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Virtua Kombat (2D fighter, 2P) - all holograms and logic!

Archive: 5 posts


?Virtua Kombat 2 (2D fighter, 2P)? is a true 2D fighter using only holograms and logic. This is a much improved sequel to ?Virtua Kombat? which was somewhat of demo. This version has new moves, smoother controls, and an improved layout.

Unlike other fighters on LBP2 this one plays like a real fighter with a retro style. A system of frames, defensive maneuvers, and varying attack damage and range allow for mix-ups and true fighter gameplay.

This fighter has blocking, punching, kicking, and fireballs, all of which can be done from either crouching or standing positions. Low block will block all low attacks and high block will block all high attacks. Punches are the quickest and weakest attack. Kicks are slower than punches, but do more damage, and hit blocking opponents from much farther away than. Fireballs are the slowest executing moves, but they do the most damage and have the largest range. You walk by tapping/holding down left/right on the d-pad. You can also do a quick back-dash to quickly add distance between you and your opponent.

I think this came out quite well and am hoping the community will agree. Tell me what you think.

I will trade feedback indefinitely.

TY
http://lbp.me/v/82b6gh
2012-01-06 22:53:00

Author:
unnatural
Posts: 51


I would like to know what the main reason is that ppl are not liking this level. im sure whatever it is i can fix. but i need to know what is turning ppl off about the level. I honestly thought this would be a much welcome relief to all the sloppy "fighters" that have come up on the cool pages since LBP2s been out.2012-01-08 00:11:00

Author:
unnatural
Posts: 51


I saw this thread the other day and queued it, but I rarely play 2P so haven't had a look yet. But I will be sure to let you know if I come across any issues.2012-01-08 20:50:00

Author:
Mr_Fusion
Posts: 1799


Well, I gave it a quick play 1P and it's pretty solid. Th sonly thing that would make me boo it was if I loaded into it 1P and didn't realise, even then I wouldn't boo it. But I do have a modicum of intelligence.

Anyways the frames are well built, but there is a slight flicker between them and it feels like a delay in the kick, but it does take more energy off I guess. It looks like there are a few more frames on animation for the kick, which allows a punch to override I guess.

I'm curious as to what method you use for your animation as I think you could remove that flicker... Unless it completely breaks the actual gameplay.
2012-01-09 07:33:00

Author:
Mr_Fusion
Posts: 1799


well the "flicker" is a result of lag. when played offline on my moon there is no flicker as the parts of the frames that overlap one to the next appear to remain constant. i know of the flicker from playing online. the host experiences little lag while the guest experiences more. if the players have a bad connection with each other, frames will seem to not appear or overlap over each other to the guest while the host will see whats actually going on. but with a okay connection this problem should be minimal (a flicker).

I know that in fact the strategy of animation does effect the amount of this visual lag. for example i originally put all the animations on their own sequencer. seemed like the obvious route but it resulted in huge visual lag for the guest. on a whim i removed all the sequencers and went with my current strategy, which made the game playable in most cases.

strategy: say a three frame animation is triggered. all three frames' emitters are 1 shot with a frequency of 0. the first two frames' emitters have a lifetime of 0.2 seconds and the 3rd (last) emitter would have a life time of infinity. a start count up timer set to 0.2 seconds is hooked up to the 2nd frame's emitter. a start count up timer set to 0.4 seconds is hooked up to the 3rd frame's emitter. a start count down timer set to 0.6 seconds is hooked up directly to the 1st frame's emitter and both of the start count up timers. the start count down timer is required to deactivate all inputs during the duration of the current move. the last frame of each move is destroyed by a tag emitted by the next input. frames are meant to last for .2 seconds as lag would be to much of an issue if they were any shorter.

if you could come up with a strategy that does not result in the visual lag, thatd be great. i do plan on republishing this next weekend only because the much inferior original version got 3500 plays and i want ppl to see this better version.

about the kicks: they have more frames than punches but hit blocking opponents from much farther away due to how the defensive and offensive moves' shapes fit together. if you play another player, one who uses defense you will find its advantages over punch. punch could only override kick if you and your opponent are right in each others faces, one punching repeatedly, one kicking repeatedly.
2012-01-10 03:11:00

Author:
unnatural
Posts: 51


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