I got this template yesterday and I've been looking through it and I have a question. I'll probably have more eventually.
Fighting games usually use hitboxes attached to the attack animation and multiple hurtboxes for taking damage. I can't find any hitboxes other than the hurtbox you used to hold the skin. It looks like everything is based on range? Or did I miss something?
Thank you for your purchase <3 Correct, Range is used rather than hitboxes for many reasons: 1- It's much better for the game performance. 2- It's much easier to adjust/change any range for anyone using the template/building on the template. 3- Much fewer assets required, which means less game size. 4- Much fewer codes (events) required for fighting mechanics since it's just the range that change, rather than creating/deleting/handling every single hitbox object. And much more things!
In general, fighting games doesn't always use hitboxes for attack animations, that's not required, and in my opinion it's a bad choice to take, otherwise you are going to get into all the issues (the opposite of what I mentioned above).
In my opinion: - Range is the smart way. - Hitboxes is a beginner way.
Really? I assume you mean for Gdevelop because I can't think of a single fighting game franchise that doesn't use hit/hurt boxes. Not since the 90s anyway. Even Smash, which would seem to be the most likely to use range, uses hitboxes (They call them attack collision)
I mean in GDevelop Yes, but in General, it still doesn't matter using range or collision box or even ray cast...etc it doesn't matter, all of them leads to the same mechanic/result, and in GDevelop range (distance), is the best option to avoid all the troubles I mentioned before, but if you want to go with collision box, sure go with it, check out the Special attacks in the template, they use Collision (hitbox) not distance/range, since they don't deal huge impact to performance, and won't cause any issues at all :)
Hello there! I was wondering, would it be okay if I purchased this template (or any of your other templates) to use more as an example project to reference instead of using it as a template? So I would basically have my own blank project set-up and use your template as a reference to understand what I'm supposed to do and how to do it, but starting from scratch (hopefully that made sense). Thank you kindly!
Just a question: if you would use this engine to create a fighting game that allows character import or custom games (reference MUGEN), is it allowed with the licence? Thank you in advance. There is some ambiguity in the info above...
You mean that you want to use my Fighting Template to create a fighting game in GDevelop, and in that game you want to give players the ability to import their own characters to the game ? In that case, sure ! You bought the template, it's all yours, you can build/add/edit/remove anything you want in the template :)
The only thing that you CANT do with any of my templates, is re-selling/sharing the template GDevelop project itself.
Hello, can you make the camera zoom in like street fighter/tekken game does? Because it looks like super smash bros instead of what you said its a street fighter like...or can you give tutorial for that instead? Thank you sir
Hey :3 The template looked more like Super Smash Bros because I couldn't find any assets close to Street Fighter, but if you want to make a Street Fighter like game, it's exactly the same mechanics in this template, same controls/mechanics/combos/powers ...etc.
And for Street Fighter camera, here is how to do it in the template: Step 1: Fighting Template → Project manager → FollowObjectsWithCamera → Open in editor → Functions → FollowMultipleObjectsWithCamera → Scroll all the way down to change camera zoom comment → Right-click on the event → Toggle Disabled.
Step 2: Game scene → Create new Sprite object → Name: LWall → Edit in Piskel → Any color will do → Size: 32x32 → Double-click on the object → Add behavior → Platform behavior.
Game scene → Create new Sprite object → Name: RWall → Edit in Piskel → Any color will do → Size: 32x32 → Double-click on the object → Add behavior → Platform behavior.
Step3: Drag and drop the LWall to the scene using this info: X: -32 Y: 0 Layer: BaseLayer Width: 32 Height: 360
Now do the same for RWall with this info: X: 640 Y:0 Layer: BaseLayer Width: 32 Height: 360 Your scene should look like this:
Step 4: Game scene → Events → New event → Empty condition → Actions: Change the X position of LWall set to CameraBorderLeft()-32 Change the X position of RWall set to CameraBorderRight()
And that's it :) now you can play the game, and you will have the exact same camera as Street Fighter. Optional: You can at the beginning of the scene hide both LWall and RWall objects.
I already bought 1 but when i look at the scene and asset I dont understand how you use combo and sprites in that game and the character asset in not pressent in object I wonder how but when I play it its running with character too, can you guide me?
Hello :3 Sure, first if you mean that the character is not in the scene, then that's because I create the characters directly from the events, but if you mean the objects don't have sprites, then something is wrong in your project, try downloading it again, and if it keeps happening please provide a screenshot of how it looks like, so I can understand more.
For the combos:
Open the project → Game scene → Events → Player 1 mechanics → Controls, or the abilities (energy ball/small energy balls...etc.), all events are commented, I explained how everything works in their just make sure to read the comments.
Tip:
The objects' folder "Characters" contain The skins of the picked character from (ChooseYourCharacter) scene, and contains the actual controlled objects (Pink objects), when the scene starts, we create the Pink objects that we control, and we create the skins on top of that objects and make it follow the pink object.
Tip2:
Game scene → Spawning players, read these event's comments, it will help you understand how we are spawning the players skins and controlled objects.
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I got this template yesterday and I've been looking through it and I have a question. I'll probably have more eventually.
Fighting games usually use hitboxes attached to the attack animation and multiple hurtboxes for taking damage. I can't find any hitboxes other than the hurtbox you used to hold the skin. It looks like everything is based on range? Or did I miss something?
Thank you for your purchase <3
Correct, Range is used rather than hitboxes for many reasons:
1- It's much better for the game performance.
