One Piece A-Edition Alpha Progress

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One Piece A-Edition Alpha Progress

Post by A-MAN on 14th November 2013, 5:37 pm

Old post:

Good morning gentle men!
As it has been a while since we released Demo 1.8, Team-A has started working on the new version for the game. However, we decided to follow a brand new approach this time by using the new A-Engine developed by me, A-Man. With the power of this newborn, we are no longer restricted by any limitations we used to had when working on LF2. Now, you can say that doing ANYTHING will be possible! Further info on the A-Engine will be available soon at the "A-Engine" section of this forum.
Anyways, here is what you can expect from the coming release:
Characters:
TS Luffy
TS Zoro
TS Sanji
Law
Doflamingo
Captain Buggy
Captain Kid
And maybe, Gecko Moria

The older characters of the game will be converted for the A-Engine once I feel stable with the mechanics I have used for its scripting. That's because, converting them manually will take forever, but once I've got everything stable and ready, I can just have the computer do it for me (will build a converter). I would probably say that you won't be seeing them in the Alpha version, but in the Pre-Last version, the Beta of the game.

Current progress so far:
Backgrounds:
A regular Island (Credits for Awsan.AWESOME):


Punk Hazard Gate (By Mark):



Monkey D Luffy:
3 hit combo (Attack Attack Attack):

Punch:


Vertical Muuchi! (Sprited by Rocker aka Mark!):




RIFUREH! (RIFLE):




You can hold/charge Attack for a Busoshoku Haki covered Rifle! It can break through any defenses and causes more damage!:



("Hit X" text by YinYangSplit!)

New Systems: Too lazy to explain that now, will do later Razz.

So since we've got a new amazing teammate, the creator of One Piece Grand World, we've restarted this project to feature 100% awesome custom sprites and graphics by Z-studios. Combining our powers, we're going to make the perfect One Piece game everyone has been dreaming of.

Progress Log:
Sun 19 Jan 2014:

Hey guys it has been a while! Team-A, specially me and Z-Studios, have been reworking OPAE with new awesome graphics and mechanics! Non-Gear 2nd Luffy is all the way playable now (with a bunch of cool moves to fight with).

Monkey D Luffy:
A 3 hit combo indeed! A combination of Pistol, Stamp and Rifle. The button can be held at anytime in between to arm his limbs with  haki to boost the damage, range and its strength value (that is the ability penetrate through defenses). You can also change the direction of your attacks in between for when you're fighting against more than 1 opponent!
3-hit combo:









His Run attack, Bullet. Yes, Run. Players will be running instead of dashing now. That's because, running seems a lot more natural for these kind of sprites (convinced by Z-Studios). Bullet can be charged to to cover with haki.

Bullet:






Fusen, a defensive move. Performed by tapping Defend key twice, and you're free to bounce in your spot by holding the defend key after the double taps. Fusen protects more against damage than the normal defense, but he is then waay easier to budge and push around.
Defend+Defend:


A new mechanic: Air defend. Yes, now you are able to actually defend in air. Defending in air isn't much effective though; resists about 50% of the damage only and is kinda easy to budge. Still, can be very useful. You can also double tap defend in air for fusen:
Air defending and Air Fusen:




Gattling gun! Performed by holding forward and pressing attack. Launches a barrage of punches that causes little damage with not much of an impact or a knock. Can easily be blocked and has a low strength value (can not penetrate through defenses). You can hold attack to boost it up with haki. A little bit more damage and can break through defenses if it is to be continued for some time (you keep tapping A and Luffy will keep punching).
Gattling Gun:






Rage Punch. Nothing much; just a simple full-of-rage humiliating punch that doesn't involve stretching at all (that awesome one he used to blast Ceaser's face, lol). Uses haki by default, can knock the opponent away and has a high strength value. Performed by simply pressing Special.
Spoiler:



The dodging haki is back. No more ghost like sweeps which the team thought to be a little cheap. Smash bros brawl players usually know about Defend+Down dodging. This works exactly like that except that there is little motion in the z-axis. Performed by pressing Up or Down when defending:
Haki dodge:





