Fighting Game Development Club @ ICU
THE WEB BUILD DOES NOT SUPPORT ONLINE. (its a little unstable anyways. pensive emoji.)
Keyboard:
Arrow keys to move. A for a light attack, S for a heavy attack. D for dash macro.
Controller:
Stick or Dpad to move. The left and bottom face buttons are both light attack, the up and right ones are both heavy. Right bumper for dash macro.
Normal fighting game conventions apply, but to be explicit:
- You can get away with mashing (like the AI does.) You don't need to try too hard, but if you want to, the next step is to mash with intent.
- Hold back to block. (Hold down so you don't move backwards. However, look out for aerial attacks and let go of down!) You can't block while attacking, so if you're getting hit a lot, try waiting for an opening (and then start mashing.)
- Numpad Notation: Look at your numpad. Numbers indicate direction. 5 is no input. This assumes you're facing right.
- 5L is standing light.
- 2H is crouching heavy.
- 236L is a quarter circle forward, then light.
- Moves cancel into each other! 5L cencels into 2L, which cancels into 5H, which cancels into 2H. You can also skip moves.
- When you are thrown, input throw ASAP to break out!
Attacks and Movements:
- Universal: LH is throw. If in hitstun, LH is burst.
- Max: Dragon Punch (623 L/H), Dive Kick (22 L/H), Dash Punch (214 L/H), Backdash (44 or 4D).
- Lippo: Card (236 L/H), Airdash (66 or D).
- Boba: Run (66 or D). Run jump, Sever (Run L), Launch (Run H). Knives (624 L/H)
- Snail: Taxi ([4]6L/H). 🅱ersona! (214L).
Credits!
- Adrian B (Audio)
- Ryan Chang (Team Lead, Programmer, Artist, Crazy person)
- https://artlessavian.github.io/
- Twitter: @ArtlessAvian (i don't post anything but i might eventually)
- Alexander Grams (Programmer)
- Sabella Hunter (Artist)
- Twitter: @p4r4d0x1c
- Joshua H. Kim (Designer, Programmer)
- Twitter: @JubJub623D
- Owen Koch (Programmer)
- Jaime Markkern (Programmer)
- Michael Pien (Producer)
- Yoon Roh (Artist)
- Instagram: @justyunsart
Additional Help
- Srayan Jana (Networking Support!!!)
- https://valorzard.itch.io/
- Twitter: @valorzardk
- James Kwan (Programmer, but bad luck this quarter)
- Daniel Zhang (UI/UX, but bad luck)
Character Credits
- Max, by Ryan Chang, from Lizard State (https://artlessavian.github.io/lizard-state/)
- Lippo, by Diane Sparks, from Sixfive (https://dianesparks.itch.io/sixfive)
- Boba, by Sabrina (and Animation Anteaters!), from Kiki & Boba (https://vimeo.com/686452926)
- Snail, by Alby, from Acid Trip (https://alby-albinodinosaur.itch.io/)
Special Thanks
- Video Game Development Club at UCI
- Animation Anteaters
- Fighting Games at UCI
Github Repo. (MIT License, feel free to steal our "quality" code)https://github.com/ArtlessAvian/fgdc-at-icu
Status | Released |
Platforms | HTML5, Windows, macOS, Linux |
Author | artlessAvian |
Genre | Fighting |
Made with | Godot |
Tags | kusoge |
Code license | MIT License |
Average session | A few minutes |
Multiplayer | Local multiplayer, Ad-hoc networked multiplayer |
Player count | 1 - 2 |
Links | Source code |
Comments
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the downloadable version crashes once you open it :(
where is training mode AI I wanna lab :(
heya, we didn't have enough time before our game was "due," but it shouldn't be too bad to hack in. (famous last words.) if you really want a training mode, lmk what features you'd like to have!
in the mean time, you can try labbing things the old-school way with a second controller. you can hold block after the first hit to see if your combo/blockstring has gaps, or hold buffer an attack so it comes out as soon as there's a gap. you can hold jump on both characters after connecting/blocking an attack to get a rough estimate on frame advantage (or peek at the game's files on github, but there might be an off-by-one error in the code haha)
so i need to learn how to hack in a ai that does nothing? sounds hard ngl
oh nah nothing like that lol, if you just want an ai to do nothing, just plug in an extra controller and use that as the second player
what if you don't have a controller