i made some tiny changes to the start screen and credits
FFR 1.5.1 - WIP 16-25-2022_19-39-44.wick (2.6 MB)
Based on kringle’s latest file
I had another idea in mind for wall detection that doesn’t include hitboxes. As I wrote this I just realized it’s probably better if the AI jumped before hitting a wall, rather then on collision. As a result I discarded this idea. In retrospect I should be deleting this paragraph.
But I have a more fleshed out idea for jumping across gaps. On every frame, the bot takes the right/left edge of the floor it’s currently on from the object.collisions
array. If it’s moving right, it takes the right side of the platform, and if it’s moving left, it takes the left side of the platform. Using its X position, it can determine whether or not the bot is on the edge.
If it’s on the edge, it will “raycast” each platform with its jump arc, and then jump towards the closest intersection. If there are no valid intersections, it will instead turn around. If it determines it can’t return to the original platform after jumping onto it, it will instead turn around.
The “raycast” procedure with the jump arc would be done by getting where the jump arc intersects with y=(top of the platform)
. This gives 1-2 X positions. We take the result with a negative or zero slope (the bot can’t land on platforms while travelling upwards) and then do a bounds check with the left and right side of the platform. If the bounds check succeeds, then that means it is a valid intersection. The procedure wouldn’t actually have to get the differential, we could instead just determine which one goes downwards by looking at the direction of the player. The intersections with y=(top of the platform)
could also be determined with the quadratic formula. (Good thing I paid attention in math class)
(Maybe this algorithm could also be used for wall detection.)
The Wick Editor engine does tick absolutely everything per frame for scripts to run. So the more stuff we have, the laggier the game will run, even if they aren’t in frames that are on screen.
omg!!!! i properly added the `activeNamedChildren` cache in my optimization mod and look what happened:
you see that on the top left?
30 fps
do wick editor devs accept pull requests?
i guess a small bug would happen if a named clip got removed (or added, but it’s very unlikely that people will assign names to clones). but i guess i can fix this by invalidating the cache for a clip’s parentClip whenever something gets removed.
the max fps it can achieve on my computer is like 35 fps
Also, we should decrease or eliminate warm-up time for attacks, especially low-damage ones such as Baron’s knife
I think I know how you got that bug...
You clicked the “back” button after completing a game.
It took you back to the menu, then you tried playing again- and the characters were already selected, but the button was disabled. It’s usually enabled when characters are chosen. So unselecting the characters and reselecting them will re-enable it.
It’s an issue with resetting the selection. But I think its been somehow fixed in the latest file version.
Speaking of bugs- I’ve found another one with the projectiles and “hitting effects.”
Here, Jumbleton creates a projectile to finish the game and kill Baron (sorry Baron)
The projectile froze on this scene, which prevented it from getting “removed.”
Same for the “hitting effects” (the triangles next to Baron). They’ve frozen in motion :0
Now… let’s click rematch - and there it still is in the same position.
I fixed this bug by adding a simple line in the default script when this.isClone is true for these clips:
this.addScript('default','this.remove()');
Character Select Change for Forum Fighters 1.5.1
- A change to the character select screen, as per Baron’s suggestion. You can now use tokens to pick characters. This took me a while, which was frustrating, but I am happy to say that it works. I just REALLY hope there are not any bugs.
on the other hand.
- I didn’t add much to peon other than a ray for players and walls to collide with. Or it was supposed to, but I ended up working on the character select screen for most of the day.
Is it worth it? Not really and I don’t think so. It’s a nice to have but the task wasn’t progressed.
Taking a shot at changing the character select screen helped somewhat. I think. I feel a little more knowledgeable now.
Plus that change recommendation is now out of the way, so you guys (and co-leaders) tell me if you think the time I spent on it is worth it.
I wanna start helping more so I’m gonna ask peon was made to just be a simple bot right? if so I want to help with the ai for peon as i feel ive been useless.
Hey when i opened the file and tried to go to a map this pooped up
it seems to happen with all maps and i changed the bot to be player and it still happend.
i slightly edited peralfa’s animations to add squash and stretch so i could use it for peon but i realized the square was a placeholder so mistake on my end.
