Fighting Game Prototype
A rework of my previous prototype, with new mechanics, sprites, effects, and an expanded moveset. Online play courtesy of the Godot Rollback Netcode add-on by dsonpek: https://gitlab.com/snopek-games/godot-rollback-netcode
No CPU at the moment, so if you are playing solo, be sure to use training mode.
This build has only undergone minimal testing, so bugs and online desyncs may occur.
Switch controllers are bugged/don't work properly in the browser version.
Currently working on issues of supporting both analog stick and dpad simultaneously, so only dpad is set to work at the moment.
All assets are temporary, especially the big lots parking lot.
Controls:
This game is a 4 button fighter, with the buttons being A, B, C, and D
Battle controls can be changed by pressing Start/Enter on the character select screen, listed below are the default controls.
Keyboard | Controller(Xbox) | |
Up | W or Space | DPad |
Down | S | DPad |
Left | A | DPad |
Right | D | DPad |
Accept (UI) | J | A |
Cancel (UI) | K | B |
Pause | Enter | Start |
A (Light Attack) | U | X |
B (Med Attack) | I | Y |
C (Heavy Attack) | K | B |
D (Overhead/Sweep) | J | A |
A+B (Parry/Heavy Guard) | P | LB |
A+D (Grab) | O | RB |
B+C (Phase) | L | RT |
C+D (Burst) | : (Semicolon) | LT |
Taunt | T | Select |
Special Macro | Shift | (Unbound) |
Reset(Training Mode) | R | R3 |
Mechanics:
Movement
Press left or right to move in that direction. Press down to crouch, and up to jump.
On the ground, press forward twice to run, and backward twice to backdash.
Dash in the air by pressing a horizontal direction twice. Once used, you cannot airdash again until you hit the ground.
Attacks and Specials
Attacks can be canceled in order of weakest to strongest (A->B->C->D)
Grounded attacks have standing and crouching versions.
Standing D can be charged for more damage and a wallbounce on hit, and cannot be blocked crouching if charged.
Crouching D cannot be blocked standing and will knock down on hit.
Specials are performed by pressing an attack button after performing a motion input.
Normal attacks can be canceled into specials. Specials performed with the C button are EX specials that cost one bar of meter. Supers are performed by using a motion input and B+C at the same time, and cost 2 bars of meter.
Blocking
Block by holding back (away from your opponent). Some attacks must be blocked standing (aerials/charged standing D), and some must be blocked crouching (most crouching attacks).
If you press back as soon as you get hit, you will be pushed back less, recover faster, and negate any chip damage, on top of gaining a bit of extra meter.
All attacks are currently air blockable, however blocking in the air will cause you to take additional chip damage and take longer to recover.
Heavy Guard
If you hold A+B while blocking, you can spend special meter to improve your guard. During heavy guard, your opponent will be pushed further away when hitting you, and you will not take chip damage.
Heavy guard depletes your meter if held or you block an attack.
Parry
For 1 bar of meter, you can perform a parry by pressing A+B. If an opponent hits you while parry is active, they will be stunned temporarily, leaving them open to attack. Projectiles can also be parried, but your opponent will not be stunned if they are too far away.
Pressing forward while performing this action will cause you to move forward while parrying, giving you a way to approach defensively.
The parry window is short however, and can be punished if predicted.
Grabs
Grabs are performed by pressing A+D, and can be performed on the ground or in the air. If grabbed, quickly press the same input to break the grab.
Pressing away from your opponent will throw them in the opposite direction.
Grounded grabs cannot hit airborne opponents, and air grabs cannot hit grounded opponents.
Grabs Cannot be blocked, but will whiff if the target is in hit or blockstun.
Burst
Bursts are performed bu pressing C+D, and can be used 2 ways:
Bursting while getting hit/blocking allows you to perform a defensive burst, knocking your opponent back and interrupting their combo. Use this to escape from your opponents pressure. A successful hit also restores all or your chip damage.
