Forum Fighters: Rewritten (Discontinued)

pkhead’s fork turns the JS into Lua… how do we, uh, revert that?

also @Jovanny do you think 1.19.4 is better than 1.19.3, despite technically being a test editor?

Yes it is. It has the hits function working for sub clips among other features.

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running some benchmarks, lets see the speed difference.
The first tests will be run on firefox which is notoriously terrible at running ffr/big wick projects in general with the July 6th build

Loading directly into a match:
On the standard editor we find that if i start the project on the Biggie Tree frame, and wait for the fight to start, it runs at an abysmal 5 FPS
image
On pkhead’s editor, doing the same procedure, we find it runs much faster, in the neighborhood of 10-16 FPS
image

The following tests are the same, but will be run on MS edge, a chromium browser.
The Regular editor runs in the neighborhood of 10-15 FPS
image
pkhead’s runs at an astounding 18-25 FPS, almost the intended speed of the game!
image
Big performance difference, already worth the switch.
Not everything has been tested, i only tested the fight, so compatibility may have to be tested, but judging by the fact only 5 commits were made, compatibility may not be a big problem.

edit: i was wrong, will gradually add bug reports.
bug 1: the loading sounds screen i implemented a few updates back doesn’t work right, it keeps playing despite many things telling it not to.
bug 2: the display panel keeps flashing if you click any tagline buttons or go to another page
bug 3: keybinder errors, says ‘up’ is not defined
bug 4: almanac doesn’t really work right, and the page transition stops working after a few (about 2-3) transitions (maybe the game is too fast?)
bug 5: biggie tree randomly goes EEEEEEEE (only meant to happen when key combo is pressed)
bug 6: peon is mighty fast (again, game running too fast)
that’s all i can find for now.
Most of these bugs are related to a frame being too fast, or it not stopping, which makes me wonder…
Is the game running too fast?

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No it doesn’t. As I said I had to use my older Lua fork repo – stuff related to that is in the lua branch. Everything relevant’s in the test2 branch. The site’s domain is also slightly misleading. I don’t want to rename the repo because it might break some stuff with GitHub Desktop that’d only take like a second to fix but I’m too lazy to do so.

@Watrmeln Thanks for the bug finding. Some glitches may also happen because my optimization means unload scripts no longer work. I’ll have to make that work a different way – calling them in the function that moves the playhead, instead of after a frame gets unloaded like it does in vanilla. But I think unload scripts were broken in the first place.

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And yet another task completed! I’m sure with a bit of optimization and pk’s fork we will be able to reach out goal 30fps!

Now… For key binding…

Do you guys remember that song I made for the crystal valley level? I found it here. In retrospect it kinda sucks to be honest as the crystal valley level theme. You know that kind of sounds like a song I would make in early 2021-- Nevermind. But you really know what? Songs I made in early 2021 give me a sort of nostalgic vibe-- Nevermind. But actually I’m not sure if it’s because it’s my old songs, or if it’s because the songs themselves have a nostalgic aura.

Anyway I bring this up because I was working on a song like that again a while ago, just for fun. This is the BeepBox link. I didn’t finish it and don’t listen to the part that isn’t looped because I started deviating into FNF style music for some reason. Then I deleted the melody of that part after realizing what I’ve done.

But Kringle’s take on this is probably better than mine. I forgot what where it was.

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Congratulations!

Does anyone know the post where it featured the animation style of the game? I think it featured two people fighting with swords.

this was never confirmed to be the style of cutscenes though. this was just crafter flance’s style

Oh. Well, if I were to make the animation style I’d say maybe we should make it smooth but a bit clippy. What I mean is to not go crazy on in-betweens or something. Like a unique style.

I might animated it later.

This is my take on the animation style! I think it’d be good for cutscenes.

Animation style7-23-2022_10-50-40.wick (29.1 KB)

If you download the file and scroll through the frame that represents the “Hand,” you can see that there’s not much in-betweens. It’s sorta clippy and also smooth at the same time. I hope this can become the style of the cutscenes in the future :slight_smile:

Oh, and this also goes for the head as well. If you scroll through the frame that represents the “Head,” the only reason it’s smooth is because of the movement and the clipping. For two frames it’s the same frame, but then on the others, it directly turns around. Like for example, one frame is the back of the head, then right after that the other frame shows the head already twisted around.

I think smear frames should also be used, thus is why I made the ball less “clippy.”

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That’s… Pretty neat!
Crafter’s camera angles are good, but the style your presenting is quite nice!
This can be the style for most of the normal characters
For buggy-er character and enemies, their animation should be choppier and disjointed to really create the feeling that your fighting something that’s really really wrong.

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Oh and remember a few million years ago when I thought that we should make it possible to customise the weapons of each character?
Yeah, not my best ideas.
Instead, I’ll introduce you guys to badges!

I don’t have the mock-ups with me now but here’s the jisk of it

  • each character has a certain number of badge points, badge points represent the total weight of badges you can carry. So while there is not true limit to the number of badges you can carry, you are instead limited by their quality.

So let’s say Temperi has 12 badge points, and I just got a badge that…

- 25% of dmg delt is returned to the dealer
- plus 20 Max Hp
- MINUS 10% dmg vul.

This badge has a “weight” of 2 points

Is Temperi were to equip this badge, and is hit with an attack that deals 100 dmg she will instead receive 110dmg and whatever dealt the dmg will receive 110/4 dmg back

See how much simpler this is compared to designing coding and animating new weapons?

It’s simplicity makes it so that it’s very unlikely to cause problems and it’s design still makes the player think wither this is a good idea or not, since adding a down side makes it so the badges aren’t plain upgrades. This badge’s downside actually “helps” by increasing your dmg vul, which increases your dmg output.

Also, this badge has a weight of 2, meaning Temperi can use 10 more points worth of Badges.

In summary, the whole point of badges is encourage the player to adjust their playstyle in order to reap the rewards of the upsides while also adding a layer of challage to regular combat.

Thank you!

Okay! I’ll try my best to make it choppier! (Wow, I figured out how to quote!)

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I’ve created a layout sketch concept! Apparently, I suck with camera angles (@Crafter_Flance , where are you man :( we need ya) so the camera may seem a bit off. However, I’m proud with how the result turned out to be. I hope this helps other animators working on the game!

Sword7-23-2022_20-57-18.wick (122.3 KB)

Yeah, the camera angles suck. Feel free to hop into the .Wick file and draw over the concept. Then, simply copy and paste the frames into the original project through a different tab.

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This seems a bit reminiscent of an older idea i had

oh before we get too far, theres something somewhat important to talk about. currently we make the characters face right in their animations, and all their animations when facing left are just mirrored images of the facing-right ones. that also means that players just switch their dominant hand for no good reason, and any text or other asymmetry isn’t shown correctly.

do we not care that much about this, or do we want to fix this?

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my hair doesn’t look too good reversed, so i kinda care.
ps. im left handed