Or you could start with Pico-8, yes. Everything you need to know is listed here:
https://www.txori.com/forum/viewtopic.php?id=2663

Honestly, I would start with Construct 2, if I were you. It's free and easy to understand. No need to code, and there are a lot of examples on the internet.

Hu WhitersZ.

The secret is to start simple.

Choose an easy engine to make a game.
If you don't know how to code, you can try codeless engines like GDevelop, Game maker or Construct. Try them all. Discover which one is made for you.

Then start simple. Follow the tutorials. Modify the examples. Make a brick breaking game, for starters. Or a Flappy bird. Then move on to more complicated games.

Because you will fail if you start by making a fighting game. Specially when it will come to programming the AI.

So start simple.

Read that:
https://www.txori.com/forum/viewtopic.p … 569#p18569

And if you really want to make a fighting game, don't start with the title and menus. Start with the actual game !

Fredmui wrote:

Aprovecho para mencionar que los portraits de sus transformaciones fueron reemplazados pero el de su forma base no.😅

Whoops. It's corrected. I fear the worst for the subdivision of complete spritesheet into spritesheet per transformation... 😭

As for the power level, I suppose the case is closed.

AJOUT

  • Nouveaux fighters: Mira (angry), Mira Supervillain
  • Nouveaux backgrounds: World Martial Arts Tournament, World Martial Arts Tournament at dusk
  • Update sprites : Mira
  • Simplification de l'upload avatar sur la page profil pour se passer de l'écran d'envoi d'image dédié et du bouton upload

Hello. The website draws the image at its original size. If you want to display a bigger image, you'll have to resize it yourself. Just type "resize image online" in any search engine 😉

AJOUT

  • Nouveaux Fighters : Chiaoman, Future Gohan (Another Road), Kid Buu Villainous Mode, Turtz
  • Nouveaux Stages : Namekian Village, Pilaf's Castle
  • Nouveaux Challenges : Dragon Ball Evolution
  • Ajout de toutes les traductions manquantes dans les écrans SETUP et DATABASE

RÉGLAGES

  • Correction de la forme de Vegeta dans "The Good, the Bad and the Furries"
  • Suppression des textes sous les icônes Power Level (Force, Speed, Energy) pour faire de la place pour la suite
  • Ajustement de l’écart entre combattants faibles et forts : les stats ne sont plus prises en compte pour le remplissage de la jauge SP
  • Réglages des points HP et SP selon le type d’attaque pour permettre d’utiliser plus de pouvoirs spéciaux durant un match

DEBUG

  • Le joueur pouvait tricher en mode Janken en changeant de main avec les touches de direction après la fin de la manche, même si ce n’était pas visible
  • Patch de Beam Cannon et Gigantic Burst : le tip pouvait être cassé si l’angle de tir était à 0° (avec les deux fighters au sol)
  • Absense de son au rollover du bouton Charge dans Database
  • Les actions press et rollOver du bouton Charge n’étaient pas correctement réinitialisées à la sortie de Database
  • Le fighter restait bloqué en frame stun si le joueur laissait appuyé DEFENSE alors qu’il était en frame dead au sol
  • Les caractères latins avec accents ne s’affichaient pas dans le message en fin de match (ex : Retourne  l'entranement…)
  • Le dernier ennemi vaincu en mode expulsion vers le lointain ne disparaissait pas visuellement une fois sa taille réduite au minimum
  • Le fighter "Random" pouvait apparaître en mode Arcade et casser le jeu
  • Les attaques Ki créées en avance (Spirit Ball, Destructo Disc…) pouvaient être lancées de dos

OPTIMISATION

  • Simplification de la récupération de l’objet fighter venant d’être créé
  • Grosse optimisation de la création et de la gestion de la moustache de Shenron qui est maintenant verte

And it's corrected again 😎

(the fix is ugly but it works 🥸)

Reopen:

Now the fire angle is wrong and the ki attacks will never touch the enemy... 😭

It should work now. Please try again to verify it has not introduced new bugs... 😅

All right, so it's a problem with the computer. I'm on it.

All right. So the problem is present with all ki attacks that are created before launch (ex: Destructo Disk).
That narrows the problem down. I’m on it.

After trying a bit, it turns out I don’t fully understand your explanation.
Could you list the steps clearly, in order, to reproduce it? Also, what behavior do you expect to see?
Thanks 🙂

Nice, but I made that portrait that you took straight from Dragon Ball Devolution. You should try to draw your own portrait to make this fighter your own 😉

Thanks Fred. I moved your response to the bug report.
I'll try to fix that tomorrow.

Excellent, as always ❤️
I’m just not fond of the black pixels used for the outline of the background characters. You should try using a dark-toned color so it blends better with the scenery. Also, is the Bedouin on the right walking on some kind of wooden bridge, or is that a foreground layer, like a balcony? It’s hard to tell.

That's a nice start!

But listen closely to your music:
You have a false note in the bass at 0:07, it should already be the same note as the next bass note to support the melody.
And at 0:14, your first note of flute is starting too late.

Other than that, you could improve the instruments. I don't know Famitracker, I use Famistudio, but you should be able to soften those sounds 😊

By the way, the song is named "the Joys of Travel" 😅

Thanks. This might come from the code changes related to exporting FX from the engine in the last release.
I tested it with Goku’s Spirit Ball, and it does the same thing. So this is coming directly from the Ki Bomb class, which is better than having to crawl through the code looking for errors. I’m on it.