Gumo Gumo no Volcano. Performed by holding Up + Attack. Useful for when you want to launch the opponent upwards to perform attacks like Storm (which is still in progress). Also useful when you want to break through barriers like when Luffy broke through Monet's ice barrier. Attack can also be held for a haki power up boosting range, strength and damage. You can also press attack when Luffy's leg is at its peak to perform Ono (Axe). Its effects are not done yet:
Volcano+Axe:








A hell move: Grizzly Magnum. Uses 3/4 of the RP bar. Can be performed pressing Special while holding both Forward+Down:
Grizzly Magnum:





A bigger screenie: http://img809.imageshack.us/img809/6669/iz75.png
The original GIF by Z-Studios:


Special thanks to the new Team-A member, Z-Studios for what he has provided from these cool new smooth graphics and animations. Now that we have got someone like him in the team, a full-fledged, competing One Piece game is no longer a dream. In fact, it is more certain to happen than the possibility you find tomatoes in your home fridge! Keep them expectations up! Any suggestions, questions or whatever else are welcome and will be greatly appreciated!!

Regards,
Team-A

Sun 2 Feb 2014:

So, finally managed to semi-fix everything (thought I did, but while I was doing the screenies, I noticed some other trivial thing going wrong Mad... no worries though, they all get fixed after HOURS AND HOURS of debugging, but that's my problem so yea.. XD). What you're going to read isn't really much, as Law did indeed need lots of coding and programming especially for the A-Engine. But I think I've got the most important stuff required for manipulative characters down.
About Law:
Unlike what you're used to in every One Piece game out there; we've tried our best to make Law plays just like in the real Anime/Manga.
Law is totally dependent on his Room. Without his Room, he can't really do much. You're first attack press whether you're running, or walking, in the air or just standing brings out your room. Once you're in the room with an opponent, you can be sure you're gonna make him beg to go easy on you in order for him to leave the Room area Twisted Evil. Pressing attack anywhere outside the Room will have Law recreate his Room at that point; also, knocking out Law will make his Room disappear also.

Rooom! (Attack for when the Room is "off" or when you're out of the Room bounds:




Hit combo (Attack+Attack while inside the Room bounds; should be remade/updated to feature 4 continuous cuts rather than the 2 they are now:




The pressurized air resulted from these cuts can go enough to cover decent ranges. The first cut will cut the target into 2 halfs, while the second will knock them away. Cutting in halfs doesn't cause much damage, but knocking them while they are does.

Run Attack:



"A picture's worth a thousand word"

Counter Shock (Combination:



Probably the only move that doesn't require Room to be on. Not even sure if Luffy should be affected by that or not, but it seems it has something to do with charging the nerves rather than the person itself. (So Luffy shouldn't be immune to that(?))

Paralyzing Arrow Heart Attack (Forward+Attack):



It continues until the room bounds; dependent on the room as well. I don't understand either how it works, but I would guess it has something with doing something with attacking the heart which causes temporary  paralysis. Useful for when the opponent is trying to escape the Room.

Tact (Combination:





Attack with a Spear shaped Rock slab from beneath the nearest opponent (as long as he's inside the Room bounds). It knocks the opponent towards you which opens the way for more combos and opening to Grab His Heart (which I haven't coded yet). I know the Rocks are missing their shadows; forgot to show that Razz. You can also Cut down the rocks to use them as projectiles to launch at opponents. (still need to work that out too. Shouldn't be hard at all now with the new tags and statements I've implemented for the A-Engine B) )

Swap Self with Farthest object (forgot its name XP. Combination:





Mostly used to dodge incoming attacks. Law swaps himself with the farthest object in the Room. (For Z's concern, YES! You can swap yourself with even opponents at air to be the one in the air instead.) As you can see in the screenies, I was easily able to swap my self with Luffy about to launch his attack on me, having Luffy punching on the other side like a retard :trolololol!:.

Just a note, any of what you've seen above (specially the combinations input) might change in the future.
Questions, comments, suggestions..etc will be answered/appreciated/considered..etc.

Next up from my side: Some updates on the new stuff Z has made on Luffy and the rest of the attacks for Law.

