Forum Fighters: Rewritten (Discontinued)

and yes now you can :)

its not a very big update thou

hey kringle, the characters do this again now…

i think it’s better to make the characters lag behind by 1 frame but not do “the thing i cant really describe” than to make it exactly aligned but do “that thing”. (basically, it’s better to revert this change)


also, bug: if you go through the char select and play as me, the hitbox is still the default square, not the tall rectangle.

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What about the attack hitboxes? Do I revert the change on them?

not sure what you mean by that…

Do i revert having the attack hitboxes following the exact position of the player clip?

yes, that. it’s only 1 frame of delay behind the player and it solves a visual bug, so unless we find a way to both remove the delay and not… sink into the ground for 1 frame… then i think we should revert that change.

Okay patch 1 is now here:

  • reverted the change of having the character and hitbox following the player clip’s exact position.
  • figured out how to fix the hitbox bug. my bad.

FFR 1.3.29 (patch 1)5-17-2021_12-25-54.wick (1.2 MB)

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i’m not sure if this is something we can fix, but for all the animations, after you visit that animation once, you see the last frame before it goes back to the start.

for example, if you jump twice, the first time you jump:

  • the jump animation plays as normal
  • it stops at its last frame (or maybe not, maybe it was a super short jump or it was a headhitter), we’ll call it frame X
  • the fall animation plays as normal
  • it stops at its last frame (or not), we’ll call it frame Y

the second time (and after that):

  • you see the jump animation at frame X for 1 frame, then it proceeds as normal
  • you see the fall animation at frame Y for 1 frame, then it proceeds as normal

i think it might work if we use the unload script to move the playhead to the beginning when you leave the animation, but i don’t know if unload-script-not-running bug is fixed yet.

or we do some other majik :mage:

moving as baron is very WONK

Idk why its just weird

  • players now have no air friction when they are hurt
  • started making a “free” vcam that kinda follows the players but tries to hang around the center. (see in arena 3) next step maybe is to make it expand a little when they are farther apart, and when someone is off-screen, a little icon shows up that displays where they are off-screen.

FFR 1.3.29 (patch 2)5-17-2021_17-45-16.wick (1.2 MB)

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List of changes to patch 4 (but is named patch 3 because I hadn’t thought of it)

  • added the tracker to help player know who’s who, and where they are offscreen (diagonally too!).
  • changed the dash’s attack a bit, giving the victim little damage but keeping them a bit more ‘stuck’ throughout the attack… or so i’ve tried to.
  • changed some of Barons animations, attacks, and hidden the gun floor_atk to replace it with a more harmless (but still useful) attack. Now he really is pulling the rug from under 'em!
  • Added coyoteTime, which allows the player a moment to jump after falling off a platform.

I’m not sure how to balance baron yet because of how sluggish my laptop was from this game.

this one down there :point_down: is the pevious patch!

FFR 1.3.29 (patch 3)5-18-2021_18-25-46.wick (1.3 MB)

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only p2

also the tracker is pretty wonky

Curious question: how did you manage to do this?

Can you elaborate on this? It would probably be helpful for me or anyone who wants to improve it. at that time I couldn’t figure out how to make it switch animations, especially when the player is already off screen.

I just put p1 behind p2

when p2 goes above the stage the tracker is weird

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it’s doing this again… (player 2)

https://drive.google.com/file/d/192KHuSxp9d4z3pXjaTMyZWWRwht7C_-x/view?usp=sharing

i think gamer_boi means that the tracker lags 1 frame behind. and the player2 tracker doesn’t behave correctly.

Oh right, i thought I removed the thing from last update, because I tried to do the same thing with this:
player.char.x = player.x + (player.xv * (but with a decimal));

I guess I forgot to also remove the player velocity

I could just… fix that with the code above. But if he’s talking about how the tracker doesn’t change animations while the player is offscreen: dealing with that! :D

Weird, i thought that the character clips were cloned below the interface layer…

i meant when playing i moved the characters to each other because their one seperate layers

Is that really a problem though? It’s doesn’t sound that bad, especially if the someone else is going to play this.