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 Creepypasta: Murder Mash general discussion

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GigaPichu



  Weegee
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 8:44 am

change the title SP do iiiit

btw luke and bro, will you guys still be willing to make music for the game?

SP had some really sweet new ideas that would make the game even more original.

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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 8:54 am

Topic has been rehabilitated
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 8:56 am

should we say what the roster is
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 9:01 am

I'm pretty sure most everyone here knows it anyway

But we'll pretend to be secretive and take it out of the OP
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 9:05 am

Ah ok

I was wondering about movesets again though

With your new proposals do you think we could possibly have less moves or would you still like to keep what we currently have?

(also I still got Lukes song 'Doomed' on my iPod. Still the best Menu Theme for the game no doubt.)
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 9:11 am

I can PM you with the movelist I currently have
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 9:12 am

StayPuft wrote:
I can PM you with the movelist I currently have

aight sure do that
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 10:08 am

Now if Crusade wasn't in the way we could do more than brainstorming

AMIRITE OR WHAT
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 10:09 am

HELL YEAH DOWN WITH CRUSADE

i mean we were gonna start this after 0.9 was out
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 10:12 am

Er yeah that

Not trying to destroy Crusade or anything

Never crossed our minds
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 10:20 am

its not like the thought of having a fangame project that Det isnt involved in is tempting or anything Lil Dolan
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luke-ish
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 11:43 am

I haven't really done anything music-related in a while but I could help out a bit, yeah.
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 11:44 am

Doomed is still so amazin
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 11:48 am

Can't wait for this.
If you guys make suicidemouse.avi a stage, I'll love you forever. I dunno, I just like that pasta for some reason.
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 11:49 am

im pretty sure it will be a stage.

I mean it's a pretty infamous pasta
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luke-ish
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 11:49 am

GigaPichu wrote:
Doomed is still so amazin
Thanks babe.
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 11:56 am

GigaPichu wrote:
im pretty sure it will be a stage.

I mean it's a pretty infamous pasta
TRUE SUFFERING IS NOT KNOWN
TRUE SUFFERING IS NOT KNOWN
TRUE SUFFERING IS NOT KNOWN
TRUE SUFFERING IS NOT KNOWN
TRUE SUFFERING IS NOT KNOWN
TRUE SUFFERING IS NOT KNOWN
TRUE SUFFERING IS NOT KNOWN
*gun shot*
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:02 pm

Suicide mouse will most likely be a stage, yes
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VultureDuck
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:24 pm

Is this going to be a smash bros type game or just a normal fighting game?

If Normal then I would suggest Hill (with the dead animal corpse) or Burned Angle Island Zone from Sonic.exe.
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:25 pm

It's going to be an entirely new kind of fighting game
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madam im adam
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:26 pm

lmao sonic.exe
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:27 pm

It's a combination of a couple different things.
If it had to be compared to anything, I suppose it would be PSASBR, and even then we have other things planned so it'll be different from that.

Perhaps we should post our current gameplay plans and get some outside feedback, Gigs?
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:27 pm

I think that's a good idea SP, let'er rip
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:32 pm

Copy-pasted from a PM:

StayPuft wrote:
This is so we have a base for what general gameplay is. Feel free to say something sucks or say something that could be improved, etc. Could also fine tune gameplay as we go along if problems arise, etc.

General Gameplay

The main objective of each match comes down to one thing: killing your opponents with a fatality move. This can be altered slightly depending on what game mode you are playing (such as stock or point matches, which means killing your opponent a specific number of times or getting the most kills, respectively), but it ultimately comes down to killing your opponent.


Each character has three fatality moves: a Level 1, a Level 2, and a Level 3. Each Level is more useful than the others, though it really comes down to what works best for you in the given situation. Fatality moves are different from other basic moves in that they don’t deal number based damage, but rather percentage based (ex, dealing damage based on 20% of a character’s max hp, compared to dealing 20 points of damage). Fatality moves can kill opponents and score you points, though can only do so if they fully deplete a character’s health (they are the only moves that can do so). Level 1 supers have very limited range, and can only kill your opponent if the opponent has 20% or less of their health left. Generally, can only kill 1 opponent. Level 2 supers have more range and power than Level 1’s, though can only kill opponents when they have 40% or lower health. Level 3 supers are the best supers money can buy, having amazing range and damage capabilities, though can only kill opponents who have 80% or less of their health left. (Possibility of having stage-based fatalities that can be executed, which can be used in place of a level 3 super if desired, idea I came up with a few days ago.)