P.S: I knew I said the next would be G2 progress, but there has been a change in plans.

Thu 6 Mar 2014:

Law:
Self Heal (Down+Special):


You hold special to go on. Heals at a rate of about 3 HP per a second, which is why it won't make the move abusive. It's so slow that I am thinking of increasing the speed a little bit.

Mes (Forward+Special):




After you hit the character, you can see that Luffy had that Heart icon on his head. This is the  "heartless state". People whom have their heart removed, poisoned..etc will be having similar icons on their heads. Once the heart is on the ground, Law can pick it up to attack the owner of the heart.

Rocks can now be cut and hit by characters. Law should be able to manipulate those:


Also, Law can now do room in the air. His jump attack is ready; still the slash effects to be made.

Luffy:
UFO (Up+Attack while running):




You've seen the animation Z posted some time ago. For how it works in the game, you hold Attack for it to continue (it drains your Stamina Points). You can move sideways in the Z-Axis or change your facing with the arrow keys. Luffy finalizes the attack with a last bash shown in the last 2 pics.

Hanabi (Up +Attack in air):




Bazooka (Running+Special):



Still the armament powered Bazooka. You can hold special to advance a bit more while stretching hands to time your blow.

Some work has been done on the menu and the loading mechanism; but there isn't anything to show on that.


Last edited by A-MAN on 15th March 2014, 6:28 am; edited 1 time in total

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 14th November 2013, 8:33 pm

WOW! Just: WOW!
Reaction to progress:
1) BADASS!!!
2) Change color of Haki - its black Smile
3) BADASS!!!
Spoiler:

@A-MAN wrote:Characters:
TS Luffy
Doflamingo
Captain Kid
3 of my favorit characters
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Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- on 15th November 2013, 2:11 am

I'm sure its not a problem that the haki is blue haha.

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 15th November 2013, 6:13 am

@Doflamingo wrote:WOW! Just: WOW!
Reaction to progress:
1) BADASS!!!
2) Change color of Haki - its black Smile
3) BADASS!!!
Spoiler:

@A-MAN wrote:Characters:
TS Luffy
Doflamingo
Captain Kid
3 of my favorit characters
Thanks lol! And about the color of the haki, I am pretty sure it is some sort of very dark blue. I know its still not as dark as the original, but don't worry. I will take care of that later.

So about the new mechanics that I've implemented till now that you're likely not used to from LF2:
The new bars:
Instead of bars hanging on the top of the screen, they will be placed as shown under the character.
The first bar is the HP bar. It is of either color Blue, Red, Green and Yellow depending on what team you're at.

The second bar is the stamina bar. It depletes as you do continuous attacks and combo on your opponent(s), and regenerates as you do anything but attacking or defending. In case of defending, your SP will not deplete nor regenerate at all. It will stay constant until you're out of that state. SP regenerate the fastest when you're standing still. But what if you over attacked with much SP than what you have? The character will go to breathless and will have to go to state where he breathes (AND HE WILL BE OPEN FOR ATTACKS). So watch out!!

The 3rd one is the Rage Bar. It regenerates very slowly over time, fast when you're being hit, and the fastest when you're combo-ing your opponent. RP is what you will be used up when you want to do a hell move or a transformation.

Falling and Knocking.. There is a difference!:
In the Little Fighter'd OPAE, once you launch your opponent in to the air at a corner, you can then just repeat that action till your opponent is dead. The opponent can do nothing to survive, nor you will have played well-enough to deserve that win; its just a matter of pushing the opponent into a corner and spamming a special move or 2. Now I can proudly say that those days are over!! Punching the opponent toward a side in the bg will have the player actually hit the side as if it was a wall, and bounce back avoiding getting stuck. Also, once you've combo-ed the opponent causing about 2/5th of their HP, he will go to a knocked state where he flys off spinning, invulnerable to any other hits until he safely reaches the ground!