This is from a while back, but i’d like to suggest a toggle for the red distance box and hitboxes, and an instakill shortcut for devs
Apparently I did sort of take a bit long. I had to make it a bit short because for some reason the program I use takes too long to export the beats
I wanted to make this a boss theme, but apparently I was new to music, so I hope that answers why it was bad! I will try again next time. Thank you so much for the feedback!
Okay, Soundtrap is… complicated. But I think I sorta got the hang of it! If I keep practicing I might make the music for the game and even do the art.
Yeah… same for me. That is why I do my music in short segments on there.
Plus, I think a good add-on would be either a grab, block, or dash. Also I’m still working on a good turn animation (harder than it seems).
does anyone have a png of peon’s design? i want to add him to the library.
FFR 1.5.1 - WIP 17-3-2022_19-08-49.wick (2.7 MB)
changes: changed no player banner
added peon to almanac
other things i can’t remember
Reports:
highwind city needs some tlc
The game can be started if you ready up with no character, however it shortly crashes.
also the debug text will crash the game on regular maps, and will only work on the test map.
also, needa quick update from @KringlePrinkles or @pumpkinhead on what you are doing
@Hamzah_Alani may i ask that you help us fix the bug that watrmeln reported on; the one about “The game can be started if you ready up with no character, however it shortly crashes.” and “also the debug text will crash the game on regular maps, and will only work on the test map.”
afterwards our next step is for US to decide on movesets of characters that arent done yet, mainly the girls; temperi, Toria & alexis
or me, Tryo :)
So, who first? (i recommend our main character tho, its the most important.
- Toria (The Tutorial and The Deliverer)
- Temperi (The Main character!)
- Alexis (The Star and The Icon)
- Tryobyte (The Reader of the Hidden)
0 voters
A little update to my post, for those who don’t want to download anything, here’s my bio on peon loosely based on tryo’s initial concepts
I’ll look into it when I’ll get the chance to.
Along with that I’ll probably make some changes to the vcam to fix the “window resize” bug
Idea: characters kneel over after defeat and are visibly exausted instead of being hurt, maybe for characters that aren’t solid, like the peons, they fall limp but aren’t shown to be actually hurt, just exausted. this can show that no characters are actually harmed, just tired out.
Today, I just realized I have a tendency to spent a lot of time on one thing. I ended up doing another of one thing and spent a lot of time doing that.
So with that said, I might slow down working on this so that I could forge a mental and physical schedule, just so that I wouldn’t be so one-track-minded (or obsessed, which sounds more closer to what I think I was doing).
So I learned that the visual colliding not-yet-raytracing thing only notices the second player, so I managed to fix that.
Regarding the issues Watermeln mentioned:
- I made an error with an IF statement in the
player_isReady
clips that was SUPPOSED to prevent players from being able to beREADY
when a fighter is not picked, so I promptly fixed it - I forgot to prevent the debug text from doing anything on anywhere other than the
test_grounds
, so I fixed that too. That was exclusively for testing the Peon enemy ai. oops.
Things I was able to do today for this miniscule nightly update
- fixed the thing that was supposed to prevent you from readying until you picked a fighter
- made the debug text exclusive to
test_grounds
, but you could probably use it in other arenas if you wanted? - Peon now detects BOTH players! thank goodness!
- Peon now couldn’t see past the right wall (I think), but they are able to see past the left wall. shucks. I didn’t test further than that so maybe there’s a trail of bugs somewhere…
- wrote comments for myself so that I could potentially let Peon jump over small bumps on the floor that are smaller than her jump height (which is, honestly, as half as high as Baron could jump).
- added some things to the
BEGIN
button’s default script so that it could start on the appropriate frames - prevented anyone from being able to switch arenas in the last second during the transition
- removed a stray
this.animHealth
from the Player 1 health bar clip… weird.
you can download now!
FFR 1.5.1 - Nightly 7_5_20227-5-2022_20-08-50.wick (2.7 MB)
Remind me what this is for again?
...
...
... Oh! You wanted to know what I was so focused on these past two days? It is off topic, but I don't blame you for being curious.
I was working on a roblox animation for a roblox animation collab (haha, redundancy). We animate our parts to sections of the infamous renai circulation remix from 2015.
I was also using that as an excuse to relearn blender. It might be a one-off thing.