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#1

Atari Fighter 2600 (Now with A.I.)

Archive: 22 posts


*UPDATED*

This is a is a true 2D fighter. It is designed in the style of a retro Atari game. It's made completely out of stickers and logic. You can block, punch, kick, and shoot fireballs, while both crouching and standing. High block blocks all high attacks, and low block blocks all low attacks. And each attack has its own properties. This level plays like a real fighting game, and is the only level of its kind that I know of on LBP2.

http://lbp.me/v/djbzv-


http://ie.lbp.me/img/ft/23ed6594c4044067c45b8d2c828890b6f8647aa1.jpg

http://ib.lbp.me/img/ft/2abab7b4f6a73f3a259a5770b4bd0dac5892f545.jpg

http://i7.lbp.me/img/ft/1f76d944bc403200fe41d85233aa7f88a6c197ad.jpg


If you like unique levels, versus levels, or fighting levels i bet you'll enjoy this. I look forward to hearing feedback. I will return feedback as soon as I can.

EDIT:
UPDATES COMING
2012-07-28 00:22:00

Author:
unnatural
Posts: 51


Hey just calm yourself. Your level is amazing. It was really fun to play. Perhaps it is the icon or maybe just the title, but whatever the reason it doesn't have that many plays don't freak out. You have twentyfour plays and that is alot compared to what i have on my levels, heck i'm just hoping for ten plays.
Anyways here's what i think about the level---It was quite fun playin a retro style fighter like that. The controls were simple enough to understand and it had a nice tutorial to help explain it. Also the ability to choose between 2 maps was nice.

I feel it was well made but could have used the addition of a character select, where you select different colors that each have different magic.(Ex: Red shoots fire, blue shoots water, light blue ice, and yellow electric.) They could do the exact same damage and shoot the exact same way, but just some variation would be nice. Also some more maps and a cpu for people who don't have a buddy.

Ps: Try adding some pictures to this post to make it more appealing to the eye
2012-07-29 03:30:00

Author:
SilverTriforce7
Posts: 183


firstly, ty for reviewing and i am glad you liked it.

i am calm. i am however befuddled by the popularity of poorly made fighting levels.

i tried adding pics right now. they are posted as links. i dont know how to make them appear as pics.

up until now i wanted a character select option but thought it wasnt doable because the fighter's chip is so complicated trying to edit it freezes the game to being unusable. but i can copy the chip and load in different color frames. sometimes i dont think of the easy solution. i really like your idea of making the projectile and the fighter go together under a theme. like an ice man or fire man. assuming this level doesnt magically get a few hundred plays over the next couple days, i will delete. when i post a new version it will have that suggestion. ill put some thought into an ai. maybe a situational/probability based chip.


tx again for the feedback and great idea too
2012-07-29 04:44:00

Author:
unnatural
Posts: 51


Im goin to give it to u straight
Advertise!

Ive done it abd played those who have done it
Thats where the hidden gens are. Just ask for a play on the busiest levels an people woll notice. Dont believe me?
Look for urself ---> http://lbp.me/me/queue
2012-07-30 16:23:00

Author:
Razortehkill
Posts: 173


I'm not really a fan of advertising in peoples levels, though those MK clones don't deserve such respect.

Okay I've updated the level. Most importantly I revamped the look using classic Atari backgrounds. It looks nicer and the theme is tighter. I also changed the name and Icon. My next update will probably be A.I. for 1 player.

I am still offering feedback for feedback, and appreciate and suggestions.