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 15th November 2013, 10:35 am

Some questions:
1) How long it takes to create a shadow for each sprite?
2) Will normal combo (a-a-a) drain stamina? (Like Sanji's in 1.5?)
3) Hell moves will deal half-life damage (about 250hp) (If 500hp is a standart fo LF2, will it be standart for A-Engine?) Or it kills in one-shot?
4) Transformations - they are permanent or chars can be knocked out from this state (Like Bandana Zoro get punch and becaming normal Zoro, lol), same goes for Luffy G2 mode, so?
5) How do you plan to create a "Story Mode", will it be similar to LF2, or something new?

Reaction on some new adds:
Life/Stamina/Rage system - nice! Something fresh.
Walls - LOVE IT! Great balanse for fights 1x1 or 2x2.

Almost forgot, take my +
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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 15th November 2013, 10:48 am

@Doflamingo wrote:Some questions:
1) How long it takes to create a shadow for each sprite?
2) Will normal combo (a-a-a) drain stamina? (Like Sanji's in 1.5?)
3) Hell moves will deal half-life damage (about 250hp) (If 500hp is a standart fo LF2, will it be standart for A-Engine?) Or it kills in one-shot?
4) Transformations - they are permanent or chars can be knocked out from this state (Like Bandana Zoro get punch and becaming normal Zoro, lol), same goes for Luffy G2 mode, so?
5) How do you plan to create a "Story Mode", will it be similar to LF2, or something new?

Reaction on some new adds:
Life/Stamina/Rage system - nice! Something fresh.
Walls - LOVE IT! Great balanse for fights 1x1 or 2x2.
Ans1: MAJIC! HARNESS THE POWER OF THE A-ENGINE! I don't create it, the A-Engine does it in run time Very Happy.
Ans2: I think it should. At least for the first hit in the 3hit combo (so people don't spam Attack+wait+Attack+wait...etc). Don't worry about that though. I will have it all balanced.
Ans3: Hell NO ONE HIT KILL! I mean that's what I am trying to do in the first place. The winner should be the most skilled. I think I will even decrease the damage hell moves inflict (about 150/500 should be fine). And about the standard HP thing: You can set the default for each character now.
Ans4: No more falling->return back. When you transform, your RP will start depleting. When its 0, you get back to normal.
Ans5: I am planning to have both a "classic mode" and a story mode. The classic mode will be the same thing you've played in the LF2 versions. The story mode will be following the original cannon time line along with some Sunny Go battle ship Levels XD.

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 15th November 2013, 11:56 am

@A-MAN wrote:Ans3: Hell NO ONE HIT KILL! I mean that's what I am trying to do in the first place. The winner should be the most skilled. I think I will even decrease the damage hell moves inflict (about 150/500 should be fine). And about the standard HP thing: You can set the default for each character now.
In future it will need some serious balansing. That's all cool stuff, hope to create some epic battle's in this game :]
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Re: One Piece A-Edition Alpha Progress

Post by Rhino.Freak on 15th November 2013, 12:15 pm

love all the stuff man.. keep it up! though I guess that knocked out combo killer should not be very limiting.. everyone loves combos!

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'The Monster inside me is growing bigger!' *Munch-munch, chomp-chomp, gobble-gobble, gulp*
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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 15th November 2013, 1:15 pm

@Rhino.Freak wrote:love all the stuff man.. keep it up! though I guess that knocked out combo killer should not be very limiting.. everyone loves combos!
I think he mean no more "cheap" combo with end of bg.
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Re: One Piece A-Edition Alpha Progress

Post by T.O.R.N.A.D.O on 15th November 2013, 1:20 pm

Good job A-MAN! Love your work!

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Re: One Piece A-Edition Alpha Progress

Post by Jassi on 15th November 2013, 1:47 pm

Awesome work man just speechless Very Happy it sure is going to be super awesome Razz your theories gave me some headache though, I had to use 1/4 of my brain to understand em. Razz hmmm Serious

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Credit to Awsan
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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 15th November 2013, 2:41 pm

Don't worry Freaky! And thank you all for your cheers and support!!
*DADUM DADUM
DASH ATTACK!: Bazooka:







Also, here you can hold down attack to power up your Bazooka with Haki. It takes some time to charge though. So you will need to time it up correctly or you will fail. The haki powered bazooka deals much more damage (75 hp), and can break through most defenses:




That's it for now. I will be working on cleaning some of the Engine's code for the rest of the day.
Next up: Jump Attack and a special move!

