__________________________________________
/ \
| +||||||||||||||||||||||||||||||||||||||||+ |
| - - |
| - FFFFFFFF MM MM 222222 - |
| - FFFFFFFF MMM MMM 222 222 - |
| - FF MMM MMM 22 22 - |
| - FFFFF [fighter maker 2] 222 - |
| - FFFFF MM MM MM 222 - |
| - FF MM MM 22 - |
| - FF MM MM 22222222 - |
| - - |
| +||||||||||||||||||||||||||||||||||||||||+ |
\__________________________________________/
___________________________________
/ _______________________________ \
| / \ |
| | Game: Fighter Maker 2 | |
| | Genre: Fighting/Creator | |
| | System: Playstation 2 | |
| | Created by: Enterbrain | |
| | Published by: Agetec | |
| | FAQ written by: Veridianedge | |
| | Version: 0.5 | |
| \_______________________________/ |
\___________________________________/
__________________________________________________________________________
/ ______________________________________________________________________ \
| / \ |
| | [Disclaimer] | |
| | Fighter Maker is (c) Enterbrain and Agetec. Please, do not use this | |
| | FAQ on any web site without my permission. To gain permission, just | |
| | e-mail me at
[email protected]. The only site allowed to use | |
| | this FAQ without express permission is www.gamefaqs.com. If you have | |
| | anything you think I should add to this FAQ, feel free to e-mail me | |
| | at
[email protected] and tell me, and I will try to put it | |
| | into my next version. Thank you. Also, I'll warn you, this is my | |
| | first FAQ, so it's probably a little shoddy. You've been warned... | |
| \______________________________________________________________________/ |
\__________________________________________________________________________/
________________________
/ ____________________ \
| / \ |
| | Table of Contents | |
| \____________________/ |
\________________________/
I. Version History and Planned Updates
II. Controls
A. Menu Controls
B. Body Design Controls
C. Edit Motion Controls
D. Edit Sequence Controls
E. Edit Word Controls
F. Fighting Controls
III. Menus
A. Title Screen
B. Edit Menu
C. Player Menu
D. Data Menu
E. Pause Menu
F. Options Menu
IV. Body Design (to be written up in a future update)
V. Edit Motion (to be written up in a furture update)
VI. Edit Sequence
A. Sequence Block
B. Start Position Box
C. Move Box
D. Detail Settings
E. Hit Details
F. Conditions
G. Hit Actions
VII. FAQs
VIII. Closing
_____________________________________________
/ _________________________________________ \
| / \ |
| | I. Version History and Planned Updates | |
| \_________________________________________/ |
\_____________________________________________/
[Version History]
1/2/03: Version 0.5 was written up.
-Version History and Planned Updates section
-Controls section completed
-Menus section completed
-Edit Sequence section completed
-FAQs section completed
[Planned Updates]
As of 1/2/03:
Planning to finish the Body Design and Edit Motion sections
May add Default Character descriptions and moves
Will add an Intro after Version History and Planned Updates
___________________
/ _______________ \
| / \ |
| | II. Controls | |
| \_______________/ |
\___________________/
[Menu Controls]
Start - choose an option from the title screen
Directional Pad - move the cursor
X - make selection
[Body Design Controls]
Up/Down - move the cursor to different parts of the current window
Left/Right - change the highlighted value
X - make selection
O - return to previous screen or zoom to Exit
Square - hold down to hide windows
[Edit Motion Controls]
Up/Down - move the cursor to different parts of the current window
move a selected body part vertically
Left/Right - change the highlighted value
select different frames of animation
move a selected body part horizontally
X - make selection
O - return to previous screen or zoom to Exit
Square - hold down to hide windows
L1 - undo last action
L2 - redo last action
[Edit Sequence Controls]
Up/Down - select different sequence boxes
move vertically between boxes within the sequence box
move cursor to different parts of the current window
change a value in the damage window
Left/Right - move horizontally between boxes within the sequence box
change the highlighted value
X - make selection
O - return to previous screen or go to Exit menu
Square - hold down to (somewhat) hide windows
[Edit Word Controls]
Directional Pad - move cursor to different character
X - select highlighted character
Square - delete a character
L1 - move backward in the string of characters
R1 - move forward in the string of characters
O - exit
[Fighting Controls]
Up - move into background
Down - crouch when pressed in a stationary position
move into foreground when pressed while moving
Toward enemy - move forward
Away from enemy - move backward
Up twice - dash into background
Down twice - dash into foreground
Toward enemy twice - dash forward
Away from enemy twice - dash backward
Toward enemy twice, hold toward - run forward
Triangle - default Punch button
O - default Kick button
R1 - default Guard button
Select - pause game, open Pause menu
________________
/ ____________ \
| / \ |
| | III. Menus | |
| \____________/ |
\________________/
[Title Screen]
Edit - Brings up the Edit Menu.
