thanks but I still don't get it. Doesn't seem to helpful with my beat em up game. I wish I could show you footage of what I have so then you would get my ideal. 😆 thanks again though.
Actually your YouTube videos help me figure out things a lot.
I definitely will continue to work on the game, but it is my first time making video game. There are many trial-and-error and creating the graphic takes so much time.
Anyway, please check back later for future updates.
I haven't actually played this yet, but I'm gonna have to admit this looks like it'll be strong competition from the art-style/screenshots. Nice pixel art. How challenging was it to make a beat 'em up in PGMMV? Did you have to utilize much syntax or was all this done without anything like that? Also nice game logo!
EDIT: Okay, just finished playing through this. First off I have to say I'm impressed you chose to make a beat 'em up for your first PGMMV project. I think there are more challenges that come with it than doing a standard platformer/metroidvania. The feedback I'm going to give is keeping in mind that it's your first project. Actually, my feedback is more-so some suggestions I have for you, I'd strongly recommend you update these things before the deadline next Saturday. This should make your demo stronger for this contest.
First: I felt the attacks lacked a bit of 'oomph' and in part it's because you don't have SFX for when someone gets knocked over and when they hit the ground. Some home made voice clips and grunts of enemies going "Hah" or "uwwaaaah" or stuff like that would add to it.
Second: Is your jumping state an animation that moves the sprite up and then down in the animation editor? If it is, I'd strongly implore you to make those animation frames 'interpolated' so that the jump is smooth (do this for the air attack as well.) If you don't know what I'm talking about, click on an animation frame and in the settings for the frame you can see "Interpolation". Of the two options, choose 'linear'. Do this for all the frames in your jumping animation and your air attack and check out how much smoother the jump is!
Third: The boss got me into a bit of a loop where he'd keep knocking me over, and right on the frame as I got up, he'd hit me again. You can do a HP draining special to knock him back but with Beat 'Em Ups the standard seems to be that enemies/bosses will give you just enough space to get up so that if you get hit soon after it's your own fault and not the game's if that makes sense.
Fourth: Your main character needs an idle animation. A VERY basic and simple/quick one to do is the bobbing up and down like you're in a fighting game. Small addition but it'd make the game feel even cooler IMO.
And that's all my feedback for now. I'd like to rate your game on its homepage, but I'm going to wait until you have more content put in first. I can tell a lot of love was put into this and it looks like it has decent potential. Good job!
Thank you so much for your feedback, I am really appreciated.
The hardest part to make a beat'em up with PGMMV is picking up the enemies, carrying them in hand, then throwing them back on the floor while keep track of their HP. Second is when punching the enemies, I force them to turn and face the character in order to knock them back in the right direction. It took me quite some time to figure out how to do it. Well, I am not a programmer, so I didn't use any custom script. The whole game is made with the basic functions from the engine.
I agree that the game has areas that needed to be polished. For the jumping animation, I did it exactly the same as the sample comes with the engine. I use a empty animation for the jump motion, then generate the kick animation as a child object. For the animation setting, I leave it at "none", I will try set it to "linear" and will see if it gets better. For the boss AI, I know I need to fix it, lol.
On my to-do list, I still have to do the stage select, respawn, collect special items to unlock more playable characters, multiplayer support, story cutscene, ending, and many more.
Well, it is my first game, and I want it to look good and fun although it is quite challenging.
This Japanese PGMMV developer I follow on Twitter is doing a very elaborate beat 'em up project. You might be interested in seeing, he does use a lot of syntax I believe: https://twitter.com/Moebius090
That's funny you mention that as the biggest challenge for you, I had the same issue in my submission since there's a grapple mechanic. The solution I ended up going with was using attack detections with attribute changes so that a specific value would be checked to indicate a grab (while a different one indicated getting attacked). But there's a small caveat, sometimes that 'grab' attack detection seems to kill an enemy instead of grabbing them, if the collision happens on a very tiny frame window. So it works most of the time, not all the time. Which is unfortunate, but I couldn't figure out a different approach that actually worked. Was your solution different?
Coma State Eden (my submission to the 2019 PGMMV Game Dev Challenge) is like that for me. Honestly with any art or craft, if you want to make something good it's going to be really hard and time consuming. There's lots of details and you can't ever ignore a good idea. It's definitely worth it though, you have to make something you would actually play the hell out of. That's when the work turns out better and you're having a lot of fun.
hello how are you? I'm trying to figure out how to make enemies stand still while I'm punching them and fly back and hit the ground when I land the final attack of my combo. This is in pixel game maker mv.