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 15th November 2013, 4:38 pm

So... suggestion a free to say now?
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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 15th November 2013, 5:10 pm

At anytime.

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Re: One Piece A-Edition Alpha Progress

Post by ULTIMOS on 15th November 2013, 9:02 pm

awesome A-man.....it looks so good.....hopefully its gameplay is as good as these images

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 16th November 2013, 7:12 am

Thanks! And I assure you the game play will even be better than you ever think!

A side note: Don't know if you noticed that from the BG sizes, but the game run on FullScreen now. I will be talking about what BGS will feature later.

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Re: One Piece A-Edition Alpha Progress

Post by Jassi on 16th November 2013, 8:53 am

Yeah I did notice that just forgot to mention.... hmmm Serious

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Re: One Piece A-Edition Alpha Progress

Post by dan007/^"""" on 16th November 2013, 10:28 am

hit me dude thats so good

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 16th November 2013, 5:32 pm

I hope you will use that sprite stuff thing that make them as small a possible? And what with fullscreen? Without lifebars it would look empty :@
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Re: One Piece A-Edition Alpha Progress

Post by ULTIMOS on 16th November 2013, 7:47 pm

fullscreen is awesome and the less space makes room for hazards and platforms.....I hope they make the stages awesome too Very Happy 

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Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- on 17th November 2013, 7:36 am

I'm pretty sure some stages will be interactive meaning having some platforms in them.

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 18th November 2013, 6:04 pm

Alright, I think I am back now. I've had a virus that destroyed my system, so I had to reinstall another version of Windows. Anyways..

@Dofla: In fact, having a larger space is what I've originally intended when I made these little bars under the characters. As platforms are originally supported by the A-Engine, I don't think we will be using that a lot as it will just result in a more complex fight rather than a free, open-ground ones. What we are planning to do is adding more interactive backgrounds in the game. For instance, here is a quick plan-sketch I drew for a Dressrosa's Corrida Colosseum:
Spoiler:
Knocking your opponent outside the ring into the water will have the fighter fish kick his ass back up to the ring. Or maybe, I can have certain stages have their own unique rules, like in the stage above, knocking the opponent outside the ring will mean an instant win (I know what you're thinking, "its not going to work as some characters like Kuma can just knock the opponent with one hit"... I just want you to forget all the mechanics you were used to for LF2's. Its gonna be veeery different this time. How different? You leave this to me. I will be releasing a little demo where you play Luffy vs marines in a while, so you will be able to test the game mechanics before the Alpha release.).
Furthermore, there will be some more interactive stages like Marine ford where it rains meteorites once in a while. A part of the ground can be all slippery ice too ;D.
Another advantage for having all that free space, is for the game play against Giants. I am pretty sure you wouldn't like OZ being as twice as tall as Luffy. I MIGHT (not really sure, I will need your opinion on that) have the characters inherit their actual sizes from the anime. What I mean is:


And what did you mean by the "sprite stuff"??

@Dan &Ultimus: Yes!! You are yet to see more!!

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 18th November 2013, 6:27 pm

@A-MAN wrote:And what did you mean by the "sprite stuff"??
Use less space for sprites:
Spoiler:
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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 18th November 2013, 6:36 pm

Oh that! Lool. I don't think I will need that anymore, as the A-Engine's loading mechanism is completely different. In LF2, all the dat files were loaded when you start the game (more than 500 dat files at a time!!), while the A-Engine only loads what is necessary for each fight. Suppose you picked Luffy, and you had 4 characters playing against you. In this case, just when you click on "Fight!", a mini loading screen will pop up loading only the necessary .A files for that fight. In this case, it's gonna be the BG's A-file, other 4 characters' A-files and let suppose 10 other .A files for the character's special effects and stuff. That's gonna be like 14 .A files to load!! So if the LF2's OPAE loaded for about 40 seconds, its gonna take 40*14/500=1.12 seconds to load. Unbelievably awesome, isn't it!??

