Yo! welcome to ChaoEngine. This game is a remix of Animengine that was meant to give people a challenge on coding. Instead of that though, I kinda got carried away and over refined the engine... But I hope you guys enjoy! This engine was designed to highly dis-encourage blank remixes for view farming. (See inside for a [Kinda terrible] tutorial) Please don't make blank remixes.. I can't stop you but you can't call my game "your own". ---------------------CONTROLS----------------------------------- 3 - Dummy Toggle: Player 2 2 - Toggle Dummy Fighting Mode 1 - Show/Hide Player and Dummy HP A & D - Move W - Jump L - Dev Menu (literally does nothing lmao [I think]) S - Crouch (You can easily remove this if you think its useless) P - (Hold) Pose (Passive Heal) Z - Dash (Three charges, indicator on the bottom) Q - Toggle Stand (Tutorial on making this a transformation later) -----Stand Off----- E (Ground) - Light Attack (Throws a basic punch) [Customizable difficulty: Easy] E (Air) - Spike kick (Does a stomp in the air) [Customizable Difficulty: Medium] R - Medium Attack (Does a round-house kick) [Customizable Difficulty: Easy] R (Air) - Rising Kick (Air Combos when landed) (Does a large up-swing kick) [Customizable Difficulty: HARD] F - Heavy Attack (does a Knee attack, Launches in the air) [Customizable Difficulty: Easy] G - (1 Energy) Quick Stand Barrage (uses stand to attack quickly) [Customizable Difficulty: SUPER Easy] T - Grab (Self Explanatory) [So easy, I don't need to write the difficulty lol] -----Stand On----- E - Barrage R - Heavy Punch G - (1 Energy) Stand Slam (Launches you toward your mouse F - (1 Energy) Super Punch (change in progress) T - Stand Grab ===== Player 2 Controls ===== -{ Debuff }- You Get stunned, Thats your only weakness, Play it smart. (You do NOT have the advanced dummy ai's Passives... YET!) Arrow keys - Movement O - punch I - Cross J - Uppercut K - heavy Kick
Credits: Engine - @TowergameSTUDIOS Original Engine based off His "AnimEngine" Project, a engine that allowed remixes to create custom characters. Player/dummy Physics - Most of the physics code is based off his engine, "Goober Engine" Though, I did use 60-80% of the code, it did take a while to remake most of it. (This was the hardest part believe it or not) Thanks, Tower, For bringing us this amazing engine. (go play his game on steam) Update 2.2 - 2 player dummy option. - Adjusted Dummy stats (Actual final update lol) Update 2.2.15 - Fixed dummy jump when pressing up arrow without player 2 on - changed some animations on stand off Update 2.2.30 - fixed dummy falling gravity issue The dummy used to bounce up after the death text appeared. - Fixed Dummy Uppercut costumes (not dummy hit upper, the actual attack.) Update 2.2.31: - Thumbnail changes... That's all (I lied hahaha) Stand Changes - Stand moves farther for diff moves and has diff costumes Update 2.2.38: Completed Changed The following move(s): - Medium Light has been changed as well but its barely noticeable Update 2.2.40: - Properly adds damage to: * Heavy - 20 -> 15 * Medium 0 -> 10 * Light (Air) 0 -> 15 - Added a remix thumbnail template to "Thumbnail Sprite" - Changed Barrage sprite's first costume to make it look faster. - Medium has a stronger kick. - Working on "Sprite library". - Updated Thumbnail for the fifth time... (I can't decide.) (Suggest Sprites for the library in the comments) Update 2.5 (Large update): Changed how some things work { Player } - Points toward Mouse pointer now instead of dummy automatically. - Shadow now disappears when jumping over the cliff - Barrage and heavy punch now points toward mouse pointer, along with the stand. - Light Punch - > Quick Jab (still gonna be named light attack) - Heavy attack (the uppercut) -> Knee Jab - Walk animations changed... (they still look terrible) { Stand }: New move - Stand Grab if the dummy is in the radius, grabs the dummy and brings him closer. - Follows mouse-pointer now Sprite library: Expanded Sprite library slightly. Update V2.5.1 (Small update, Most recent): Fixed stand grab... That's all... Update v2.7: Player movement Rework - Player moves slower when walking backwards ( Player Walk Speed (backwards) 0.5 -> 0.2 ) Stand Grab now stuns the dummy (idk why it didn't before..) Update 2.7.1 (1/20/26): Pose now passively heals the player. Update 3.0 (1/21/26): Reworks! New Move: Dash - Dashes forward or backward depending on where you are looking and last Movement key pressed (A/D) Has 3 charges due to a nerf (They regain passively) New Player Style and Reanimations! ChaoEngine V3.1 (1/22/26): Dummy Remodel (Based on Tower's Old dummy model) Advanced Ai Soon... That means NEW Dummy fighting code!!! (How fun :sob:) ChaoEngine V3.2.3 (1/23/26): - Dummy Stagger Hit - Dummy air hit/ Float dummy. - Air Combos New move - R (air) -> Rising Kick Floats dummy when landed. Dash Tweaked slightly. Stand Heavy punch now Staggers dummy. ChaoEngine V3.5.25 (Same day as last update.): ADVANCED DUMMY FIGHTING AI! - Dummy dodges attacks when close enough - Dummy will dash toward you. - Dummy fights stronger, hits HARDER. Update 3.5.27 (2/5/26): balance Changes - Dummy - Dummy evade and forward dash is buffed [Evade] { 6/(-6) -> 10/(-10) } [Front Dash] { 10/(-10) -> 15/(-15) } Dummy is Slightly smarter now, but dashes less often. CPU Dummy walkspeed nerfed ( 0.5 -> 0.3 ) Player 2 Dash Wip! version 3.6 (4/22/26): Just added a tutorial to remove falling... That's literally all. To start, read the tutorial sprite. V3.6.1 (4/22/26): Refined more animations of the character because I thought they looked goofy Light (E Grounded) Has been changed on how it works E (Non critical hit) Sets Dummy to Punched Costume E (Non Critical hit) Knock back set to 4/-4, Dmg set to 5 E (Critical) Additional +1 kb, +2 dmg , Sets Costume To Ouch Update 3.6.5 (06/01/26): Reworked Frieza Sprites in Sprite library. Sprite Library Rework + Expansion SOON!