Play Game - Enter 1P or 2P mode, pitting custom and default characters against
each other.
Config - Open up the Options menu and set your preferrences.
[Edit Menu]
Character - This opens up the Player Menu, where you edit your character. You
may choose either 1P Character or 2P Character, allowing you to
edit two separate characters parallel to each other.
Test Play - Select the stage you wish to play in, and a fight will begin where
each player has infinite health, allowing you to test out how well
your character functions and how well s/he stacks up against the
default fighters.
Data - Here you can either enter the Data Menu or exit to the Title Screen.
[Player Menu]
New - This clears out all data on the character currently in this slot, letting
you start from scratch.
Profile - Here you edit information that is displayed on the screen in the
character select screen in the main game, or clear whatever Profile
info is already there, starting over.
Body Design (1-4) - You may either enter the Body Design section, allowing you
to edit one of four different sprites for the character, or
you may clear all four Body Designs at once, letting you
build a new character appearance.
Edit Mode - You may either enter the Edit Sequence section, enter the Edit
Motion section, or clear all of the character's motions and
sequences.
[Data Menu]
Load Character Data (1P/2P) - Loads up the data of a character saved on a PS2
memory card, or uploads a default character.
Save Character Data (1P/2P) - Saves the data of a character onto a PS2 memory
card.
[FIGHTER MAKER] Character Data (1P/2P) - Loads up data from the first Fighter
Maker game that's been copied onto a
PS2 memory card from a PS1 card.
Load System Data - Load up customized options saved onto a PS2 memory card.
Save System Data - Save customized options onto a PS2 memory card.
[Pause Menu]
Player(1/2) - sets how the player is controlled. In a 1P game, you can't change
the computer's difficulty.
Controller, Easy, Normal, or Hard
Game Speed - speed of game in normal rounds
20-200
View - the angle at which the fight is viewed
00 - focus on P1 from the right side
01 - focus on P1 from the left side
02 - focus on P1 from slightly above
03 - focus on P2 from the left side
04 - focus on P2 from the right side
05 - focus on P2 from slightly above
06 - view fight from side (default)
07 - view fight from the right
08 - view fight from the right side, close up and low
09 - view fight from the left side, far away and high up
10 - view fight from the left
11 - view fight from the left side, close up and low
12 - view fight from the right side, far away and high up
Settings - turn on/off several factors of the game
Height - whenever a character is knocked into the air, the distance s/he is
floating is shown
Damage - whenever a character is hit, a number representing the damage
value is shown
Direction - an arrow beneath the character shows which way s/he is facing
Hit Area - Whenever a Hit is executed, the hit area is shown on that
fighter's body
Command - A list on the side of the screen shows every command that's input
Exit Game - return to the Title Screen
[Options Menu]
Difficulty - sets the computer's fighting skill in the 1P game
Easy, Normal, or Hard
Time - sets the number of seconds each round lasts
15, 30, 60, or None (infinite)
Normal Rounds - sets how many rounds must be won to win a match in the 1P game
1-5
VS Rounds - sets how many rounds must be won to win a match in the 2P game
1-5
(1P/2P) Life - sets the life total of each player
10-200, in increments of ten
Game Speed - speed of game in normal rounds
20-200
Sudden Death Speed - speed of game in sudden death rounds
20-200
Key Configuration - opens a menu allowing you to change the control scheme
Type A: Triangle - Punch
O - Kick
R1 - Guard
Type B: Triangle - Kick
Square - Punch
X - Guard
Type C: Triangle - Punch
O - Kick
L1 - Punch+Guard
R1 - Guard
L2 - Guard+Kick
R2 - Punch+Guard+Kick
Type D: Triangle - Kick
Square - Punch
X - Guard
O - Punch+Guard
L1 - Punch+Guard
R1 - Punch+Kick
L2 - Guard+Kick
R2 - Punch+Guard+Kick
Custom: Set to personal preference
Master Volume - set the volume of all sound in the game
Mute (no bars), Low (1 bar), Medium (2 bars), High (3 bars)
BGM Volume - set the volume of background music
Mute (no bars), Low (1 bar), Medium (2 bars), High (3 bars)
BGM Test - listen to music in the game
SE Test - listen to sound effects in the game
End Music - stops music played through BGM test
Exit - return to the Title Screen
______________________
/ __________________ \
| / \ |
| | IV. Body Design | |
| \__________________/ |
\______________________/
Coming soon...
