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[Show comments] [Show snapshots] [Show videos] [Show content] [Show crashlogs] Packaged for AmigaOS4 on request. Here ya go Samo79! /Spot all code, graphics, sound and documents related to this game are copyright 2010, Leif Theden ================================================================================ 6/24/10 ton of changes! smarter collision handling block/whiff confirms (they look blue) ai works great! auto block for human players (66% chance to block) matches have rounds (3 by default) players fall when hit cleared some memory issues 3 modes: player vs cpu (press f1) player vs player (press f2) cpu vs cpu (press f3) ai: difficulty is 0 - 100 ai can evade attacks ai doesn't have fsa, so does crazy cancels (a bug) removed flips. cpu is too cheap with them. go ahead and try it! playable! 6/23/10 cleaned up input some. move should "feel" more responsive. cpu fighter will now block every move. ---a hit confirm is still shown, just for kicks hit boxes are more generic and properly linked to parents 6/22/10 autoblocking, almost misc. fixes with looping frames 6/20/10 for pygame website There really is no name for this thing. I would have used "pyfighter", but it was already taken. =) Currently, only the controls are implemented. No health bars, rounds, menus, etc. Want to do that? =) I want this incarnation to play something like the orginal "International Karate", but with a few modern embellishments, like combos, blocking, and more than two players and/or more cpu players. What works: Attack Holds (see below) Fluid controls with combos Cancels (smooth transition between animations) Player movement left, right, jumping, crouching Hit detection, with glitz Loading characters/fighters Sounds on hits and misses (ripped from enter the dragon, like IK) Recording input for playback later Combos and special moves: ================================================================================ LK, MK, HK, HK => Roundhouse Kick (hit the buttons quickly) J, K => Jumping Kick (hit any kick during the jump) Back, J => Backflip Forward, J => Frontflip P1 Default keys: Q: LK W: MK E: HK A: Block* D: P F: (F)lip. Turn character around. Up: Jump Down: Crouch. (try kicking) 1: Start recording 2: Pause recording* 3: Save recording* 4: Load recording* 5: Playback the recording 6: Stop playback *not implemented/buggy Once played, the recording is lost forever. =( ^^ obviously fix later Attack Holds In the original IK, attacks could be "held" on the attack frame. This is also implemented here by holding down that attack button. Characters can be modified and animations are pretty easy to create. Open the "anim.def" files in the "fighters" folder to check it out. Obvious bugs: Walking animations are really ugly Missing a turn animation Walking past the other player causes a glitch in movement. Hitboxes need tweaking "Hit Confirms" do not appear where a hit occurs Hitting different kicks at once sometimes cancels out of crouch Animations are slower than input. You don't see every hit. pygame event handling eats ton of cpu physics don't really have a place in this engine. sprite movement and "physics" are handled by the animation, not the engine. this is delibrate, b/c i want total control over how the sprites move and react. proposed system: move the get keys to a loop that gets called on a set freq, maybe 15hz, which is twice of the update freq for avatars atacking fighters should have sprites moved forward to front == B U G S ===================================================================== b/c avatar updates are scheduled as part of animation frames, there is no way of canceling a move quickly if the frame as a long ttl possible speed improvement is "behind the scenes", conversion of animation names to base 2 numbers, giving way to masking like in buttons. would allow for groups/wildcards in a non-cpu intensive manner. ok for now/not important cannot cancel combos into combos. easy fix: check end of move history instead of the hash lookup animation defs do not need to be listed one-after-another...can be "sparse"... but, internally, the numbers don't mean anything, so yeah. ================================================================================ dont forget: images loaded in animations are expected to be in the animation folder sounds loaded in animations are expected to be the the sounds folder |
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