This is more of a brawler than a fighting game, but the bones are there. Maybe consider studying the frame data of some classic fighting games to implement a simple combo system or special moves.
Yes, it's lacking in a lot of ways, but, I could only throw so much at it in a week. Decided to rather try a half-baked stuff combo system etc. I should polish on the barebones first. (Also the case that I was a lot of double dragon recently might have skewed the game balance a bit)
Nice bite-sized video = ) Making the recovery frames on the attacks that long was very smart for a 7 days project. Don't have to worry about combo balance or infinite combo, if nobody can combo at all haha. Once you have frame cancel, however... the code will go wild haha. Most games have literally a frame table just so they can try to see everything and fine tune.
Awesome! i really like how this game turned out. i'm also in a similar position, as i also want to make a fighting (brawler) game, and this video gave me motivation to keep going! and i'll also have to check the links you credited (they seem interesting :) ) keep up the good work, i'd love to see more from you!
Thank you! I am actually working on a tutorial series as well on how to make a basic fighting game in Godot, maybe you might want to check it out when I publish its first part.
Neat. As you say elsewhere, it'll get exponentially more complicated later, but you can bottleneck it (to some degree) by having, for example, jump squats and landing squats in order to reduce the number of states that directly connect to aerial states.
Oh then you will be interested in my next devlog, although it's not a beat 'em up, the highlight is me writing the enemy AI for a top-down action game, which is necessary for any good beat 'em up.
Thanks! About tips, uhh, although I am no expert, but, just keep practicing? That's what I do really, I have picked a handful of tools for my workflow (video making) and with each iteration I naturally make better and better output.
Glad you liked the game, checked out about this state graph thingy, yea I can see how I am nearing the "state explosion" issue. Thanks for the tip, will defo try this out 🙌
Oh no, apparently it's used as both, half the results I checked were graphs, and the other charts, heck there is even a plugin in Godot called "State Graph"
This is more of a brawler than a fighting game, but the bones are there. Maybe consider studying the frame data of some classic fighting games to implement a simple combo system or special moves.
Yes, it's lacking in a lot of ways, but, I could only throw so much at it in a week. Decided to rather try a half-baked stuff combo system etc. I should polish on the barebones first. (Also the case that I was a lot of double dragon recently might have skewed the game balance a bit)
Nice bite-sized video = )
Making the recovery frames on the attacks that long was very smart for a 7 days project. Don't have to worry about combo balance or infinite combo, if nobody can combo at all haha.
Once you have frame cancel, however... the code will go wild haha. Most games have literally a frame table just so they can try to see everything and fine tune.
Yea lol, I so was fearful of the dreaded infinite combo that I reduced the start frames of both block and jump to just 1 as well.
This is something I hope to start one day, this video is fantastic
Subbed
Would love to see your devlog, the more the merrier. Glad I could inspire you 🙌
Awesome! i really like how this game turned out. i'm also in a similar position, as i also want to make a fighting (brawler) game, and this video gave me motivation to keep going! and i'll also have to check the links you credited (they seem interesting :) )
keep up the good work, i'd love to see more from you!
Thank you! I am actually working on a tutorial series as well on how to make a basic fighting game in Godot, maybe you might want to check it out when I publish its first part.
just started programming this year, been working on a fighting game as my first game
nice video, will be looking forward to more development videos
Neat. As you say elsewhere, it'll get exponentially more complicated later, but you can bottleneck it (to some degree) by having, for example, jump squats and landing squats in order to reduce the number of states that directly connect to aerial states.
Oh yes, making a bottleneck state, why did I not think of it? Thanks for this idea
I always get inspired by people who do this
It's amazing
That's why I picked computer science
Godlike.
Love and blessings!
Nice vids Bros. Im waiting beat 'em up style from you.
Oh then you will be interested in my next devlog, although it's not a beat 'em up, the highlight is me writing the enemy AI for a top-down action game, which is necessary for any good beat 'em up.
@@helewrer3 awesome bros
Would you be able to show a full tutorial on how you made this. This looks so cool
Sure, I can do that
@@helewrer3 Awesome! looking forward to it
I love your video and editing. I also want to make devlogs. Please give me tips.
Thanks! About tips, uhh, although I am no expert, but, just keep practicing? That's what I do really, I have picked a handful of tools for my workflow (video making) and with each iteration I naturally make better and better output.
the fsm you're using gets wayyy complicated the more mechanics you add. I suggest checking out state graphs in godot. Btw love the game 🔥🔥
Glad you liked the game, checked out about this state graph thingy, yea I can see how I am nearing the "state explosion" issue. Thanks for the tip, will defo try this out 🙌
@@helewrer3 ohh sorry I typed graphs by mistake I guess, I meant state charts 😅
Oh no, apparently it's used as both, half the results I checked were graphs, and the other charts, heck there is even a plugin in Godot called "State Graph"
rap style🤩😍
Here before you blow up
Gee I wish, thanks though 🙂