The "IT'S EASY!" challenge #5 - Fatality!

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  • Welcome to the "IT'S EASY!" Challenge, part 5 of 6.

    Inspired from the "Oh it's easy, Construct can do anything that's in 2D" reply that I've seen a lot. I decided to create a few challenges, see just how 'easy' some things really are. I dunno, call it the virtual equivilant to Myth Busters, only with a much better looking host.

    <img src="http://steamgauge.com/misc/construct/challenges/its5.png">

    Challenge #5 - Fatality!

    Using the provided resources, create a 2D Beat-em-Up in the style of Street Fighter. Use the same character sprite for both players (to make it easier), and the provided background. You do not have to include any sounds (unless you feel like it).

    Download: here

    Rules:

    1) Use any methods Construct provides, to create it.

    2) You must provide your cap and workings, not just exe files, so others may benefit.

    3) Your solution must be replicatable by other users (don't include unreleased addons or methods which others may be unable to use).

    4) The resources are provided as is, but you may if you need to, edit them further. But please show what and why you did it.

    5) Dont' reply with "It's easy" unless you can also include a cap as proof.

    The winning entry will be whoever comes up with the best or most elegant working solution to the problem. Challenge is open to everyone.

    End Date

    Midnight January 15th 2010 (Eastern Time, US)

    <img src="http://steamgauge.com/misc/construct/challenges/easy5.png">

    Good luck!

  • I been making a beat'em up game so I can say it's easy.

    I can say this because I did the research on making a fighting before I started doing it.

    But if you had read some of the post on this topic on this forum they all say that making it is hard to do.

    All you need is the is the platformer behavior animations and some collision box.

    The only thing is a project like is very repetitive .

    The event sheet would be so big even if you were to use one or two characters for this.

    Only intermediate to advance users would understand it really.

    you can think of it a step up from a platformer in terms of AI and animations.

    The only problem I can see is to do a getting the keyboard to do ("<v> A"or "back,down,forward,A button")

    HADOUKEN

    !

  • I been making a beat'em up game so I can say it's easy.

    I can say this because I did the research on making a fighting before I started doing it.

    But if you had read some of the post on this topic on this forum they all say that making it is hard to do.

    All you need is the is the platformer behavior animations and some collision box.

    The only thing is a project like is very repetitive .

    The event sheet would be so big even if you were to use one or two characters for this.

    Only intermediate to advance users would understand it really.

    you can think of it a step up from a platformer in terms of AI and animations.

    The only problem I can see is to do a getting the keyboard to do ("<v> A"or "back,down,forward,A button")

    HADOUKEN

    !

    I think I saw some of your posts on it. Using the shadow as the ground target I think, right?

    I had a think about the combo's, private variables could work for those perhaps? If a specific animation follows another one, update a variable, if a different one follows, then clear it. So in theory if the correct sequence of animations are played, the variable eventually hits a set number, which in turn would trigger the combo move. It could work, couldn't it?

  • I'm very interested in seeing any submissions to this challenge, as I would like to make a fighter of sorts myself (more Double Dragon than Street Fighter) but have not yet found any examples to examine and learn from. Like you said, people say that any sort of 2D game can be created with Construct, but some types seem to be a bit out of reach until you see how someone else did it.

    Thanks.

  • That link downloads an empty zip file.

  • One of my first game attempts in Construct had a chain combo system. It's more of a beat-em-up than a fighting game, but it uses similar concepts. Here is the exe and if anyone is interested i'll dig up the .cap file, though I'm not sure how compatible it is with newer versions of Construct.

  • if anyone is interested i'll dig up the .cap file, though I'm not sure how compatible it is with newer versions of Construct.

    I would really love to see you finish this project.

    Dig it up. Please, find the cap.

    I still got 98.9 and from the looks of you combo system it will work.

    It looks like your doing what Lost my Keys pointed out to me in the post earlier and use the animation to chain a combo.

  • Thank you for that file, I'm sure it will be very helpful to look through. My idea for a game is more of a fighter 'on rails', so most of my issues will be with combos and very basic enemy AI (blocking attacks, attacking back, etc). Thanks again.

  • One of my first game attempts in Construct had a chain combo system.

    Man! that's some beautiful sprite work.

    Anyhoo, when you rely on animation frames for firing event, you have to be certain that none of those frames will be skipped, ever. Thus, find the minimum time between all frames and set your minimum framerate accordingly.

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  • Ah, I didn't pay enough attention to notice that the file was only the .exe. Anyway, that's a great demo! Very smooth animation and motion, and the combo system is definitely something I'd like to know more about. Fine work so far!

  • No problem, I'll find the cap once I get home from work.

    Anyhoo, when you rely on animation frames for firing event, you have to be certain that none of those frames will be skipped, ever. Thus, find the minimum time between all frames and set your minimum framerate accordingly.

    I think I based mine off frames which is probably a bad way to do it. If i would restart the project, I probably would use a variable with a timedelta timer that starts when you attack. If the timer is between a certain number and you hit attack again, then it goes into attack 2 and resets the timer. This way you aren't frame dependent and if you tweak animations you aren't changing design timings. I'm not sure if that would be the best method though. Looking forward to seeing if there are any other solutions.

    I would really love to see you finish this project.

    Thanks! I'm still working on my current game, but possibly afterwards.

  • > I would really love to see you finish this project.

    >

    Thanks! I'm still working on my current game current game, but possibly afterwards.

    Yea, great game there. I am looking forward to playing that one too.

  • Here are the files for my previous game. Hope it helps give ideas for the beat-em-up.

    EXE

    CAP

    You'll also need this effect file:

    Drop Shadow 2

    Like I said, this game is old so the code is probably not the greatest and I'm not sure how well it plays with new versions of Construct. I did look through some of it and it is commented though. It also has buffered attacks so if you press attack before the current animation is supposed to cancel, it will still enter the next attack.

  • UberLou thank you, It plays great on the newer version of construct just had to fix all of the controls. just playing the demo It has it dose you would want in a 2D fighter like street fight so I am looking forward to to going through the event sheets editor.

  • Thank you very much too, I'm sure I'll learn quite a bit from your example. Great thanks for sharing.

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