-ty
2012-08-04 18:25:00

Author:
unnatural
Posts: 51


I wasn't able to get someone else to play this with me, but from I tried by my lonely self, this level has huge potential! It looks very nice. The Atari theme is nice and consistent. I would suggest changing the death animation to something more Atari-ish instead of the splat destroy effect. Just set that to disappear add your own little pixel explosion! Furthermore, the music seemed to fit for a fighter but not for an ATARI fighter. Perhaps you could try searching around for some retro music people have made?
The controls were nice and simple but felt a little clunky. The character moved a tad bit slow and the dashing didn't seem to want to work when I wanted it to. Kicking, punching, and crouching were all very smooth, though! I was thinking that maybe you could add a jumping feature, but I think this fighter does perfectly fine without it.
Again, I haven't played this the way it's supposed to witha friend, so I have absolutely no opinion on how fun the level actually is. I might try playing this with someone in the future if I can remember, though. But still, I hope you take some of my suggestions into consideration!

If you didn't think my feedback was completely useless because I played it by myself, leave feedback on the level in my signature, please!
2012-08-05 02:21:00

Author:
crazymario
Posts: 657


TY crazymario for the feedback.

You are correct about the music and splatter. I know they dont fit the Atari theme. I think I justified it by thinking of it as Atari brought by LBP. But any thing detracting from the illusion of it being an old 2600 game is a negative. So I will address those issues. I was looking up 2600 music on youtube, and boy was the 2600s music capabilities limited. Ill pick something out that fits. Im not sure what Ill do about the death animation, but I will try and come up with something that looks like it could happen on a 2600.

I can assure you that the dashing becomes available to use as soon as every other move. Basically all inputs are disabled until the moment the current move is complete. If its clunky its because it uses 0.2 second length frames. the last frame of every moves is being in nuetral position, either standing, crouching, standing + blocking, or crouching + blocking. those neutral frames are necessary to complete the illusion of putting your arm or leg back down. It does become apparent at such a low frame rate though. *little secret: if you hold down the move you want to do next during the current move, it will execute as soon as its available (not the same move twice in a row).

When was it you felt that a dash shouldve executed but didnt? If your rear gets close to the back of the screen, backdashing and stepping backwards are disabled.


I will return feedback most likely tomorrow evening.
2012-08-06 00:11:00

Author:
unnatural
Posts: 51


This level has been played, yay'd, and luv'd. Seems like I'm not the only one whose taken a few karate classes. lol Your character stances are official. Well done. I hope this level inspires 'MK Robot fighter' copier/creators to step their game up, and I hope that it also inspires 'MKRF' players to appreciate a little variation in LBP2 fighting games/levels. I was loosely inspired by Atari's boxing title a while ago an threw a little level together, so I highly respect the effort Unnatural has put in to "Virtual Kombat 2D Fighter". BTW... in reference to the name of this lovely level, I like to think of it as Virtual Karate.

2012-08-06 16:37:00

Author:
Mr Reluctant
Posts: 32


When was it you felt that a dash shouldve executed but didnt? If your rear gets close to the back of the screen, backdashing and stepping backwards are disabled.
I'm not sure...just seemed like i was mashing the button as much as I could and the character only dashed when it wanted to. Of course, I might just be completely stupid.

Still, again, it's a very good level with a great illusion of being an Atari game, and a nice break from the Mortal Kombat clones as the person above me mentions. Good job!
2012-08-06 19:08:00

Author:
crazymario
Posts: 657


This level has been played, yay'd, and luv'd. Seems like I'm not the only one whose taken a few karate classes. lol Your character stances are official. Well done. I hope this level inspires 'MK Robot fighter' copier/creators to step their game up, and I hope that it also inspires 'MKRF' players to appreciate a little variation in LBP2 fighting games/levels. I was loosely inspired by Atari's boxing title a while ago an threw a little level together, so I highly respect the effort Unnatural has put in to "Virtual Kombat 2D Fighter". BTW... in reference to the name of this lovely level, I like to think of it as Virtual Karate.



tx for complimenting the character stance designs. Making the shapes of the various frames was the first step I did, and I was really unsure about whether theyd come out okay.

btw, I played your Pixel Boxing level. Its excellent. Very well executed all around. It will be one of my go to versus levels when i want to play against a friend.



