One Piece A-Edition Alpha Progress

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

Old post:

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:

Sun 2 Feb 2014:

Thu 6 Mar 2014:


Last edited by A-MAN on 15th March 2014, 6:28 am; edited 1 time in total
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Post by Doflamingo 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:
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Post by -|Mark975|- 15th November 2013, 2:11 am

I'm sure its not a problem that the haki is blue haha.
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Post by A-MAN 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:
Thanks lol! And about the color of the haki, I am pretty sure it is some sort of very dark blue. One Piece A-Edition Alpha Progress Busoshoku_Koka-monkey-d-luffy 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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Post by Doflamingo 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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Post by A-MAN 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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Post by Doflamingo 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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Post by Rhino.Freak 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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Post by Doflamingo 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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Post by T.O.R.N.A.D.O 15th November 2013, 1:20 pm

Good job A-MAN! Love your work!
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Post by Jassi 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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Post by A-MAN 15th November 2013, 2:41 pm

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

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

So... suggestion a free to say now?
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Post by A-MAN 15th November 2013, 5:10 pm

At anytime.
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Post by ULTIMOS 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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Post by A-MAN 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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Post by Jassi 16th November 2013, 8:53 am

Yeah I did notice that just forgot to mention.... hmmm Serious
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Post by dan007/^"""" 16th November 2013, 10:28 am

hit me dude thats so good

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Post by Doflamingo 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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Post by ULTIMOS 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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Post by -|Mark975|- 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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Post by A-MAN 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:
One Piece A-Edition Alpha Progress Qyrq6TP
One Piece A-Edition Alpha Progress DjIAXlI
And what did you mean by the "sprite stuff"??

@Dan &Ultimus: Yes!! You are yet to see more!!
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Post by Doflamingo 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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Post by A-MAN 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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Post by Doflamingo 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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Post by A-MAN 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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Post by Doflamingo 18th November 2013, 8:10 pm

I'm glad, that can help you in anyway.
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Post by -|Mark975|- 18th November 2013, 11:19 pm

@A man
Wow man... I was actually thinking of creating Dress Rosa Colosseum haha.
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Post by Jassi 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:
One Piece A-Edition Alpha Progress Qyrq6TP
One Piece A-Edition Alpha Progress DjIAXlI
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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Post by Rhino.Freak 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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Post by -|Mark975|- 19th November 2013, 10:09 am

This idea is so awesome!
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Post by Jassi 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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Post by ULTIMOS 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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Post by Rhino.Freak 19th November 2013, 3:14 pm

with big size, comes big range of attack ULTIMOS..
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Post by A-MAN 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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Post by Rhino.Freak 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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Post by T.O.R.N.A.D.O 19th November 2013, 5:52 pm

Heck I need this game right now!
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Post by A-MAN 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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One Piece A-Edition Alpha Progress Empty Re: One Piece A-Edition Alpha Progress

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

Really hope you guys will like the two stages made.
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One Piece A-Edition Alpha Progress Empty Re: One Piece A-Edition Alpha Progress

Post by A-MAN 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):
One Piece A-Edition Alpha Progress Esza
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:
One Piece A-Edition Alpha Progress EexThEz

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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One Piece A-Edition Alpha Progress Empty Re: One Piece A-Edition Alpha Progress

Post by Jassi 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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One Piece A-Edition Alpha Progress Empty Re: One Piece A-Edition Alpha Progress

Post by Rhino.Freak 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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Post by sondos 6th December 2013, 3:37 pm

Well...
I already saw it And i think it's SUPER AWESOME!!!! +2!
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Post by A-MAN 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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Post by ULTIMOS 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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One Piece A-Edition Alpha Progress Empty Re: One Piece A-Edition Alpha Progress

Post by -|Mark975|- 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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Post by jason007 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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Post by A-MAN 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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One Piece A-Edition Alpha Progress Empty Re: One Piece A-Edition Alpha Progress

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

~Bump
So I fixed the bars now.
Zoro's new look (By Mark):
One Piece A-Edition Alpha Progress DweuHfv

Luffy's jump attack:
One Piece A-Edition Alpha Progress BpjPSAS

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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One Piece A-Edition Alpha Progress Empty Re: One Piece A-Edition Alpha Progress

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

Hope you all enjoy the new look for Zoro Smile.
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