or an enemy (unless I state otherwise and for the first release of this game, this will apply to all attacks).

2ND NOTE: I should be able to specify at what point the bullet comes out of the character (for example, I should be able to position the bullet to come out of the characters gun in the characters sprite)

FOR THE DEVELOPER: I should be able to specify for a character which of these are their main attack. These may also be applied for energy attacks, if that be the case, I would like to be able to specify how much energy it uses. And of course, I should always be able to specify how much damage these all do.

Types from the start:

Bounce
This attack bounces off the ground and keeps on going until it either hits an enemy, an object or hits a wall. 2 additional variables can be set on this one, distance (in pixels) between bounces and how high it bounces (in pixels). This CANNOT break open breakable blocks or item blocks.

Hurt on contact
This attack makes it so that if anyone touches the character who is using this type of attack, the enemy automatically gets hurt (but only once per a second). Even doing physical attacks to someone under this condition hurts.

Default
The default attack would just be like an ordinary bullet which fires straight ahead. Some bullets may be bigger than others, no matter how big it is, the bullet (or power which is propelled from player) only has to touch another enemy in order to do damage to them. This CAN break open breakable blocks and item blocks.

Physical Attack
For physical attack, since the character being attacked has to be in contact with a certain part of the body of the attacking characters, I should somehow be able to adjust what part (or parts for moving animation attacks) of the body needs to touched the defending character in order to hurt that character. For example, if a character is punching someone, it needs to be so that the fists of the attacker have to make contact with the defending character in order to do damage to that character. From the very moment someone choose to do their physical attack up to the point that the physical attack is done, the fists (or whatever part of the body I choose) have touch the defending character, and the location of the fists are going to change from frame to frame. For example, if someone has a sword and they go do slice someone, that sword isn't going to be in the same spot throughout the entire animation, I should be able to adjust the point at which the collision is made for the entire animation - THIS MUST BE PRECISE, no exception to this.
ALSO, if 2 people are attacking eachother and both hit each others fists (or swords) at the same time, both get hurt.


Future possible attack types:

Spreadshot
A weapon which spreads out as it's fired.

Explode
Explodes once it hits an enemy, surface, object or wall.

Grenade
Bounces off ground until it hits an enemy, object or wall.

Freeze
Makes enemy temporarily still. Specify how long enemy cannot move.

4-way
Fires 1 shot up, down, left and right all at once.

All-way
Fires up, down, left, right and all 4 diagonal directions.
The Owner
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Affected by 'Laziness Syndrome'

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(edited by Davideo7 on 02-14-08 12:44 PM)    

01-29-08 01:01 PM
Davideo7 is Online
| ID: 60209 | 490 Words

Davideo7
Level: 351


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Abilities

Some characters may have special abilities. Some of these abilities may cause damage to enemies, some may just simply benefit the character.

NOTE: Abilities basically are always there (or are triggered by the specified circumstance). They never use energy (for now anyway).

FOR THE DEVELOPER: Just like what I mentioned under attacks, I would like to be able to specify what ability (or abilities) a certain character has.


Abilities which cause damage:

Deadly Jump
This mostly applies to Sonic (but other characters may eventually have this ability). Basically, this means that as long as the character is jumping, they do damage to anyone they come in contact with (twice per a second). If the character is falling (or moving down) at any point, they no longer do damage with this ability. I should be able to determine how much damage this does.

Bounce Off
This ability lets the character jump on top of another person in order to hurt them. The attacker must have their feet come in contact with the defenders head. The attacker will bounce into the air after jumping on the character and I should be able to specify how high they jump into the air (this is how mario kills most of his enemies in 'Super Mario Bros'). The defending character should shrink to bout 75% vertically for 1/4 of a second (and 50% transparent) and grow back to normal size (all of this within 1/2 of a second). Person being jumped on cannot do any attacks for the 1/2 second that they aren't their normal size. I should be able to determine how much damage this does. The person jumping on the person jumps off them jumping as high as they normally can.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/Bounce%20Off.html
(above animation gives an idea as to how it would look for someone to jump off of another character with this ability)



Abilities:

Regen
Health slowly regenerates. I should be able to specify in seconds, how long it'd take for the characters health to fully regenerate starting at no health (of course a character cannot have no health otherwise they'd be KO'd but this is just for the sake of the speed at which the health regenerates). I'd also like to specify the delay at which their health starts to regenerate - this means that how long they'd have to go without receiving damage before their health starts to regenerate.

