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VegeTato

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A member registered Mar 25, 2021 · View creator page →

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To open the pause menu, just press Enter in the game.

No stage selection in the template currently, might add it in the future updates, but you can easily change that with a simple global variable :3

I think the ultra combo meter can be built using how many punches/kick/abilities, the player has done, and some tweens to increase/ decrease the meter.

If you mean the controller support, then of course ! few clicks to add the conditions can do.

If you mean the boss mechanic, then the events are there, but you still need to play with the numbers like Boss health value (obviously should be bigger), boss damage, player damage against the boss...etc.

And you need to build the boss mechanics (the AI just move around in the map and randomly attack the player, but if you want the boss to have a different behavior, then you need to build the events for the boss from scratch).

(1 edit)

Hello :3
Yes, simply install the gamepad extension, and then use the controls condition and add them with the key pressed conditions inside an OR (so the game will be playable using a controller or keyboard).

Yes, just like what I mentioned above, you can customize everything, but changing the characters size, require playing with the Distance condition number until it fits (bigger characters require bigger range number, so players can hit each other in a bigger range).

UI and Theme, can easily be replaced with any UI/ background you want.

You can add as many characters as you want by following the video I mentioned.

Hello :)

You can add anything you want to the template, a boss fight for example, you can add it at the final stage of the level, and give him special abilities, you simply copy and paste the events in: Enemy mechanics → AI Actions → Attack → Damaging player.
And you will make the player take damage from the boss enemy from a specific mechanic.

Controllers are very easy to add, just install the gamepad extension, and then add its control conditions to the player movements events.

Hello :)
If you mean bigger character but the same canvas, then for sure !
If you mean bigger character and bigger canvas size, then yes as well ! But you need to update the numbers of the Distance conditions in damage events, so you can hit your opponent in the new distance range.

Hello :)

Thank you for your support ! <3

From what I understood, you're having trouble finding the game scene ?

1- Open the Project Manager (LCtrl+LAlt+E) in GDevelop.

2- In the Scenes list, look for and select "Game". 

If that's not the case, then please provide more details so I can help you :)

Thank you so much for your kind words <3
Glad it's working for you !

Currently, I have plans for 2 tutorial videos to add more characters to both, Fighting template and Platform Fighter template !

And the other templates in the future as well :3

Good luck in your game dev :D
And thank you for crediting my itch account, helps a lot <3

Hello :)

To make your new added character to spawn in the Game scene, you need to add it to the Spawning codes:
Open Game scene events → "Spawn players" group event → Here you need to add your new character events to every group (Player1 color/Player2 color/AI1 color/AI2 color/AI3color).

Here is a step by step on how to add a new character to the game:
1- Open "Select character" scene.
2- Add your character icon into the scene.
3- Add your new character icon to both group events (AllCharactersButtons | AllCharactersButtonsExceptRandom).
4- Double-click on your new character icon object.
5- Add the animation name (this animation name will be used to check what the player picked in the Game scene), for example, the other characters animation name are (Red/Blue). (Let's say you named yours Jax).
6- Open "Game" scene.
7- Add your character object to the objects list.
8- Add your character object to the required group objects.
9- Open "Game" scene events.
10- Go to "Spawn players"→ "Player1 color" group events.
11- You will find 2 events, each event is for a character (one is Blue one is Red), Copy and paste this event (now you have 3 events).
12- In the new event you pasted change the variable "CharactersInfo.Player1CharacterColor" to = Jax  
(Jax is your character name picked from the "Select character" Scene), and the action is to create your character Jax object.
13- Repeat the 12 step again but for the group events (Player2 color/AI1 color/AI2 color/AI3 color).

Note: I named my characters (Blue/Red/Yellow...etc) but that's just a name, you can name your character to anything you want.
Note2: Soon I will make a step-by-step tutorial video on my YouTube channel, on how to add more characters to the template.

Did you create your Firebase database and used the info and wrote it in your gdevelop project (Firebase config section) ?

Please make sure you followed the step-by-step video and applied all the steps with the correct naming.

+ Make sure to read the comment in: the Project → Main menu scene → events → (Show leaderboard names and scores from Firebase) group event.

Good luck in your project 💖

And if you need any help, feel free to ask 😊

Hello :)

Don't worry, once you understand how Firebase works, it becomes very easy to use !

You must create and link your Firebase database to your game first, follow the steps bellow.

Open Gdevelop → Open the template project → Go to Main menu scene → open the events tab → read the first comment (its a step by step + video URL on how to create and link your Firebase database to the game)

I also made this step-by-step tutorial video to make things even easier 😉

Thank you 😊

Hello :)
1- Download the template.
2- Unzip the downloaded file (using WinRAR or any unzip software).
3- Open GDevelop.
4- Click on Open project.
5- Select the template .json file.

how would you get distance to work with things like high/low attack combos?  (Typically, you have at least 3 hurt boxes - head, upper, lower.  Delayed jump attacks, for example, can hit the low hurtbox even if an upper block is active. )

By checking both players animations, for example: Player is Stand Blocking (high block) and AI is doing crouch attack (kick for example), we check if AI distance is close enough to do damage the player from the low kick, then we check the player animation/status, if he is High blocking, we allow the AI to damage the player, if the player is doing Low block, we block the AI attack.

