Any scrolling beat 'em up tutorials?

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  • I've been playing a lot of SoR4 lately, and am curious to know if there are any good, comprehensive guides to creating this kind of engine online? Someone was kind enough to create a small demo for me of how to make grappling animations work on here earlier this year, and I've browsed Youtube thoroughly looking for a suitable tutorial, but what I found was very fragmented - ie bits and pieces of information as opposed to helping you create from the ground up, I also know that there's a beat 'em up engine already made in the Clickteam store, but again, I'm looking for something to start from the very beginning.

    Thanks in advance

  • break it up into to small segments, and work on creating those parts as an exercise before trying to mash it all into 1 project and confusing yourself when parts are not working or not working together.
    ie;
    make the walking movement for a player.
    make a enemy spawning system
    make a line of sight (same Y axis) system of character interaction for fighting
    make a grapple system
    make a combat system
    make a continue scroll system

    this type of game in fusion is pretty easy.

  • I see. I've got a bit of experience with using most of those things, but it's putting them together I struggle with, for example, making a jump or throwing an enemy, letting the system know where the ground is at any given time, that's something I don't understand?

  • ground contact eg;
    number of ways to do it, but a simplistic way, is have a block (invis) at the foot of each character.
    so for contact the 2 blocks would over lap ; (the block should be wide enough so 2 blocks make contact before the image of characters touch - ie fighting distance)
    and if for example, a character gets thrown, the block doesnt move, so the character knows where the footing of the ground is where it started from.

  • Hi,
    There is indeed my beat em up engine on the Clickstore
    Please login to see this link.


    My work on a Streets of Rage 4 style engine is currently in development in full 1080p and will be very in-depth and feature-rich.
    Same as my other engine, the events are fully documented and explain how things work and why they exist and such and is a great way of learning the basics to start your own project.

    Please login to see this link.

  • Thanks for the advice so far folks, a couple more things - jumping and running.

    My guess is that jumping would be similar to Danjo's suggestion about using a block (or shadow?) at a player's feet to suggest the current floor position, adding that position's Y axis when a button is pressed before having it reach an apex then gradually returning to that starting value (if anyone want's to tighten my thinking up here feel free)?

    How about running via a double tap to the left and right, much like in SoR or Golden Axe?

  • Ok, so I've been working on a brawler engine for a few months since posting this thread and can do quite a bit of stuff now, ie combos, jumping, running, special moves etc, a new issue I've run into with however is throws.

    Whilst tricky to implement I've had some success with being able to pick an enemy up and slam them, this begins a sequence of counters to have them bounce along the floor and come to a stop. However, with a new throw I'm attempting to implement, for some reason I'm getting an animation lock up prior to the stand back up sequence and it's been plaguing me for weeks. Upon releasing the enemy they hit the floor, make the rumble and bounce along as normal, then stay lying down and the animation locks up, I've tried several manual inputs to restart it when this happens but to no avail, the only solution is to restart the frame again?

    I suspect I'll need to share more information and possibly the build itself in order to troubleshoot the exact problem, but first I wanted to know if this was something common, and if there are any particular workarounds I could try using?

  • Some times i use an alt value to set different animation states. Then its can only use that animation if the value is set. If your using built in movements for the enemies like bouncing ball for example. you can do a trick where you destroy the enemy and replace with a different active , run some animations and then create the enemy again after the things you want to do are done. Just a few ideas. so create the enemy again getting up after the laying down stuff is over. Just a few ideas.

    Without seeing how your already controlling your enemy its all just guessing really though.

    If you can try and isolate the issue into a small mfa and share it.

  • Some times i use an alt value to set different animation states. Then its can only use that animation if the value is set. If your using built in movements for the enemies like bouncing ball for example. you can do a trick where you destroy the enemy and replace with a different active , run some animations and then create the enemy again after the things you want to do are done.

    That's pretty much what I had in mind for the workaround, my concerns were that by creating and destroying actives to fix the issue, things I wanted to carry over like the damage the enemy may have already received might not carry over, and also maybe this is just me being stubborn, but as I mentioned the stand up part works fine under other circumstances, and I don't want to try anything completely new if my issue just requires one or two new lines of code to fix?

    I can message you the mfa if you want to check it out?

  • I can message you the mfa if you want to check it out?

    Id be happy to take a look at it and see if i can help. I have a part made beat em up project and been trying out some things my self.
    There are many people on the forum much more experienced than i am with Fusion though. It might be more help to you if you can try and isolate the issue in a cut down MFA and share it here, so others can also try and help. I am a fan of sharing ideas and i could most likely learn more my self also from others too.

  • Alright no pressure, I actually did give the idea of spawning a new active a go and it feels far more reliable, not the solution I wanted ideally but it works!

    I'm not getting lock ups from any of my knockdowns using it either, so it seems this might be the best way to proceed, at least until I figure out a way to fix my initial problem?

    Thanks for the help :)

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