_____________________
/ _________________ \
| / \ |
| | V. Edit Motion | |
| \_________________/ |
\_____________________/
Coming soon...
________________________
/ ____________________ \
| / \ |
| | VI. Edit Sequence | |
| \____________________/ |
\________________________/
[Sequence Block]
This is the area you go to once you've finished the motions you want to have
for your character. Each sequence block looks sort of like this:
_________________________________________________________________
| ____________ ____________ ____________ |^|
| / \ / \ / \ |-|
| | i Stand | _>| Mid Kick | _>| Backhand | |O|
| | 1 Basic | / | K | / | <-P | | |
| \____________/ | \____________/ | \____________/ | |
| | | | |
| ____________ | ____________ | ____________ | |
| / \ | / \ | / \ | |
| | Quick Jab |__/__>| Strong Jab |__/__>| Spin Kick | | |
| | P | \ | P | | K | | |
| \____________/ | \____________/ \____________/ | |
| | | |
| ____________ | ____________ ____________ | |
| / \ | / \ / \ | |
| | 001 | \_>| Low Kick | | | | |
| | | | vK | | | | |
| \____________/ \____________/ \____________/ |-|
|_________________________________________________________________|v|
There are several components to this box:
Start Position Box - You edit what stance and pose the character starts the
sequence from.
Number Box - This contains a number indicating which sequence you are editing.
Move Box - This box contains a single move within the sequence, showing its
name and the command to execute it.
Empty Move Box - This box can be used to place a new move. It is a darker green
than used move boxes.
[Start Position Box]
This is the white box in the upper left corner of the sequence block. Select it
to bring up a short menu.
Pose - Here you pick which Basic stance the sequence is starting from.
Start Position - Here you choose what position of the chosen pose the sequence
starts from. You can start from Stand, Crouch, Standing, or
Crouching.
Stand - The move is executed while in a normal standing pose
Crouch - The move is exeucted while in a normal crouching pose
Standing - The move is executed after releasing the down button from a
crouch, but before the character has completely returned to
his/her normal standing pose.
Crouching - The move is executed after pressing the down button to crouch,
but before the character has completely entered his/her normal
crouching pose.
[Move Box]
Here is where you enter in all of the information on the actual move. When you
select an empty one, the game will ask if you want to create a new sequence.
When you choose yes, a new menu opens up.
Motion - Choosing this brings up a list of all the throw and hit animations
you've created. Pick one to set it up for use. Throws will not appear
in this list if it is linked to a hit motion in an earlier move box.
Attack Type - Here you can classify an attack as either High, Middle, or Low.
If the motion above is a throw, this will be grayed out, with the
word "Throw" rather than one of the attack types.
Combo - This helps determine when you can execute this move within the previous one. This
is grayed out if the current move box is the first in the sequence.
Choosing this opens a mini-menu.
Combo Frame - Here, you pick which frame in the previous move is the
earliest one you can execute the current move at.
Delay Frame - This is where you choose how long the player has to enter the
command for this move to link it to the last.
Condition (1-4) - Here you may pick from a list of conditions that limit when
this move can be used.
Detail Settings - This is where you input the details of the attack. The menu
that appears is covered below.
