Yeah, a fight clock is one feature I haven't gotten around to adding yet (run out of time and you loose, 2 player vs won't have a clock). Perhaps a separate little health bar for the block could work...
Nye Mechworks
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Thanks!
There is more or less free movement: can't get behind the enemy (I wanted to keep things simple). Also made a lot of the aspects of the fights variables: enemy punch rate, damage, etc. So difficulty can be easily ramped up in future versions/campaign mode.
I think I explained the heavy punch in the tutorial, but let me know if the explanation doesn't make sense. Might tweak the heavy punch cool down to go with the power bar (second bar under the health), but I forgot where I put the heavy punch cooldown code ^^;
I recently finished the first iteration of my video game "Redneck Mech Mash" for Mechjam 2.
You can try it out here
It is a giant robot fighting game with a twist: I actually have the giant robots in my backyard.
The game has some ps1 style graphics. I kinda like that era of games, probably because that is what I grew up on. Also my first time using the SMF 3d graphics engine for GMS2.
And one of the giant robots IRL:
You can also see it in action without downloading anything here
Yeah, the attack distance is a little off: sometimes punch effects appear when you haven't done any damage. I gotta hunt down why that is.
The damage thing is an easier fix because I made them variables. I've noticed matches tend to go for 2 minutes, which is a tad long considering most fighting games tend to have a max fight time of 99 seconds. I'll see about increasing fights
You can block with the "T" button, and 3 punches in quick succession give a heavy punch, 3x the damage but has a cooldown.