Thanks for sharing this! It's neat seeing how different programmers handle implementing it! I've thought about making a fighting game (nothing too serious, just something for fun), but the input buffer and the process of using that buffer to activate abilities has been tricky for me to wrap my head around!
@Roundbeargames11 ай бұрын
Thank you. Its really nothing but stacks and queues. I hope you get started on making a fighting game too in the future
@apollolux11 ай бұрын
Groovy implementation! Does your setup hardcode timing thresholds for things like pressing the next direction/button in a sequence after release or is that also offloaded to JSON or other similar config files? I haven't done this for fighting games specifically but in the past I have implemented input managers into games and some webapps and would usually add the timing leniency threshold between button presses for particular button sequences as an extra parameter in the Button objects passed to the input command sequences. I've personally found 200-500 ms to be more than generous enough for directions and 150-300 ms to be enough for non-directional action buttons, but you might use different timings based on your testing results.
@Roundbeargames11 ай бұрын
thanks. right now every input (directional or not) stays in the buffer for 60 frames (fixed updates) which is 1 full second. that is a random number i hardcoded for now. for this case i don't see the point in putting the one variable into json because i don't see it being changed often. i'm thinking half second or quarter second would be enough which is about the same as 200~500 ms.
@apollolux11 ай бұрын
@@Roundbeargames Fair point on it not being changed often enough for you. If the buffer gets processed faster or if it were a different kind of game then that number might get more important, which I only even realized because years ago I was one of the peeps who helped the Stepmania team troubleshoot version 5 working properly on Linux and found out first-hand that input processing for a rhythm game (especially when having to troubleshoot synchronizing animation, audio, and video playback) is a completely different beast from input in other kinds of games.
@kawantrindade245911 ай бұрын
any chance of decoupling the figther_p1 allowing for example 2 enemies at the same time or maybe an enemy pool (Robot IA) idk.
@Roundbeargames11 ай бұрын
I havent thought of more than 2 players until now but yes its possible
@kawantrindade245911 ай бұрын
why json and not lua bindings? btw good job. im learning using this project
@Roundbeargames11 ай бұрын
thanks. i'm not a huge fan of lua. but you can certainly get the same results through lua if you choose to.
@aleksandrk.581811 ай бұрын
Hi, friend! What is hurtbox? DID YOU write it on cpp yourself?
@Roundbeargames11 ай бұрын
hi. hurtbox is the box that you hit to damage your opponent. yes i wrote it.
@aleksandrk.581811 ай бұрын
Cool! I’m studying .cpp myself and now I also want to try to write my own engine. I saw you and your video and liked it! I will watch you and learn)))@@Roundbeargames
@Roundbeargames11 ай бұрын
good luck man, tho i'd generally advice against starting from scratch. i'm using olcpixelgameengine for this project.