Yeah lol I really should’ve thought my name through
Back from the dead and reporting for duty My good sir!
Keep in mind I won’t be as active with making progress as before with school and sports around, yet I’ll be glad to report back to duty, and I still check the forums daily.
Now that we’re starting again, where shall we start?
am I gonna be a character?
just asking
if i am just make me a nugget
Few things to consider…
[1] The test version (1.19.4) has the ability to check “hits” against child clips… We should use that. I’m using it to develop Flashy Adventures from scratch, and it is stable. That will save us a lot of headaches… So, every fighter clip should have inside an invisible collision box… So we don’t have to maintain separate things…
[2] Work on design first. “It is impossible to go to a place if you don’t know where that place is”. In the requirements phase, don’t over-complicate things… Let make short smart goals. We should not work everything in parallel…
[3] Work on the fighting engine first, with only a blank stage, two health bars, and 1 engine’s character, and a clone of that character for player 2. (No OCs for now).
[4] The engine’s character will represent the later OCs to be added. They should be able to move, jump, punch/kick, and one special… just to mention some moves, but keep it simple.
[5] Divide the work into development phases. Not everyone should work in every phase.
[6] Every small phase should be compound by a small team.
** I’m not telling this as a mod, just as a software developer. **
so if everything inside the purple clip is also a clip and I call hits() on the purple clip, what happens? what I want is the left scenario.
(note: i won’t use this for player hitboxes, i will use a normal rectangle. this is because when the hitbox changes, it can be inside walls, and my engine’s math depends on a hitbox the same size.)
So… your fighter will contain one collider for your engine… internally. Let call it eCollider. You will use fighter.eCollider and it shape will never change, so your engine will work… Something like this…
** You might need to modify what you have a little bit… after all, this is not a platformer, so you could start a new development branch of your engine and tailor it to be the Fighter Engine.
jovanny to the rescue
Oh… no in that way… it is just, this is the second attempt, and we can modify some things to avoid headaches.
Sure! Do I make music/art as usual?
Oh we’re actually doing it again? Cool… What should I say? Umm I’ll code too, like last time.
Though I’m not feeling confident @mojad is actually coming back for real…
New Here! Think i may be good in the animation and design areas. Can anyone give me a summary on what this is abt?
ps: can’t code stuff, best i can do is a texture switching button or hit triggers, though i am learning and do know a few other things.
ok fam, lots to know but in under 5 sentences
- Forum fighters was the biggest collab in the actual history of the forums but it died out
- so we reincarnated it as FF rewritten and after we recall old members we start the discussion
- ff failed due to lack of prioritization, participation and slow progress (among other problems)
- this will be different
- if you want a full grip on stuff read the old topics about FF
and about you joining… yes sure, AS LONG AS YOU CONTINUE CONTRIBUTING (or at least trying to)
Is it kinda like a Fighting game or rpg?
it’s a fighting game like smash or MUGEN you should read the old topics for forum fighters.
Sounds good, maybe some of my work could make a cameo cause of the nature of smash, either way I’m eager to work on this!
Character Without Mic (202.1 KB)
Character With Mic (339.2 KB)
Here’s my OC if needed at some point.
did somebody say art?