Turn Fighter Foo – post compo version

Posted by
September 8th, 2013 3:37 am

After the ludum 27 48 hour compo, I continued to develop Turn Fighter Foo in order to bring out a version that is closer to what I had imagined.

So whats new?

The first major thing (not visible though) is that the code base has been ported from Flixel with Actionscript/Flash to HaxeFlixel  with Haxe/OpenFL. Doing this has the advantage of being able to port it to other platforms natively. Expect something like gamepad support on desktop or a mobile version sometime in the future!

Improved graphics/music

There are a few new hit animations for the fighters as well as new animations for the new moves that they can perform. The background has been spruced up a little to make it less bland and some background music thrown in to accompany the fighting. Here is an example of what to expect:

tffpostcompo

Improved gameplay

The first major change is a rebalancing of the play matrix for moves. You might have noticed that kick is probably the most overpowered move in the 48hr compo version. I’ve tried to create a version where there is always a counter to any move. For example, kick is now countered by the low sweep like the picture above shows. And air attacks can now be countered by a new uppercut move. The play matrix is still not perfect but it is far better than the 48 hr compo version. Along with the new normal moves, there are also a couple of special moves that I’ve added which were inspired (aka ripped off) from most fighting games. The first is a ranged fireball attack and a move called the phoenix punch which kinda resembles a dragon punch (very original I know! 😛 ). Have a look at the moves list below for how to execute the new moves. More special moves to come in future versions hopefully.

The post compo version now has several options that can be customised such as the ability to hide your inputs from your opponent, increasing/decreasing the number of inputs per turn and changing the turn timer duration (or have unlimited time). The last option enables Turn Fighter FOO to be played in Ippon scoring mode which means that a turn ends as soon as one fighter performs a decisive blow on the opponent scoring one point. The decisive blow occurs when one fighter performs a move that naturally counters the opposing fighter’s current move, thus getting the hit. Score three points and the match is over.

tff_menuoptions

Last but not least, I’ve added an AI player for those that do not have anyone to play with. Yes, there is now a single player mode! The AI is not great but it should be enough to get a flavor of what the game is all about. I’ve gotten feedback regarding my compo version about how some players didn’t have a partner to play with so this one is for those players! :)

The post compo version of Turn Fighter Foo may be found (along with the original version) at my ludum 27 entry page here.

New Moves list

  • Upper cut – down, punch
  • Low sweep – down, kick
  • Jump punch – up, right, punch (if facing right)
  • Fireball – down, right, punch  (if facing right)
  • Phoenix punch – right, down, right, punch (if facing right)
  • Duck – down
  • Idle has been removed as an input. Use block instead.
  • Controls for player 1 has changed to w,a,s,d for up,left, down,right and j,k,l,n for punch, kick, block, clear move list.
  • Addition of new ready button for the unlimited time match. When both players hit the ready button, then the turn plays out. Player1 ready – space, Player2 ready – end.

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