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Fighter Game...In theory

To be frank:
I think it would be an honest waste of time and resources to make gender bender characters just to have gender bending characters. However, I think I would be more interested if there was a legit reason behind this like an alternate universe where this happens or maybe different playstyles. Don't give up hope, though! This sound like a good idea, it just needs to ba carried out correctly and rather delicately.
Well yeah, if it's a random thing that's never explained then it's stupid. Doing nearly anything for no reason is probably a bad idea.
If you build the world around it, build the characters around it, build the plot around it etc. and do all of that well it's an interesting gimmick for the game to have.
 
I'd rather just have new character than figure out how to make the clone not be too clonely
but I get what you are saying.like the two sisters from legend of the raven they both learn the same sword style but one is faster and the other is a charge character.
I'd say only a few of the main cast would get clones though
 
upload_2014-4-1_22-12-45.png
Here is a color palette sheet from Double. See how it states the different parts of double so that the palette people can color her correctly. This is just for color organization so that you don't get lost paletting your own characters.
 
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Furst.png
color map for Furst (let's see what colors people had in mind)
 
Please keep in mind that any gameplay style speculation is subject to change, and nothing here should be taken as final. Also, the listed gameplay inspirations may range from gameplay style to things as minute as a single move or stylistic feel from the character--so take all of these notes with a grain of salt(pun intended).
All character playstyle speculation and gameplay inspirations are subject to change, and may be different in the final version. WAY DIFFERENT!
Remember that if you're experimenting with a counter-user, then you must keep in mind that there is more than one way to counter. For example, Dudley getting hit for a counter is different from Cerebella countering zoning capabilities.
Please do not balance the characters when you can't even see them in front of your eyes because you can't make something out of nothing.
Notes I kept for myself to remember. I pass them to you, Young Master Cherry Jam.
 
don't call me cherry, cherry is gross flavor |:,`
 
It's the main man himself, the bowling, wrestling, gun-slinging champion weighing in at 400lbs, Wrestler Guile Himself!
Wrestler Guile

Fighting style: Grappler, Zoning-Minor Trapper, Sniper

Mechanic: The main man himself loves three things: guns, wrestling, and bowling. His fighting style will reflect his hobbies as he can grapple very intricately, owns a very bizarre arsenal of bullets, and has a special animation frame-stop by using asymmetrical bowling shoes. Firstly, these bowling shoes can grip the ground and stop the animations of ground wrestling moves(mostly grapples). He has a super where he will use his pressure bullets to stomp and slide his opponents across the ground; the EX version of this super can cancel the slide to bounce the opponent and he is free to attack. His high-pressure bullets can make him double jump, super jump, and attack cross up or cross under. His bowling ball bullets causes staggering(L), launch attacks(M), and moving the opponent to wall bounces(H), with the H version rolling the opposite direction; all versions can be done in the air. The piercing bullets are able to hit the opponent and their assistant when the assistant's out, and is able to go through and destroy defenses like projectiles and will be able to break blocking though splitting, causing standing and crouching exploitation. His ground-digging bullets can hit the opponent while digging into the ground and the remaining bullets can rise up again to hit the opponent. His crazy, all-over-the-place rocket bullet can hit the opponent multiple times at random, but will not have hitstun at all. His wrestling will involve slamdowns, thrusts, mini-grabs, sweeping knockdowns, slide uppercuts, etc. He will have a super that will enhance his wrestling normals and specials and give stopping properties to his sliding super; this will also shorten the stopping animation.

Inspirations: Coop and Megas XLR(Megas XLR), Bob(Tekken), Usopp(One Piece), Bowling, Wrestling, Otaku, Fukua(Skullgirls Encore)

Animal: Coyote
 
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God, I've been meaning to post here, but I've been a bit busy so here we go!

I decided to cut a character from my fighting game because not only does she have a generic set-up of having a demon sword that stretches and how she's supposed to be the combination of Squigly and Cerebella, mixed with some of the confusing command normals of Parasoul, she was also pretty boring in the story I'm planning for my fighting game. She's already been replaced with a more compelling, more developed, more original woman.
Here is said woman's info (which is easily subject to addition and change):
Tailor Fighter

Fighting Style

Mechanic: This powerful woman combines her masterful sword techniques with her distinguished tailoring skills to snare the opponent in a web-like trap, use powerful static electromagnetism, and has the ability to use weird powers based off of clothes and what they're used for and can become downright silly with it. For example, a bowling shirt pattern can cause bowling ball-like damage and be able to have faster transportation, racing apparel which makes her run so fast to where she can either charge at the opponent or sneak behind them, a coat pattern which causes cold weather conditions, a hazmat suit which makes her toxic to touch, etc.

