P1 controls W = jump A/D = move Q = strong attack E = weak attack P2 controls Up arrow = Jump Left/Right arrows = move N = strong attack M = weak attack
The stronger attack has more lag but lasts longer Gravity is gradual Feel free to use any assets in this template to help make a platformer or fighting game of your own. I made the hit registration harder than I needed to. I could have just used, "If <touching [Sprite]> then" string but I chose to use hitboxes. The advantage of using hitboxes is that you get to be more precise with where an attack connects. Let me give you an example; "If Touching" - If you throw out an attack, your attack animation counts as "You", instead of something separate Hitboxes -If you throw out an attack the attack that you made will count as "separate", even though it's is part of the same sprite