what did you do?
i think you decoded it using the wrong thing
I’m confused.
it swipes left and right, usually when a button is clicked
@Watrmeln and @nuggetofwisdom, Do you think that you are helping the team to build the FFR game with these hidden messages?
i think this is just playing around at this point… and we should remove that tagline with the encrypted swearing. (what jovanny said literally seconds before i posted this)
watrmeln, remove the encryption thing you added, and while you’re at it, remove that tagline too.
yeah we’re just messing around at this point. to be continued…
Hey I showed my friends the game today, and they LOVED the intro animation.
I absolutely love it too.
Kudos to whoever did it!
I might want to add something to the polka-dot sections of the intro. they look pretty empty for me.
Just to be sure, blocking is a planned feature, right?
Patch notes
- tweaked the attacks a little (specifically, the dash’s delay amount)
- added a lets go line in the end of the intro
- added 2 taglines
- placed the pause UI in the QuickPlay game
FFR 1.3.27 v3.wick (1.1 MB)
A personal todo list of mine that you guys can use
- figure out how the heck I could add and access the character clip variables without magically crashing Wick Editor
- plan Baron and pumpkinhead’s attack moveset, and implement their characters!
- (idea) add a block feature that ONLY stops you mid air ONCE and restore your jump… until you hit the ground again anyway… (Blocking can stun the player momentarily!)
- make a simple follow and hit AI
when trying to start a game (after the arena select and if you start the game on the arena frame), this happens…
Ooh that was because I tried to add a Recoil Delay function (it doesn’t allow the recoil to kick in until it reaches 0), but I removed it because it made it unneccessarily complicated.
It was just a stynax problem(?), I corrected the curly bracket placements and it worked ok for me
FFR 1.3.27 v3.5.wick (1.1 MB)
I cant believe how long this project lasted
Also I believe a good way for the Character Selection to work is clicking one of them makes the frame in the “other” layer have a “true/false” variable then if you click one the “Pumpkinheadselected = true, fireboiselected = false” or “fireboiselected = true, Pumpkinheadselected = false”
then when you get to the Arena Frames have some offscreen things that clone themselves to the screen and in them have a "if(this.isClone){
if(KeyisJustPressed(“q”)){
this.attack()
} and have attack be the function of the object that makes the attacking happen
and of course make it so that the thingy majiggys have different attacks when the attack key is pressed and when it is pressed
Okay, how on earth do I access the character’s clip variables without making it crash? I managed to take a picture of it in the 2nd attempt.
attempt 1
ok so far whenever I try to access the character’s variables, it just doesn’t do it (maybe because the player object has loaded before everything is ready).
and when it does recognize it, it crashes! wonderful! any ideas? I haven’t gotten far too deep into this yet.
I’ll just leave the version here for now, yall can take a shot at this because im out of ideas.
patch notes
- changed up the layout of the character select, and added a player 2 select (not functional)
- placed the character properties inside the test fighter (who’s name is now Peralfa)
- the game crashes when the game tries to access the test fighter’s clone variables! wonderful! (it crashes wick editor every time in quick play)
FFR 1.3.27 v4.wick (1.1 MB)
alrighty, off i go to add more easter eggs
don’t worry they wont have swears this time :3
good luck trying to decode this with code >:3
So now there’s 2 secret codes?
there… will be
(1300 posts!)
try putting the code to load the character stats in the load script
i think it might be because the properties haven’t been set yet
and i think the load script might run after every clip has finished its default script.