Hi guys, I have always dreamt of making a street fighter game!
After just
a couple of days it turned out to be the beginning of a beat'em up
The project started almost from scratch and putting together some code from the wiki
Some screenshots:
A link to try the proto in your browser
https://mokalux.itch.io/gideros-beatem-upLet me share the very rough and dirty prototype that I have. I am using tiny-ecs. I followed sir
rrraptor steps and tried ecs in Gideros and now I am hooked
ECS speaks to me because you have a problem, you make a system, problem solved, I love ECS.
Have a nice one!
Comments
1- hitbox and hurtbox: new to me!
Hurt boxes: one for the upper body (head) and one for the lower body (need more?)
Hit boxes: one for the punch and one for the kick (you may have many kicks and punches)
2- sorting sprites in a 2.5D perspective!
Each sprite should be sorted accordingly (some old arcade games don't deal with this ). Cpu intensive, more than 256 sprites and lags appear but I shouldn't need that much?
3- AI: it can be hard!
The game is supposed to be "realistic" and I struggled quite a bit with this part
4- sfx & vfx: to add some juice
Just pick some random effects and you are good to go!
5- levels: I choose the easy one
I don't use cbump nor liquidfun, I checked some modern beat'em ups and a straight level can do
6- camera: I use sir rrraptor's camera but I may implement a much simpler one should I need to save some cpu?
7- gfx and animations: with my other Gideros app I can make quite some good ones in no time
I think I have a good base for a beat'em up and I shall call it done?
What's missing?
- more than 1 level
- adjust the collision detection for the jump kick
- add pickups, bonuses and destructible objects (crates, cars, ...)
- more juice with particles
- various enemy type and bosses
What's missing? NOT
- more than 1 level: DONE
- adjust the collision detection for the jump kick: DONE
- add pickups, bonuses and destructible objects (crates, cars, ...): DONE
- more juice with particles: DONE
- various enemy type and bosses: DONE
new:
- key remapping
to do:
- clean the code
- add comments
PS: I can't insert pictures (attach image) in my comments
https://mokalux.itch.io/gideros-beatem-up new proto
Viva Gideros
Likes: hgy29, pie, PaulH
it is a "complete" game with menu, options and win scenes.
It was the easiest game I have made so far (easier and faster than a platformer ).
Could I have some feedback please?
https://mokalux.itch.io/gideros-beatem-up
I am preparing the GH for itDONE. You may not like my coding style and I apologise in advancehttps://github.com/mokalux/beu_cbump_tecs
A wiki tutorial is next, God's willing.
PS: with this project I experienced some minor issues with Gideros Studio:
- Qt builds crash when pressing alt+enter to go full screen (no issue with win32 builds)
- several Gideros Player freezes/crashes while coding/debugging this project pressing either the play button icon or the ctrl+r combination
- bit of lags in win32 builds, Qt runs smooth, html5 runs pretty good (better than win32?)
PS2: zip too big for forum (7mb)
Likes: pie
p.s. I noticed that each time you kick/punch the action restarts: I think it should ignore the press on the button until the current action is finished, at least if it's triggering the same action. (I remember tapping as a death metal drummer on those kind of games! )
Likes: MoKaLux
About mobile: character control is done (I used this code https://wiki.gideros.rocks/index.php?title=VirtualRelativeJoystick) but the issue was adding 6 more buttons for kicking & punching. It would have been quite a challenge to add those 6 buttons so I leave it for another day
For the action restart, to be honest I don't remember how it used to work back in the arcade days (double dragon), I need to play some beatem ups see how it works (I should have started from here I guess ).
Did you finish it on hard mode ? I especially like the 3rd level
I've never tried doing a game like that but I think you could cut the number of needed buttons: I can think of two ways to do that, and these can be combined.
1) use a combination of direction+kick or punch
2) act on button release, counting the time in which the button is pressed: ie. short press = fast kick, long press = jump kick
I like the third level because the background is moving: next step is a level on the roof of a moving train
Likes: MoKaLux
this could be ported to mobile quite easily but as you said you have to tinker a bit for the punches and kicks and where to place those buttons on the screen, you could even let the user place the buttons on screen as they wish.
If you are ok with how the kicks and punches work, adding more levels is a piece of cake, you just need the graphics.
I will try to get some more feedback and see how people like it, I will then decide to pursue it, making a paying game (pc, web and maybe mobile?).