- Joined
- Mar 6, 2015
- Messages
- 38
For this topic I'll be using numbers instead of directions. If you're confused, just look at your numpad. In Example:
236F= Down,Down+Right,Right, {F} key.
414D= Down,Down+Left, Down, {D} key.
5F=Neutral(no directions pressed), {F} key.
Current Version : v1.17
"~Patching Holes with Uranium~ Edition."
Lemme jump right into what this is:
- 1v1 3D Fighter based on the 8wayrun style of Soul Calibur.
- You have 8 buttons(6 functional atm):
- Functional gravity&velocity engine to handle Jumping{Q}, Short Hop{S+Up), Quickstep{A}, along with knockback from moves.
- Conditional inputs allowing the {D}/{F}/{R} keys to contain dozens of different moves based on which arrows you're pressing and in what order you use each key.
- You win by taking out all of your opponent's Health, knocking them out of the ring, or having more health remaining when Time runs out. Win three rounds to win the match.
- Ring-outs can only be achieved by inflicting enough velocity(knockback) on the target, you can't simply walk off or shove them off with a tickle.
- Enough vertical velocity from juggles or moves on airborne opponents can cause slams against the ground, dealing extra damage.
- Enough horizontal velocity will slam opponents against the walls of some stages.
- Stages affect the gravity(minorly) and weather of the match, even affecting knockback.
- Characters can select alternate weapons that change their attacks slightly(IE length/damage, but not speed), likewise affecting their weight.
- Characters can select alternate outfits also affecting various aspects of their gameplay minorly.
- Weight is important as the gravity engine works off weight significantly. Making a character heavier or lighter will affect how high they jump, how quickly they fall, how much they are knocked back, etc. Albeit minorly in most cases.
- Weight also affects how far they dash using the {A}Quickstep and how quickly they walk.
And on a personal note:
Because of how the engine is designed, adding new moves is incredibly easy and all handled from a single trigger [per character]. In fact any given character is only truly used in a few glossary triggers basically.
This also means that adding a new character is INCREDIBLY easy on the engine itself and requires only adding about 4 new triggers to account for an entire new character with dozens of moves.
Current amount of content:
- Versus: 2 Playable Characters, 3&4 selectable outfits.
- 28 unique attacks per character.
- 4 selectable weapons per character.
- 7 selectable stages
- CPU Practice mode (But not CPU VS yet). (Includes CPU select)
Known Problems
The following problems are all very minor, should not actually interfere with gameplay, and will be fixed in v1.17
Basic Controls & Showcase:
All Four Stages & Minor gameplay:
v0.8 Showcase:
v1.01 Showcase:
v1.10 Showcase:
Topic will be updated with each major new version.
The map is currently on it's own hosting bot(/whois DiscordBot) if anyone wants to try it out. It's easy to start a match since only two people can play, so it doesn't take long to get started.
236F= Down,Down+Right,Right, {F} key.
414D= Down,Down+Left, Down, {D} key.
5F=Neutral(no directions pressed), {F} key.
Current Version : v1.17
"~Patching Holes with Uranium~ Edition."
Lemme jump right into what this is:
- 1v1 3D Fighter based on the 8wayrun style of Soul Calibur.
- You have 8 buttons(6 functional atm):
- {Q} = Jump
- {W} = Parry (not functional)
- {E} = Grab (Not functional)
- {R} = Jab
- {A} = Quickstep
- {S} = Guard
- {D} = Horizontal Attack
- {F} = Vertical Attack
- Arrow Keys = Move around.
- Functional gravity&velocity engine to handle Jumping{Q}, Short Hop{S+Up), Quickstep{A}, along with knockback from moves.
- Conditional inputs allowing the {D}/{F}/{R} keys to contain dozens of different moves based on which arrows you're pressing and in what order you use each key.
- You win by taking out all of your opponent's Health, knocking them out of the ring, or having more health remaining when Time runs out. Win three rounds to win the match.
- Ring-outs can only be achieved by inflicting enough velocity(knockback) on the target, you can't simply walk off or shove them off with a tickle.
- Enough vertical velocity from juggles or moves on airborne opponents can cause slams against the ground, dealing extra damage.
- Enough horizontal velocity will slam opponents against the walls of some stages.
- Stages affect the gravity(minorly) and weather of the match, even affecting knockback.
- Characters can select alternate weapons that change their attacks slightly(IE length/damage, but not speed), likewise affecting their weight.
- Characters can select alternate outfits also affecting various aspects of their gameplay minorly.
- Weight is important as the gravity engine works off weight significantly. Making a character heavier or lighter will affect how high they jump, how quickly they fall, how much they are knocked back, etc. Albeit minorly in most cases.
- Weight also affects how far they dash using the {A}Quickstep and how quickly they walk.
And on a personal note:
Because of how the engine is designed, adding new moves is incredibly easy and all handled from a single trigger [per character]. In fact any given character is only truly used in a few glossary triggers basically.
This also means that adding a new character is INCREDIBLY easy on the engine itself and requires only adding about 4 new triggers to account for an entire new character with dozens of moves.
Use -movelist in-game to see all moves.
- {R} Jabs : (5R) | (6R) | (6F,R) | Crouch(2R) | Air(5R) | Air(6R)
- {D} Horizontals : (5D) | (6D) | (4D) | (4D...D) | (4D...D...D) | (5F,D) | Air(5D) | Crouch(2D)
- {F} Verticals : (5F) | (5F,F) | (5F,4F) | (6F) | (6F,F) | (236F) | (48F) | (42F) | (4F) | (214F) | (Air,5F) | (Air,6F) | Crouch(2F)
- {S} Guard : Press Down to crouch guard. Or crouch then press guard.
- {A} Quickstep : Can be used to escape followup attacks after being hit.
Use -movelist in-game to see all moves.
- {R} Jabs : (5R) | (6R) | (4R) | (63R) | Crouch(2R) | Air(5R) | Air(6R)| Impaler(5R) | Impaler(6R)
- {D} Horizontals : (5D) | (6D) | (5F,D) | Crouch(2D) | Air(5D) | (4D=Impaler Stance) | Impaler(6D) | Impaler(5D)
- {F} Verticals : (5F) | (5F,F) | (4F) | Crouch(2F) | Air(5F) | Air(2F) | Impaler(5F) | Impaler(4F) | Impaler(6F) | Impaler(6F...F)
- {S} Guard : Press Down to crouch guard. Or crouch then press guard.
- {A} Quickstep : Can be used to escape followup attacks after being hit.
Current amount of content:
- Versus: 2 Playable Characters, 3&4 selectable outfits.
- 28 unique attacks per character.
- 4 selectable weapons per character.
- 7 selectable stages
- CPU Practice mode (But not CPU VS yet). (Includes CPU select)
Known Problems
The following problems are all very minor, should not actually interfere with gameplay, and will be fixed in v1.17
- The Camera doesn't track well if BOTH players are in the air.
- The special effects for Unblockables&Guardbreakers don't disappear until you do any other animation.
Basic Controls & Showcase:
Topic will be updated with each major new version.
The map is currently on it's own hosting bot(/whois DiscordBot) if anyone wants to try it out. It's easy to start a match since only two people can play, so it doesn't take long to get started.
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