Posts Tagged ‘fighting’

Happy Holidays from SHUDDA HADDA LOTTA FUN

Posted by (twitter: @ShuddaHadda)
Sunday, December 25th, 2016 12:31 pm

Happy Holidays from Shudda Hadda Lotta Fun

 

Happy Holidays from

 

Shadow Fencer Theatre

 

and from us at

 

SHUDDA HADDA LOTTA FUN.

 


 

If you’re breaking in your new gaming laptop… or just trying to avoid your family for more than 15 minutes at a time… give Shadow Fencer Theatre a try. Either way, HAVE FUN and eat all the cookies!

Play HERE.

Shadow Fencer Theatre - Play it now

 

 

 

 

 

 

 

 

Sorcerer’s Room (Local Multiplayer – Two Players Game)

Posted by
Wednesday, December 14th, 2016 12:00 am

Link To The Game – Sorcerer’s Room (Local Multiplayer – Two Players Game)

Welcome to Sorcerer’s Room! This is a two players strategy fighting game. Each player control a sorcerer and take turn to strategies their movement/attack before executing their fight.

Game Rules:
1) Step 1 (1st Player Input): While 1st Player Input, 2nd Player shouldn’t look at what 1st player has input.

2) Step 2 (2nd Player Input): While 2nd Player Input, 1st Player shouldn’t look at what 1st player has input.

3) Step 3 (Execute The Fight): The 1st & 2nd Player Input will be executed together at this moment of time.

4) Repeat over the steps until whichever player’s HP equal to 0 (player has defeated)

5) Right Hand Corner Steps Indicator – (1st round) allow 1 step, (2nd round) allow 2 steps, (3 round and above) allow 3 steps. (Green Indicator – step been input by player, Blue Indicator – awaiting for player input.)

6) Movement – (1)Left, (2)Right, (3)Float

7) CoolDown – (4)Light Ball – no cool down, (5)Fire Ball – ready after 2 turns, (6)Frozen Ball – ready after 1 turn

8) Damage – (Light Ball) minus 10HP, (Fire Ball) minus 30HP, (Frozen Ball) minus 20HP

Hope you enjoy the game with your friend.

Due to limited time for development, there is no LAN versus feature. If there are good feedback and demand on this feature, we’ll consider for further development of this feature.

Cheers,

Kevin Yap & Hugo Fock

 

Credits
Background Music: http://www.soundjay.com/
Sound Effect: http://www.soundjay.com/

15403747_10153911464545213_3558944072986492089_o

15356616_10153911464435213_801192241240588694_n

15380455_10153911464415213_2780755213439536321_n

FLESHBOUND – “One Room” Jam

Posted by
Monday, December 12th, 2016 10:03 pm

https://nym-and-permilias.itch.io/flesh-bound

Hi ! This is our first Ludum Dare entry. Hellbound is a 2D action/adventure game, in which you play a demon fighting to escape his cell.

The game is missing a few details, such as a boss fight, and lacks an ending. That will be added in the following days. The update will be available on https://nym-and-permilias.itch.io/ .

Directed by Martin Jacob

Programming by Léo Marambat-Patinote

Art by Sacha Rivière and Alexis Descamps

Additional graphics by Charline Hedreville

We are first year student in a video game school ! We hope you enjoy our work.

— CONTROLS —

Use Z,Q,S and D to move.

Spacebar to Dash. Move the mouse to look around.

Left click for a short-range attack, right click to cast a fireball (5 seconds cooldown).

SMARTONINJA

Posted by
Tuesday, April 19th, 2016 12:12 pm


Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!

You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!

Play it here

Turn Fighter Foo – post compo version

Posted by
Sunday, 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.

Insanity

Posted by
Monday, November 26th, 2007 11:54 am

Insanity was my entry to LD4. The topic was “infection”. My idea was somewhat far-fetched and only in the story – the home town of Ian the janitor is befallen by an infection of insanity – so he has to beat up all the scientists at his workplace to find the cause of the infection and a cure.

Insanity

Since I messed up the base engine (tried to somehow stuff the 3D into 2D), I wasn’t able to finish. There’s just one level with place holder graphics, but the level can’t be won and so the story never reaches its conclusion.

Wee Ninja

Posted by
Monday, November 26th, 2007 10:22 am

LD48 #8 theme was “Swarms”. It also occurred right around the initial release of the Nintendo Wii. Thus, you get Wee Ninja, a game where you are trying to beat an insanely large horde of other shoppers to the last remaining Wees in stock during the holiday season. It’s fun to play, simple, and includes achievements to unlock bonus abilities. One of the more complete entries I’ve ever done (possibly because the gameplay was so incredibly simple!).

Wee Ninja

Hitsuji: Shears Of Fury

Posted by
Monday, November 26th, 2007 9:49 am

LD48 #2 theme was Construction/Destruction, with a minor theme of Sheep. As such, I created Hitsuji: Shears Of Fury, a game where you destroy construction equipment as a ninja sheep. It featured a really cool tweening animation system I wish I had used since, as well as some lovely use of very default Allegro fonts. It also included zombie construction workers, and pelicans. Pelicans appear often in these games.

Hitsuji

[cache: storing page]