-I am very pleased with the results my level got, and all the comments. tx for plays and feedback.
2012-08-10 03:16:00

Author:
unnatural
Posts: 51


Wow... That was a pretty cool fighting level. Finally something new out there (unlike the million "Mortal Kombat" levels). I like the title for it in the actual game more than the title of this thread. I must admit that the title of this thread kept me from checking it out for a while. I suggest you change the title of the thread (use the Go Advanced button when editing). I also like the retro graphics on it. I think you should look into getting some music to match though. The music you chose doesn't fit the feel of the level. Other than that the level is great!

As for the F4F... If you're still doing it you can follow this link to see the thread (https://lbpcentral.lbp-hub.com/index.php?t=72941-Metal-Gear-Sackboy-Unraveling-Stitches) that describes my two levels. Feel free to check one (or both) of them out and leave some friendly feedback. I'm always looking for ways to improve them.
2012-08-10 08:34:00

Author:
Unknown User


okay, I went on youtube, got out my geetar, and added the music from the original Double Dragon boss battles. It was the only 2600 music I could find that fit my level, but it definitely adds to the overall flavor.2012-08-12 20:38:00

Author:
unnatural
Posts: 51


Ive added some updates. I adjusted the life bars and attacks so that punches do 2 units of damage, kicks do 4, and fireballs do 6. Now the damage done is more balanced. I adjusted the lighting so the splatter effect is colored. It isnt pixelated, but the brightness fits the level. I made the life bars bigger. I changed it so when the level finishes, it brings you to the end screen instead of the scoreboard. And I streamlined the logic.


I will publish a version with A.I. soon. Im deciding whether the level should go to AI or a 2p fighter automatically depending whether or not multiple players are present. Or if the host should choose the setting. I like automatic but I think ppl may like to set so they feel certain.

Im still open for f4f, if anyone has anything to add before I publish an A.I. version.
2012-08-23 08:47:00

Author:
unnatural
Posts: 51


i have play all your level so have a nice collection there. keep up the good work.2012-08-24 00:50:00

Author:
HellYeah1982
Posts: 192


How cute, I've got it on my queue. I never did get to play a lot of atari games, grew up on super mario and sonic.

EDIT: YAY. That's just awesome. I haven't got to play with other people yet but, I feel like hunting down old port games. I wonder if atari has any for ps3.
2012-08-24 03:29:00

Author:
anarchowolf
Posts: 194


TY anrarcho and hellyeah. im glad you liked it.

I finished building the A.I. However, during test play I noticed a bug where if a fighter is killed just as a new frame is being emitted, you will hear the splatter sound but not see the splatter effect. It seems that objects set to be splattered need to exist for at least a certain fraction of a second before being destroyed or the splatter effect wont be visible. I cant believe it never came up during test playing. So before I publish the version with A.I, Im going to try to solve the problem. I will have to replace the splatter animation with something of my own, as crazymario suggested before. Im open to ideas.
2012-08-25 00:48:00

Author:
unnatural
Posts: 51


update: I replaced the splatter effect with a fade out effect coupled with the retro lightning bolt sound. I think it feels pretty good especially if an opponent dies in the middle of an attack. also without the very unretro looking splatter effect the overall theme is stronger now. The only thing I have left planned is adding in A.I. but i want the level to be as good as possible so im still open to suggestions.2012-08-30 07:37:00

Author:
unnatural
Posts: 51


I haven't seen this yet. Wow - you really nailed the Atari 2600 graphics.... not only in the blocky style, but in the gradient style. Really brings me back.

Stupid piece of irreverent info - the Atari could only display 4 colors at a time, but you could switch to a different palette during the "vertical display interrupt", which resulted in those visual techniques being used.

Great stuff! I rarely get a chance to play 2 player, so A.I. would be welcome. But... buying a ps3 for my son in a few weeks, so we'll be playing 2 player from 2 different rooms. Queued!
2012-08-30 13:15:00

Author:
CCubbage
Posts: 4430


TY CCubbage. thats interesting information. i was wondering why in texas chainsaw massacre the trees, house, hay, and ppl were all the same color. had i known that was a rule i might notve taken the small liberties i took with the color selection.

