Forum Fighters: Rewritten (Discontinued)

From the super old FF, here’s all the files:

0.2.9
0.3.0
0.3.1
0.3.2
0.3.3
0.3.4
0.5.0 (0.3.5)
0.5.1 (0.3.6)
0.5.9 (0.3.7)
0.5.4 (0.3.8)
0.5.6 (0.3.9)
0.5.9 (0.4.0)
0.6.4 (0.4.1)

(I already had the old files organized before making this)

From this FF, here’s the new files:
0.01
0.02? < had wrong link in here, ignore this
0.03?
0.04?
0.05?
0.06?
(I only included main updates from the current FF topic. There’s also a “?” mark bc I’m unsure of the version numbers, I added them randomly in there)

every number is a separate link

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excellent work dear friend

lets try naming the files
FF_D/M/Y_(last edited by(shortfromofname))

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What’s your Github username so I can invite you to the repo?

mine, if you need it, is BaronAWC95014.

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Mine is hanzohAl

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@nuggetofwisdom Also invite the SevonixGames account, as i use that one.

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I added all three of you, can you accept the invite?

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where’s that

You probably got an email

3 Likes

And give me the login info to that account again github logged me out for some reason.

Can somebody tell me how the bots are going to work?

There are different ways for bots to work, which would really change depending on the moves and everything.

A simple awareness of location, random attack time, and reacting when colliding objects are the current basics of making a bot work.


My idea:

  • Game starts, bot in default position

  • Check if player is right or left of bot, take one of the three random actions:

    • Attack:
      • Distance attack (based on difference in x values)
      • Normal attack (based on range)
      • Random attack (random)
    • Move:
      • Away from player (to use an attack? or due to low health?)
      • Towards an object/ collectible (to get an advantage)
      • Above player or below (to use attack? defend? or get somewhere?)
      • Random (random)
  • Awarness of player’s & own current health

    • Attack mode
    • Defense mode
    • Low health mode:
      • Retreat/ back away
      • Defend/ attack
      • Attempt to heal up/ go towards an object/ collectible
      • Commit suicide/ give up (jump off the platforms and die for no reason)
      • Random choice
    • Player low health:
      • Attack
      • Have mercy (go easy if player is low)
      • Random choice
  • Losing

    • Respawn- reset everything
  • etc. etc. etc.

There’s more that I definitely forgot to include.
I made this without using any references, so I probably missed something (lemme know if so)


awc95014’s idea

  • high health
    • random
      • move close to player
        • if enemy happens to be below player, do up attack
        • otherwise, do side attack
      • move close to player, jump above player, and do down attack
      • move farther away and use ranged attack if it has one
  • normal health
    • random
      • do high health actions
      • try heal
  • low health
    • if far from player, heal
    • if medium distance
      • if player low health, attack
      • otherwise, flee to heal
    • if close to player
      • attack
a crappy graph
* = point
. = sorta point

aggressiveness (too much can be bad)
          |
aggressive|                *                 too much
          |                   * .
  balanced|                       . **       GOOD
          |                 .  *
          |        .  *  *                   okay
          |    . . *  
          | *  *                             way too little
   passive|______________________________
            easy      medium       hard
3 Likes

(mind if you make it a wiki) @Hamzah_Alani

1 Like

This is admittingly a little dumb of me to do, but I’m trying to make a transition effect when moving screens.

I finally made a function that is supposed to play a specific transition animation that’s inside the frame, then moves to the destination screen.
It did move between screens, but it didn’t even play the transition animation first.

I’m trying out the function in the “Quick Play” button, and I’m not sure what to do about the transition effect function itself.

image

edit: So far this piece of code is doing something to cause it to go to the next screen, and I’m not sure why.
image

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I think the error is in line 11 and 16

You’re trying to reach objects by adding “transition_” with “type,” but the results is “transition_swipe” with quotes (to work, you need to get rid of the quotes)

Another way you can do this is replace lines 11 and 14 with this:

type.gotoAndPlay("transition_in"); /* or "tansition_out" */

and change line 4 of the mouse release script with this:

fx_transition.move(transition_swipe, "char_select");

My guess is that this project is on frame 1, and playing from there when you try to run that code.
Here’s why:

"trans_"+type+"."+gotoAndPlay(1);

the gotoAndPlay() is a function, so when the project see’s it, it runs it and checks to see if it returns any value. It’s value will be attached to “trans_” plus the type, and “trans_” plus the type are not objects.

it seems to have caused an error, saying transition_swipe is not defined (note that i had removed the quotation marks).

I want to try to use the function to move the transition effect clip’s playhead to a specific frame using the type parameter, and it will just play the “obj_anim” clip’s transition animation inside it.

the strange thing is this error I got:

Maybe when the function is called, it starts running inside the button clip? I’m a beginner at javascript, so either I did something wrong or maybe there’s a bug.

Should I send the project file? I’m still working on it but i think it could help.

FFR 1.2.1 v2(work in progress).wick (301.2 KB)

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Yes, that would be helpful
Then, if I find the issue, I’ll send you a file back with a fix

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At the moment, I’m testing the function’s code on the QuickPlay button. You can find the function itself inside the Transition Effect clip above and out the borders of the canvas
this text is small because it’s very unrelated to this conversation, but im gonna go hit the hay. Goodnight.

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Transition has been fixed: FFR 1.2.1 V2 (work in progress) (301.5 KB)

I added a new layer for the transition just so that it covers all the frames.

It works on all buttons, but I only tried it on the Quick Play and credits buttons

The problem was that the transition object was on frame 2, and when you called the function, the object was on frame 1, so obj_anim was “undefined” because when the function was being used, that object was on another frame.

That’s why the console threw the “obj_anim is not defined on line 13” error

1 Like

woops, forgot to tell you all
but in the update i released i did put a couple of notes there, try and read it. I’m working on something