Forum Fighters: Rewritten (Discontinued)

THANK YOU pumpkinhead! I managed to figure it out!

So I tried placing the character stats in its the load script, but there are no attacks happening. and when it does register that I did an attack it threw an error:

So i tried placing the attacks in the update script, and it seems to work!
image

I’m just trying to figure out how to load the character stats now

edit: I had to make a redundant init script for it to work. nice.
image

Hey I have a question: why aren’t we keeping the character attacks inside the player clip itself?

Wouldn’t that be more easier to do? You could still access the player’s attack hitboxes that way.

(leaving this here for a bit)
FFR 1.3.27 v4 v2.wick (1.1 MB)

my understanding of your question is:

why are the character attacks inside the character (and not in the player)?

my initial idea was that since these things belong to the character (attack, health, speed, jump height, etc), it would be easier to put these things in the character than the player. the player gets the variables from the character it owns.

if there’s a better way than this, then sure, we can do it that way.

the only things that should be allowed to change based on the character are:

  • health
  • xvm (top speed)
  • acc (dec should be the same)
  • jump (how high it jumps)
  • weight
  • am i forgetting something else?

yvm should not be changed. neither should jumpDec. (unless we have some feather-light players, but that feels a bit odd.)

i’ll change it to remove those 2. or try to anyway.

edit: here. i also made it so that weight makes you more knockback-resistant, not less. i think kringle made a mistake where a weight of 3 (for example) would make you knocked back 3 times as much. i went and made it a reciprocal wherever the knockback is calculated.

FFR 1.3.27 v4 15-14-2021_16-25-15.wick (1.1 MB)

2 Likes

I made a mistake in my question:

I meant to ask about putting the player attacks in the CHARACTER clip and not player clip, my mistake.

ok, uh, wicktionary time.

  • player: the clip the character follows and the one doing the moving
  • character: the clip with the animations, following the player that does the moving.

by “player attacks” i think you mean the array of attacks for all the players to do, with the width, height, knockback, damage, etc.

in that case… i don’t know. we should put it somewhere better. like the frame where all the characters are so that they can all access it. or in the frame with all the functions, where it was before.

1 Like

Character Format now implemented

Now we can add our fighter characters! wonderful!

  • placed all the character attacks back to the function layer (again, sorry captain).

  • Placed the character stats in their respective default scripts. Now the player is able to access them using some redundant code in the player’s update script.

  • added backgrounds to the main menu and arena select, and changing the layout of the character select.

FFR 1.3.28 Main Menu

FFR 1.3.28 Char and Arena select

(The character select is not functional though)

  • keeping our placeholder (and very first) fighter, Peralfa, just because. (no you’re not supposed to access him normally)

Guess its time to add characters? :eyes: I think we should start with baron (being the first in the list haha)

(patch 1, made sure that Peralfa’s not accessed and placed him in the other layer for cloning purposes)

Patch 2 notes

  • fixed a bug with the song playing twice
  • made the main menu look darker

FFR 1.3.28 (patch 2).wick (1.1 MB)

previous patch

FFR 1.3.28 (patch 1).wick (1.1 MB)

4 Likes

oh mabie because Peralfa is not going to be accessed normally we should add a cheat code screen and make a secret code in game tho access Peralfa.

The reason why I don’t want Peralfa to be access was beacuse he’s kind of like a milestone for me. We managed to get to this version of the game, and he’s now the base of all of our characters… actually wait i should have moved him elsewhere instead… gimme a second… and now it’s patched

I accually made some animations for him My Project5-14-2021_21-27-56.wick (I like animation and art)

So i placed the link to the character moveset jamboard, and you can find the important link again by going to the first post of this topic. :popcorn:

I’ll start placing ideas now.

wait wait.
what exactly did you do?

He just animated baron.
We might need to discuss Baron’s moveset first, and then continue on the list as we implement the fighters

Meanwhile i found a funny thing in the old HQ that i’d want to discreetly hide somewhere

1 Like

Patch notes

1 Like

FFR 1.3.28 (patch 2)5-15-2021_18-24-54.wick (1.2 MB)

  • added advanced secret code. good luck even finding it
  • added and removed a few taglines

    this is new crystal caves, since we couldnt find the actual file that mojad give us, or didnt give us, so i asked @Mina to assist me. i do plan on refining it to better fit the style of FF but i have procrastinating, im working on it now .
    Ps. this so happens to look a whole lot like the 3rd unfinished map
3 Likes

Took me 4 minutes, but I found it
image

(I added the dark background so it stands out)

Also, that arena looks nice :+1:

Took longer to translate code, but here:

Translation of symbols code:

IrMnPkRiEvSfSfIrVeEv

Which means:

IMPRESSIVE

Did I get it right @mlgcoolguys_1?

1 Like

Mine was hidden in the transition clip

4 minutes…
4 MINUTES and a little bit longer
AHHHHHHH
YES
CORRECT @Hamzah_Alani
DAH, I NEED UP MY GAME >:0
AHHHHH
I have the time I might just dm you to test more secret- ness
Are you up for it ?

If everything stays within Wick, then yes

2 Likes

C’mon I was asleep
I was gonna do it

1 Like