View Full Version : Noko Tournament (A Casual Fighter)

03-14-2016, 08:38 PM
Yet another project being made by me, hopefully this one will be finished :p. This level is essentially a logic test for me trying to recreate the effects seen in Super Smash Bros and a little bit of Playstation All Stars Battle Royale. The characters won't be well known as they are all going to be from my unfinished projects (might as well put them to some use!). Most of what happens in this level is emitting tags and hitboxes so most of the unique work is costumes and animations. A lot of copy and paste logic from previously finished characters so I'm actually optimistic about finishing this within the coming months.

Here's a video of the knockback. I'm pretty happy with how it is right now, but it will probably need a few tweaks. There don't seem to be any game breaking glitches with it and the sackbot didn't even die when there were (with this setup).

I've annotated all of it so that you can understand the logic as I don't hover over necessary information.
The main thing I want to improve is the immediate halt after a knockback should be a slow halt, but I'd have to do that myself as a lot of movers depend on the dampening from the anti-gravity switch. This has been fixed using a 4 second countdown and further slowing every time you hit a wall (slows by 1/8 of predicted speed)

Now, the first character I've made most of the costumes for is Daughter from my Dear Daughter project (http://www.lbpcentral.com/forums/showthread.php?57815-Dear-Daughter-Horror-Project)! While she looks different from what I intended her to look like in this level, that is okay because I chose to use her look that I planned for a future level in the series that never started! She is a girl returned from the underworld with the powers to summon demons. Careful though, some of her moves can attack herself if you aren't careful! Here are some pictures:
The yellow one is obviously the best done of the stickered variants, but honestly it was really hard to sticker perfectly and I think the others look fine considering the sticker variants are just in case multiple people want to play the same character.

Other characters include C. Gall from, well, nothing. I just made her up on the spot, but if I had the time, I would love to make a level designed with her theme!

And of course, Geoffrey from my vita project, RPGP (http://www.lbpcentral.com/forums/showthread.php?74673-RPG-Platformer-The-Power-of-TILT)

03-15-2016, 03:54 PM
I pray that you will finish this one, its promising to be fun! :)

03-15-2016, 07:35 PM
I pray that you will finish this one, its promising to be fun! :)

That's questionable as I'm really struggling to hammer out the glitches which are always present when making your own physics system in LBP. (in reply to the fun thing, not the finishing)

03-17-2016, 11:23 AM
Sorry for the double post, but I feel like this is warranted as it's a long post.

Here's a quick update video!

I don't show the logic as it's kind of messy and ridiculous as I added a bunch of hitboxes for specific things (grabbing, floor, ceiling, etc.). What's new is pretty much everything! Before the player couldn't even move, but with quite a bit of logic, I have made a (crappy) custom physics system! Basically it's a bunch of movers attached to a sticker panel box. I only really use sackbot for show and to emit move hitboxes as if the character appearance glitches and does something, the hitboxes should follow. There are a whole bunch of safety measures in case you do go into a wall or floor, but it auto corrects it (I'm actually quite proud of how hardly noticeable this is. If I wanted to actually make it not noticeable, I'd have to add 2 more impact sensors, but I want to save thermo and the headache).

Anyways, I made the grab functions for C. Gall, and aside from aesthetic changes and hitbox differences, I can basically use the same logic for every character. Same for shield which I had a hiccup with accidentally wiping all the values earlier (.28 for 8.4 a second and .07 for 2.4 per second) which you see a little bit in the video. Jump also works but I think I will need to edit it to stop from going into the ceiling as I just realized that's super easy to do.

As for how the matches will be played, I just realized that I can quite simply include team battles because of the way I wired up my logic. All I have to do is separate one chip from the rest in order to get the controls from one player but act like it's another as teams will essentially just be multiple players being one player. Shields still would get hurt by everyone though as they count any damage given to them.

As for continuing onwards, the attacks will be tedious not only because every hitbox I have to make 8 copies (4 players and 2 directions (except for up and down moves)). Also tags are annoying. They don't always respond to label changing which took me 15 minutes to figure out a workaround (i just made a new tag somewhere else to make a label and then changed the one I actually needed to change to that label).