Might as well call this the finished version, since barring optimization and cleanup I'm out of space.
-There wasn't really much point in moving away from your opponent, so backward movement has been replaced with a longer backstep that can be used to avoid attacks
-Tweaked a few pixels
-2 new backgrounds (chosen randomly for each round)
-Randomly generated character appearances (loser's character gets replaced after each round)
-Characters now have shadows
-1 new music track
-Options menu to change/disable the music and choose between 3 CPU difficulty levels
-Player 2 could still go slightly outside the screen's bounds
-There's a certain set of inputs that will prevent a character from going into the win pose after knocking an opponent out, thus being able to move around freely and preventing the round from ending. I have no idea how to do it apart from buttonmashing. The CPU will occasionally manage to do this, since technically it's constantly buttonmashing. Don't think of it as a bug, think of it as the ultimate victory celebration!
-CPU opponent with rudimentary AI
-Rudimentary main menu to select between 1P and 2P modes
-Attack inputs wouldn't register at a certain point after moving
-It was previously possible to press both attack buttons while blocking to perform a 100% sure counter
-Characters walking outside the bounds of the screen
One-on-one fighting game inspired by International Karate and the Hiryu no Ken series. Two player only at this point. Absolutely no testing or balancing done.
Left and right to move
Fire 1 to punch
Fire 2 to kick
Punch and kick while holding up/down to hit high/low
Up to block high
Down to block low
Backwards or stay still to block middle
You can perform a ludicrous counter move by performing a successful block and then pressing the same attack button your opponent used. E.g., press punch after blocking a punch to counter.
There was a commercial game 30 years ago that was not nearly this good, and people paid for it.
beautifully done!! the character art is really impressive!
oh and i really dig the sound and music!
I managed to get a vertical line of red pixels to stay on the screen after blocking an attack.
it'd be nice to have multi-frame attacks so you could see them coming and try to block rather than having to guess.
Apparently I'm so good at karate that I strike my opponent with lightning... But then it gets stuck there forever? It doesn't go away between matches or anything.
EDIT: This bug is the result of an API change. In previous versions of Pico-8, SSPR would stop if dw or dh is less than 0. Now it draws with the negative width inverted or something like that, instead. This is easily resolved.
Since it's not my cart to fix, I can only give you one little line of code to paste into the top of the cart yourself. To anyone who wants to fix the rendering bug here:
_sspr = sspr function sspr(sx,sy,sw,sh,dx,dy,dw,dh,fx,fy) if dw <= 0 or dh <= 0 then return end _sspr(sx,sy,sw,sh,dx,dy,dw,dh,fx,fy) end
And if pomppo should return and want to fix it without resorting to API hacks like that: Just move your sspr call to be inside the logic block which shrinks it. :P If it's not there TO shrink, you shouldn't be rendering it!
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