Forum Fighters: Rewritten (Discontinued)

Are you storing data between the files in local storage? I’m not sure if that’s our plan. If it is, then if the data doesn’t need to exist outside of a single session, you should be just able to just put the data in window instead, as that object persists until the user goes to a different page in the browser tab. One piece of data we could store in window is a function that loads another “scene” by its name.

Unless we’re doing this by sending the user into different pages rather than reloading a different scene in the same page. Then we could use sessionStorage instead

@mlgcoolguys_1 what’s that second game? it reminds me of paper mario

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You have a point, it would be easier that way.
We can keep the settings saved on the local storage and have the data for the arena or characters selected on the window instead. Thanks for pointing that out!

I’ve made edits to that post

  1. Hollow knight, 2. bug fables, 3. helltaker, 4. FNF

Just to make sure, is this like a super smash bros. remake?

About the platforming engine, it’s perfectly feasible for us to create a new platforming engine since that isn’t a very daunting task. However, if we’d be copy+pasting code from the original project if we were to reset (again…), then I’d recommend sticking with Baron’s engine for compatability with the code.

Also fun fact about myself

I used to be metaphorically addicted to Hollow Knight. I racked up like 140 hours of total playtime. Although I guess like in terms of actual addiction 140 hours isn’t much — my friend has 600 hours in Terraria. I only stopped playing because I got all the achievements and I didn’t feel like doing every boss hitless.

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Well it seems like our next step is code related!.. Which is something that loses me :p

So how about @pumpkinhead and @Hamzah_Alani ! You guys can choose what the team should aim for next, I can’t really help you here, I’ll just keep working on chap 1 and 0 planning for now.

About textboxes

So! Other then the one other random person that voted the first option, we seemed to have agreed on using Bug Fables’ textbox “system”. To state what it can offer, This system uses beeps and bops to sound out the syllables as they are saying it, the white background and wording can be colour inverted when needed, and if we want, the fonts can even be animated! We can add the name to the character of we so desire, like how hollow night does it.

also about bug fables

If you had the pleasure of playing the old paper Mario games but are left feeling saddened by how the series is going now, bug fables really fills in the gap perfectly, it’s challenging, has secrets to find, a world to explore, battles to fight and friends to help. Just finished the game and it’s a highly recommend from me! (But… It has a slight problem of being a little easy if you decide to grind out level ups, to compansate, always equip the hardmode badge to have a really good challenge:D

Maybe different characters have different colors and fonts?
Like this

It’s a good idea. We just need to make sure we don’t get mixed up.

If we added color coded characters, I think we should make the color on the outline of the dialog box. Also the font idea is pretty cool. We should do that.

It sounds like you’re advertising the game. That’s a little unnecessary considering how I already put the game on my steam wishlist the moment i realized what this game is.

(Also do you think the Thousand Year Door is easy? I’ve never died in that game and the closest i’ve gone to dying is on the last two bosses. And I wasn’t really grinding anything either. And would you say the original Paper Mario is harder? To be honest I don’t remember much of that game since I last played it like 5 years ago at the time of writing.)

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Good morning/ afternoon/ evening/ night everyone!

Ok, so I’ve separated the library from the main project.
Not a lot of people had worked on the library before since we were focusing on the game play more, so I decided to change a lot of things.

How it looked before:


How it looks now:


FFR 1.5 (Library).wick (143.9 KB)
I’ve made a lot of small changes and tried to improve the animations.
@mlgcoolguys_1 what do you think of the files system though? I was thinking about having a computer in the “library” and the files appear inside of it, but then I remembered that this entire game is already inside of a computer so I kept the files there on the side. The files still do nothing when clicked though. I think it’s too early to plug information into them, we could take care of all that info at a later stage.

Also, TryoByte

since you’re working with the story it would be helpful if you could sketch out a map (nothing too complicated, just boxes and text) of Info Tech City (not the full city, just the area the first chapter(s) are in).


You have a point, it’d probably be easier to stick with Baron’s engine, switching the engine now could cause some issues. When I find time I’ll take the next step to separate the arenas and the winning screen into a new project with Baron’s engine. I’ll try to clean up the code too and hopefully afterwards it should becomes easier to work with the project.