If you burst in a neutral state and the burst hits your opponent, you will launch them, allowing for follow ups. You can cancel into this type of burst from most normals.
The burst meter refills passively and when taking damage, but does not reset to full inbetween rounds.
Phase
Performed by pressing B+C, you can spend 2 bars of meter to freeze both characters, including projectiles. Holding a direction during the input will allow you to drift in that direction. If no direction is held, you will resume whatever momentum you had before performing the Phase.
You can also Phase to cancel most actions and attacks, allowing you to extend combos, or save yourself from being punished by your opponent after a risky move.
Guard Counter
While blocking, if you press forward and A+B, you will become temporarily invincible and perform an attack. This does not deal any damage, but can interrupt your opponent and knock them away on a successful hit.
Guard counter costs 2 bars of meter.
Recoverable Damage
A portion of the damage taken by getting hit will remain as recoverable health, unless the current combo started with a counter hit.. You can heal this back by landing attacks on your opponent. All attacks also deal recoverable chip damage on block. Chip damage is nonlethal, and cannot kill.
Easy Special Inputs
This game features easy special inputs in the instance that you do not wish to perform the command inputs for specials. By holding the macro button and a direction, you can simulate a motion. The shortcuts are as follows:
Macro + No direction - Quarter circle forward
Macro + Back - Quarter circle back
Macro + Forward - DP/Z motion
As an example, pressing the input macro, forward, and C, will give you an EX Uppercut.
This method does have a drawback however, as using an easy input special will deal chip damage to yourself, putting you in an even more dangerous position if the attack whiffs or is blocked.
*Special macro is unbound by default for controllers, but can be assigned in controller settings
Move List:
QCF(Quarter circle forward) refers to pressing down, down forward, then forward in one motion.
QCB(Quarter circle back) refers to doing the same, but in the direction away from your opponent.
DP(Dragon punch/Z motion) refers to pressing forward, down, then down forward
Specials
QCF + A or B - Projectile
->Press A or B for follow up attacks
QCB + A or B - Lunging Slash
->Press A or B for follow up attacks
DP + A - Suplex
DP + B - Uppercut
(Midair) QCB + A or B -Divebomb
EX Specials
QCF + C - Ex Projectile
QCB + C - Combo Extender
DP + C - Short Dash, then Uppercut
(Midair) QCB + C - EX Divebomb
Supers
QCF + D - BFS (Big Fuckin' Slash)
Playing Online:
As of now, online play only works with the standalone version of the game, which can be downloaded below. Be sure both players are running the same version.
In order to host, you must set up port forwarding on your router. Once this is done, just press the Server button in the online menu. The client player will need to enter the host's Public IP address in the host field, then hit Client.
If the server player enters a port other than 9999 when port forwarding, be sure to enter the new port in game as well.
Note: if both players are on the same network, use the host's local IP. In addition no port forwarding is required.
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (4 total ratings) |
Author | M_acrophage |
Genre | Fighting, Action |
Made with | Godot |
Tags | 2D, Anime, Controller, Fast-Paced, Godot, Hack and Slash, rollback, Two Player, Weapons |
Comments
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This prototype is really good keep up the good work.
are you gonna make this a frame work? or a template?
This is exactly what I was searching for! An "Anime FG" (airdasher) in Godot! Thank you for creating this. Could there be any chance of me being able to see the project.godot file?
Can't get past controller select either :(
You have to hit accept on whatever your controller is, on keyboard that's J
Thanks, that did the trick.
Wow the game is really hard. The most challenging part is getting over the "Select Controller" section, I can't figure out how to get past that level. And I'm not even using controller.
Weird, looks like the buttons work but dpad doesn't, but only in the html version. The downloadable version works fine. I'll have to look into it.
This looks really fun actually, I really like the high energy
yo this is sick. gonna be keeping an eye on this
nice game , keep it up !