Forum Fighters: Rewritten (Discontinued)

I wanna put the couch multiplayer aside, due to the fact that it could remove a bit of lag. But I do think that maybe we could come back to that it later if the Wick Editor somehow allowed Multiplayer into it’s games. I mean, it’s Javascript, so it can somewhat work. But as Luca said, they just don’t have a system for it…
So I guess putting couch multiplayer down is the best way to go.

@Hamzah_Alani @awc95014 @pumpkinhead @Jovanny @KringlePrinkles

terribly sorry for the mass ping, but i really do need your input on this
on a side note, please tell me your own opinions, the more the more informed i am.
thank you,
-Tryo

jovanny, i think your wisdom is helpful in this situation and would like for you to have a input

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i feel like we should keep local co-op as is for now, and leave it as part of the game, but come back to it when we have a more revised control scheme.

Other thing

Also, you can kinda make non-intrusive local by getting an xbox/ps4/5/switch pro controller, connecting it via bluetooth, and using a program to map buttons and sticks to key-presses.

Other other thing

This summer will we start story mode scripting and assets? I also put a swiftstyle intro on frame 40.

@mlgcoolguys_1, first of all, is good to see you around. I think local multiplayer is a good to have, and it could be useful for scenarios where you map the keyboard to gamepads (which is how I use some of my wick games).

Having said that, it shouldn’t be the priority, because most cases, without online multiplayer, you will end up playing the game alone. Focus on a functional campaign should be the priority.

I like that you are planning stuff because planning is key to putting a team to focus on something. My suggestion is to first focus on a functional tournament, like in street fighter II… where you select your character and then go facing all the enemies one by one. Even if the enemies are static without AI at first, you can have the entire game logic complete. Between fights, design an empty screen as a placeholder for the story. That is the main core. After that, adding stories to those placeholders and AI should be easier.

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hmmm! well said!

and thank you for your welcome :)
a event at my school reminded me to go back to this project, and i am not leaving until this is done >:)

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anywho, while i wait for the results and for the hoildays to arrive…

Meet Peon! our first task :D


its a basic enemy with a basic design.

also

this boy took like 3 hours to draw, Ibis paint says so

our first task (AFTER ALL IMPORTANT NOTES HAVE BEEN LISTED, SEE EARLIER POST) is to bring it to life! As jovanny recommended, i only request that exists; meaning it can be hit, it has health, and it can die. thats it.

we dont have to do it now but i just wanted to get your gears turning >:)

ps: “Fs” means foreswing: the animation before the dmg is given. Bs means backswing: the time that the enemy is practically “Off” and doesnt start attacking again. dont worry about it for now

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are we going to put these little character explanation pages into the library?
Also i have another name for that character: bibo[bee-boe]

I feel like a problem is how us developers of this game are gonna be able to play test together. As you know this is a fighting game, so that would be important. Maybe we could prioritize online multiplayer due to this?

Also [bee-boe] sounds a lot like the character I made named Teetoe. Just an observation.

as any of us that have played the game for more then 3 mins without resetting it has noticed…
this game lags alot.
to the point where if you decided to play for more then 5 mins at a time the game would be reduced to a slideshow
Solution? drastic.
we start a fresh wick project and slowly move things one by one to it, on the way of doing so…

  • removing found bugs
  • optimizing
  • discarding unnecessary objects and assets
  • adjusting menus and title screens to be fitting of our current plan (putting down couch/ separating controls)
  • most importantly, finding the source(s) of the lag

as much as i dream for the day i can play the game we created from halfway across the earth with you guys, the dream is far far away.

as mentioned, couch is not a viable way to muliplayer if the player(s) only have access to a typical keyboard, so its out of the question.

as for the online suggestion: not possible within the whelms of wick AND our non-existent budget. we as a team have discussed many times before, online is not possible for our game for a multitude of reasons

awhhhh that thing looks cute.

Online multiplayer is possible. We could use, for example, create a replit server. Having to use their services is definitely not most desirable, but we could at least use it for development purposes.

Also, in the end, we could make it so players of the game would be able to host their own server. That way we don’t ourselves need to host a server for online multiplayer to work. We could just leech off a fan.

And I believe local multiplayer is a viable solution. Super Smash Flash did it. And as Jovanny said, the players could also use game pads. Having at least some capability of local multiplayer is better than having none.

I don’t think we should make a new project. We already did that before. I believe a problem might be a memory leak somewhere in the codebase. (or, worst case scenario, wick editor’s codebase) Scouring the codebase for bugs and memory problems is a lot better than creating a new project and moving everything to there.

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so that was it’s name?
Also, me and my friend play an old roblox client we made together, and i feel like we could use the same self-host-system, where people can connect to your pc (the host) while using a program like radmin vpn to mask your real IP, like wireless LAN

Yes Teetoe was her name.

I was thinking that the point of the server would be to manage connections between players. I don’t know how to explain it but in that way, players don’t have to host their own server whenever they want to play; they can use someone else’s server. (And off topic but you’re talking about Novetus/RBXLegacy right?)

i do like this idea (it’ll be time-consuming but it’s okay).

with this reset, i’d like to make some suggestions.