(Edit: I might be busy a bit in the next 2 days, but afterwards I’ll try to finish with splitting the project)
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hey everyone how is it going

(well i never actually played the games yet, im trying to get them rn :p)

My thoughts? I like it :D
I like the idea of the characters within the internet utilising both human and internet things, like quests could be noted in a notepad that’s actually notepad.exe, the books could either be wikis or literal books with typed out entries, depending on the preference of the characters.

As for the map … That is a good idea, ill try to work on it side by side with story …

And hey @pumpkinhead , do you have any plans at about the project at the moment?

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It’s pretty good in my opinion! Although the text kinda gitters when the book comes down.

So does that mean it is possible to do this with the fighters too, where we could create a separate file for their animations instead, or would that complicate things?


On an unrelated note:

I think it would be beneficial if I worked on making and planning the character animations instead (fighters, enemies, npcs, etc.) while you guys do that. I seem to have wasted time by trying to make an enemy ai instead of helping progress the development.

Maybe could continue trying to code on the side, but after finishing 2 animations outside of wick editor and the forums I am feeling confident that I could do character animations. I’m much better at that anyway.

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I actually had thought of that before. It is possible to do this, but I haven’t tried it yet.
We could try it later sometime.


We could handle the code part, but no one here can handle the animations as great as you, so don’t worry about the ai I’ll take a look at it this week. And for the animations, feel free to work on them in a fresh new project. I’ll complete setting up the last file (the one for quick play) soon, and hopefully afterwards we could create some good progress :+1:

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Do you mind sharing the steps to doing what Kringle said? It’s okay if you don’t want to, I just want to know just in case.

I have a list of things that I’m going to follow for the next few weeks or month.

  • At the moment, I’m just finishing an animated collab part that’s on a deadline. I really wanted to finish it, and hopefully before September 13 (not made in wick editor, so I won’t show it here).

  • I am still intent on designing and animating the fighter’s movesets, starting with Bukzerik (heavy robot with box fists), just put off at the moment since I can spend time on it when I could.

  • Next thing I will promise after that is designing the moveset for Tryobyte’s humanoid prism fighter (is it still a humanoid prism?).

And that’s pretty much it. I’ll look for more tasks to do afterwards, maybe I’ll just silently add more to the list tomorrow when I wake up.

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Okay, so here is our current progress split between 3 files:

FFR 1.5 (Main File).wick (1.4 MB)
FFR 1.5 (Library).wick (143.9 KB)
FFR 1.5 (Quickplay).wick (2.2 MB)

(I had some bugs with the “Quickplay” file, lemme know if anyone else finds any)

@pumpkinhead, if you’re working on the multiplayer thing, I recommend doing it in a separate file. You were able to do this with your platformer engine before, so feel free to use your engine for this if it makes things easier.

When you export a clip and turn it into zip, you could see inside the code for the clip object. In our project, we take the clips from another frame and add them in the game frame. Instead of taking the clip from another frame, we can set a variable to the data of the clip object, and use that variable to add the clip inside of the frame we want. This could be complicated, though, when we want to make changes to the clip, bc in our case, our player clips contain different animations for attacking, running, and etc. so the code for a simple object could be really long…

How a clip object looks like in text


(I used the console to show this, and btw there’s more than could be shown in the image)


And btw, the current audio files system (where files are taken from a repl) is temporary.
Anyone who thinks they might need to add new audio files or make edits now or in the future should click this link to get access to the repl and be able to make changes to the files.


Now that the files are split, we can have people working on multiple parts at once.

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try making something like a about section and a animated character sequence from team fortress 2 it might be a bad idea because it is

Can you please elaborate on this?

alright, ive been working on this for the past few days now, behold! Tryabyte? Tryobyte?

reason for taking long time: drawing humanoids are tough, i have dissected at least 3 people trying to form the body, and the hair…

few notes:

  • the grey is not a cape, its just excessive outline
  • this is a draft; not definite
  • she has no eyes, those are not ears
  • the white outline IS a part of her design
  • he is A LOT more different then older versions, both lore and design wise
  • the only things i like about this draft is the hair.
  • ignore bos mam, he is small.

lore stuff: (will fill in later im going to school)

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