fighter framework 20110901
A 2D fighting framework
Currently, only the controls are implemented. No health bars, rounds, menus, etc.
I want this incarnation to play something like the original "International Karate", but with a few modern embellishments, like combos, blocking, and more than two players and/or more cpu players.
Attack Holds (see below)
Fluid controls with combos
Cancels (smooth transition between animations)
Player movement left, right, jumping, crouching
Hit detection, with glitz
Sounds on hits and misses (ripped from enter the dragon, like IK)
Recording input for playback later
Combos and special moves
LK, MK, HK, HK => Roundhouse Kick (hit the buttons quickly)
J, K => Jumping Kick (hit any kick during the jump)
Back, J => Backflip
Forward, J => Frontflip
P1 Default keys:
F: (F)lip. Turn character around.
Down: Crouch. (try kicking)
1: Start recording
2: Pause recording*
3: Save recording*
4: Load recording*
5: Playback the recording
6: Stop playback
Once played, the recording is lost forever. =(
^^ obviously fix later
In the original IK, attacks could be "held" on the attack frame. This is also implemented here by holding down that attack button.
Characters can be modified and animations are pretty easy to create. Open the "anim.def" files in the "fighters" folder to check it out.
Walking animations are really ugly
Missing a turn animation
Walking past the other player causes a glitch in movement.
Hitboxes need tweaking
"Hit Confirms" do not appear where a hit occurs
Hitting different kicks at once sometimes cancels out of crouch
Animations are slower than input. You don't see every hit. pygame event handling eats ton of cpu
In a hurry? Add it to your Download Basket!
What's New in This Release:
- state driver is more consistent, so game will not crash after 3 rounds
- hit boxes can be read as overlays on each frame: no hardcoding hitboxes!
- framerate locked at 40fps
- timing is more accurate and consistent