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InsertName
06-29-2011, 12:14 PM
ALICE CLASH!
Yeah, its here.
Anyway this is a fighting game meant for two players.
There are no Instructions in the game because I couldn't fit it in this version.
Controls are:
For P1
A and D to move left and right
S to jump
Q for light/fast attack
W for medium attack
E for heavy/slow attack
Z to block (only when on the ground)
R for a super attack (only when lightning flashes next to your characters name)

There are also fast/medium/slow attacks in the air, and can only be used when you jump (obviously).


For P2
J and L to move left and right
K to jump
U for light/fast attack
I for medium attack
O for heavy/slow attack
M to block
P for a super attack
Also aerial attacks.

This game still has some glitches, so tell me about them so I can fix them. (Feedback is Good!)

In version 0.3
--more textures to choose from
--a few bugs fixed
--a choice of how many maximum rounds (1, 3, 5)
--Instructions are in game now
+ new menu

Have Fun!


ps. album of this in my account.

arty-fishL
06-29-2011, 06:11 PM
This is looking very promising.

Great animations, I love the floating spaceman in the background, well thought out, different attacks in the air is great, combat works well, good collisions on the edges.

I wasn't too sure how to get the lightning, I thought it was combos, but I got lightning one time when I had a 6 combo and another time when I had a 24 combo, so there's no apparent link there.
Sometimes the keys for player 2 (the koala) didn't work, but they did for player 1 (the hare) which put player 2 at a major disadvantage.

AI for single player would be nice, but that's quite a lot to ask.

DensetsuNoKaboom
06-29-2011, 07:04 PM
I really like the animations.

ElectricKirby
06-29-2011, 09:21 PM
Once you hit the edge, you shouldn't bounce back and continue to go the opposite direction that you should be (i.e. I'm going left, I reach the edge, then turn around and continue going right while holding left.)

InsertName
06-30-2011, 08:43 AM
Once you hit the edge, you shouldn't bounce back and continue to go the opposite direction that you should be.
I couldn't figure out how to do that properly even with more variables



I wasn't too sure how to get the lightning,

It's a variable called (SuperMove). You get points for hitting and being hit, but a lot more for hitting.

arty-fishL
06-30-2011, 11:41 AM
Once you hit the edge, you shouldn't bounce back and continue to go the opposite direction that you should be (i.e. I'm going left, I reach the edge, then turn around and continue going right while holding left.)I liked that feature.

InsertName
07-01-2011, 11:09 AM
Sometimes the keys for player 2 (the koala) didn't work, but they did for player 1 (the hare) which put player 2 at a major disadvantage.

That is because at first I thought Koala's Medium move was over powered.(because of its quickness and unreal range) so I put in a infinite ascending variable that, when over a certain point would allow P2 to attack with that move. However, if P2 used the move before it was "charged", It would set the variable back to zero.

InsertName
07-03-2011, 06:59 PM
version 0.3 out

arty-fishL
07-03-2011, 08:56 PM
I liked the character customisations. Couldn't really find any glitches. Out of pedanticness one wrong thing I noticed was in game the koala is called K0ALA, but in the menu it is called K0A1A. That's about it.

InsertName
07-03-2011, 09:08 PM
IOut of pedanticness one wrong thing I noticed was in game the koala is called K0ALA, but in the menu it is called K0A1A. That's about it.

I saw that, and said, what the heck. I 'll keep it there. It also added clarity.

InsertName
07-04-2011, 05:58 PM
AI for single player would be nice, but that's quite a lot to ask.

Just curious, how would you make AI on a fighting game?

DensetsuNoKaboom
07-04-2011, 06:08 PM
I tried to do it in my Alice Fighters game, so you can look at that...

Basically I made it so that while the game was running in a single-player mode, the opponent would move towards your character and depending on the distance between the two characters do a different action, such as a long-ranged attack if they are some distance away.

InsertName
07-07-2011, 06:35 PM
I'll think about it, maybe later. I'm working on another game right now, so maybe in 2 weeks?

jediaction
07-07-2011, 07:28 PM
The Koala never fought back. I can't review it.

DensetsuNoKaboom
07-07-2011, 07:34 PM
The Koala never fought back. I can't review it.

That's because it's a 2 player game.

Durr.

InsertName
07-07-2011, 07:35 PM
So AI then eh?

p.s. saw the sky warriors reveiw. sweet

InsertName
08-04-2011, 04:06 PM
I know I haven't worked on this game in awhile but I decided to make an AI system. It's going to take alot of reconfiguring*, but that is beside the point. So does anybody have any Ideas/Examples of an AI system? for a fighting game?

DensetsuNoKaboom
08-04-2011, 06:27 PM
I know I haven't worked on this game in awhile but I decided to make an AI system. It's going to take alot of reconfiguring*, but that is beside the point. So does anybody have any Ideas/Examples of an AI system? for a fighting game?

I mentioned I put an AI in my Alice Fighters game. You could try that.

jediaction
08-05-2011, 10:18 AM
That's because it's a 2 player game.

Durr.

oh...........................................