Future possible abilities:
(some future abilities may use up energy)

Shield
A part of the characters body acts as a shield and therefore if any bullets or attacks hit it, it does no damage to the character and the bullet disappears as if it hit an object. I should be able to specify this.

Sometimes Hurt on Contact
This is similar to 'hurt on contact', except this is always on and only applies for a portion of the characters body (which I should be able to specify).

Invincibility
Invisibility
Teleport
Abilities

Some characters may have special abilities. Some of these abilities may cause damage to enemies, some may just simply benefit the character.

NOTE: Abilities basically are always there (or are triggered by the specified circumstance). They never use energy (for now anyway).

FOR THE DEVELOPER: Just like what I mentioned under attacks, I would like to be able to specify what ability (or abilities) a certain character has.


Abilities which cause damage:

Deadly Jump
This mostly applies to Sonic (but other characters may eventually have this ability). Basically, this means that as long as the character is jumping, they do damage to anyone they come in contact with (twice per a second). If the character is falling (or moving down) at any point, they no longer do damage with this ability. I should be able to determine how much damage this does.

Bounce Off
This ability lets the character jump on top of another person in order to hurt them. The attacker must have their feet come in contact with the defenders head. The attacker will bounce into the air after jumping on the character and I should be able to specify how high they jump into the air (this is how mario kills most of his enemies in 'Super Mario Bros'). The defending character should shrink to bout 75% vertically for 1/4 of a second (and 50% transparent) and grow back to normal size (all of this within 1/2 of a second). Person being jumped on cannot do any attacks for the 1/2 second that they aren't their normal size. I should be able to determine how much damage this does. The person jumping on the person jumps off them jumping as high as they normally can.
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/Bounce%20Off.html
(above animation gives an idea as to how it would look for someone to jump off of another character with this ability)



Abilities:

Regen
Health slowly regenerates. I should be able to specify in seconds, how long it'd take for the characters health to fully regenerate starting at no health (of course a character cannot have no health otherwise they'd be KO'd but this is just for the sake of the speed at which the health regenerates). I'd also like to specify the delay at which their health starts to regenerate - this means that how long they'd have to go without receiving damage before their health starts to regenerate.

Future possible abilities:
(some future abilities may use up energy)

Shield
A part of the characters body acts as a shield and therefore if any bullets or attacks hit it, it does no damage to the character and the bullet disappears as if it hit an object. I should be able to specify this.

Sometimes Hurt on Contact
This is similar to 'hurt on contact', except this is always on and only applies for a portion of the characters body (which I should be able to specify).

Invincibility
Invisibility
Teleport
The Owner
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Affected by 'Laziness Syndrome'

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(edited by Davideo7 on 01-30-08 09:33 AM)    

01-29-08 01:01 PM
Davideo7 is Online
| ID: 60210 | 225 Words

Davideo7
Level: 351


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Climbing and Ducking and Jumping Down

Climbing
Some levels may have a ladder (or rope) which players can climb. The animation for this would be you seeing the back of the character and his shoulders moving as he climbs up and down the ladder (or rope). To climb up a ladder, you just press up when close enough to it. If your standing above a ladder, you just press down. Once on the ladder, press up or down to move up and down and press the jump button to get off (or climb all the way down or up). Cannot attack while on ladders.

Ducking
By pressing down (assuming there isn't a ladder below you), you can duck down. Each character will have a separate graphic for ducking. Characters cannot attack while ducking. Usually ducking will make the character about half their normal size horizontally; the idea behind this is to be able to duck from attacks. Some characters may not be able to duck, +2 points for them.

Jump Down
Depending on the platform your on, you can sometimes jump to the surface below you. By Ducking (holding down arrow), and than Jumping (then pressing down arrow), you jump to the below surface. I will be able to adjust which platforms you can jump down from. Jumping down is the same graphic/animation as falling.
Climbing and Ducking and Jumping Down

Climbing
Some levels may have a ladder (or rope) which players can climb. The animation for this would be you seeing the back of the character and his shoulders moving as he climbs up and down the ladder (or rope). To climb up a ladder, you just press up when close enough to it. If your standing above a ladder, you just press down. Once on the ladder, press up or down to move up and down and press the jump button to get off (or climb all the way down or up). Cannot attack while on ladders.

Ducking
By pressing down (assuming there isn't a ladder below you), you can duck down. Each character will have a separate graphic for ducking. Characters cannot attack while ducking. Usually ducking will make the character about half their normal size horizontally; the idea behind this is to be able to duck from attacks. Some characters may not be able to duck, +2 points for them.