For standing still while being hit, in the enemy's objects page, at the being hit action box, turn on the "ignore move input during motion and ignore direction change during motion"
For knockback, it is a little complicated, and there are multiple ways to achieve it. Below is one of the solutions. 1. Create a switch for the enemy, something like "knockback". 2. Add "lock object" to your player's attack action, turn on "lock objects touched by this object's attack detection." 3. In your player's final attack action, add "change switch/variable", select "change switch", "locked object", turn on the enemy "knockback" switch. 4. In the enemy's being hit action box, add a link to the knockback box, in the link add "switch/variable changes" select "object self", "knockback" is "on" 5. In the knockback action box, add "move towards display direction" and then set how many pixels you want the enemy to move, and select "move in reverse direction" 6. Add "release lock" for your player 7. Turn off the knockback switch at the end of your enemy's knockback
So basically your player character needs to know which enemy he is hitting, then at the end of the combo, turn on the locked enemy's knockback switch, so the enemy knows when to knockback.
You can also achieve the knockback function by using "variable" or attribute in "attack settings".
thanks. You are the first to help and I'm thankful because I didn't know what else to do. So a beat em up is possible with the right help. Thanks again
Yes, I create all the pixel art for my game. I am a pixel art hobbyist with zero programming background. Unfortunately, I don't do art for other games.
You probably choose the wrong game type. Make sure you select "top view action". Or you may open the beat 'em up game sample and see how they create the game.
Comments
I was wondering how to get a character to grab a enemy and throw them?
The below video shows how to do grab and throw object.
Hope this help.
thanks but I still don't get it. Doesn't seem to helpful with my beat em up game. I wish I could show you footage of what I have so then you would get my ideal. 😆 thanks again though.
Heck, this play really well! Nice :) The jumping kicks didn't always connect but for a demo and your first project this looks and plays really well.
Thank you so much for your comment. I am still developing the game slowly, please check back later for updates.
Hey how are you? I'm trying to develop a beat em up. Would you happen to have a guide for setting up everything? Like maybe example game script
Loved the graphics and gameplay, hope you continue this!
Hi Baz, thanks for your comment.
Actually your YouTube videos help me figure out things a lot.
I definitely will continue to work on the game, but it is my first time making video game. There are many trial-and-error and creating the graphic takes so much time.
Anyway, please check back later for future updates.
-Ricky
I haven't actually played this yet, but I'm gonna have to admit this looks like it'll be strong competition from the art-style/screenshots. Nice pixel art. How challenging was it to make a beat 'em up in PGMMV? Did you have to utilize much syntax or was all this done without anything like that? Also nice game logo!
EDIT:
Okay, just finished playing through this. First off I have to say I'm impressed you chose to make a beat 'em up for your first PGMMV project. I think there are more challenges that come with it than doing a standard platformer/metroidvania. The feedback I'm going to give is keeping in mind that it's your first project. Actually, my feedback is more-so some suggestions I have for you, I'd strongly recommend you update these things before the deadline next Saturday. This should make your demo stronger for this contest.
First:
I felt the attacks lacked a bit of 'oomph' and in part it's because you don't have SFX for when someone gets knocked over and when they hit the ground. Some home made voice clips and grunts of enemies going "Hah" or "uwwaaaah" or stuff like that would add to it.
Second:
Is your jumping state an animation that moves the sprite up and then down in the animation editor? If it is, I'd strongly implore you to make those animation frames 'interpolated' so that the jump is smooth (do this for the air attack as well.) If you don't know what I'm talking about, click on an animation frame and in the settings for the frame you can see "Interpolation". Of the two options, choose 'linear'. Do this for all the frames in your jumping animation and your air attack and check out how much smoother the jump is!
Third:
The boss got me into a bit of a loop where he'd keep knocking me over, and right on the frame as I got up, he'd hit me again. You can do a HP draining special to knock him back but with Beat 'Em Ups the standard seems to be that enemies/bosses will give you just enough space to get up so that if you get hit soon after it's your own fault and not the game's if that makes sense.
Fourth:
Your main character needs an idle animation. A VERY basic and simple/quick one to do is the bobbing up and down like you're in a fighting game. Small addition but it'd make the game feel even cooler IMO.
And that's all my feedback for now. I'd like to rate your game on its homepage, but I'm going to wait until you have more content put in first.