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 18th November 2013, 7:07 pm

But one of reasons was, to make game a bit smaller, cause its have not the smallest size of LF2 :]
So was thinking its an awsome thing to use, just as much sprite space as you want. + its easy to edit those spritse(I mean no buggy jumping to left|right|up|down). But... its your choise.
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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 18th November 2013, 7:15 pm

@Doflamingo wrote:But one of reasons was, to make game a bit smaller, cause its have not the smallest size of LF2 :]
So was thinking its an awsome thing to use, just as much sprite space as you want. + its easy to edit those spritse(I mean no buggy jumping to left|right|up|down). But... its your choise.
You made a point stating the size issue. And therefore, no worries. I will be using it.

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Re: One Piece A-Edition Alpha Progress

Post by Doflamingo on 18th November 2013, 8:10 pm

I'm glad, that can help you in anyway.
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Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- on 18th November 2013, 11:19 pm

@A man
Wow man... I was actually thinking of creating Dress Rosa Colosseum haha.

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Re: One Piece A-Edition Alpha Progress

Post by Jassi on 19th November 2013, 8:53 am

@A-MAN wrote:Another advantage for having all that free space, is for the game play against Giants. I am pretty sure you wouldn't like OZ being as twice as tall as Luffy. I MIGHT (not really sure, I will need your opinion on that) have the characters inherit their actual sizes from the anime. What I mean is:


Man I love this idea Very Happy it's more realistic now.. so now you'll have to make bigger n hq sprites for that... hmmm Serious

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Re: One Piece A-Edition Alpha Progress

Post by Rhino.Freak on 19th November 2013, 10:07 am

nope, A-Engine will do all the resizing by itself XD and I too love this awesome idea!

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Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- on 19th November 2013, 10:09 am

This idea is so awesome!

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Re: One Piece A-Edition Alpha Progress

Post by Jassi on 19th November 2013, 10:52 am

@Rhino.Freak wrote:nope, A-Engine will do all the resizing by itself XD and I too love this awesome idea!
You mean just like the way it did in that example? hmmm Serious

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Re: One Piece A-Edition Alpha Progress

Post by ULTIMOS on 19th November 2013, 3:10 pm

yeah its awesome, but if you got white beard fighting small guys like chopper than you cant hit the small guys because all the moves are meant to send up and hit opponents your size Neutral 

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Re: One Piece A-Edition Alpha Progress

Post by Rhino.Freak on 19th November 2013, 3:14 pm

with big size, comes big range of attack ULTIMOS..

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 19th November 2013, 4:00 pm

Oh, nope I just pasted the images in the background picture above (isn't it obvious? no awesome shadow or bars). And YES, the A-Engine can do all the resizing by itself. Further more, I think I can have it do some filtering as well (there are some AWESOME filtering techniques iin OpenGL.), so the enlarged version should look a bit more smoother and less edgier than that. And LOL, fighting Whitebeard with Chopper would be HILARIOUS! But you know, most Whitebeard's attack are somewhat of a large range. Oh, and Mark has done some AWESOME new little bars for the game. I should show them as soon as I add them in game ;D.

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Re: One Piece A-Edition Alpha Progress

Post by Rhino.Freak on 19th November 2013, 4:55 pm

oh yeah I totally forgot about those awesome new little bars.. can't wait to see them! keep it UUUPPP A-MAN!

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Re: One Piece A-Edition Alpha Progress

Post by T.O.R.N.A.D.O on 19th November 2013, 5:52 pm

Heck I need this game right now!

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 25th November 2013, 7:03 pm

@TORNADO: You all are gonna play it soon!

Also guys, I've been doing some more technical and cleaning work on the Engine right now, which wouldn't be really exciting to show. It might take about 3 or 4 more days till the next visual progress. I think I am starting to get the main logic of the engine REALLY done and playable now. Thanks for your patience and sorry for the inconvenience! The next update MIGHT include a new stage, "Corrida's Colleseum" and maybe a video.

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Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- on 28th November 2013, 9:45 am

Really hope you guys will like the two stages made.

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 6th December 2013, 1:41 pm

I am here everyone. With some progress, but not what I or you might have expected.