Jump Down
Depending on the platform your on, you can sometimes jump to the surface below you. By Ducking (holding down arrow), and than Jumping (then pressing down arrow), you jump to the below surface. I will be able to adjust which platforms you can jump down from. Jumping down is the same graphic/animation as falling.
The Owner
Owner, Developer, Advertiser, etc
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Affected by 'Laziness Syndrome'

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01-29-08 01:02 PM
Davideo7 is Online
| ID: 60211 | 409 Words

Davideo7
Level: 351


POSTS: 5634/45323
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Character Animations/Graphics

Every character will have the following animations/graphics:
Standing Left
Standing Right
Walking Left
Walking Right
Running Left (would be same animation as walking but 2 times faster animation)
Running Right
Jumping Left
Jumping Right
Climbing
(view of their back side; animation shows shoulders moving but doesn’t show arms)

Most characters will have the following graphics:
Ducking facing left
Ducking facing right
Attacking Left (and running while attacking)
Attacking Right (and running while attacking)
Power Attacking Left (and running while attacking)
Power Attacking Right (and running while attacking)
Physically Attacking Left (and running while attacking)
Physically Attacking Right (and running while attacking)

Some characters may have the following graphics (most will not):
Falling facing left
Falling facing right
Victory Pose

-Some characters may have a different graphic (or animation) for when they are KO’d



###########################################################
###########################################################



All the graphics and animations of a character will be contained in a single Movie Clip Instance, and each frame of that Movie Clip will contain a different graphic/animation for that character.

When the character is attacking, their main graphic/animation may disapear shortly while the graphic/animation of the above layer which had been previously invisible will now become visible for the brief moment of their attack, and as soon as that attack is over (a punch for example), the top layer graphic/animation will disapear again and the below main graphic/animation will reappear. Additionally, there may be more than 1 attack animation, in this case, there'd be more than 1 layer on top of the main character animation/graphic layer.

Here is a list of which frame of a character will contain what graphics/animations (the name provided will actually be the frame name):
1: standRight
2: standLeft
3: walkRight
4: walkLeft
5: runRight
6: runLeft
7: jumpRight
8: jumpLeft
9: fallRight
10: fallLeft
11: climbSlow
12: climbFast
13: duckRight
14: duckRight
15: fly
16: victoryPose
17: deathPose
18: various


Mario and Luigi Character animation examples:
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/characters.html
In the above, I give a demonstration of mario and luigi's animations. First off, don't mind the graphics to the far right, they were for testing purposes. Second off, the graphics and the very bottom left are just mario in shades of blue, purple, green, and red (possibly for when more than 1 person selects mario). Press left or right arrow keys to move the Mario in the middle to his next frame or to his previous frame. Also press the space bar to sample his physical attack.
Character Animations/Graphics

Every character will have the following animations/graphics:
Standing Left
Standing Right
Walking Left
Walking Right
Running Left (would be same animation as walking but 2 times faster animation)
Running Right
Jumping Left
Jumping Right
Climbing
(view of their back side; animation shows shoulders moving but doesn’t show arms)

Most characters will have the following graphics:
Ducking facing left
Ducking facing right
Attacking Left (and running while attacking)
Attacking Right (and running while attacking)
Power Attacking Left (and running while attacking)
Power Attacking Right (and running while attacking)
Physically Attacking Left (and running while attacking)
Physically Attacking Right (and running while attacking)

Some characters may have the following graphics (most will not):
Falling facing left
Falling facing right
Victory Pose

-Some characters may have a different graphic (or animation) for when they are KO’d



###########################################################
###########################################################



All the graphics and animations of a character will be contained in a single Movie Clip Instance, and each frame of that Movie Clip will contain a different graphic/animation for that character.

When the character is attacking, their main graphic/animation may disapear shortly while the graphic/animation of the above layer which had been previously invisible will now become visible for the brief moment of their attack, and as soon as that attack is over (a punch for example), the top layer graphic/animation will disapear again and the below main graphic/animation will reappear. Additionally, there may be more than 1 attack animation, in this case, there'd be more than 1 layer on top of the main character animation/graphic layer.

