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

SciNEStist

Well-known member
When the module is release it will be fully documented with comments in the code and tutorials on how to use them.

but i'm afraid giving a breakdown on the combat would be too complicated, since it runs on a lot of custom code.

the combat alone uses these modified or completely rewritten scripts:
  • handle object collision
  • compare object boxes
  • handle physics
  • handle monster hurt
  • handle player hurt
  • handle drawing sprites
  • monster ai
  • timerendscripts
and probably more im not remembering currently.

but to summarize it, attacks have their variables set for each type of attack that can be configured by the game developer. these include:
range of attack
sprite used
palette
z position offset
damage

it uses these settings to draw the foot or hand next to the attacker. it also creates a collision box and compares it to other objects. enemies and players are coded to react to the attacks based on the attack type and a few other factors (if the object getting hit is is stunned, or blocking, if the player is moving upwards when the kick hits, etc)
 

Vasyan

Member
I see, thank you! Description of your actions will help for new steps in my current projects before the module is released)
 

Vasyan

Member
When the module is release it will be fully documented with comments in the code and tutorials on how to use them.

but i'm afraid giving a breakdown on the combat would be too complicated, since it runs on a lot of custom code.

the combat alone uses these modified or completely rewritten scripts:
  • handle object collision
  • compare object boxes
  • handle physics
  • handle monster hurt
  • handle player hurt
  • handle drawing sprites
  • monster ai
  • timerendscripts
and probably more im not remembering currently.

but to summarize it, attacks have their variables set for each type of attack that can be configured by the game developer. these include:
range of attack
sprite used
palette
z position offset
damage

it uses these settings to draw the foot or hand next to the attacker. it also creates a collision box and compares it to other objects. enemies and players are coded to react to the attacks based on the attack type and a few other factors (if the object getting hit is is stunned, or blocking, if the player is moving upwards when the kick hits, etc)
Do you plan to make a run and hit on the run?
 

SciNEStist

Well-known member
Do you plan to make a run and hit on the run?
that would be a pretty cool move for a beat-em-up, but for now I'm trying to fix up all the features i've already started on and get this out and released. To be honest, I think I went a step too far with the pickup stuff, but it was a commonly requested feature.
 

ImperialWalker

New member

Just my take on what made certain NES beat 'em ups stand out from the rest.​

Variety of Moves​

Games like Double Dragon II, TMNT: The Arcade Game, and Battletoads were always rad because they let you mix up your attacks. Dropkicks, spin kicks, uppercuts, sliding trip kicks, throws, grabs, flying knees—you weren’t just mashing the same button over and over. It kept the combat from getting stale. That said, some moves were a little too good (Double Dragon's knee strike, TMNT's hard swing), and spamming them felt like cheating. TMNT III had a solid workaround—letting you use a special power move, but at the cost of health, which helped keep things balanced.

Weapon & Environment Interaction​

Just like having a variety of moves, being able to use weapons or interact with the environment made a huge difference. Even little things, like smacking a parking meter so it flies into an enemy (TMNT), or picking up a dropped weapon (P.O.W., River City Ransom, Double Dragon, Battletoads), added to the fun. One thing that always bugged me was when games would just toss your weapon away for no reason (Double Dragon). I always thought a better system would be keeping your weapon until you got hit—then it disappears.

One cool example was Double Dragon III, where you could actually pause the game and switch between fists, nunchucks, or the Iron Claw. It added some extra strategy, which was rare for NES beat 'em ups.

Climbing & Level Variation​

Being able to climb (Double Dragon) was a great way to add some variety to level design. More basic games like P.O.W. were just straight side-scrollers, but vertical movement always made things more interesting. Some games also shook things up with unique level mechanics—the rappelling stage in Battletoads, skateboarding in TMNT, Chopper door opening in Double Dragon II, and so on. I liked games that used other types of mechanics or mini-games to break up the action.

Hard-Hitting Combat​

Some games (Renegade, Bad Street Brawler) felt awful to play because the combat was too floaty and weak. I always preferred games where the hits felt solid and satisfying. For me, TMNT: The Arcade Game is the gold standard. Right from the first level, it’s fast-paced and chaotic, with Foot Soldiers constantly attacking from all directions. The movement feels fluid, and combat has a real sense of weight. A lot of other games felt like the characters were slogging through molasses, with slow attacks that barely connected. I’m not saying every hit needs to send enemies flying across the screen, but the action should feel fast and impactful.

Running​

Simple but fun. Being able to run (double-tap in a direction) made movement feel way better. It let you escape enemies, get around levels quicker, and even pull off cool mechanics like long jumps. I always liked the idea of a level built around running—no fighting, just dodging obstacles while chasing someone or being chased. Would’ve been a cool change of pace.


