Thumby Smash 2D Fighting Game. Looking for Feedback and Testers

Void777

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Hello. I've been working on a 2d fighting game for the thumby and am now looking for people to test it and and provide feedback on things such as their overall experience, balancing ideas, etc..
Latest Version (4) can be found here. I will continue posting updates as i add onto it.
« Last Edit: October 19, 2021, 03:25:51 PM by Void777 »


TARMA

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Hello! First of all, thanks for Your effort I really like the idea and awesome sprites with attitude =) I’ve just tried Your game out on the emulator and here's what I got to say:
Suggestions to add:
* "Get ready" timer at the beginning of the fight.
* Training mode or a small how-to-play tutorial option
* Jump animation (jumping feels very jerky and weird). Also, I'm not sure what the premise of the jump is? I couldn't find any reason to jump.
* Invincibility time (after damage is taken) and\or attack animation. You really need these in order to have a playable fighting game IMHO.
* Walls? Not sure about this one but I'm sure that You either need to add walls or fix how off-screen part of the screen works. [/li][/list]

Suggestions to change:
* Overall pace of the game. I suggest You slowing it down at least a bit because it's very hard to understand what's going on on the screen and make an adaptive decision and I suppose playing it on an actual screen would make it even harder.
* Make transparent sprites or at least smaller-resolution ones for smaller characters (playing as Apex feels great)
* Collision detection.

Suggestions to fix:
* When fighting as Zap vs Apex it feels like hit detection is sometimes off especially if you fight at the edge of the screen.
* Knockback works seemingly random\very unpredictable. This might not be a bug but to me it feels like it.

Good luck with Your project! Looking forward for a new version =)



Void777

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    Hello! First of all, thanks for Your effort I really like the idea and awesome sprites with attitude =) I’ve just tried Your game out on the emulator and here's what I got to say:
    Suggestions to add:
    * "Get ready" timer at the beginning of the fight.
    * Training mode or a small how-to-play tutorial option
    * Jump animation (jumping feels very jerky and weird). Also, I'm not sure what the premise of the jump is? I couldn't find any reason to jump.
    * Invincibility time (after damage is taken) and\or attack animation. You really need these in order to have a playable fighting game IMHO.
    * Walls? Not sure about this one but I'm sure that You either need to add walls or fix how off-screen part of the screen works. [/li][/list]

    Suggestions to change:
    * Overall pace of the game. I suggest You slowing it down at least a bit because it's very hard to understand what's going on on the screen and make an adaptive decision and I suppose playing it on an actual screen would make it even harder.
    * Make transparent sprites or at least smaller-resolution ones for smaller characters (playing as Apex feels great)
    * Collision detection.

    Suggestions to fix:
    * When fighting as Zap vs Apex it feels like hit detection is sometimes off especially if you fight at the edge of the screen.
    * Knockback works seemingly random\very unpredictable. This might not be a bug but to me it feels like it.

    Good luck with Your project! Looking forward for a new version =)

    Thank you so much, I really appreciate the feedback. Just a few thoughts on some of your suggestions.

    1. As for the knockback, it's a rather complex equation designed to be similar to smash bros physics. The equation is based upon many different factors. Upon further inspection, it slightly bugged and I will fix it for the next release.. If your interested the equation is as follows:

    Distance= (move knockback value - opponents weight)/ (opponents health/ 50).

    It should be
    Distance= (move knockback value - opponents weight) * (50/opponents health).
    2. I was thinking of adding walls myself. I definitely will.
    3. I'll add an option for speed in the upcoming options menu.
    4. There is a bug where zaps sprite isn't transparent, it's an easy fix and I'll do it ASAP.
    5. The Collision detection is currently very simple. Each character is drawn in a 16x16 grid and that is their hitbox. This isn't perfect for most characters and I will update it based on your suggestion. See below.
    6. The reason you see Zap and Apex as weird hit detection is because Apex is exactly 16x16 pixels. Zap is about 8x16. Apex only current attack has a special wide range that affects all directions, rather than most characters having directional attacks, which can cause weird Collision stuff to occur.
    7. All of the other things I will definitely try to add.
    Once again thanks.


    TARMA

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    Hey, thanks for reading my suggestions and Your comments! I'm not a programmer myself and I never thought how knockback worked. This is quite more complex and interesting than I thought, thanks for explaining!
    Besides, I just wanted to elaborate on collision detection a little bit. What I meant was when one character can't walk through another one, instead he is pushing him. In my opinion this will make fights feel much better.
    I'm really hyped for the next version now =)


    Void777

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    Hey, thanks for reading my suggestions and Your comments! I'm not a programmer myself and I never thought how knockback worked. This is quite more complex and interesting than I thought, thanks for explaining!
    Besides, I just wanted to elaborate on collision detection a little bit. What I meant was when one character can't walk through another one, instead he is pushing him. In my opinion this will make fights feel much better.
    I'm really hyped for the next version now =)

    Thanks for your support, ill try to release the next version soon, but it has a new configuration menu which is very tedious to code, so it may be a few more days before i can complete all of your suggestions.


    Void777

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    Hey, thanks for reading my suggestions and Your comments! I'm not a programmer myself and I never thought how knockback worked. This is quite more complex and interesting than I thought, thanks for explaining!
    Besides, I just wanted to elaborate on collision detection a little bit. What I meant was when one character can't walk through another one, instead he is pushing him. In my opinion this will make fights feel much better.
    I'm really hyped for the next version now =)

    Thanks for your support, ill try to release the next version soon, but it has a new configuration menu which is very tedious to code, so it may be a few more days before i can complete all of your suggestions.

    I was bored and decided to do most of it today. Ill make a new thread for Version 5.


     

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