Here is a list of which frame of a character will contain what graphics/animations (the name provided will actually be the frame name):
1: standRight
2: standLeft
3: walkRight
4: walkLeft
5: runRight
6: runLeft
7: jumpRight
8: jumpLeft
9: fallRight
10: fallLeft
11: climbSlow
12: climbFast
13: duckRight
14: duckRight
15: fly
16: victoryPose
17: deathPose
18: various


Mario and Luigi Character animation examples:
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/characters.html
In the above, I give a demonstration of mario and luigi's animations. First off, don't mind the graphics to the far right, they were for testing purposes. Second off, the graphics and the very bottom left are just mario in shades of blue, purple, green, and red (possibly for when more than 1 person selects mario). Press left or right arrow keys to move the Mario in the middle to his next frame or to his previous frame. Also press the space bar to sample his physical attack.
The Owner
Owner, Developer, Advertiser, etc
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Affected by 'Laziness Syndrome'

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(edited by Davideo7 on 02-05-08 03:17 PM)    

01-29-08 01:02 PM
Davideo7 is Online
| ID: 60212 | 145 Words

Davideo7
Level: 351


POSTS: 5635/45323
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KO and hurt animations

Each character may respond to KO’s and attacks differently.



KO’s (list of which characters do what when KO’d)

Fly straight up into the air and than fall down until off the screen with hands up in the air (like in Super Mario Bros) I should be able to determine how far up into air they go before coming down; should be smooth:
Mario
Luigi
Sonic
Tails

Falls to the ground to lye down (as if they died) for about 2 seconds and than slowly fades away which takes a second to fade
Wolverine
Mega Man


-When any character gets hurt, they will blink to a 50% transparency twice for ½ second and will also be moved back; this is how much they'll be moved back based on the amount of damage they receive and based on their size:
Small (ex: pikachu):
<10 damage = 5 pixels
10+ damage = 10 pixels
20+ damage = 20 pixels
30+ damage = 30 pixels
40+ damage = 40 pixels

Medium (ex: mario):
<10 damage = none
10+ damage = 5 pixels
20+ damge = 10 pixels
30+ damage = 18 pixels
40+ damage = 25 pixels

Large (ex: bowser):
<10 damage = none
10+ damage = none
20+ damage = 5 pixels
30+ damage = 10 pixels
40+ damage = 15 pixels


Different attacks may possibly do something different (this will be stated in the ‘abilities’ section); for example, those who can do damage to people by jumping on them will just shrink them real quick as mentioned under ‘abilities’ section.

-If a character falls off the screen, like off a cliff and down vertically, they get KO'd.
KO and hurt animations

Each character may respond to KO’s and attacks differently.



KO’s (list of which characters do what when KO’d)

Fly straight up into the air and than fall down until off the screen with hands up in the air (like in Super Mario Bros) I should be able to determine how far up into air they go before coming down; should be smooth:
Mario
Luigi
Sonic
Tails

Falls to the ground to lye down (as if they died) for about 2 seconds and than slowly fades away which takes a second to fade
Wolverine
Mega Man


-When any character gets hurt, they will blink to a 50% transparency twice for ½ second and will also be moved back; this is how much they'll be moved back based on the amount of damage they receive and based on their size:
Small (ex: pikachu):
<10 damage = 5 pixels
10+ damage = 10 pixels
20+ damage = 20 pixels
30+ damage = 30 pixels
40+ damage = 40 pixels

Medium (ex: mario):
<10 damage = none
10+ damage = 5 pixels
20+ damge = 10 pixels
30+ damage = 18 pixels
40+ damage = 25 pixels

Large (ex: bowser):
<10 damage = none
10+ damage = none
20+ damage = 5 pixels
30+ damage = 10 pixels
40+ damage = 15 pixels


Different attacks may possibly do something different (this will be stated in the ‘abilities’ section); for example, those who can do damage to people by jumping on them will just shrink them real quick as mentioned under ‘abilities’ section.

-If a character falls off the screen, like off a cliff and down vertically, they get KO'd.
The Owner
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(edited by Davideo7 on 02-01-08 11:06 AM)    

01-29-08 06:58 PM
is Offline
| ID: 60227 | 179 Words


JigSaw
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Everything sounds good, my favorite of the ideas is the opacity of the characters when they get hit. I'm not sure about getting hurt while both characters hit each other at the same time... I would probably default that out and make it a block so none of them get hurt. But it's not a bad idea it will make the game harder and allow the player to realize they need to put more thought into their next move.

This reminds me of the transformers game I played online, you should check it out it has all this stuff your talking about except it plays like FF

Check it out: www.transformersgame.com and then click on enter battle. This game has energy, each attack uses energy and once it hits a low your basically done with lol. This also might give you some good ideas about how to get promoted to a enhanced version of the same character. After you fight and win a 100 battles you get stronger and get better weapons such as self heal and stuff.
Everything sounds good, my favorite of the ideas is the opacity of the characters when they get hit. I'm not sure about getting hurt while both characters hit each other at the same time... I would probably default that out and make it a block so none of them get hurt. But it's not a bad idea it will make the game harder and allow the player to realize they need to put more thought into their next move.