Enemy AI & Variety (Bosses Too)​

A lot of old NES beat 'em ups had terrible AI—enemies that just walked toward you brainlessly, barely reacted to what you did, and never blocked or mixed up their attacks. Even worse, some games only had, like, three enemy types the entire time. NARC and TMNT did a good job of mixing things up (Foot Soldiers, Mousers, etc.), but too many games had enemies that felt like mindless zombies. That said, remember Bayou Billy? That AI was drinking gator blood or something. They were super fast, took a bunch of hits to kill, and were like One Punch Man.

For me, AI needs to at least feel competent. Enemies should react to the player, not just shuffle forward like they're waiting to get punched. Boss fights are where AI really matters. Even simple strategy elements go a long way. I don’t think I ever saw an NES beat 'em up do this, but it would’ve been cool if certain bosses required specific weapons to beat—kind of like Mega Man.


Character Abilities​

This wasn’t super common in NES beat 'em ups, but Double Dragon III handled it well. Different characters had different speeds and abilities, which is pretty standard in games now, but back then, it wasn’t as widespread. Variety is what makes a game great to me—different weapon ranges, fight speeds, special moves, and personalities all help keep things interesting.


The development on this module looks awesome so far. The features being added are really cool and I'm looking forward to creating my own game.
 

gamed000d

New member
i am looking forward to your progress on this. this i think will be revolutionary. I always wanted to make a double dragon style beat-em-up game.
 

SciNEStist

Well-known member
At this point, I'm working on some enemy AI stuff and some polish, then i'll release it for testing. Itll be rough at first, but that's what updates/patches are for.

I will be making tutorials on how to implement the new features, but I'm really.gonna need an artist to help with making some tutorial assets
 

Raymond

Member
At this point, I'm working on some enemy AI stuff and some polish, then i'll release it for testing. Itll be rough at first, but that's what updates/patches are for.

I will be making tutorials on how to implement the new features, but I'm really.gonna need an artist to help with making some tutorial assets
I can try to help you with the arts. Tell me what you need and we'll try to produce it.
 

ImperialWalker

New member
Really not an easy task, to make a module. It requires time.
Just hope the project will keep going on and one day be released. No rush.
I have no doubt, but I don't think it is unreasonable to inquire about the current state based on this post by the creator.

"At this point, I'm working on some enemy AI stuff and some polish, then i'll release it for testing. Itll be rough at first, but that's what updates/patches are for."
 

SciNEStist

Well-known member
I am sorry about the delays. I won't be releasing it during byte off Because i've got a lot on my plate besides working on my own entry and It would almost be like sabotaging other people giving the brand new module and not being able to fully support it. The only reason I haven't released it already is because i'm trying to make some tutorial videos, and video editing isn't the easiest thing for me, especially when I can't stand the sound of my own voice recorded.
 

ImperialWalker

New member
I am sorry about the delays. I won't be releasing it during byte off Because i've got a lot on my plate besides working on my own entry and It would almost be like sabotaging other people giving the brand new module and not being able to fully support it. The only reason I haven't released it already is because i'm trying to make some tutorial videos, and video editing isn't the easiest thing for me, especially when I can't stand the sound of my own voice recorded.
I am more than happy to help you with editing if you like.
 

tbizzle

Well-known member
I'm so looking forward to this! I am pretty much finished making Space Mutants 2, I am going to start making some graphical assets for this.
 

SciNEStist

Well-known member
This is for developers looking to use and improve on a new beat-em-up module. If you have a question that's not covered in the documentation, or a problem with implementation, please post here.
I can not guarantee immediate responses, but I will try and make myself available to help. While I hope it is usable as is, please be patient while it gets improved.
I look forward to seeing what everyone can do with all this!

FEATURES:

- multiple attacks
- blocking
- ability to pick up and throw objects
- pseudo 3d with a z axis for collisions and movement
- elevated platforms
- walk behind tiles
- 8 direction player controls allow for sliding along walls
- new tile collision system that allows for tile priority
- sprite based hp/life hud
- combat system that prevents duplicate damage from a single attack
- spawning system allowing monster to jump onscreen from set locations in set amounts
- pickups

...and a lot more

I have provided Download link for the module that includes all related scripts and a Guide on the new features. I hope to be able to develop this further with all your help, and maybe get it to the point that even less experienced devs might be able to take advantage.

I am looking for feedback on any features that broken, need improvement, or even stuff that I just didn't explain well enough.

I am also open to any constructive criticism, so don't spare my feelings.

Also, if anyone is willing to share their own original assets to use as a tutorial, that would be amazing.


I have also made some guide videos on how to use the new features. I will be remaking them in the future, I am aware the videos are pretty rough, so consider them a first draft.

View: https://www.youtube.com/watch?v=EvKMt3iS2hE
- new level design features
View: https://www.youtube.com/watch?v=67D7oQFmj-s
- setting up the combat/attacks
View: https://www.youtube.com/watch?v=d_4bnXbpKJU
- setting up the player object
View: https://www.youtube.com/watch?v=ET6KgtxNxUM
- setting up enemies and other objects
 

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