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TIGSource ForumsCommunityDevLogs2D Pixel Fighting Game (Template)
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HQ
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« on: December 05, 2020, 01:52:47 AM »

Hi Smiley

We have been working on a 2D Pixel Art Fighting Game Template for quite some time now & are happy to finally show it to you.

The template uses Unity as a base, so exporting your game creation to about any platform is easy Smiley

Besides a character, three stages and all the screens, fx, ui graphics, one also finds a proper palette system, a rim light shader and many many more to create one's dream project with it.

Enclosed some work in progress snippets:


P2 Position in the Select Screen has been fixed of course Smiley




What you see here is the rim light shader, the palette systems working with the lightning and the rain particle system at work Smiley (the palettes are this colorful to highlight the change possibilities)

Also, here's the training stage (that uses a color separation & has a few different palettes) All the stuff you see is only 2D of course!



and here the official twitter account:
https://twitter.com/2dfightinggame

Would love to hear your thoughts on it Smiley
« Last Edit: December 22, 2020, 05:04:03 PM by HQ » Logged

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« Reply #1 on: December 07, 2020, 11:14:46 PM »

Update:
Enclosed a quick preview of the rim light shader:


+ a video of the different shadows:



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« Reply #2 on: December 22, 2020, 05:12:08 AM »

Currently adding new movements for the base character:


There were several updates on the inputs, making them more tighter than before!


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« Reply #3 on: January 19, 2021, 04:44:03 AM »

News Bump:

O Illu: Thank you! You should really try it!

Enclosed a small preivew of behind the scenes:
We are working on the simplest combo creator for the AI - it's not force playing moves but rather injecting the input sequence of each one.
Meaning you'll actually see it go through the motions like a real player; but it can fail sometimes (if the AI get's interrupted on the sequence for example).
This is a subcase for our AI only; we have a fully fleshed out conditional score based AI system in the works as well.

How to think of this in simple terms, is that instead of just relying on the AI doing random moves, you can tailor a few combos like this and give them a score (how high the chances are the AI has to pick this combo, e.g. ultra combos will have less score). This is helps to make the AI more human-like, like a prepared player and not just button mashing. The AI deciding to do a combo is of course conditional as well; you can specify other behaviors with a set of conditions, playing an anti air move for example.

All these might seem complex to do but rest assured we have a created a user interface in the editor to simplify them to just clicks Smiley


Video Link just in case it doesn't load via the image tag:
https://i.imgur.com/yaUb7Eq.mp4
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« Reply #4 on: January 26, 2021, 04:42:32 AM »

Still working hard on this:


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« Reply #5 on: February 15, 2021, 03:31:32 AM »

The past weeks were pretty hectic but we made some good progress nonetheless.
There are some really exciting things happening behind the scenes now, but here's something I can share right now:

The Cutscene System:

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