New bars (By Mark):

They all now function the way they should.

Regarding the stamina points (SP):
Players now lose certain amount of SP on each attack they do (and a little bit on dashing and defending). The SP regenerates very fast, but if you happen to run out of it in the middle of a combo, and you continued, you will be put afterwards into a tired/fatigue state for about 2.5 seconds where the character catches his breath:


New Attacks:
Muchi+Kame! ( ↑ + Attack (+ Attack)). SP= 60+50:








I really could've coded more moves. But since the next major fight in One Piece is coming soon, I thought Luffy might use new techniques as well. So that's it for Luffy now. Will start working on Zoro.

Regarding the new stage: I have to say that Mark did a SPLENDID job on it. It is all the way interactive and requires a lot of programming and me learning new stuff. I hope I will be done coding it soon!

Edit: :facepalm:.. seems like I forgot the jump attack there didn't I? Will show later after doing some studying. Also, I might code another new move Mark has recently finished spriting. Thanks for following!!

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Re: One Piece A-Edition Alpha Progress

Post by Jassi on 6th December 2013, 2:14 pm

Just awesome man Very Happy and I kinda liked that tired state Razz looks great... looking forward for Zoro and the jump attack works hmmm Serious

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Re: One Piece A-Edition Alpha Progress

Post by Rhino.Freak on 6th December 2013, 2:29 pm

*drools* that is awesomeness's definition.. splendid job there.. love the new attack and tired system, but won't the "tired" thing too long for 2.5 seconds? I mean.. its a really long time in game.. :/
+1

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Re: One Piece A-Edition Alpha Progress

Post by sondos on 6th December 2013, 3:37 pm

Well...
I already saw it And i think it's SUPER AWESOME!!!! +2!

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Siggy :3  :
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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 6th December 2013, 7:04 pm

Well, 2.5 seconds is enough for your opponent to wake up from lying, and charge a blast to knock you with it! That's what is gonna happen if you keep spamming moves without legitimately playing. I am pretty sure you will agree with me once you try the game by yourself. Also, the game's overall speed is like 20% more as it is more fast paced now.
Regarding the jump attack: Coded it.. Discovered a huge bug with the way I code the "hitx combo system". Will try to update tomorrow. And thanks for your comments guys! Totally appreciated!

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Re: One Piece A-Edition Alpha Progress

Post by ULTIMOS on 6th December 2013, 8:57 pm

dang just more good news and more...am I dreaming...can't wait till release Very Happy 

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Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- on 6th December 2013, 10:36 pm

Awesome stuff man but for the health bars when they start draining don't remove the image itself just remove the stuff inside.

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Re: One Piece A-Edition Alpha Progress

Post by jason007 on 9th December 2013, 5:36 am

A-man, great work, really apreciate your work. The game is epic. I love the game! reli looking forward for the progress of the game >3<

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 9th December 2013, 3:23 pm

@Everyone: Thanks to all of you!!
@Mark: Yea, sorry I fixed it now.
@Jason: And I appreciate your support! But actually, I am not the only one working on this. I've got a whole team backing me up with awesome works and ideas! Progress on Zoro coming soon !

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Re: One Piece A-Edition Alpha Progress

Post by A-MAN on 10th December 2013, 5:06 pm

~Bump
So I fixed the bars now.
Zoro's new look (By Mark):


Luffy's jump attack:


Simply press and hold Attack in air. Luffy will continue until he is out of stamina points. You are given a bit of control when gattling as you can move left and right by pressing the arrow keys.

Also, if you've noticed, the "hitX"text appear more than once which shouldn't really happen (there should only be 1 hitX which updates with every hit.)
Also, I have had this idea of "X_KO's"text for when you beat multiple marines with a hit. Say you beat 50 marines with one hit of Elephant Gun. "50 KO's!" text will appear. I think it would be fun watching for how many marines you can beat with single attacks or combos. So should I implement this?

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Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- on 10th December 2013, 10:29 pm

Hope you all enjoy the new look for Zoro Smile.

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Re: One Piece A-Edition Alpha Progress

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