There are two main meters you must worry about: your health meter and your fatality meter. Your fatality meter fills up based on damage you deal and damage you take. Using the same moves over and over again can decrease the amount of fatality meter gained (with the exception of grabs), encouraging using a variety of moves. When your fatality meter fills at least once, you’ll be able to execute your level 1 fatality. Filling up the meter after getting a level 1 fatality takes longer, and even longer after getting a level 2 fatality. Using a fatality takes a percentage of your fatality meter (more based on which level you’re trying to execute), and will fully deplete if you land your attack and score at least 1 kill. If you miss and don’t score any kills, your meter won’t deplete the rest of the way. Possibly have a way to execute any level of fatality as long as you have enough meter (ex: wanting to execute a level 1 fatality when you have 3 meters full), such as having each super require a different button combination or something. Or not to make it a bit simpler. Can be decided later.

Your health meter is a bit different from what you might think your health meter in a fighting game would be. Each character has a different amount of total HP, having less HP generally means you’re a smaller character that has an easier time moving around, etc, and having more HP generally means the opposite. HP is the main factor in whether or not a fatality move will kill you, so the fuller (is that a word?) your HP meter the better. As you gain less HP, you begin to negative effects on your character. Specifically, your overall movement speed decreases, your dodge and shield speed is lowered, and you also take more knockback from attacks (might add more later, or something). If you manage to evade attacks and generally stay away from combat, your HP will slowly regenerate, starting slowly and slowly increasing the rate of healing as you continue to self heal.

That's all, folks!

Like I said, this is basic stuff. Feel free to suggest stuff or tell me I suck or whatever.
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VultureDuck
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:33 pm

Know I'm more interested of this.

I am wondering what diabolical ideas you will have with Sonic.exe and Lost Silver.
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:37 pm

More shit that is planned, mostly dealing with stages and items:


StayPuft wrote:
Glad you like it~

I had different ideas for stages, wanting them to be implemented more in gameplay than just layout. Of course there can be generic hazards, etc, though I have other ideas as well.

Items based on stages
- Basically, having items work a bit differently than in say... Smash bros or something. Instead of items spawning normally, you can destroy certain parts of the stage to acquire items, etc

Let's say you are on Jeff's stage (the house and the party etc). Specific items spawn in certain areas. Some are out when the fight starts, some will spawn later, others need something to be destroyed. For example, say you break into the house area of the stage. You can bust open the liquor cabinet and be able to use, say, a liquor bottle to bash your opponent with. Maybe even be able to destroy certain parts of the stage, and the debris left over can be used to damage opponents as well (example, you break, say, the couch in the house area, you can use pieces of the couch to throw at your opponents). Another example maybe is knocking off a soda can from a table in the party area, and being able to drink it to restore a bit of health.

Stage fatalities
- Basically being able to use parts of the stage to damage/kill your opponent. Example: say we have the Rainbow Factory as a stage, an opponent could use the machine to grind the opponent and kill them that way.

Definitely other things too, will require more brainstorming though.

GigaPichu wrote:
That would be amazing for sure.

That could actually be something in a fighting game that has never been done before: taking advantage of the stage to defeat your opponent.

While that has been done in Smash Bros. (and Shrek: Super Slam) to a certain degree, it has never been so largely part of the fighting.

The entire item system being based on the stages would be a unique and very interesting element we could implement. The ideas for Jeffs stage you presented sound incredibly fun, having the ability to break all sorts of things and throw them around.
We could even take it a step further, making certain objects kind of 'free-moving'. Think of the Crate/Barrel from Smash Bros. When these things are hit, they could possibly move around. Also, the stronger characters, like Slenderman, would be able to pick up and throw such items (which would do tons of damage). Also, these items would be able to be used as Shields by crouching smaller characters. (i'd say they could be platforms too, but i don't know how code-able that is).

Also, the idea of healing items being findable is a great idea. Instead of spawning items, you need to find ways to heal yourself (along with self-healing), akin to a real battle. There would likely be something you could eat in every stage. Even if it seems inedible, it probably wouldn't matter lol

The only thing is that we would have to make Stage Deaths not cheap. Such as your Rainbow Factory example, the grinding machine would have to be either difficult to turn on or difficult to reach.
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:38 pm

Once we have all the character sprites done completely, maybe we can post the bases.

Maybe idk
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SP



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:39 pm

I forgot we still have to fix all those up

We can work on that a little later
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GigaPichu



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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:42 pm

well not all of them, just a couple
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Tue Feb 26, 2013 1:45 pm

Man, the stage ideas sound awesome. More interaction between character and stage than Smash Bros.
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PostSubject: Re: Creepypasta: Murder Mash general discussion   Today at 3:50 am

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