Playing around with colors and hitboxes using the remix from @Megalt P to pause - change the hitbox transparencies - change level for BOTH player 1 and 2 CPUs - change volume -Original Notes- ★★★ Fighting Game ★★★ Basically a Fighter type game for Scratch. Includes fireballs and simple invincible reversals using directional inputs as well as a simple AI with varying difficulties. ★★★ Player 1 Controls ★★★ -You can change the controls in the "Rebind" menu- W - Jump A - Left D - Right S - Crouch T - Punch Y - Kick G - (only for jumping attack for now) ★★★ Player 2 Controls ★★★ Up Arrow- Jump Left Arrow - Left Right Arrow - Right Down Arrow - Crouch K OR 4 (on the numpad) - Punch L OR 5 (on the numpad) - Kick N OR 1 (only for jumping attack for now) P - Pause ★★★ Blocking ★★★ Block by holding the direction (left/right) opposite of your opponent. To block low attacks, press down (S for player 1, down arrow for player 2) You can check which attacks are low, mid, or high by checking the "Input" section below. ★★★ Inputs ★★★ Punch (with no direction) - Regular Punch, Mid Height Crouch Punch - A fast low punch Forward Punch - Head Butt, Overhead Height Backward Punch - Dragon Punch, Fully invincible on first frame, Mid Height Jump Punch - Overhead Punch in the Air Kick (with no direction) - Fireball Down Kick - A fast low sweep that reaches far Forward Kick - Two consecutive kicks at Medium Height Backward Kick - Large Kick used for Aerial Opponents and launching in combos Jump Kick - A fast Overhead Divekick that can also be used for Forward movement ========================================= Other controls used for development O - Reveal Variables I - Next Frame (used during pause for frame by frame viewing) U - Reset the game -edit update: @10/13/2024 After someone wins, press "R" on the press anything screen to watch the replay. @2/15/2024 - fireballs clash @2/9/2024 - added ability to change colors in the main menu @2/2/2024 - made a separate hitbox for fireball. Made it smaller @1/4/2024 - Moved some stuff from the original project to this one -> Third attack button (for now jump attack in the air) -> Rebind option in the menu /31/2023 - testing canceling special moves - punches cancel into kicks(same stance only - ex: crouch punch into crouch kick) - kick and punches can cancel into special moves(ex: forward kick into down-forward-punch) - the cancel windows are almost always 1 frame so its pretty difficult to do. - right now, fire ball (using kick input) can be canceled into input firebal which prob should not be a thing. - also back punch can be canceled which is bad too. /30/2023 - Edited the hitbox frame data to better match the animation. - working on adding command inputs. -> Hadouken input should work for player 1 [down->forward->punch] -> Shoryuken input should work for player 1 [forward->down->forward->punch] These inputs are simplified but in the game you should also be able to input it traditionally (with the down+foward input between down and forward) - Been playing around with a replay feature. All the inputs during a match are saved and they can be replayed by simply rerunning those inputs. So far I've been using the "export" and "import" features of the lists to save and load the inputs for a match. Maybe there will be a better way? maybe using Scratch's remix feature... - I've been downloading the scratch file and saving it to my computer (also using git for version control). I wonder if I should load this project into my original project (maybe once both versions are the same) so that I only have to edit one version rather than 2. Not sure if there are any specific things in the original project that needs to be kept. @??/??/2023 can jump 1 frame after attack? punch is frame1? punch + jump = instant punch + jump punch -> combo? weird. maybe this can turn into a jump cancel... /8/2023 - fixed a bug where you could have still moved in the first frame after getting hit. - music option in pause menu - more gravity after hits? /28/2023 - changed fireball animation - fireball now explodes on hit - made fireball slower - kinda broken right now(infinites in the corner, larger hitbox hard to jump over, combos close range) - The glitch where you apply an attacks properties to the fireball as it hits is easier now since you can move while the fireball is out. ex: you can fireball, when its about to land, backwards kick to launch the opponent into the air. - The glitch where you jump to cancel 1 frame of an attack is much more visible for the fireball since it glows on frame 1. (press jump and attack at the same time.) @??.??? - added CPU for player 1(change level in pause menu) added volume slider updated current attack. (use to be that current attack overrides attack. Ex shoot fire ball then do flash kick, when opponent is hit by fireball, properties of the flask kick apply so opponent is launched into the air. Should be fixed now).