Inspirations: Lumine(Megaman X8),

Animal: Unknown
 
Hey @jam1220 do you think there could be other palettes used in fighting games other than references to pop culture like cars for example?
 
beats me, I guess?
If no one gets the reference don't they just assume it's another color reference
 
What does anyone think of a fighter without supers? Huh, HUH?!?!
One of my planned character won't have one, do you think this is crazy?
Right now his concept is changing because I had him on here before, so I'll show you later.
 
What does anyone think of a fighter without supers? Huh, HUH?!?!
One of my planned character won't have one, do you think this is crazy?
Right now his concept is changing because I had him on here before, so I'll show you later.
it's not a bad idea. lots of fighters dont have supers.
 
it's not a bad idea. lots of fighters dont have supers.
It's more along the lines of most fighting game characters in a game having a super, but one character is unique in the idea that he doesn't have a super. However, he might be buffed and have a really nice tag in.
 
Volcanic Gas-Spewing Elephant

Fighting Style: Zoning-Sniper, Poker, Dynamic-Power Up(Self-Charge and Manual Charge), Prerequisite Style

Mechanic: This huge beast uses the earth-shattering powers of a volcano like the use of volcanic ashes to attack, triggering earthquakes, cause tornadoes, its various toxins, and all without using actual lava or magma directly on his opponent, all of it stored in his canister, which also stores water, making him capable of using tidal waves and geysers. One thing he uses the lava and magma for is the "prerequisite style", which means you would need the liquid rock to be moving under the ground to access new special attacks and some supers. For example, he has a tidal wave special which causes the opponent to slide on the ground, but it's not too useful alone; however, combining the water and the magma under the ground causes geysers to come out and shoot upwards, sending the opponent flying; with that same water, it happens to be very cold, and with a pyroclastic flow underground calls for tornados that last for some time. The pyroclastic flow builds up underground pressure like a real volcano, causing volcanic ash to shoot out of the ground, being capable of poisoning the opponent, causing the opponent to lose HP, being delivered diagonally from the ground, and in the non-prerequisite version being shot out of his trunk but at a shorter distance. He can never run out of magma because he can reuse the magma he's used and can additionally absorb the rock or metal in the field, which in turn causes his meter to grow. The non-prerequisites of his attacks are his earthquake supers; they rely on how much meter he has in order to become more and more powerful magnitude and to last a longer time, except at one level; the final level will be a different super where the quake will also volcanic boulders to fall because of the huge magnitude.

Inspirations: None

Animal: African Elephant
So, what do y'all think of this style? Seen it somewhere before?

Also, I have an idea for an Alligator Boxer who is made of Earth's hardest material. He has no projectiles, but can shoot them back, and he has the unique ability to BREAK HIS OPPONENTS BLOCK, but at the trade off of having tiny hit boxes for most of his normals and even specials. Does this seem gamebreaking of does it seem like a balanced idea?
 
Well, guys, this is how I used to draw before I wanted to take it more seriously. These are concepts of my main character. They are, however, very undeveloped as my current thought-concept of my main character is very different from both concepts.
upload_2014-7-6_1-23-31.png
First one
upload_2014-7-6_1-21-34.png
Second one
 
we all gotta start somewhere
don't stress about it
 
Haven't seen this in months! How has your game been doing @jam1220?
 
slow
Are you gonna study this type of thing in college? Like computer science or art?
 
Are you gonna study this type of thing in college? Like computer science or art?
you wanna just talk about this using the conversation option instead
but to answer your question no I'm not
 
being that both art and computer science/ programming are important to making games, i would say yes, you should study both (get an idea what both sides have to do to make a game, but lean towards what you feel you are stronger at doing, for me it's art.) if you want to make a game. Now excuse me if i don't have a perfectly clear idea of this thread, just quickly skimmed it, but you jam are trying to learn the process of making a game all by yourself with the aid of a team right? I just might suggest one thing that maybe later down the line take some time learning how to work in a team with other people who work on different parts of a game. I did this all the way back in high-school when i still had some interest in making games and I personally found it very tough to work with others for everyone didn't understand what the other had to do to get a piece that needed to fit with another piece of the game. It created a lot of conflict and delayed some stuff that made our game take longer than thought.

Edit whoops sorry didn't see you post just now. :S