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Platformer Fighter (movement prototype)

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Author Comments

If ya'll could give feedback for what's lacking (besides being able to hit each other) or could be improved, that'd be greatly appreciated.


P1 controls are WASD

P2 controls are IJKL


also I may have left in a "feature" of infinitely being able ascend if both players are heading upwards.

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the only feedback i can really think of is that the camera (which is actually pretty good apart from this) seems to zoom a bit too far out than needed, and takes a bit too long to zoom back in.

EmmyEmi responds:

yeah that's understandable, I also like how I implemented that camera, the snapping to position feels nice, I'll be sure base the camera off of the distance between p1 and p2, rather than what i previously had where it zooms out fully to show the entire available area.

movement seams fine maybe a tinge floaty, enjoyed infinite ascension, forward or backward dashes could be helpful, but it seems fine enough for a movement proto, nice work :)

EmmyEmi responds:

I'm thinking of adding a special key for the purposes of mobility, which would be q and u respectively, that will take your directional inp and take into account auxiliary buttons pressed.

er and op would be attacks.

There is nothing to do in the game. The controls are clunky and this game is boring.

EmmyEmi responds:

yeah that kind of happens with prototypes, what do you find so clunky about the controls I may ask?

Horizontal movement feels so slippery it's straight out of an ice level. Jumping could use a bit more weight, too.

EDIT: by "weight", i mean a slightly higher jump with a faster fall time.

EmmyEmi responds:

Can you define weight to me? like faster fall times?

also I will eventually add ground resistance to the slowdown calculation, right now it's only working on the base one, which works fine in air, but I can see how it's disliked on the ground.

Considering this obviously recreates smash gameplay:

* Movement must be quicker and less floaty (the time you take to acelerate to full speed should be shortened, as well as the time to desacelerate).
* Camera zooms out a lot when exiting x-axis boundaries of the stage (the zoom effect should be based purely on interest targets like the players in game).
* Why is framerate this low? (consider optimize your code or the way some things function, since a low framerate makes any game down bad).

EmmyEmi responds:

duly noted, this should be fairly easy to fix, especially since the fps isn't a optimization issue, I literally put a cap on it(i'm used to animation fps, not game fps).

Credits & Info

Views
177
Votes
71
Score
2.63 / 5.00

Uploaded
Jan 16, 2024
11:07 PM EST
Genre
Spam