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“Fighting Template: A (Not So) Basic One” is a 2D fighting template based in the game that defined the fighting games genre. This template can be played against another player locally or against the AI.
Important
- This template was created in Construct2 r280 and requires a license. It has been tested for compatibility with Construct3, however support and bug reporting are only given for C2. Inquiries and bug reporting regarding using the template in C3 will be addressed only if the issue is reproducible in Construct2.
- This template is heavily inspired by Street Fighter 2 by Capcom, but it is not a 1:1 clone; don’t expect every feature of that game to be present in this project. Please play the demo and make sure it has the features you need before buying it.
- This is not a project for beginners. You need a good understanding of C2. Although the events are heavily commented on, this is not a step-by-step tutorial.
Key features:
- Improved movement.
- Easily add new characters with almost no code needed.
- Easily add new stages without the need of copy&paste objects.
- Easily extendable automatic AI system with almost no code needed.
- Easily change the damage values for each move and for each character with no code needed.
- Easily adjust the frame data of each animation with no code needed.
- 100% native, no 3rd party plugins used.
Improved movement: Although the current version only supports keyboard input, movement is responsive. You will instantly notice the difference playing the demo.(Future update may include joystick support)
Input configuration: You can edit the keys used and/or revert to default. This template uses a standard 6 attack button layout.
Adding characters: very minimal code editing, main gameplay code is handled automatically. You can start trying out your new character in minutes (not taking into account the time it takes to replace the assets). The only part where you need to code is to create your own custom special moves. Each character plays differently. 3 characters are included: the standard “shoto”, the fast/weak, and the slow/strong/grappler styles.
AI System: You can extend the AI with no code at all! You can also expand the AI system with new features with just basic events. Most AI editing is done visually, outside the code.
Damage data: every single attack of each character can be assigned a different damage value.
Animations & Sounds: Some are duplicates but they are coded independently. Just swap your own assets.
Throws/grabs: Throws respond to directional input.Examples of air-throws and multiple-hit grabs are included too.
Special moves: “fireball”, “DP”, “charge moves”, and “button mashing” examples are inlcuded.
See the image gallery for more details.