fighter framework is a 2D arcade game written in Python and PyGame.
Developer comments
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.
What works:
Attack Holds (see below)
Fluid controls with combos
Cancels (smooth transition between animations)
Player movement left, right, jumping, crouching
Hit detection, with glitz
Loading characters/fighters
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:
Q: LK
W: MK
E: HK
A: Block*
D: P
F: (F)lip. Turn character around.
Up: Jump
Down: Crouch. (try kicking)
1: Start recording
2: Pause recording*
3: Save recording*
4: Load recording*
5: Playback the recording
6: Stop playback
*not implemented/buggy
Once played, the recording is lost forever. =(
^^ obviously fix later
Attack Holds
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.
Obvious bugs:
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
What is 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
- sounds are more accurate
- moved all the game py files to a library folder
- tweaked ai and split blocking and attacking
What is new in version 20110328:
- Added menus, reworked graphics a little. Fixed some collision bugs (still some remaining).
What is new in version 20100624:
- Fixed some ai code.
- Player code is untested.
- Started creating a new fighter, with super high frame count.
- New rendering system.
- Misc fixes.
What is new in version 20100624:
- smarter collision handling
- block/whiff confirms (they look blue)
- ai works great!
- auto block for human players (66% chance to block)
- matches have rounds (3 by default)
- players fall when hit
- cleared some memory issues
- 3 modes:
- player vs cpu (press f1)
- player vs player (press f2)
- cpu vs cpu (press f3)
- ai:
- difficulty is 0 - 100
- ai can evade attacks
- ai doesn't have fsa, so does crazy cancels (a bug)
- removed flips. cpu is too cheap with them.
What is new in version 20100623:
- cleaned up input some. moves should "feel" more responsive.
- cpu fighter will now block every move. a hit confirm is still shown, just for kicks
- hit boxes are more generic and properly linked to parents
What is new in version 20100621:
- screen can be doubled (see gfx.py)
- crouching is more useful
- more accurate hit confirms
- new moves!
- forward flip, K => kick in air after a forward flip
- LK, MK, HK, LK => tornado kick thing. disabled by default (see fsa.py)
Requirements:
- Python
- pygame
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