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[remake] Little Fighter Reloaded
#1
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#2
(05-19-2015, 05:02 PM)Gad Wrote:  Introduction
This is not a mod.
This is not a serious project.
And will probably not be finished
That's a big letdown.

(05-19-2015, 05:02 PM)Gad Wrote:  [size=medium]YOUR HELP
In the first step I need to know how to work with damage detection.
It's not that simple as it looks.

I know it has various configurations.
1. How does bdefend, fall, vrest and effect work exactly. What does effect 4 do?
2. Itr kinds? Which for what and how?
3. How does the lf2 know if the object was already hit in the sequence? I know that if you put an itr in few frames in a row it will sometimes only hit enemy once, even if he is in range of every itr (the first one in range only). How it's detected and how does it reset to make a combo? I have some suspicions, but that's not enough.
4. What else would you like to implement into lf2?[/b][/b]
1-Generally:
-bdefend are points that accumulate when you're hit defending and regenerates with time. It decides if your defend has been broken or penetrated.
-fall same as above, but has to do with going to the dance of pain or to the falling frames.
-vrest: some "cool-down" timer to control the "frequency" or how often an itr will hit.
-effect: certain flags that switches on and off certain properties. Here is a list of all: http://lf-empire.de/en/lf2-empire/data-c...81-effects

2-http://lf-empire.de/lf2-empire/data-changing/frame-elements/174-itr-interaction?showall=&limitstart=
3-Relates to Vrest and a counter variable. And LF2 object stores the on-screen id of the object that last hit it, and a cool-down timer variable that stores the vrest/arest of the itr that last hit it. When another itr tries to hit that object, it won't hit if the attacker is stored in its last_hit_by variable and if the vrest timer is still not zero. Otherwise, it will hit, and the timer will reset and all.
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

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#3
"arest" means attacker rest. You can only hit 1 person because you need to rest.
"vrest" means victim rest. You can hit more than 1 person, but you don't hit the same person twice because the person needs to rest.
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#4
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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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#5
If you're training your programming skills why not change up some things and design it yourself.
You don't have to mimic LF2 exactly. You can make some changes here and there and that way it also helps with your design skills for video games :)

Unless you're secondary goal after working on your programming skills is to make a near perfect clone of lf2. Then that is a different story.
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#6
Impressive ✔
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#7
vrest and arest are simply timer-operated functions. On a successful hit, the specified rest value is referenced. After so many frames (or TUs in LF2), another hit is possible. Vrest applies the timer to the victim while Arest applies the timer to the attacker. If a rest value is extremely short, the attack can hit multiple times (Locking someone is even possible). If it's too long the player will not be able to hit anybody.
Rest values do apply to hitlag. When contact is made, three frames of pause is created: one when contact is made, and two more that "freeze" the action. This is common in many kinds of games including Streets of Rage 2 and Street Fighter II. When blocking, the defender faces five frames of lag (four frames of pause after contact.)

Edit: Anybody knows the default property for a rest if it's unassigned? I know LF2 applies one.
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The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
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#8
(05-22-2015, 12:06 AM)Dragon5 Wrote:  Edit: Anybody knows the default property for a rest if it's unassigned? I know LF2 applies one.
You can use AI to print out unassigned default values.
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#9
I am certain the y-position of the spark is determined by taking half of the itr's h: value. I know that because we use high h: values for itrs to make the hit-spark disappear (go down way beyond the ground, in fact). As for the x-position, I think it uses the x: or the x: + w: value of the bdy (depending on the facings or the direction the attack comes from).
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A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

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#10
lf2 physics are actually pretty easy afaik. in my clone tech demo i did some trial and error and pretty much got the lf2 physics done.
now that youre using gamemaker id happily help out with the project :D i think game maker studio has some kind of online coworking setup too.
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