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[remake] Little Fighter Reloaded
#5
Right. But here is how it works:
arest has a cool-down timer too, but instead of saying "if last_hit_by != attacker_id || v_cooldown_timer == 0" within the the victim's code, you say, in the attacker's object code "if last_hit != victim_id || a_cooldown_timer == 0". So the difference mainly is in whether you want the attack to cool down from the attacker's scope or the victim's.

Edit: One very important thing you need to be concerned with to mimic LF2's gameplay is the hit-lag. I do not know the values used in LF2, but Dragon5 would be your man with that. Also, if you're planning to work with something other than 30 FPS, then lots would change if you're not careful. The conversion of certain values and constants aren't all linear. For instance, gravity (or any value that has to do with acceleration) changes with a factor of (x^2)/2 instead.
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Thanks given by: Gad


Messages In This Thread
[remake] Little Fighter Reloaded - by Gad - 05-19-2015, 05:02 PM
RE: [remake] Little Fighter Reloaded - by A-Man - 05-19-2015, 05:26 PM
RE: [remake] Little Fighter Reloaded - by Gad - 05-19-2015, 05:59 PM
RE: [remake] Little Fighter Reloaded - by STM1993 - 05-19-2015, 06:03 PM
RE: [remake] Little Fighter Reloaded - by A-Man - 05-19-2015, 06:20 PM
RE: [remake] Little Fighter Reloaded - by Gad - 05-19-2015, 06:42 PM
RE: [remake] Little Fighter Reloaded - by Gad - 05-20-2015, 06:27 AM
RE: [remake] Little Fighter Reloaded - by Dragon5 - 05-22-2015, 12:06 AM
RE: [remake] Little Fighter Reloaded - by Gad - 05-22-2015, 06:42 AM
RE: [remake] Little Fighter Reloaded - by YinYin - 05-22-2015, 11:19 AM
RE: [remake] Little Fighter Reloaded - by Gad - 05-22-2015, 03:56 PM
RE: [remake] Little Fighter Reloaded - by A-Man - 05-22-2015, 05:06 PM
RE: [remake] Little Fighter Reloaded - by Gad - 11-14-2016, 06:06 PM
RE: [remake] Little Fighter Reloaded - by STM1993 - 11-15-2016, 03:15 AM
RE: [remake] Little Fighter Reloaded - by Gad - 11-15-2016, 10:09 AM



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