Technomancer
New Member
- Reaction score
- 14
This would be a helluva fun programming project! Anyone want to help out? We could start out with just the 64 version characters, and later include the melee characters if we wanted. (no debates on which is better lol plz)
Awesome stuff to include:
- Percentage based damage and knockback system!
- Jumps (single and double jumps!)
- AWESOME ABILITIES
***DK's Charge Punch!
***PK Thunder!!!!!!!
***Link's Boomerang and Bombs
***Projectiles!
- ALL Smashes, Tilts, Jabs and B moves for EVERY character (use items to switch between attack types!)
- Knock-off-the-stage-KO system and RECOVERY!
- Aerials with Height Thresholds!!!!!!!!!!!
Could be the sickest map ever.
To Do:
1) Implement the damage system. All characters will start with 1HP, and will scale up to 999HP. Attacks will heal the target for the amount of damage they do. Stale moves... well that won't be in.
2) Create a base character template based on Mario, using a Footie for now, that is MODULAR and can have new moves easily incorporated into it by simply replacing function variables in the character. That way, individual programmers can work on a specific move, and then post it to the project without causing conflicts.
3) Create a HitBox system.
Awesome stuff to include:
- Percentage based damage and knockback system!
- Jumps (single and double jumps!)
- AWESOME ABILITIES
***DK's Charge Punch!
***PK Thunder!!!!!!!
***Link's Boomerang and Bombs
***Projectiles!
- ALL Smashes, Tilts, Jabs and B moves for EVERY character (use items to switch between attack types!)
- Knock-off-the-stage-KO system and RECOVERY!
- Aerials with Height Thresholds!!!!!!!!!!!
Could be the sickest map ever.
To Do:
1) Implement the damage system. All characters will start with 1HP, and will scale up to 999HP. Attacks will heal the target for the amount of damage they do. Stale moves... well that won't be in.
2) Create a base character template based on Mario, using a Footie for now, that is MODULAR and can have new moves easily incorporated into it by simply replacing function variables in the character. That way, individual programmers can work on a specific move, and then post it to the project without causing conflicts.
We'll use items that can be selected to find and replace the hotkeys between A moves, B moves, Smashes, and Jump Attacks.
For this I would suggest using an array or parallel array that gets checked through on a low countdown timer, gets a unit within range of the hitbox and applies damage and knockback, to avoid using group functions (might be slower).
Hitbox object should be a struct that has an x, y, and radius.
Hitbox object should be a struct that has an x, y, and radius.