pmprog
DNF (Did Not Finish)
- Joined
- Apr 25, 2011
- Messages
- 4,150
Thought I might as well post about the game I'm working on. Don't have any screenshots or vids at the minute. Hopefully will by the weekend
Super JumpFighter Turbo is a mash up between Street Fighter and DiveKick; I'm using sprites from the Capcom vs SNK: Match of the Millenium NeoGeoPocket game, but using a control scheme very similar to DiveKick.
There will be three buttons instead of two though:
# Jump - Well, causes you to jump
# Kick - When on the ground will let you jump backwards
# Super - Build your super metre, and use the third button to unleash your super. Each character will have their own unique super
Playable Characters:
# Ryu - Super: TBC
# Ken - Super: Shoryuken
# Akuma - Super: Demon Hurricane
# Chun-Li - Super: TBC
# Bison - Super: PsychoCrusher
# Evil Ryu (Hidden Character) - Super: TBC
Designed to support resolutions from 320x240 upwards, and sourcecode will be available; so compiling for any device that supports Ziz's Sparrow3D should be possible.
Super JumpFighter Turbo is a mash up between Street Fighter and DiveKick; I'm using sprites from the Capcom vs SNK: Match of the Millenium NeoGeoPocket game, but using a control scheme very similar to DiveKick.
There will be three buttons instead of two though:
# Jump - Well, causes you to jump
# Kick - When on the ground will let you jump backwards
# Super - Build your super metre, and use the third button to unleash your super. Each character will have their own unique super
Playable Characters:
# Ryu - Super: TBC
# Ken - Super: Shoryuken
# Akuma - Super: Demon Hurricane
# Chun-Li - Super: TBC
# Bison - Super: PsychoCrusher
# Evil Ryu (Hidden Character) - Super: TBC
Designed to support resolutions from 320x240 upwards, and sourcecode will be available; so compiling for any device that supports Ziz's Sparrow3D should be possible.