Forum Fighters: Rewritten (Discontinued)

Update patch 5 notes:

  • made the player tracker accurately follow player clip! And it’s animations work now! yay!
  • added a charClipPosDelay to delay how much the character clip and hitbox accurately follows the player clip (above 0.7 is probably usually when the one-frame-floor-clipping bug happens. 0 obviously disables it)
  • added the hurtBouncing code inside the comments and how I want it to work (won’t run when playing normally).
  • tried to add an addScript code to try and fix the weird spam-attack-and-the-animation-shows-the-last-frame-for-a-frame visual bug.
old version

FFR 1.3.29 (patch 5) 5-19-2021_3-00-43.wick (1.3 MB)

1 Like

its nice there are still a couple bugs i found

And you hadn’t listed them in the above post why.

ah wait I forgot to change the frame names in the player 2 tracker. oops
FFR 1.3.29 (patch 5v2) 5-19-2021_4-11-05.wick (1.3 MB)

2 Likes

the animation for going off the right side of the screen for p2 is weird

1 Like

It was because of this, thanks. :man_dancing:

i mean the animation changes before you go off screen

also the animation for baron falling only happens for 1 frame then goes to the jump anim

Excellent work so far @KringlePrinkles! I’m impressed! :cowboy_hat_face:

Wow @KringlePrinkles, the updates you added are epic!


Other Info

I’m still on the forums (will heart posts to let you know if I read em’), but my school is gonna end soon in June - which means I’m gonna have alotta exams to take care of :file_folder:

And will be 99.99999% inactive on the forums for a week… or two - bc one of these exams is for a two-year course… so yea

Yes baron, that means you can beat me (jk, but you’re only 0.3k away)

But after school ends, I’ll have time to work on significant updates :man_dancing:
And hopefully finish some other secret projects I have :wink:

4 Likes

ok we are going to have to make the animations for pkhead and flambe and eventually the others so you guys need to make the character sprites (if you want you can animate your own character but if you dont wanna animate then its fine if me and @KringlePrinkles can animate them. . . (mabie)).

so the characters on the select screen I can see a resemblence of are:
tryobyte, cow(maybie), alexis, and is that mojad???.
then characters I would like to come are:
me(prob i might have to do a new oc(it’ll still resemble a bomb)), and watrmeln.
i dont know tho so we will see

also may i ask why im not in the credits yet (I did help) also what i think is that you either excluded me entirely or nobody has done anything to the credits in a while

i don’t think we touched the credits for a while, we should update it soon.

i remember that you made arena 3 and the placeholder characters. remind me if there’s something else.

I tried to make the animations go back to their first frame when switching animations, and it kinda worked… but now the animations don’t play anymore, they just stay at the first frame. except for the idle and walk, those still animate. i’m not sure what’s making everything else not animate though.

FFR 1.3.29 (patch 5)5-18-2021_16-25-40.wick (1.3 MB)


edit:

didn’t provide any context before.

  1. this is the function i’m using.
  2. every character’s animations is a clip named “anima”.
  3. all of the animation switching stuff uses this new function, obviously.

edit 2:

i added a console.log inside the if loop that goes like this (add it yourself if you want):

WARNING: IT WILL LAG WHEN THE CONSOLE PRINTS. the code is in here.

console.log("set " + p.char.currentFrameName + " to frame 1, went to " + animName + ", and playing animation")

i learned that idle and walk only print this once (at the beginning of the animation) and everything else constantly prints it, every frame. (i think it’s everything else, maybe didn’t try all the attacks) things like jumping and falling are included in that constant reset. i’m not sure why everything else bypasses the if case, but it does, i guess.

also, the p.char.anima.play() is just a safety. not sure how good it will be at saving anything though.

2 Likes

can we make special attacks they should be easy

smol edit

  • Updated and rehid new secret code FOR EASTER EGG IN FUTURE
  • hid the first letter Unifer41, players can now see letters of code scattered around the game.
  • entertained the possibility of a possible underground section in biggie tree
  • removed some platforms in map3 in prep for crystal caves, which is themed around missing files and assets (map for Toria chap)


looking pretty good so far, but I’m not done yet
(has 3 hidden letters)

the most recent file VVVV (doesn’t have crystal caves yet.)
FFR 1.3.29 (patch 5)5-19-2021_10-31-09.wick (1.3 MB)

2 Likes

no, its not

well, we need a “special” bar that gets filled the more you play.for example, damage_dealt + (hits_landed * 5) + damage_recieved is a possible formula, capping at 200, which is when you can use your special. then we can make a new key that performs the special.

HAha… oh dear.
hey did you think of my old offer of equipment items…
if you still worry about performance then we can reduce frames per weapon…

by that i’m guessing you mean the choosable attacks thing? that wick file slideshow thing of weapons?

i think it’s sorta plausible… but probably very data-expensive. kringle’s computer is already struggling.

maybe we find a different way?