  • you know those menu buttons in which the text slides to the left when hovering and slides to the right when not hovering? … can we get rid of the animation? it looks nice, sure, it takes more than a minute to “calibrate” a new button to make it look right, and it’s just not really needed.
  • make clear separations of my platformer engine, clone-clips-from-other-places, and other engine thingies. maybe we make whole new layers, maybe we just make a giant line break. just to clarify things.
  • right now, the character select allows you to use wasd or arrow keys to choose a character. to make it easier to expand the number of characters, we should use a “coin” like in super smash bros. (instead of fixedly moving to a character icon, freely move the coin over an icon).

as for couch multiplayer, i voted to keep it on the side, but i understand the complications this will come with. if we keep this, we should at least call quick play “couch play” or “free play” or something like that.

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it’s a closed beta project called buildium

I still don’t see the advantage of starting a new project from scratch. I feel like the current project is too big to do that. How is doing that better than just reviewing what we currently have?

I agree with your suggestions but I don’t think we should reset.

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And there’s also the clipboard limit

@mlgcoolguys_1, thanks for tagging me. I agree, we should put the local multiplayer aside, but the story mode is not easy enough to finish in under a year. I’m not saying that we should stop progress on both, but I do have a suggestion: how bout we prioritize an online multiplayer version?

Yes, it is possible and at the same time difficult to add with Wick, and I don’t have enough knowledge of how servers work in order to add this in, but I’ve seen @pumpkinhead do it before (with a platformer game too).

I think pumpkinhead could edit the project a bit and add in functions for sending and receiving code to a server (or any other types of functions that we may need) and we could use these in order to make the game playable (in the summer of course).

The reason that I feel like we should work on and prioritize multiplayer is because not only will we have more keys free, but we might be able to actually have this version of the game finished earlier than if we were to work on story mode.

Then we’ll have something to release - But we won’t release it just yet because

...

But we won’t release it just yet because if we do release it, we might lose motivation to add the story mode later on, and I don’t want that to happen because the story script is so amazing it’ll get us farther than just creating a game. We could, after finishing the story mode, however, release the online version and give people a “release date” for the story mode, and after the release date, we start releasing a chapter every week… this will help us a lot, I promise. If people will have to wait a week before every chapter, they won’t finish the game in a single day, and they could always play the multiplayer version in between. I should also add that not all chapters will come out in a week… we’ll have to rate the chapters based on their length and how interesting they are as well as how they end in order to determine how long the players will have to wait for the next chapter.

@pumpkinhead, do you think the server could make the game run slower by a huge factor?


My response to starting from a "fresh canvas"

I like the idea of starting from a fresh canvas and moving everything there, but I’ll have to agree with pumpkinhead, I think it’ll take some long time… and I don’t want this project to take longer than it already has because I believe that all the work we’ve put in is good enough in order to keep going. Plus, the project has complex animations and code, as well as many assets and notes, and was created with the help of many people… moving things from this project to another one can’t be done by one person. Yes, it’s still possible, but if we miss something during the process it might cause bugs that we might not even notice only after several updates.


An idea for reducing lag

I’ve been busy lately, but there’s actually an idea that I’ve been thinking over and over in the mean time… what if we could turn the clips for the characters, with their animations and everything, into text code… have it stored outside of the project… and when the user launches the game for the first time, it starts “downloading” these assets, since they’re text code, by saving them on the computer of the user… and this way… it’ll be able to load the assets while offline. That could help us since then we’ll only load the characters that the user selects into the project, as well as the map frame (if possible).


I also think we should switch from having our audio assets (which take up a lotta space) inside of the asset library to elsewhere, using this code.

Saying that, here are some things we’ll need to consider:

  • A team repl with this project… I want to create a repl and add different types of assets into it and everything, but it would make me feel guilty to be the only one with access to it when this is a group project. I know not everyone uses repl, it’s only the programmers that should be a part of it.
  • A shared social media account (maybe not now) for this project, as well as an FF server and all of that type of social stuff that we’ll need in order to build a community. I just don’t expect over a thousand people to check out the game after it’s beta release, but that’ll be easier to expect if we had a community (let’s not start building one now though, we’ll need to wait for the right time).
  • This is just a suggestion, but I think if we track our timezones and find a certain period of time that most of us are free in, we could find a perfect time to meet like once a week. It doesn’t need to be for working or anything, we can just toss in ideas, thoughts, that type of stuff, like right now, maybe even hang out a bit, make sure everyone’s still alive, and make sure no one’s having any tough times with the project or with life. Just a period of time where most of us are online and chat (could be in text) about this collab. What do y’all say?

Wow, I always say I don’t have much time to work on the project even though I’ve just written an essay lol
But no worries, I’ll be done with school soon (by soon I mean in June)

Also, happy Ramadan to everyone fasting! Only a few more days are left :clap:

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do we need any music or no?