Thanks guys, for being there with me till the actual end. Sorry for the bad project, it was the early prototype of the actual game. I wont be able to finish it, So do as you please with it. Thank you, and goodbye. (Sorry for everything looking weird, I didn't have time to touch it up.) ---------------------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 P - (Hold) Pose (Passive Heal) Z - Dash (Three charges, indicator on the bottom) Q - Toggle Rika -----Stand Off----- E (Ground) - Light Cut Barrage (Not finished) (Everything Below this isn't gonna be worked on, sorry) E (Air) - Down Dive R - Vanishing Slash R (Air) - Rising Kick (Air Combos when landed) F - Heavy Attack G - (1 Energy) Quick Stand Barrage T - Grab -----Stand On----- E - Barrage R - Heavy Punch G - (1 Energy) Stand Slam (Launches you toward your mouse F - (1 Energy) Super Punch 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 - @Noiceacoder 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. Reanimations - @TheCh40t1c_F00l Idk why I'm crediting myself, just ignore ts fr. Inspiration - @TowergameSTUDIOS Art Style (which I'll change in the future 3 update) @TowergameSTUDIOS (go play his game on steam) Update v1.25: - Added Idle animation - Reworked the walk and Idle animation systems - Improved specific animations - Currently making this engine more "new" user friendly - Made the engine remix friendly Update V1.30: - Reworked all stand-off animations - Light, Medium, and heavy have more frames. -Hitboxes have been adjusted -Dummy animations (makes the game feel more lively) (10/16/25) Update 2.0 Halloween update - Full engine overhaul - physic changes - stuff that im too sad to note here enjoy the update ;-; Update 2.1.25 - New thumbnail - Better tutorial - Bug fixes Update 2.1.30: Final Update Because all bugs are fixed. (10/27/25 - Goodbye.) - Tutorial adjustments for new features. move adjustments - Heavy Launch Grav 25 -> 20 - Medium knockback 8 -> 9 - Light knockback 2 -> 4 Update 2.1.32 - Updated Sprite Library - added hacklord Shedletsky 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 (Latest build, 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!