This reminds me of the transformers game I played online, you should check it out it has all this stuff your talking about except it plays like FF

Check it out: www.transformersgame.com and then click on enter battle. This game has energy, each attack uses energy and once it hits a low your basically done with lol. This also might give you some good ideas about how to get promoted to a enhanced version of the same character. After you fight and win a 100 battles you get stronger and get better weapons such as self heal and stuff.
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01-29-08 07:10 PM
BigBob85 is Offline
| ID: 60229 | 38 Words

BigBob85
Level: 151

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Octuple post!!

All animations look fine to me. The bounce thing is a bit iffy, not sure why, but it just dont look as good as it could be yet.

I'll read all this when I get time.
Octuple post!!

All animations look fine to me. The bounce thing is a bit iffy, not sure why, but it just dont look as good as it could be yet.

I'll read all this when I get time.
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01-30-08 09:18 AM
Davideo7 is Online
| ID: 60234 | 141 Words

Davideo7
Level: 351


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JigSawKiller: This has some similar things to that transformers game but overall this will be a bit different.

I was going to have characters blink red when they get hurt but since there will be a red tint variation of each character, this would have obviiously caused issues (not to mention some characters may be red dominate, such as charizard).



Bigbob85: The bounce thing stays until you find a better solution to it. I'm definitely not going to give every single character a different graphic or animation for when they get jumped on, that'd only increase overall budget and/or time of game if we had to create graphics for every single character for this, the idea is to reduce time/money as much as possible. But if you can find a time/cost effective alternate to this, I'm willing to go with it.
JigSawKiller: This has some similar things to that transformers game but overall this will be a bit different.

I was going to have characters blink red when they get hurt but since there will be a red tint variation of each character, this would have obviiously caused issues (not to mention some characters may be red dominate, such as charizard).



Bigbob85: The bounce thing stays until you find a better solution to it. I'm definitely not going to give every single character a different graphic or animation for when they get jumped on, that'd only increase overall budget and/or time of game if we had to create graphics for every single character for this, the idea is to reduce time/money as much as possible. But if you can find a time/cost effective alternate to this, I'm willing to go with it.
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01-30-08 06:27 PM
BigBob85 is Offline
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BigBob85
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I didnt mean different sprites, but different animation sorta.. so maybe fade red instead of invisible, or fade white, maybe dont fade, that sort of stuff is what I ment.

If your character is jumped on, do you run slower untill you are back to how you originaly were?
I didnt mean different sprites, but different animation sorta.. so maybe fade red instead of invisible, or fade white, maybe dont fade, that sort of stuff is what I ment.

If your character is jumped on, do you run slower untill you are back to how you originaly were?
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AWSOME IDEA with having them run slower while shrunk (even though it wouldn't last long). Could also make it so they can't jump too.

Could have them blink white but they cannot blink red for reasons I've already mentioned. I'll try out white to see how that works.


By the way, this game wont have any blood, it's gotta be appropriate for all ages and even kids, it'd be foolish to add blood, guts and gore and lose some of our audience
AWSOME IDEA with having them run slower while shrunk (even though it wouldn't last long). Could also make it so they can't jump too.

Could have them blink white but they cannot blink red for reasons I've already mentioned. I'll try out white to see how that works.


By the way, this game wont have any blood, it's gotta be appropriate for all ages and even kids, it'd be foolish to add blood, guts and gore and lose some of our audience
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Maybe they blink when you jump on them.. sort of a "i just respanwned you cant hurt me" kinda thing..
Maybe they blink when you jump on them.. sort of a "i just respanwned you cant hurt me" kinda thing..
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No blood??? That's disapointing... lol When sonic get's hit do coins pop out of him?
No blood??? That's disapointing... lol When sonic get's hit do coins pop out of him?
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That's a possibility for sonic but the coins just wouldn't be recoverable otherwise that'd require extra coding and such which would incrase budget/time...a good idea though.
That's a possibility for sonic but the coins just wouldn't be recoverable otherwise that'd require extra coding and such which would incrase budget/time...a good idea though.
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What happens to sonic when he dies?
It 'could' be possible to incorperate character death things.. as in, mario sorta rolls into a ball, jumps up, then falls down infront of everything..