Edit Command - When you select this, it allows you to choose what the command
to execute this move is. You can input up to six commands,
including directional presses, single button presses, and
multiple button presses. You can only put one button press,
however. Punch+Guard is only available for, and required for,
throws.
Command Input Time - This is how many frames of time you have to input the
command in. This could be limited by the Delay Frame in
the Combo menu.
Delete - The game asks you if you wish to delete this sequence. Choose yes, and
the move box is emptied out.
[Detail Settings]
When you select this option in the Move Box's menu, a new menu pops up. There
are two seperate menus: one for throws, and one for hits. Since the one for
hits is more complex, I'll cover it first.
Frame - Set the frame within the attack which is the first in which damage can
be done.
Hit Length - Set how many frames the move can deal damage for. It can be a
maximum of ten frames.
Open - This is how long you are stuck within the current sequence. The only
commands that register during this time are those that execute a new
move in the sequence.
Homing Range - This sets how much the character can turn in an attempt to hit
the enemy. You can set it for Prohibit, 30 degrees, 60 degrees,
or Till Hit.
Prohibit - The character won't turn at all.
Up to 30 Degree - The character will turn a maximum of 30 degrees to try to
hit the enemy.
Up to 60 Degree - The character will turn a maximum of 60 degrees to try to
hit the enemy.
Till Hit - The character will turn as far as needed to hit the enemy.
Homing Frame - Set the frame that the character starts homing in on the enemy
here.
Hit Size - You can set how large the hit area is here. The maximum size is 100,
about the size of the character's entire body.
Body (1/2) - Select this to bring up a menu of body parts that can hit the
enemy. The reason there are two is so that if you're extremely
close to the enemy, your character's attack won't pass through
him/her body.
Body (1/2) Position - Here you can change the X, Y, and Z values of each hit
area, refining exactly where the hit will make contact.
SE (1/2) - Here you can choose among several sound effects that will play
during the animation regardless of whether it hits or not.
SE Frame (1/2) - Choose which frame the corresponding sound effect will start
at.
Hit When (Standing/Crouching) - This tells what happens when the attack
successfully hits a non-guarded enemy in either
position.
Counter Hit - This tells what happens when an enemy is hit while s/he is in the
middle of an attack.
(Standing/Crouching) Enemy Guard - This tells what happens when an enemy is hit
while s/he is guarding in either position.
Detail settings for throws are much easier. Instead of the above menu, you
simply pick up to five sound effects, set which frame they occur, and set
details for up to five hits.
[Hit Details]
When you pick Hit When Standing/Crouching, Counter Hit, or Standing/Crouching
Enemy Guard in a hit, or Hit (1-5) in a throw, a new menu appears. Again, the
menu depends on what exactly is selected. Here are the possible menu items:
Damage - This determines how much of the opponent's life bar is taken by a hit. It can be
any value from 0 to 100. This option appears in Hit When Standing and
Standing/Crouching Enemy Guard, or for a throw Hit. Whatever value is
entered for Hit When Standing also applies to Hit When Crouching.
Hit Action (Front/Back) - This determines how an enemy reacts to being hit.
When you choose it, a list of reactions appears that
you can select from. Hit Action (Front) appears in
all of the Hit Details menus for a hit, but not for a
throw Hit. Hit Action (Back) only appears in Hit When
Standing/Crouching and Counter Hit, as a character
can't guard behind him/herself.
Floating Height - This determines how high an enemy floats if he's knocked
into the air by an attack, either by the Float hit action, or
being hit while in a Stagger or Break Down hit action. This
value can be set as high as 200, and can differ depending on
whether you hit the enemy from the front or back.
SE - This sets what sound effect plays when contact is made. This can be set to
differ depending on whether you hit the enemy from the front or the back.
[Conditions]
Below is a list of the Conditions that can be chosen through the option of the
same name. They are intended to limit when and how a move can be used.
None - There's no requirement.
Not Occur - The move can't be used.
Enemy Attack Miss - The enemy is in the Open frames after missing an attack.
Previous Attack Close - The last attack in the sequence almost made contact.
Previous Attack Hit - The last attack in the sequence made contact.
Previous Attack Normal Hit - The last attack in the sequence hit, and was not a
counter hit.