Update: I added A.I. It is automatic. if you enter the level without another player the A.I. will autmatically be activated. It is all offensive. from a distance it will shoot fireballs and walk forward. up close it will punch and kick, while mixing up high and low stances. what move it does is decided by the last move done and its position to the player.

Im hoping this really changes the dynamic of the level. i know most ppl whove played it were alone. tell me what you think. im still offering F4F as i want this to be as good as i can make it.
2012-08-31 07:44:00

Author:
unnatural
Posts: 51


TY CCubbage. thats interesting information. i was wondering why in texas chainsaw massacre the trees, house, hay, and ppl were all the same color. had i known that was a rule i might notve taken the small liberties i took with the color selection.

Just a bit further FYI - the Atari also had a concept called "Player/Missile graphics". There were 4 players and 4 missiles. A "player" was a sort-of sprite which was 8 pixels (bits) wide and could extend the height of the screen. The "missile" was a single pixel (bit) and could extend the length of the screen. Players and missiles could only be a single color. You could move a player/missile across the top of the screen without affecting the background, and they had collision detection to detect if it touched a background graphic or another player/missile.

I was an assembly coder for the Atari back in the 80's, so this game looks like a real treat for me.

I'm going to absolutely check out this during lunch today. I'll give some feedback on my experience with the AI. If it's a bit quirky..... even better. More authentic!

EDIT - Ok, I played this a bunch of times. First, I played against the AI a few times, then I invited MAD_WIZ in and played him.

My verdict? You've done a great job with this. Not only does it look and sound authentic, but the gameplay really reminds me of the early Atari days. Simple controls, blocky animations and slightly slow/awkward gameplay (which in this case, added rather than detracted from the experience).

Playing against the AI was very cool - I had to form some strategies to beat him. Each time I played I got better and learned a bit more strategy-wise, which was great because it's much more than a button-masher.

After playing a few times there was only one thing that I kept thinking could improve it, however - I would have liked to see more than 1 round with scores. For instance, first person to 5 kills wins, and the background rotates for each win. Especially for the 1 player experience.

But, that was just a thought - the game is really excellent and has a lot of replay value. It's sort of like eating potato chips - you can't just play once. Great job! Happy faced and hearted!
2012-08-31 14:05:00

Author:
CCubbage
Posts: 4430


Just a bit further FYI - the Atari also had a concept called "Player/Missile graphics". There were 4 players and 4 missiles. A "player" was a sort-of sprite which was 8 pixels (bits) wide and could extend the height of the screen. The "missile" was a single pixel (bit) and could extend the length of the screen. Players and missiles could only be a single color. You could move a player/missile across the top of the screen without affecting the background, and they had collision detection to detect if it touched a background graphic or another player/missile.

you mean you couldnt just put the player/missile on a different plane?

Im really glad you enjoyed it, especially with your technical experience with the system.

...I was going to make rounds. then i thought, itd be be better to just have a restart/end option appear after each fight so the player could choose how many times they want to fight. then i thought, the game does that automatically and itd be redundant. yet at the same time im critical of levels with replay value that make you go thru intros and menus, and i probably "thought" my way out of a good idea. adding the rotating backgrounds, as you suggested, also adds another layer to it. im glad you liked it enough to suggest first to five wins, but im thinking best of three will have more broad appeal. im not sure as i write this if ill keep the current pre-fight background selector should i add the rotating background.

good idea tx.
2012-09-01 02:20:00

Author:
unnatural
Posts: 51


Frankly, if you left it the way it is it's great. If it got me to play it 9 times in a row, obviously you're doing something right.

Maybe move on to your next piece of Atari goodness!
2012-09-01 02:44:00

Author:
CCubbage
Posts: 4430


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