Again, its not really needed, and is just a classic cosmetic effect to add. (like if sonic dropped coins, even if the faded out after 5 seconds).
What happens to sonic when he dies?
It 'could' be possible to incorperate character death things.. as in, mario sorta rolls into a ball, jumps up, then falls down infront of everything..

Again, its not really needed, and is just a classic cosmetic effect to add. (like if sonic dropped coins, even if the faded out after 5 seconds).
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Your on a roll bigbob, now I'm starting to think your blind

In teh first thread I mention there will be a post which includes "KO and hurt animations", and there is infact a post with "KO and hurt animations" in this thread. Basically I have it that sonic IKO's the same way as mario does in the Super Mario Bros games.
Your on a roll bigbob, now I'm starting to think your blind

In teh first thread I mention there will be a post which includes "KO and hurt animations", and there is infact a post with "KO and hurt animations" in this thread. Basically I have it that sonic IKO's the same way as mario does in the Super Mario Bros games.
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I added 2 new characters with their stats for a future release; master cheif and bowser.
I added 2 new characters with their stats for a future release; master cheif and bowser.
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I added more content to "Jump" which is this:


Double Jump
This is an ability everyone has. Basically this lets you jump a 2nd time while your in the air. This takes 5 energy on average (for some characters this may take more or less energy) and you cannot do a double jump if you don't have the energy for it. The height and hang time of the double jump is exactly the same as the ordinary jump.
Flying
Any character who can fly, to fly they have to press jump twice (which would normally make a user double jump). Once the character is flying they can move up, down, left and right using the arrow keys and the speed at which they move is determined by their speed stat. They can also move fast in the air by holding the run key (same rules apply as running). To jump down from flying, the user just has to press the jump button a 3rd time and than they are no longer flying.
NOTE
When the user is jumping, they must hold the jump button for as long as they are jumping. If the user releases the jump button before they've reached their full height of the jump, than they will start to fall. So basically I want it so that if the user taps the jump button, that they do a short jump. This is the same exact concept as the Super Mario Bros. games.


I really like being able to double jump in games, especially in super smash bros. so I wanted to include that in this game, but since it'll require energy, it means you gotta use good judgement and strategy on when you plan to use it. An average character like Mario should be able to do a double jump about 10 times within a short period before running out of energy.








EDIT: I added some content to the animations section:

Mario and Luigi Character animation examples:
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/characters.html
In the above, I give a demonstration of mario and luigi's animations. First off, don't mind the graphics to the far right, they were for testing purposes. Second off, the graphics and the very bottom left are just mario in shades of blue, purple, green, and red (possibly for when more than 1 person selects mario). Press left or right arrow keys to move the Mario in the middle to his next frame or to his previous frame. Also press the space bar to sample his physical attack.
I added more content to "Jump" which is this:


Double Jump
This is an ability everyone has. Basically this lets you jump a 2nd time while your in the air. This takes 5 energy on average (for some characters this may take more or less energy) and you cannot do a double jump if you don't have the energy for it. The height and hang time of the double jump is exactly the same as the ordinary jump.
Flying
Any character who can fly, to fly they have to press jump twice (which would normally make a user double jump). Once the character is flying they can move up, down, left and right using the arrow keys and the speed at which they move is determined by their speed stat. They can also move fast in the air by holding the run key (same rules apply as running). To jump down from flying, the user just has to press the jump button a 3rd time and than they are no longer flying.
NOTE
When the user is jumping, they must hold the jump button for as long as they are jumping. If the user releases the jump button before they've reached their full height of the jump, than they will start to fall. So basically I want it so that if the user taps the jump button, that they do a short jump. This is the same exact concept as the Super Mario Bros. games.


I really like being able to double jump in games, especially in super smash bros. so I wanted to include that in this game, but since it'll require energy, it means you gotta use good judgement and strategy on when you plan to use it. An average character like Mario should be able to do a double jump about 10 times within a short period before running out of energy.








EDIT: I added some content to the animations section:

Mario and Luigi Character animation examples:
https://www.vizzed.com/VizzedBoardFiles/vizzedflashbash/characters.html
In the above, I give a demonstration of mario and luigi's animations. First off, don't mind the graphics to the far right, they were for testing purposes. Second off, the graphics and the very bottom left are just mario in shades of blue, purple, green, and red (possibly for when more than 1 person selects mario). Press left or right arrow keys to move the Mario in the middle to his next frame or to his previous frame. Also press the space bar to sample his physical attack.
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(edited by Davideo7 on 02-05-08 03:18 PM)    

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