Previous Counter Attack Hit - The last attack in the sequence hit, and was a
counter hit.
Enemy Standing - The enemy is in the Stand pose.
Enemy Crouching - The enemy is in the Crouching pose.
Enemy Facing Forward - The enemy is facing your character.
Enemy Facing Backward - The enemy is facing away from your character.
Facing Forward - Your character is facing the enemy.
Facing Backward - Your character is facing away from the enemy.
Enemy Down Face Up - The enemy is lying on his/her back.
Enemy Down Face Down - The enemy is lying on his/her stomach.
Enemy Down - The enemy is lying down on either his/her back or his/her stomach.
Enemy in Air - The enemy is floating due to a Float hit action, or being hit
while in a Stagger or Break Down hit action.
Throwing Distance - The enemy is close enough to be thrown.
Sudden Death Only - The move can only be used in a Sudden Death round.
Male Enemy - The enemy sprite must be male.
Female Enemy - The enemy sprite must be female.
[Hit Actions]
Below is a list of the hit actions that can be selected in Hit When
Standing/Crouching, Counter Hit, or Standing/Crouching Enemy Guard in the Hit
Details. They show how the enemy reacts to being hit by an attack.
None - There's no reaction at all.
Upper - The enemy sways backwards a little.
Upper (R) - The enemy sways to the left a little.
Upper (L) - The enemy sways to the right a little.
Middle - The enemy bends forward a little.
Lower (C) - The enemy bends forward a little and loses footing.
Lower (Back) - The enemy bends back and loses footing.
Lower (R) - The enemy bends to the right a little and loses footing.
Lower (L) - The enemy bends to the left a little and loses footing.
Crouch - the enemy's leg bends back a bit while crouching.
Crouch (R) - The enemy bends to the right a little while crouching.
Crouch (L) - The enemy bends to the left a little while crouching.
Bend Backwards - The enemy sways backwards.
Thrust Up - The enemy bends forward and is lifted up a little.
Fall Down - The enemy is forced into a crouch.
Sit Down - The enemy falls onto his/her butt.
Slip - The enemy falls forward onto his/her hands.
Slip (R) - The enemy falls to the right onto his/her hands.
Slip (L) - The enemy falls to the left onto his/her hands.
Turn Around (R) - The enemy is turned 180 degrees counter-clockwise.
Turn Around (L) - The enemy is turned 180 degrees clockwise.
Break Back - The enemy bends backwards, falling to his/her knees, then turns
around 180 degrees.
Turn Back - The enemy bends back a little, then turns 180 degrees.
Stagger A - The enemy sways back, then steps backwards, and is stunned for a
second.
Stagger B - The enemy falls forward, then steps backwards, and is stunned for a
second.
Stagger C - The enemy sways forward, then steps forward, and is stunned for a
second.
Float - The enemy is knocked into the air. This also occurs if the enemy is hit
during a Stagger or Break Down hit action.
Falling Down - The enemy falls slowly to the ground on his/her back.
Slam (Face Up) - The enemy quickly falls onto his/her back.
Slam (Face Down) - The enemy quickly falls onto his/her face.
Slam (Back) - The enemy is quickly knocked forward onto his/her face.
Slam (Strong) - The enemy lands on his/her chest, bounces into the air, then
lands on his/her back.
Blow Away A - The enemy is knocked a good distance backwards onto his/her back.
Blow Away B - The enemy is knocked a good distance backwards onto his/her back,
then rolls further backwards onto his/her stomach.
Blow Away C - The enemy is knocked back, and then falls onto his/her back.
Slip Down A - The enemy is knocked off his/her feet and onto his/her face.
Slip Down B - The enemy is knocked off his/her feet and onto his/her back.
Trip (R) - The enemy is knocked off his/her feet and to the right, then lands
on his/her back.
Trip (L) - The enemy is knocked off his/her feet and to the left, then lands on
his/her back.
Break Down - High - The enemy sways back, then falls to his/her knees, then
onto his/her stomach.
Break Down - Middle - The enemy holds his/her stomach, and falls slowly onto
his/her stomach.
Break Down - Low - The enemy falls onto his/her side, then rolls onto his/her
back.