I can tell a lot of love was put into this and it looks like it has decent potential. Good job!
Thank you so much for your feedback, I am really appreciated.
The hardest part to make a beat'em up with PGMMV is picking up the enemies, carrying them in hand, then throwing them back on the floor while keep track of their HP. Second is when punching the enemies, I force them to turn and face the character in order to knock them back in the right direction. It took me quite some time to figure out how to do it. Well, I am not a programmer, so I didn't use any custom script. The whole game is made with the basic functions from the engine.
I agree that the game has areas that needed to be polished. For the jumping animation, I did it exactly the same as the sample comes with the engine. I use a empty animation for the jump motion, then generate the kick animation as a child object. For the animation setting, I leave it at "none", I will try set it to "linear" and will see if it gets better. For the boss AI, I know I need to fix it, lol.
On my to-do list, I still have to do the stage select, respawn, collect special items to unlock more playable characters, multiplayer support, story cutscene, ending, and many more.
Well, it is my first game, and I want it to look good and fun although it is quite challenging.
-Ricky
This Japanese PGMMV developer I follow on Twitter is doing a very elaborate beat 'em up project.
You might be interested in seeing, he does use a lot of syntax I believe:
https://twitter.com/Moebius090
That's funny you mention that as the biggest challenge for you, I had the same issue in my submission since there's a grapple mechanic. The solution I ended up going with was using attack detections with attribute changes so that a specific value would be checked to indicate a grab (while a different one indicated getting attacked). But there's a small caveat, sometimes that 'grab' attack detection seems to kill an enemy instead of grabbing them, if the collision happens on a very tiny frame window. So it works most of the time, not all the time. Which is unfortunate, but I couldn't figure out a different approach that actually worked. Was your solution different?
Coma State Eden (my submission to the 2019 PGMMV Game Dev Challenge) is like that for me. Honestly with any art or craft, if you want to make something good it's going to be really hard and time consuming. There's lots of details and you can't ever ignore a good idea. It's definitely worth it though, you have to make something you would actually play the hell out of. That's when the work turns out better and you're having a lot of fun.
hello how are you? I'm trying to figure out how to make enemies stand still while I'm punching them and fly back and hit the ground when I land the final attack of my combo. This is in pixel game maker mv.
For standing still while being hit, in the enemy's objects page, at the being hit action box, turn on the "ignore move input during motion and ignore direction change during motion"
For knockback, it is a little complicated, and there are multiple ways to achieve it. Below is one of the solutions.
1. Create a switch for the enemy, something like "knockback".
2. Add "lock object" to your player's attack action, turn on "lock objects touched by this object's attack detection."
3. In your player's final attack action, add "change switch/variable", select "change switch", "locked object", turn on the enemy "knockback" switch.
4. In the enemy's being hit action box, add a link to the knockback box, in the link add "switch/variable changes" select "object self", "knockback" is "on"
5. In the knockback action box, add "move towards display direction" and then set how many pixels you want the enemy to move, and select "move in reverse direction"
6. Add "release lock" for your player
7. Turn off the knockback switch at the end of your enemy's knockback
So basically your player character needs to know which enemy he is hitting, then at the end of the combo, turn on the locked enemy's knockback switch, so the enemy knows when to knockback.
You can also achieve the knockback function by using "variable" or attribute in "attack settings".
Hope this helps,
Ricky
thanks. You are the first to help and I'm thankful because I didn't know what else to do. So a beat em up is possible with the right help. Thanks again
you are welcome. Try watch the tutorial created by baz from the link below.
https://www.youtube.com/playlist?list=PLjyKjxGVrnPWfJL_rXaiQDrdhhWEVg8Pt
Thanks again. Did you create your own pixel art for that game? If so it looks incredible. Do you make custom characters for games if so?
Yes, I create all the pixel art for my game. I am a pixel art hobbyist with zero programming background. Unfortunately, I don't do art for other games.
how did you make your character walk up and down on the stages? I can only walk left to right
You probably choose the wrong game type. Make sure you select "top view action". Or you may open the beat 'em up game sample and see how they create the game.
Hello. Do you have a ideal how to grab a enemy and throw them?
is there anyway to use multiple sprite sheets for a single character in pixel game maker?
Yes, you can. In animations > animation settings > register animation resources. You can add multiple sprites sheets.
Btw, you can use "change object" function to change you character too. Like when your character obtain an item then transform to another character.