Rec Jp Fight

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Post » Thu Nov 24, 2016 3:03 am

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I start to make a fighting game in the style of street fighter, let's see how far I can go.

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here is what I made: http://www.scirra.com/arcade/fighting-g ... ight-12708

It is still in the beginning. you can control both players and can perform some "hadouken" move (try it) - the ninjas throw a knife.

when I made some new progress, I will upload a new version.

I pretend to draw some original graphics, but it will take a time.
Last edited by nemezes on Fri Jan 20, 2017 3:34 pm, edited 2 times in total.
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Post » Fri Nov 25, 2016 3:08 pm

update

now the players can choose different characters, there are 5.

just one round.
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Post » Tue Nov 29, 2016 3:18 am

update

version 3.5.1.4

now it's possible to play versus a simple AI: when player 1 selects his character, player 1 can choose to fight against player 2 or CPU.
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Post » Tue Nov 29, 2016 7:32 am

nice job!
i think beat'm up is absolutely one of more complex and difficult genre to develop, due to the variety and quantity of the graphic needed AND the complexity of the control system AND the accuracy of the collision detection system etc. etc... Remember how many buttons are there in the Street Fighter 2 coin-op? :)
Have you tried to use Spriter or similar to build characters made of separate parts and separate sprites (one for the left leg, one for the right, one for the left harm, one for the torso etc etc etc....) ? You can take the advantage to have full-deep control of any single part of the character body at code-level!
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Post » Tue Nov 29, 2016 2:08 pm

@pinellos, thanks for the advice. I have spriter and I was thinking to work with it. I still have to learn on how to deal with the bones animations.

I think I already figured out on how to deal with different kinds of attacks for many buttons, I have in mind 2 ways on how to do it.
- one way I already tested. I created one boolean variable for each kind of attack - light punch, strong punch, light kick, strong kick - and when the player press a button it will turn the related boolean attack true and the character will do it.
- the other way, that I think it is betters, I will have to create 2 booleans variables punch and kick and a third one, number variable, for intensity 1=light, 2=strong. then, when the player press a button it will see if it is kick or punch and the intensity.

for now, the collisions boxes are really simple. but, as you can see, I am not using "hurt animation" when the character get hit, I will have to figure out how to make it.
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Post » Wed Dec 14, 2016 5:43 pm

update, version 4.0.0.0

new sprites for the game.

3 kinds of attack: kick, punch and a kind of hadouken move using the punch button.
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Post » Thu Dec 22, 2016 2:11 am

version 5.0.0.0

redesign the intro, now player 1 first chooses if it is going to be versus player 2 or versus CPU.

added some characters faces on select screen.

fighting system: simple shadows, life bar, defense (crouching and on feet), a kind of reaction when gets hit and a KO slow motion.

here is the link to play: http://www.scirra.com/arcade/fighting-g ... ight-12708
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Post » Thu Jan 05, 2017 1:18 am

version 5.0.3.5

- new camera view
- some FX sounds (hits, start of the round, win, lose)
- play with gamepads (joysticks)
- start designing the story mode, for now it is just 2 fights

to do: draw some endings for each character and improve the CPU artificial intelligence.

have fun playing :D
https://www.scirra.com/arcade/fighting- ... ight-12708
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Post » Wed Jan 11, 2017 1:32 pm

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version 6.0.0.0

- 1 new background
- story mode: fight against 4 opponents (one of them is the boss)
- story mode: each character has its own ending
- AI can defend

have fun playing 8-)
https://www.scirra.com/arcade/fighting- ... ight-12708
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Post » Wed Jun 28, 2017 8:58 pm

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version 7.5.0.0

- best of 3 rounds
- intro/ending of each fight
- credits layout
- now the players do not overlap each other
- some music

have fun playing
http://www.scirra.com/arcade/fighting-g ... ight-12708
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