2D Fighter Maker 2Nd. O 2D Fighter Maker 2Nd. (Ou Fm2k2) É Uma

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2D Fighter Maker 2Nd. O 2D Fighter Maker 2Nd. (Ou Fm2k2) É Uma 2D Fighter Maker 2nd. O Que É Isso? O 2D Fighter Maker 2nd. (ou FM2k2) é uma Engine Windows feita para facilitar a criação de jogos de luta em 2D (Duas Dimensões),este é conhecido como um da série "Maker" da empresa ASCII (Produtora de Outros Criadores de Jogos como o RPG Maker). A programação do Fighter Maker é meio complicada em relação as outras Engines de luta (M.U.G.E.N, Dream Catcher, Kof91), mas o fato de ser construído em Ambiente Windows facilita o trabalho dodo usuário.Todo o trabalho de programação é feito em uma relação baseada janelas e com Preenchimento de ComboBox e ListBox em vez de comandos de texto como o MUGEN.A Criação de Characters do Fighter Maker é Muito Simples, Basta Você Ter Alguns Sprites e Você Já Pode Criar seu Próprio Character. Além Disso O Maker Já Cria uma Programação de Todos os Movimentos Básicos de um Character Bastando apenas você Preencher estes campos com os sprites. A Criação de Stages é Também Outra Àrea de Criação Muito Fácil. Para Criar um Stage Não Precisa Programação ou Muita Técnica Apenas de Alguns Sprites e Força de Vontade. Você Pode Criar um Stage em Minutos! As Demos São Animações e Sistemas do Seu Jogo, Alguns Exemplos São as Telas de Seleção ou Até as Animações de Introdução ou Final. A Criação de Demos é Semelhante a Criação de uma GIF (Imagem Animada) Você Junta Várias Imagens e Cria sua Bela Animação. É Claro que Existem Efeitos Adicionais no Maker como Efeitos Fade e de Transição Tornando a Animação Mais Bela.Sem Dúvida Alguma o Fighter Maker é a Ferramenta Definitiva de Criação de Jogos de Luta! A Tradução A Tradução que Vocês Encontraram Aqui no Site é a Melhor Tradução do Fighter Maker, Com Características Únicas e que Dão o TToque A Mais Nesta Versão. - 100% Traduzida Sem Erros de Gramática ou Mensagens em Japonês - Arquivo de Ajuda Traduzido Para o Inglês e o Português - Jogo Demo Para Ajudar o Entendimento da Engine - Suporte TTotal a Tradução Neste Site, TTornando-a Sempre Atualizada Espero Que Apreciem a Tradução Informações Técnicas Nome Original: 2D Kakutou TTsukuru 2nd. Nome no Ocidente: 2D Fighter Maker 2nd. Round Resolução: 640x480px Suporte gráfico: 256 Cores Até 16 bits Sistema Operacional: Windows 95/98/Me/2000/XP DirectX: DirectX 7 ou Superior Processador: Intel Pentium 400Mhz ou Superior Memória RAM: 64MB ou Superior HDD: Capacidade Mínima de 200MB Placa de Vídeo: Memória de Vídeo de 4MB com Suporte a Resolução 800x600 Placa de Som: Sound Blaster com PCM Formatos de Arquivo .player Formato de Arquivo que Comporta os gráficos e Sons do lutador (Character) .stage Formato que comporta os gráficos,sons e músicas de um estágio de luta (Stage) .demo Formato que comporta os gráficos do sistema, tela título, tela de game over, etc. Cada Arquivo tem uma Imagem. Ex. tela_título.demo gameover.demo tela_de_versus.demo .kgt Arquivo Principal do Jogo, este comporta as animações e funções gerais do jogo. As Funções são chamadas scripts, e são a programação do jogo. As animações Gerais são arquivos de gráficos como: Animação do Round 1 Animação do Round 2 Animação da Barra de Vida Animação da Barra de Poder etc. Screenshots http://www.fighteruniverse.z6.com.br/images/01.jpg http://www.fighteruniverse.z6.com.br/images/02.gif http://www.fighteruniverse.z6.com.br/images/03.jpg http://www.fighteruniverse.z6.com.br/images/04.jpg http://www.fighteruniverse.z6.com.br/images/05.jpg http://www.fighteruniverse.z6.com.br/images/06.gif http://www.fighteruniverse.z6.com.br/images/07.gif http://www.fighteruniverse.z6.com.br/images/08.gif Para Maiores Informaçoes, Resources e Etc http://fighteruniverse.pochta.ru/ Pense quantos personagens irá ter seu jogo Como será seu golpes (visualize, desenhe) Qual será a quantidade de golpes (2 socos, 2 chutes "direito e esquerdo") Faça o básico antes, quanto de life cada um vai ter, e o boss, vai ser super dificil! Pense em tudo antes. É essencial! E se quiser, faça como eu, utilizo um bloco de notas, pois o meu jogo vai ser grande e não quero esquecer o requisitos básicos, vou demonstrar! Danilo B.St Projeto YuYu Universe <Regras Gerais dos Chars> ====================== Básico *life guage max = 200 *special stock max = 5 *special guage max = 100 *starting sotck = 0 >>SPECIAL GAUGE INCREASE when attack hits = +25 when enemy hits = +10 >>Vs Mode = Sim ====================== Movimento Pulo Y= -11.00 GY= +0.33 Pulo frontal Y= -11.00 X= +3.00 GY= +0.33 imagens wait=15, 15, 35, 35, 17 Pulo recuo Y= -11.00 X= -3.00 GY= +0.33 imagens wait= idem ===================== Sequência dos Movimentos .Soco esquerdo .Soco direito .Soco sequencial .Chute direito .Chute esquerdo .Chute sequencial .Soco aganchado .Soco aganchado (Gancho) .Chute aganchado .Chute aganchado (forte) .soco aereo .soco aereo (forte) .chute aereo .chute aereo (forte) ====================== Avanço e Recuo >>Movement Avanço X = +4.00 Y = 0 Recuo X = -4.00 Y = -2.00 GY= +0.10 ====================== Ed.poderes <se precisar = sp> Poder01...(name) Obeto01...(name)<se precisar> ====================== Movimento especial +objeto<se precisar> Movimento extra <objeto se precisar> Combo de fúria <obejeto <sp> movimentos> É o q eu faço, assim eu pequiso como eu quero o meu jogo!.
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