How would a character who uses long range normals, (like Dhalsim from Street Fighter), work with range checks?  Not for his own attacks, that's easy, but for getting hit?  His hurtbox extends along his arm/leg when they're extended so you can either avoid or i-frame past his hitbox and counterhit.
By using the distance again, but this time you don't check the distance between the Long range character body and the other player, this time we put a point on that long range character arm, and then we check the distance between the player and the Long range character arm/leg...etc, if the point is close enough player can damage the opponent, otherwise no.


Glad you like my templates <3

GDevelop can handle everything in my opinion :3
You just need to think of a way to do it, and there are always many ways 😉

Good luck in your Project ! 💪

I mean in GDevelop Yes, but in General, it still doesn't matter using range or collision box or even ray cast...etc it doesn't matter, all of them leads to the same mechanic/result, and in GDevelop range (distance), is the best option to avoid all the troubles I mentioned before, but if you want to go with collision box, sure go with it, check out the Special attacks in the template, they use Collision (hitbox) not distance/range, since they don't deal huge impact to performance, and won't cause any issues at all :)

Thank you for your purchase <3
Correct, Range is used rather than hitboxes for many reasons:
1- It's much better for the game performance.
2- It's much easier to adjust/change any range for anyone using the template/building on the template.
3- Much fewer assets required, which means less game size.
4- Much fewer codes (events) required for fighting mechanics since it's just the range that change, rather than creating/deleting/handling every single hitbox object.
And much more things!

In general, fighting games doesn't always use hitboxes for attack animations, that's not required, and in my opinion it's a bad choice to take, otherwise you are going to get into all the issues (the opposite of what I mentioned above).

In my opinion:
- Range is the smart way.
- Hitboxes is a beginner way.

Hello, sorry for the delay :3

For sure !

I made the template, so anyone can make his own beat em up game or build on the template and expand it however they like !

All the events in the template are commented, so anyone can easily understand any mechanic in the game !

Thank you <3

Your welcome <3

Thank you <3

Oh, I love tomb of the mask game ! :o

I added it to my to-do list for future templates, thank you for the suggestion <3

Hire the Archer and The king, they auto attack 😉

You're welcome <3
And thank you for your support <3

Thank you :3

Firebase is supported in GDevelop which makes things much easier, you might find other API that can help you in that, but GDevelop does not have it right now, so you might be going to need to import the API on your own and make it work in gdevelop (coding required).

Well since the mouse and touch conditions are the same, I think it should work fine on mobile yea :3

Hi !
1- Basically, you just copy and paste the shooting events, but rather than shooting, you rotate the character toward the cursor (not the cursor expression, but the data sent in the message by that client, which is that client cursor).

2- Server events → Weapon mechanics → Creating weapon Group & Linking weapon → take (cut) the actions from both of these groups → open Spawning players → in the action where we create the player, paste the actions we cut previously.
So you should end up with the actions create player/create weapon/ Link weapon to current player/ set weapon State.Picked to True.

3- it's not visibility issue, it's Zorder issue, It's happening because your player Zorder is set to your player Y position (double-click on the character object → behaviors → Ysort behavior) make sure it's there in your new character. Change your map object Z order set to -1000000, so the player is always above the map.

Downloaded and tested, works perfectly !
Thank you 💖

Amazing extension, been using it from long time, however, after yesterday aseprite update (on steam), the extension is bugged, rather than centering the draw, it duplicate it to center, this bug happens only when you select the area, otherwise it works fine


Always making the best Templates/Extensions for the best community <3

Lets goo ! :D

Your welcome <3

The next project is a special one, 100% it will make everyone life easier 😄

Something like Yu gi oh card game ? (you play vs 1 AI) ?
i do have something similar in my To-do list :)

Though Cards Ranks Template is not multiplayer, it's single-player, and you play vs AI :3

For sure !
The template supports PC & Mobile as well !
You can try the template on your mobile anytime !
Even after releasing the game on app store or play store, the multiplayer is fully functional there as well.

I tested the template many times, and sold many copies and nobody reported this bug, can you explain how you got this bug ?
what steps did u do to get that bug ?
If you can record a video of the bug would be great :)

Hello, Thank you for your purchase <3
The template is on GDevelop latest version, so make sure to update your GDevelop to latest version (GDevelop → Home tab → Click on "About GDevelop" in the Bottom left screen → Check for updates)

the error (SetString Variable extension is missing) is most likely because you are on old GDevelop version, in the new GDevelop version we got new variables actions/conditions.

Hello again !
There was a lil issue in RTS template (the assets' folder was missing),
i pushed a new update to fix that, feel free to download RTS template again from my itch page <3

You're welcome <3

Hello !
There is nothing difficult at all, don't worry :3
Importing .json to gdevelop is super simple (Unzip→Open→Done!), however, on gdevelop mobile version, it doesn't allow you to import projects from your phone storage, only from Google Drive, and Google Drive doesn't support loading assets, so the solution is:
1- If you have a PC or laptop, install gdevelop desktop version.
2- Unzip the downloaded template (using WinRAR).
3- Open GDevelop on your PC.
4- Log in to your account.
5- Click on open project.
6- Select the .json template (that we unzipped in step 2).
7- Now Click on the 3 lines iocn in the top left corner to open the list.
8- Click on Save as.
9- Select Gdevelop Cloud.
10- After the saving is complete, you can close gdevelop from your PC.
11- Open GDevelop from your Mobile and log in to your account.
12- You will find the project saved in the list (My projects).
13- Select the project from the list to open it.

Note: you can also get any of my templates from GDevelop store directly from your mobile, doing that will save the project directly into your account, so you don't have to do any of the steps above if you got it from the store.

City builder template is a great idea !

ill add it to my to-do list for future templates ! :3