let see. It an old version of 2D fighter maker 2002. I was the one upgraping the character during my free time. But now I'm kinda busy with fiverrDoes anyone know what program this uses? I thought it used Fighter Factory 3 like Mugen, but it doesn't. Also, I while reading through the thread, there was talk of a remastered version of this game coming out. Any idea how that progress is going?
You would't happen to own a gallery for your art, or a discord community to keep in touch for your creations, would you?let see. It an old version of 2D fighter maker 2002. I was the one upgraping the character during my free time. But now I'm kinda busy with fiverr
Sorta. My CT is a bit wonky and requires getting used to. In short though - animations work on the basis of counter from 0 to 15 (depending on the animation length).anyone have ct for make the gameover animation longer?
thx bro..coz G.O anitiSorta. My CT is a bit wonky and requires getting used to. In short though - animations work on the basis of counter from 0 to 15 (depending on the animation length).
Also, some animations during the fight require taking into account the amount of "eggs" if enemy is putting them inside you (you can switch back on forth by changing the separate egg counter).
I'll upload it in a while.
thanks bro..why did eluku make the G.O animation too fast-_-Sorta. My CT is a bit wonky and requires getting used to. In short though - animations work on the basis of counter from 0 to 15 (depending on the animation length).
Also, some animations during the fight require taking into account the amount of "eggs" if enemy is putting them inside you (you can switch back on forth by changing the separate egg counter).
I'll upload it in a while.
thx bro..coz G.O aniti
thanks bro..why did eluku make the G.O animation too fast-_-
Okay so I have a question, does the expand bee seem a bit broken to anyone else? As in, whenever it tries to do the actually ovi grabs, if its even close to the edge of screen if just hits that invisible wall and stops? Makes it laughable easy to not get hit by that attack. I get that its ment to hit the other end of the screen if it misses but surely it shouldn't do that before it even gets close to the player?
I seem to remeber earlier versions where this wasn't the case? So it this an intentional thing?
thanks bro, btw its seem to be little bit harder to try it, ThanksOk, so. It's the last CT I remember was working. It's not fully done by me, I only added certain fields but I'll try to explain the most important things here.
1.) Stats for characters are based on who is the player and who's the enemy. If you play as Tiki (Fairy), nothing to think about. If you play as one of the monsters, you still use the same values as if you were Tiki - in short, she's the monster now. Just keep that in mind but you'll quickly see how it works.
2.) Escape Attempts Counter is your struggle meter. You can try to freeze it at the suggest value to almost never be caught (if that is your wish).
3.) 2nd field value (Freeze at 1m) is the value you were looking for if we're talking about Game Overs alone.
4.) Don't use Position cheat because it fucks up the game and you'll have to reset after a short while.
5.) Eggs is the counter for the eggs laid inside Tiki by two of the enemies (Bee is 0-4 and Alakune is 0-2). It's useful to have that if you want to repeat certain animation sequences before you lose. Remember that the last allowed value will normally allow for the next attack to be the GO so be warned!
6.) My biggest contribution is the AnimValue. There are generally 4 values that work in pairs and control how long the animation will take. I gave it the names of the tested characters but other enemies also tend to use them to control their animation. How it works?
Let's say you are playing as Tiki and you are caught by a Frozen Wolf that is currently knotting you (which will end up with GO after a short while).
You will notice that two out of four values rise each second - one is always for the player (Tiki) while one of the other available 3 values will be the one for the enemy. All you have to do is to freeze both of them and you are golden! You've successfully looped the enemy animation at your favourite moment. You can watch comfortably how Tiki is inflated by the cumming wolf without worry that it will be done in 10-15s.
Thing to note here is that you must be quick to freeze both of the values at more or less the same time. If you fuck up, one of the partners in the snuggle-with-a-struggle will be out of sync and might move to the next animation without you (for example, Tiki will finish the animation while the Wolf is still cumming inside her...but without her).
I still watch it in case anything new comes up, especially with PrincessTentacle's remakeI wonder if this thread is still alive
Hmmm, looks like something you'd get from the second enemy if you lose. It wasn't my favourite so I don't recall it all that well (I prefered later ones) but I'd bet it is actually in the game since enemies tend to have two GO endings on average.Found this on a gallery for the game. I have never seen this ending. Is it part of the game? (If so how do you get it?) Or is it an artists commission?
Found this on a gallery for the game. I have never seen this ending. Is it part of the game? (If so how do you get it?) Or is it an artists commission?