Beat-em-up Improvements (jumping and other features)

Luxnolucas

Member
the work accomplished is impressive. Truly, well done !
And to answer :
1 Down and attack
2 must fill up a bar by defeating enemies
3 a full screen attack
 

mileco

Active member
I am hyped with your future custom module.

1 select
2 fill up a bar to charge the attack
3 a full screen attack
 

acaudel

Member
Had time this week, so I've been knocking a lot off my checklist.
One of the fancier things I did was combine the jump and the jump attack into 1 single action step. That frees up an entire player action step for another purpose. I'm thinking of a super move, since most beat-em-ups have some variation of a power/supermove

But I'm stuck, cause I can't decide the best way to implement a power move. The goal is to make the module as flexible as possible for people to make their own, but still work with little to no coding. of course coders can make up their own, but what should it be out-of-the-box?

1: what button or button combo should I use?
  • A+B at the same time
  • select button
  • Down and attack
2: how do you enable/limit power move?
  • timer to replenish
  • must fill up a bar by defeating enemies
  • collect a pickup
  • cost HP per use
3: what should the power move be?
  • a projectile (shoot, throw an object)
  • a dash attack (a forward jump)
  • a radius attack (hurt enemies in range)
  • a full screen attack (hurt all enemies on screen)
  • a period of invincibility/extra damage (like a rage mode)
One idea :Maybe hold down the attack button for a couple of seconds until the character flashes, then you can do an extra strong attack?
 

Bucket Mouse

Active member
I like that idea, acaudel. Not too complicated, not as likely to be done by accident.

When I think of a "power move," the terminology suggests a lot of damage, so I'd think the radius attack or full-screen attack would work best.

And if you go that big you can't let them do it all the time, so filling up the bar would be the best option.
 

tbizzle

Well-known member
@SciNEStist This saved me like 9% in the static bank.......

 

SciNEStist

Well-known member
yup, currently moving a whole lot of stuff outta 1F. It's not a problem, its just funny how it got away from me. Was too busy adding features without keeping an eye on the banks. I added 3 more lines to a script, and was getting vector errors.
 

baardbi

Well-known member
All of this is not only super cool, but I'm very impressed that you implemented all these features and the game still looks very smooth and bug free.
 

SciNEStist

Well-known member
*looks*:sneaky:
i still have a collision bug to fix, and it seems to max out objects at 4 on screen at a time.
 

SciNEStist

Well-known member
How did you implement the punch and kick?
Instead of the brawlers method, which involves spawning an attack object (like a fist or leg that damages monsters) this module uses a system that just draws a sprite on the side of the object to show the attack. by doing this without creating more objects, it should help with slowdown. The attack collision is handled by comparing where the attack is against monster collisions.

or are you asking about controls?
if so, this is the default:
B-punch
B,B -lefthook
A,B - jumpkick
B,A - uppercut
A,A,B- super ground slam
 
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Vasyan

Member
Thank you, this is exactly what I meant, I suppose for this method there is no need to check which direction the player is facing?
 
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