Heya peepz!
Been misisng in action for some time now, and thought I should update NG on what Ive been up to, and get some feedback and suggestion on my fighting engine so far. Lemme know what you's reckon so far.
Best described as a scrolling StreetFighter/HyperDimension, youre just a casual pothead chasing is some green, but something big is going down and you get caught in the middle, unlocking hidden powers and taking you on a n epic mythology to protect the world from certain disaster. All of earths great warriors are chasing something special, and you have to take them all down and save the day, keeping your high along the way.
Most of the player stuff has been done, no enemy ai or collisions have been done yet.
Atm the game has :
- variety of melee combo attacks and linkers, from crouching, standing, to airbourne.
- attacks will alternate left and right side - eg a weak punch will use left arm then right and so on
- proper special moves and button triggers eg F,D,F+ Punch does an Shoryuken style uppercut.
- charge attacks, for punching, kicking and kiblasts.
- player can turn around manually, from standing quickturn to airbourne moonsault and within a combo for multidirectional combat. Animation varies with timing.
- variety of ki attacks, from fodder to superbeams.
- blocking, dodging and countering, evasive double-dashes (bit buggy so some disabled for this swf)
- camera shaking and screen damage from kiblasts
- basic lighting system (bit buggy)
Working on
- dummy enemy
- attack collisions and hurt reactions (front/back/up/down)
- multidirectional meteor combo system eg powerhit, teleport, powerhit, teleport etc
- enemy ai
- player hud (the green bar is an energy meter, not linked to anything yet.
- item collection - gunja types/ munchies/ weapons/ keys
- special move progression
- experience based on attackstyle - learn attacks based on how you fight.
- player gfx change with experience
- level design
Enjoy :D