2- It's much easier to adjust/change any range for anyone using the template/building on the template.
3- Much fewer assets required, which means less game size.
4- Much fewer codes (events) required for fighting mechanics since it's just the range that change, rather than creating/deleting/handling every single hitbox object.
And much more things!
In general, fighting games doesn't always use hitboxes for attack animations, that's not required, and in my opinion it's a bad choice to take, otherwise you are going to get into all the issues (the opposite of what I mentioned above).
In my opinion:
- Range is the smart way.
- Hitboxes is a beginner way.
Really? I assume you mean for Gdevelop because I can't think of a single fighting game franchise that doesn't use hit/hurt boxes. Not since the 90s anyway. Even Smash, which would seem to be the most likely to use range, uses hitboxes (They call them attack collision)
I mean in GDevelop Yes, but in General, it still doesn't matter using range or collision box or even ray cast...etc it doesn't matter, all of them leads to the same mechanic/result, and in GDevelop range (distance), is the best option to avoid all the troubles I mentioned before, but if you want to go with collision box, sure go with it, check out the Special attacks in the template, they use Collision (hitbox) not distance/range, since they don't deal huge impact to performance, and won't cause any issues at all :)
Hello there!
I was wondering, would it be okay if I purchased this template (or any of your other templates) to use more as an example project to reference instead of using it as a template? So I would basically have my own blank project set-up and use your template as a reference to understand what I'm supposed to do and how to do it, but starting from scratch (hopefully that made sense). Thank you kindly!
Hello !
Sure you can !
You can get any of my templates and use them however you want ! (Learning from them/ publishing games and selling them ...etc.).
The only thing not allowed is reselling/sharing the template codes (GDevelop project).
Check the license in the template page :)
Oh okay, thank you very much!
I'm really intrigued! Great project, woaw!
Just a question: if you would use this engine to create a fighting game that allows character import or custom games (reference MUGEN), is it allowed with the licence? Thank you in advance. There is some ambiguity in the info above...
Thank you <3
You mean that you want to use my Fighting Template to create a fighting game in GDevelop, and in that game you want to give players the ability to import their own characters to the game ?
In that case, sure !
You bought the template, it's all yours, you can build/add/edit/remove anything you want in the template :)
The only thing that you CANT do with any of my templates, is re-selling/sharing the template GDevelop project itself.
Hi VegeTato
Thank you for the clarification.
I hope you sell a lot of copies!
Kind regards
Fumetsujo
Hello, can you make the camera zoom in like street fighter/tekken game does? Because it looks like super smash bros instead of what you said its a street fighter like...or can you give tutorial for that instead? Thank you sir
Hey :3
The template looked more like Super Smash Bros because I couldn't find any assets close to Street Fighter, but if you want to make a Street Fighter like game, it's exactly the same mechanics in this template, same controls/mechanics/combos/powers ...etc.
And for Street Fighter camera, here is how to do it in the template:
Step 1:
Fighting Template → Project manager → FollowObjectsWithCamera → Open in editor → Functions → FollowMultipleObjectsWithCamera → Scroll all the way down to change camera zoom comment → Right-click on the event → Toggle Disabled.
Step 2:
Game scene → Create new Sprite object → Name: LWall → Edit in Piskel → Any color will do → Size: 32x32 → Double-click on the object → Add behavior → Platform behavior.
Game scene → Create new Sprite object → Name: RWall → Edit in Piskel → Any color will do → Size: 32x32 → Double-click on the object → Add behavior → Platform behavior.
Step3:
Drag and drop the LWall to the scene using this info:
X: -32
Y: 0
Layer: BaseLayer
Width: 32
Height: 360
Now do the same for RWall with this info:
X: 640
Y:0
Layer: BaseLayer
Width: 32
Height: 360
Your scene should look like this:
Step 4:
Game scene → Events → New event → Empty condition → Actions:
Change the X position of LWall set to CameraBorderLeft()-32
Change the X position of RWall set to CameraBorderRight()
And that's it :) now you can play the game, and you will have the exact same camera as Street Fighter.
Optional: You can at the beginning of the scene hide both LWall and RWall objects.
Hope it helps :3
I already bought 1 but when i look at the scene and asset I dont understand how you use combo and sprites in that game and the character asset in not pressent in object I wonder how but when I play it its running with character too, can you guide me?
Hello :3
Sure, first if you mean that the character is not in the scene, then that's because I create the characters directly from the events, but if you mean the objects don't have sprites, then something is wrong in your project, try downloading it again, and if it keeps happening please provide a screenshot of how it looks like, so I can understand more.
For the combos:
Open the project → Game scene → Events → Player 1 mechanics → Controls, or the abilities (energy ball/small energy balls...etc.), all events are commented, I explained how everything works in their just make sure to read the comments.
Tip:
The objects' folder "Characters" contain The skins of the picked character from (ChooseYourCharacter) scene, and contains the actual controlled objects (Pink objects), when the scene starts, we create the Pink objects that we control, and we create the skins on top of that objects and make it follow the pink object.
Tip2:
Game scene → Spawning players, read these event's comments, it will help you understand how we are spawning the players skins and controlled objects.
Hope this helps :)
Thanks bro, I hope you have tutorial about this on youtube ^_^
You're welcome <3
I do have a YouTube channel:
https://www.youtube.com/channel/UCawxGXPXeHgy32bn8VEOErg
Currently, it's for my templates review, but I will upload tutorials on it in the future :)