Fantastic, thank you! Already voted on Greenlight, this looks super awesome already and I can't wait to see it grow in the future.It doesn't have the chat, but here's the archived raw stream: http://www.twitch.tv/saltybet/b/481936373
We had a really good time. Salty is a great dude to work with. It was very harrowing, as betting was broken right up until about 45 min before the EF-12 exhibition match was about to start. It was a little scary.
And, I hate to advertise, but please please please vote for this on Greenlight. We need all the help we can get.
I think I know the answer to this question, but I just emailed Onoguchi-san to get confirmation before I open my big mouth. :)Are their commercial licenses available for this to release stand alone titles?
EDIT: Just got confirmation. No commercial license is required. Onoguchi-san's exact words were "Enjoy!"
So wait...I can use this for free, make a full game and then sell that game without the need for any license? Would my own game still end up with players able to upload their own roster or make their own edits to the roster I made if I dont want them to?I think I know the answer to this question, but I just emailed Onoguchi-san to get confirmation before I open my big mouth. :)
EDIT: Just got confirmation. No commercial license is required. Onoguchi-san's exact words were "Enjoy!"
That is wholly up to you.So wait...I can use this for free, make a full game and then sell that game without the need for any license? Would my own game still end up with players able to upload their own roster or make their own edits to the roster I made if I dont want them to?
Btw, I just got an email from Onoguchi-san outlining some answers to questions from you that he forgot to answer before. I'm posting them here so everyone can see the answers:
Originally Posted by shaowebb
Also I saw a match with a giant named Devilrex who didn't fit on screen. Is it possible to make the camera pan back to keep both characters fully on screen automatically in EF-12 yet or not?
Originally Posted by Onoguchi
It's on my to-do list of fixes.
Originally Posted by shaowebb
Any information on particle emitters and hit sparks we should know?
Hopefully that was helpful! Feel free to ask any more questions you may have about EF-12.Originally Posted by Onoguchi
The effects manual is currently being worked on (The JP version is being worked on first), but as you may know, effect specification is horribly complicated so it's taking longer than expected.
overview
http://ef-12.com/?page_id=3798
solid effect(not particle)
http://ef-12.com/?page_id=3874
And one more important thing. The effect tool functions are not where I want them to be yet. It's complicated and you can't export directly into EF-12.
(After exporting, you have to copy it.)
You can already download it here.
http://ef-12.com/?page_id=435(download EF12_EffectEditor)
As a result, I have to say "Sorry, it kinda sucks to make effects"
I love how open he is about allowing people to use his product and how honest he is about the current status of the engine.As a result, I have to say "Sorry, it kinda sucks to make effects"
I cannot wait to get this into the hands of the creators on Steam Workshop.
Im betting I can make EF 12 play much faster paced matches with the right frame tweaks.
Probably after the Steam sale is over. ;)
I cannot express how ready I am for this. Im currently going through the documentation getting a feel for things and seeing how it goes. Im seeing a lot of stuff on the modeling pipleine and how to get things into the engine. Where is the stuff on how to edit frame data and values on moves?Originally Posted by BudokaiMR2
We are going to have some AWESOME EF-12 news very soon.
Probably after the Steam sale is over. ;)
Just trying to figure out how to adjust animation speeds on startup and recovery and the stun/damage values of moves is all. I have a huge list of milestone goals I want to be able to get this engine to perform so Im trying to get in and learn some of the actual system aspects first since the modeling is somethign that looks pretty standard to deal with. Being an animator and not a coder has always been my downfall so I really want to learn how to implement things in the system first.
Hoping I can start getting this down soon. Finals are the next 2 weeks for me so at most I'll be able to maybe do some effects work or light modeling. Doubt I'll get to animate much at all with my circuitry course final coming up next week though.
This thing looks really well setup. Here's hoping for some custom camera stuff.
EDIT: Aaaaaaaand the extra tools are still in japanese...god Im eager to start doing some stuff. I really want to explore things like adding meters and functions into the EF 12 system and seeing how to change menu layouts and select screens alongside of adjusting core things like how combos work at some point. So very eager to work on this. As is, if I had a design for a tekken or Virtua Fighter style game I could likely lay in on it now, but I got a lot of core system things I need to learn how to adjust first.
I can't wait to be able to set up Workshop integration for the game, and get stages and characters traded. It's going to be nutty.
If there's going to be neutral ground like Steam to host user created content, it's actually going to be quite sane compared to how it was with Mugen.Heads up everyone! EF-12 has been greenlit on Steam!
I can't wait to be able to set up Workshop integration for the game, and get stages and characters traded. It's going to be nutty.
Also, congrats.
| Thread Tools | |