I just downloaded this for android and thought it was pretty entertaining. I just couldn't get used to the controls though, I feel like the controls should be on the right side. Should be fairly easy to make an option for that I think.
What framework/engine did you use to make it? It was hard to tell from the video. I thought unity at first, but it just seems your whole interface is black haha.
Well, I meant giving each iteration of the attack a different ID, not just each type of attack, if that makes sense. When you hit the punch button and your character punches, it grabs the next available ID and assigns it to that specific attack. Next time you punch it's a different ID.
I personally use a list of hit IDs. Each one is timed though, because the hit ID has to wrap around eventually (even if it's infeasible), so I usually set it to 1 second. One second after you're hit by an attack, you can get hit by it again. That also works out well for multi-hit moves, which can perhaps have a customizable hit invincibility time to allow for rapid-fire attacks without switching hit IDs every few frames.
I actually was thinking about timing the ID's, setting the timer to the duration of the attack itself. But it might wise to make it a little big longer indeed, also prevents infinite juggles and comobos and stuff.
Instead of having the players keep track of when they've been hit, have them them keep track of when they've hit someone else and not allow them to hit again for a tuneable period of time.
Never looked at it from the attacker's point of view, this sounds like a solid solution.
I'm currently working on a small smash brotherish fighting game side project, but have no experience with fighters or beat em ups. I tried looking for articles, but they seem non existant.
I'm having some trouble with the most basic feature, getting hit. The collisions are simply done by the sprite's bounding boxes for now, since it's still in an early phase.
Scenario 1
Frame 1 entity is hit by player and is hit of backwards.
Frame 2 The hit entity is still in the players boundingbox, and is hit again.
We only want each attack to hit an entity once.
Scenario 2
Frame 1 Entity hit by player.
Frame 2 To try to solve the issue, we make the hit entity temporarily for a few frames. When another player tries to hit the entity in this frame, he is still invunerable from player 1's hit and does not receive the hit
Scenario 3 To solve the issue from scenario 2, we give introduce a couple of new variables for the entities:
AttackID: each attack has a unique ID HitID: the last known hit againt the entity itself is saved.
Frame 1 The entity is hit by the player, everything is fine. entity.lastHit = player1.currentAttack.ID
Frame 2 The entity is hit by both player 1 and player 2. the entity recognizes that it is hit the last frame by player 1, and does not apply player 1's hit. It does get hit by player 2. entity.lastHit = player2.currentAttack.ID
Frame 3 the entity is hit by both player 1 and player 2. the entity recognizes that it is hit the last frame by player 2, and does not apply player 2's hit. however, it is now hit by player 1's same attack as frame 1 again.
I could just make a list of HitID's, but I'm not sure if thats a nice solution. I feel like I'm overthinking this simple issue.
By the time I got the phone out of my pocket and selected the game I'm already done. I swear I could win the world championships fast pooping. Unless I'm sick.
The xml is spit out by OGMO editor which is an external tool so it's out of my control. I wouldn't say you're not supposed to anyway, and if everything is an element then why even support attributes in the first place? I know what you're getting at though but in this case I think its fine.
I'm not so concerned with human readability since they're not intended to be hand edited or read. There's only ever going to be one occurance of each parameter for each entity (eg, I'm never going to have two 'x' coordinates for the same entity). All my data is strictly formated. Also I'm not specifying any kind of modifiers which apply to specific attributes so there's no ambiguity doing it this way in this instance.
Besides anyway, the xml is only ever going to be parsed by my own game, I'm not intending to publish the xml's for others to extend or write parsers for so really its irrelevant. If the level editor tool supported binary export I'd do it that way instead, I'm only using xml because its the only supported option.
Oh sorry, I skipped over the ogmo part. Sounds pretty fair.
I'm in, I've done the miniLD 35, so, I've had a bit of experience.
My first serious game jam, I'm going in for the 48hr one
I'll be using processing this time round. and it'll be my first serious experience with it, I've done some proof of concepts, but nothing as big as this. I like the language, it's the first one I've felt really at home in to be honest. ^_^
I actually tried processing last week in preparation for this, but 2d games have horrible performance. I could only render about 200 sprites at 30fps without opengl.And opengl enabled doesn't support alpha in spritesheets. But I do know that 3D games are fine in it though.
This is my first time entering and I'm gonna go with either LÖVE or pygame, I have very little experience with both of them, but I think it is a good oppertunity to learn it. And they seem to be known for rapid development time aswell.
Seems pretty polished already, felt like I was dealing with a high quality product when using the menu, good job.
Some feedback;
- It feels quite slow, switching between weapons is a drag. I'm not sure how it feels on a touch based device, but dragging my mouse to the corner and clicking feels very slow. You should do some observations when people are playing on the touchscreen devices, I don't think the top left is most comfortable place to put the buttons.
- I wasn't really sure why I was getting certain items, are they just random? I sometimes got stuck with only mines, and I felt completely powerless.
Other than that I enjoyed it, I can totally see myself playing this as an in betweener on an ipad
That compohub link is awesome! I somehow missed that A game by it's cover is currently running, but found out thanks to the compohub. Debating wheter it still has any use to enter now. Someone convince me.
I've also tried a few times to learn programming by myself, but i always think that is too difficult for me or just a waste of time.
When I first tried programming, I had the same attitude as you. I was convinced that I would never understand any of this crap. I'm pretty bad at math and I was sure that that was my downfall. This is already a bad start, thinking about failure will result in failure.
I had an actionscript class in school, where I had to get a positive grade or else I'd be kicked out of school. This pressure was what made me push through. The beginning is horrible, where you don't understand anything, but once things start coming together it's great.
You just need to pull through, it can take anywhere from a month to a year before it becomes enjoyable, but as long as you keep trying it will work out.
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My first question is: “What's the first programming language you've studied?”
I started which actionscript 3 in school, which still seems to be the best language to start in for me.
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The second one: “Do you know any tutorial/books which can help me at learning it?”
Not really, you only need tutorials when you want to figure out a certain technique, like collision detection or physics. I don't think a book can help you start with programming, you need experiment with it yourself and go at your own pace. I was lucky that I had a great teacher to help me with the basics. As soon as you understand those, you move on on your own.
Anyway, did anyone see the anime "Ergo Proxy"? I started watching it 2 days ago, and finished it this afternoon (it's only 23 episodes). Started off really promising, but I was left completely unsatisfied by the ending (and the last couple of episodes for that matter). I almost feel violated that they took a series I was starting to like and made it that much worse than it could have been.