_____________________________________
/ _________________________________ \
| / \ |
| | VII. Frequently Asked Questons | |
| \_________________________________/ |
\_____________________________________/
Q: How many characters can I make?
A: Up to four characters can be saved on one card from FM2. It's also possible
to save one more character onto the card by creating one in FM1 and
transfering the data from that character onto the PS2 card. So, as long as
you have empty memory cards, you can keep making more fighters.
Q: How do I load a character from Fighter Maker 1?
A: Put a PS2 memory card into one slot of your PS2, and put a PS1 card in the
other. Enter the Browser menu (by turning the system on without a game
inside) and select the PS1 card. Copy the FM1 files from it to the PS2 card.
Now, put in the game and go into the Data option in the Edit Menu. Go to
either of the [FIGHTER MAKER] Character Load options and choose the files to
upload (you can't upload Profile or Logic). Now your fighter has been
transfered from FM1 to FM2! Don't forget to edit the Body Designs, as
they'll still be the default woman with Short Hair 3 and Athletic Wear 1 for
both legs and chest.
Q: Can I make reversals/chain throws/hits that link to throws?
A: Sorry, but no. You can't use any moves that use an enemy's attacks against
him/her unless it's a throw, and you can't make a throw part of a combo.
Q: Can I make unblockable moves?
A: Yes, just make the details for Standing/Crouching Enemy Guard the same as
those for Hit When Standing/Crouching. You can also make a "guard crusher"
move by making the normal attack very weak, but making it immensely strong
in the details for Standing/Crouching Enemy Guard.
Q: Can I make a move a one-hit-knockout?
A: No, as the maximum damage a single hit can do is 100, and the max life for a
character is 200. However, since throws can hit up to five times, you CAN
make a fatal throw with as few as two hits. But if you do, make sure it's
something tough to pull off. It's no fun to have a character have moves like
that unless there's a great risk involved in using that move.
Q: Can I make multi-hit moves?
A: Sort of. The way you do this is animate it as if it were two separate
attacks, and in sequence, don't put a command on the second move. This
forces the computer to read that the second command, which is blank, is
always put in, so it'll always combo with the second hit.
Q: Can I make my character fly/turn invisible/teleport?
A: Of course. All of these simply involve altering the Y values in the stances.
Invisible would be keeping the character beneath the ground, flying would
involve raising the character, and teleporting would be moving underground.
I'm not too certain if the invisibility trick works, as it didn't do so well
in FM1, but it might.
Q: My game is screwed up/isn't being read!
A: I know. This game's a bit glitchy for some reason. Some people think it's
because it's in CD format instead of DVD, some people think it involves the
age of the PS2 it's being played on, and others still think it's a curse
placed on the Agetec by the North Antarctic Hairless Polar Monkeys for using
their likeness as Male Face 5 and not putting their names in the credits. I
tend to go with the third reason, but I digress. The only thing I can
suggest is to take the game back to the store you got it at and ask for a
different copy. If it still doesn't work, I don't know what else you can do.
Q: Can I make [character] from [anime/game/movie/etc.]?
A: As long as you can make a reasonable likeness with the Body Design, I don't
see why not.
Q: Can I make projectiles?
A: No. The game is design to force you to make semi-realistic fighters. Yeah,
you can fly and teleport and use telekinesis, but there's no fireballs. Go
figure.
Q: Can I give may characters weapons?
A: Only claws, cat gloves, kappa gloves, and boxing gloves. You can try to
simulate other weapons, like an invisible katana or a hand gun, but it'll
probably look kind of funky. I'd stick with hand to hand combat.
If anyone has any more questions they'd like to see, e-mail them to me at
[email protected] and if I recieve enough of the same question, I'll add
it on to this section.
____________________
/ ________________ \
| / \ |
| | VIII. Closing | |
| \________________/ |
\____________________/
Thanks go to Enterbrain and Agetec for making this game and bringing it over to
the States, the people at the Fighter Maker 2 board at GameFAQs.com for
providing me with answers to my questions, and questions for me to answer, and,
of course, to you, the reader.
This FAQ is (c) David Padgett, 2003. To contact me with questions or comments,
e-mail me at
[email protected]. Thanks for reading.