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Thread: Any scrolling beat 'em up tutorials?

  1. #1
    Clicker Fusion 2.5

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    Any scrolling beat 'em up tutorials?

    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

  2. #2
    Clicker

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    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.

  3. #3
    Clicker Fusion 2.5

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    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?

  4. #4
    Clicker

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    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.

  5. #5
    Clicker

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    to clarify; the Y position of the block, is where the character original ground is

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    jasonorme's Avatar
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    Hi,
    There is indeed my beat em up engine on the Clickstore
    https://clickstore.clickteam.com/beat_em_up_engine


    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.

  7. #7
    Clicker Fusion 2.5

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    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?

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    Clicker Fusion 2.5

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    Anyone any more tips?

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    Clicker Fusion 2.5

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    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?

  10. #10
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export Module
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    c4t's Avatar
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    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.

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