Forum Fighters: Rewritten (Discontinued)

it just feels like a long string of phrases that don’t convey much meaning.

I feel like kringle’s song is more fitting. or one of his other songs even, not sure.

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btw @KringlePrinkles you can help me about the map?

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also, have a task for all of you peeps that want a character.

if you did not know i have the near inability to create upbeat and exciting music so i need your help. use beep box to produce something catchy but fast paced and battle worthy

but
extra points if someone can come up with a type of song I like to call “response”
response songs have 2 main melodies that play after each other. a good example is Friday night funkin songs


notice after the first line of duet they start to respond to each others lines
I thought this format would work very well for boss fights
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Im about to get some sleep but i will try doing it when i have free time

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JUST DONT COPY

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i don’t get it…

the song, dont copy it…

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patch 11… beh…

  • moved the trackers to their own layers. it solves a couple of visual bugs.
  • fixed my neutral air attack so that the knockbacks from each gun would go away from me, whether on the left or right. before, both guns have a knockback in the same direction.

FFR 1.3.29 (patch 11)5-20-2021_20-33-15.wick (1.4 MB)

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Oh no I have school stuff. I might not be active here for a week or so. The arena will come later.

patch 12, Camera Zoom Attempt

I did attempt at a camera zoom again. it worked but it’s process is… weird.

So what I did is tried to make a bounding box. I tried to use a Unity tutorial to learn how to make one, hoping I could just translate it to JS. It was difficult. I don’t even know how to make one from scratch.

how very smart.

so i just made a clip instead…

and set the width and height based on both of the player’s positions

//inside the update script
this.x = player1.x;
this.y = player1.y;
this.width = (((player1.x + player2.x) - player1.x) - this.x);
this.height = (((player1.y + player2.y) - player1.y) - this.y);

So I tried to have a camera zoom by testing it on the scaleX:

//inside camera function
        minZoom = .7;
        maxZoom = 1.5;

        if(minZoom < VCam.scaleX < maxZoom){
            VCam.scaleX = Math.sqrt((player1.x - (player1.width/2)) + (player2.x + (player2.width/2)))/2 ;
        } else if (VCam.scaleX <= minZoom){
            VCam.scaleX = minZoom;
        } else if (VCam.scaleX >= maxZoom){
            VCam.scaleX = maxZoom;
        }

and it somehow kept on bypassing the functions. So i stole a clamp function from the internet out of fustration. it at least worked.

const clamp = (num, min, max) => Math.min(Math.max(num, min), max);
        VCam.scaleX = clamp(Math.abs(camBoundBox.width)/740, minZoom, maxZoom);
        VCam.scaleY = clamp(Math.abs(camBoundBox.width)/740, minZoom, maxZoom);

though I’m gonna keep it disabled since it’s a little disorienting and wonky for me.

FFR 1.3.29 (patch 12 without the arena)5-21-2021_19-09-55.wick (1.3 MB)

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@mlgcoolguys_1
Oh lmao I’ve never even heard of Dream Island.
Due to my inability to draw people, or any other living thing for that matter, I had a (maybe stoopid) idea of a square character that has the ability to shapeshift into other things. Is this a stupid idea or could I use this?

Ya like jazz? (I can only write jazz, classical, or chill piano music)

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the start of something cool :eyes:

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holy crap
thats… really good
the bass for the first section could bass reduced tho

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i tweaked it a bit, give it a listen now
when it’s done i might add a few "OW"s in audacity to make it a bit more active

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another patch, but without the camera bounding thing. used patch 11 to make this one. upward knockback is now affected by weight, not just the horizontal knockback.

for some reason, patch 12 is much laggier than patch 11 and the others, so i think it’s from the camera bounding thing. but when i delete the camera bound, it’s still laggy… so @KringlePrinkles did you add something other than the camera bound clip and the code inside? i can’t find where to enable the camera zooming so maybe you gave us the wrong file?

edit: in patch 12, basically everything lags. character select, transitions, all that stuff.

FFR 1.3.29 (patch 13 w_o cam bound)5-21-2021_15-27-19.wick (1.4 MB)

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I came up with an idea for a character he’s called the yo yo master because he can do literaly anything with his yo yo including being able to use it as a weapon he can even make it very sharp in the blink of an eye My Character5-21-2021_16-09-39.wick (this is the base of the character, I may change it in the future to more fit the role).

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it’s just a stickman with a yo-yo… but ok. we’ll see if you make it to the roster.

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ummmmm

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No I don’t remember adding anything else. Though I did use the console log to check the scale, so that’s the reason why.

FFR 1.3.29 (patch 13v2 w_o boundbox)5-22-2021_9-05-28.wick (1.3 MB)

So i disabled the code for the “bounding box” clip and the zoom, while also adding the code I tried to use for limiting the scaleX (which is also disabled).

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oh, I think console.log can slow down the game. that’s probably why my framerate basically halved.

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notes on play testing

  • characters are way to slipery and hard to fully control
  • cooldown between different attacks should be shortened by a lot to promote combos
  • average speed of characters are rather high. recommend reduction by 15 to 10%
  • also, recomend “s” key or down key to stop or slow momentum for more control
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