I re-added the option to load a black & white PNG from the collection/maps folder in the Versus screen to replace the Worms-style terrain. Just click the wide button (you’ll know it when you see it).

Speaking of ugly buttons, I could really use some clever feedback on the Versus screen:
👉 https://www.txori.com/forum/viewtopic.php?id=4830

Ive been playing many matches with lots of different characters, and so far Ive noted a few things:

  • The map ends abruptly, this is a minor detail caused mainly due to the sharp edges of the map itself
  • When there isnt a single character controlled by a player then the screen stays still, it would be nice to have a way to move it arround (maybe with the arrow keys?). This idea applies for when the player loses all of their health too
  • When you randomize (pressing space) in the versus screen you can end up with a match against nobody, currently if you start a one fighter match the fight never ends and its just your character in an empty map

I have some comments on the AI but I also understand it is still early in development so its isnt necessary to tackle that situation, the important part is that it can be fun to fight against it.

Also, about the versus screen, Ill sketch some ideas with the intention of making it look more organised.

Txori, I saw the site banner asking for feedback.

I'm sorry, I don't mean to complain or give you more work. But I'm just unsure WHAT feedback needs to be given. I've tried to scroll through the many scattered pages of BASTON development, trying to figure out what's being tested, what's already decided, what's undecided, and what needs to be figured out, but I can't understand it. It's too confusing and vague for me to understand.

If you compile some list of what exactly needs testing, and what questions you want answers to, I will test it all extensively and give you in-depth opinions on it.


For now, I just attempted to test the newest version, but I'm not sure what kind of feedback you're looking for. Here are the opinions that came to mine when testing it:
-When walking into a small gap on the worms map, the character bugs out and the camera jitters against the terrain as it tries and fails to fit through the gap.
-The camera shoots up to follow your character each time you jump. It gets a bit nauseating, maybe the camera needs to be adjusted somehow in its vertical movement?
-After being hit, my character stays in their damaged animation and is pushed around by the attacker running into them (while the blood particles stay in place). The buttons don't really work, I have to spam the attack button and arrow keys to eventually get control of my character again.
-The characters don't actually seem to get knocked down into their death pose until they lose ALL of their health. I think that getting significantly hurt should make you fall down into the death pose and make it so you can't be interacted with for a moment until you get back up? That way it gives you some time to recover before things start happening again, kind of like invincibility frames. And it utilizes the stun/recover animation from the old characters.

Hello, i'm also unsure about what needs feedback since i couldn't find something saying what will be fixed/changed
the only things i can say that weren't already told are 2 things that happened randomly

-2 times i clipped through the floor, i don't know why that happens, it just did
-one time a character spawned dead, it just fell dead to the floor

other things that i can say are that i don't understand at all how characters transform, i can turn into super sonic but i can't turn goku into super saiyan (if that's even in the game right now, the character select screen makes me think so)
that and the AI can just walk out of the stage while pushing each other, but since the AI is in early development like said before then that would be fixed anyway in the future

sorry if i had a bad english

Thanks 😁
That’s perfect feedback, exactly the kind of input I need.
I’m going to break it down into smaller workshops and bugs so we can discuss each one properly.

Characters don’t transform yet, and firing isn’t implemented either. I’m adding features one at a time.
As for the AI, like I mentioned earlier, it doesn’t do anything meaningful yet. I just made them move around so I’d have something to test player movement and speed against.

New version! Here’s what I fixed:

  • Bug with Hollow Knight’s shadow
  • Issue with rotated fighters that had wasted space around them
  • Versus randomizer could sometimes pick only one fighter
  • Fighters now stop sliding when charging

I also set up specific workshops based on your feedback 🤓

Edit:
I fixed the camera jitter while walking on slopes (this was coming from the AlignToGround function that would make the fighter angle change a lot for every pixel encountered in a slope)

I fixed a few things and added the automatic attack animation corresponding to the closest enemy. It can be changed later on, but it's already very nice.

Here are the current topics where I need feedback or ideas:

Not sure if I should send this here. 😅

Sometimes after dying, the game would just stay the same, without showing any death screen, and would allow me to move the camera all over the map, having to manually exit.

The setup of the controls is a little confusing, when I pressed the section called defense, the text above asked me for a button to jump, this meant that sometimes the same key was assigned to jump and to defend, and when I changed the key for another one, it was not shown in the setup but it did change when playing.

I played several games and I didn't clip through the floor.

No death screen
No real problem here. That was intentional, because someone else wanted to be able to watch the rest of the fight. Not a priority at this stage.

Control setup is a bit confusing
I’ll take a look tomorrow, but again, it’s not really important right now.

Falling through the floor
Discussion is there:
https://www.txori.com/forum/viewtopic.php?id=4844



Are the movements good or not? Should we jump higher? What about the speed? That’s what really matters 😉

The attacks are awful for now, but that’s because some fighters have really long animations (like DK Kong).
Do you have any ideas on how to handle that? Even the original BASTON wasn’t made for punch animations longer than a few frames... ➡️ I created the workshop for the Attack animations / hit frame / hitbox

i really like the movement in general, the only thing i would change is maybe extend the side dash a little bit

the only way i see the longer animations working when attacking is making up for it with the other attacks and change the hit frame of certain attacks (sonic feels really bad to play since you only hit on the last frame)

other than that the only noticable thing is that characters like megaman having one frame attacks are op when fighting against characters with longer animations (like sonic and the previous donkey kong)

The super long attack animations are now gracefully handled, thanks to Cairns' idea.

➡️ Next up in the BASTON workshop: the recovering system, to stop fighters from being knocked to the ground without recovering.

I've got a question that isn't necessary for now, but would probably help in the future. There should be a controls key in the setup somewhere, because i was messing around with my mouse and keyboard and found out you can zoom in and out while scrolling, and erase terrain with left click, which are definitely fun features. Maybe there should be an option to change the scroll to buttons to zoom. Not necessary, but a simple suggestion that i thought would help players understand the full scope of what they can do with this new version, since not everyone will be using their mouse and discover this on accident lol

The mouse scroll to zoom and mouse click to dig are for debugging purpose, as explained only a few posts before 😊

I found a way to calculate and set the game size so the UI isn’t microscopic.
I take the screen’s height and look for a divisor that gives me a game height as close as possible to my target (600 pixels). This way, the game’s height is an exact integer multiple of the screen height, which avoids fractional scaling.
Once I have that height, I calculate the game’s width using the screen’s aspect ratio.

So now, the buttons display at the correct size on screens with very high resolutions or on Android.

However, I still haven’t managed to get the switch to windowed mode working correctly. The whole game size / camera zoom / screen size / fullscreen / windowed mode situation in HaxeFlixel is a complete mess…

And yes, this broke the layout of most of the screens. A mere detail 😁

I had some time today to quickly fix the UI positions on a few screens that were broken after I worked on the automatic game resolution to better fit different screens: