SOCIALS: Discord: discord.gg/nnpQmW5Z6X Patreon: www.patreon.com/emrld Some things I didn’t get to say during the video (I deleted a third of my script as I edited): 1. THIS IS NOT NIDHOGG. I love Nidhogg but this isn't Nidhogg 2.0!!! (sorry guys, you're stuck with Nidhogg 2) Nidhogg is more like a party game in which the characters have swords and lunge, meanwhile is a TRADITIONAL 2D fighter with an ACTUAL fencing character!! I know that Nidhogg came before! I can't reply to all of your comments! Also, yes, First Cut is a cool game, same with Bushido Blade, Dojo Masters, etc. BUT, do they have RIGHT OF WAY? No? Exactly. This is obviously the most original and unique video game to ever grace the industry. (Hellish Quart has right of way but that's not important) 2. This is my first project in Godot (before I only ever used Roblox Studio) 3. Don’t try reading the code at 2:00… I learned coding through trial and error with Lua in Roblox, so it was not good…. 4. I really messed up when I sized Guy’s sprites. As I said, I had them 3x larger than I should’ve (I drew with 3x3 pixels in a 1x1 format), but I also had the sprite sheet very small and had a separate “Big Attack” sprite sheet for his BigKick and Fleche, which was wider & taller. So, I had to constantly switch between sprite sheets, verticalFrames, horizontalFrames, offset, and often change the frames of the animations…. 5. Speaking of animations, I learned to NOT worry about hitboxes and hurtboxes until I'm fully done, because I had to change them in the animations so many times... Often I had to change sprite sheet sizes, offsets, flip characters, etc. and everytime, I'd change the hitboxes and hurtboxes accordingly in the animations. Nope, rough drafts are not for refining small details like the vertices of a hurtbox 6. 3:35 was not supposed to be left in the video, which is why it sounds out-of-place and suddenly goes to black lmao (I had to leave for vacation early the next day, so I didn't have the time to watch through and verify the whole video before I exported) 0:00 Intro 1:40 November (Rough Beginnings) 3:25 December (Musashi) 5:18 January (Moves for Musashi) 6:42 February (Fencing Mechanics) 10:12 March (Musashi AI and MORE Moves) 11:23 April (Spring Break, Playtesting) 13:54 End of Devlog #0 (part 1)
One-hit fighting games such as Bushido Blade and Hellish Quart are my favorite subgenre by far. Really like how you brought a lot of intuition from traditional fighting games into the movesets, it looks like it's shaping to be a pretty unique experience. Good luck with the project!
As a fencer I have high hopes for this, right of way can get super intricate in long phrases so Im excited to see how it translates in game, keep up the good work!
Thanks! Right of way being so intricate is going to make it hard to get it perfectly right, but we’ll see I was wondering how many fencers would watch this, currently the count is 2
2:11 I gotta say I really appreciate your approach, speaking from experience I spent nearly two years working on a custom walk cycle for my game’s oc... I was overthinking everything, I changed it thousands of times and nearly lost my motivation (and mind) in the process of trying to make the “perfect” walking animation... all that said it was refreshing to see you do your best in that moment and have fun (and even get a laugh out of some of the slightly wonkier frames) tbh that is the best mentality to have keep it up and most importantly keep having fun during the dev process! Great job
As a game dev myself, it's actually fun seeing someone who's a lot less experienced than me. Usually while watching devlog's people always create stuff that is hard for me to wrap my mind around and show code that I don't understand, but here whenever you showed your code I immediately understood it and reminded me of my own messy codes. GL.
I only need 1000 subs so I can use timestamps on the timeline in my videos, then I’ll have no complaints (also 1000 for monetization but that’s not important)
Very very nice work, fighting games are not easy to make, looking forward to where you take this project! Also if you haven't checked out the game "One Strike" you should give it a try, your game has some similar design.
I've been doing gamedev since september last year and honestly, i was feeling burnt out on it. This video reminded me how fun it could be if i just allow it to be. Gotta stop putting so much pressure on myself
If gamedev wasn’t fun and I wasn’t super interested in this project, I’d probably still be making Street Fighter videos and getting 3 views. Developing a game can be very exciting, you just can’t force it - the game idea needs to start as some unrelated passion that you realize you can actualize through code
i myself have always wanted to make a 2d fighting similar to tekken and street fighter 2 but i dont have a single bit of game dev experience or people to help me make one. its nice to see other people making a game like this and i will follow this journey with you.
oh tell me about people not helping make one... I tried so hard to get my friends to do literally anything to help (even just name the moves) but all 11 people bailed instantly. I ask them for character suggestions and all I hear is "You should add Goku"
Awesome work my man! I can’t wait to play this game. Your knowledge of fencing is obvios in the mechanics of the game, and I think it makes the awesome. Maybe if you studied some other martial arts, it would also come through in the game, and be more awesome!
Dayum thats pretty sick, ive been talking alot with my friends about how sick a fencing fighting game would, great that someone is trying it. This is probably difficult to add but maybe you can try having different parry's and have a way to switch the line of attack more quickly, similarly to faint to disengage.
This is AWESOME. I've been hoping to see 2D sprites make a comeback into fighting games. Hopefully 2D & 2.5D games in general start coming back. We should always have 2D Animation style video games. They shouldn't disappear just because our tech advances. 2D sprites have such a great look & unique feel to them. IMO full on 3D just cannot compete with it. Gaming should always have both art styles and games designs
good content. fun to follow your process and consider game mechanics in a new way. i’m not much of a fighting game guy, but i can approach them from a new perspective on combat now subscribed
Believe it or not a game almost exactly like this actually already exists and it’s super underrated. It’s a vr game called Broken Edge and I extremely suggest trying or just checking it out.
This looks amazing! I recommend you play Sclash, which has a beautiful painted aesthetic and the one-hit kill rule. Also, for those curious, there is no right of way in epee fencing (my preferred weapon). Just foil and sabre.
@@Txlr_Nz As a big Berserk fan, I already considered Guts lol Instead, Musashi’s rival Kojiro Sasaki will have his odachi (greatsword katana basically) - large enough to take up half the screen when swung, but slow and very punishable by parry
Wow! This game is very unique! I have always loved fencing and I never could really DO fencing, so this is one way to extinguish my passion for it! I also always loved fighting games, so this is another great characteristic imo.! Great job!
Oh boy! Another fighting game featuring a samurai where you die in one hit! (One strike, sclash, bushido blade, First cut, etc.) Jokes aside this looks sick as hell. I can tell it’s very inspired and the idea of combining other martial archetypes is something fairly unexplored with this genre.
As someone who learned pixel art from scratch for game development, you are gonna be a crazy pixel artist if you keep up game development. Also this game idea is GOATED...
Loving the French grip, slightly confused how you understand right of way as an epee fencer. I love that you do but I've never really seen another epee fencer who doesn't also fence either foil or sabre actually get right of way. I'm impressed.
The general concept is simple enough (whoever is on the offensive has priority), but it gets so complex that I’ll probably have to try a different blade or get playtesters to ensure it works perfectly
@@emrldYT yeah, I normally resort to using a graph to demonstrate it (demonstrating right of way like a finite state machine). It's honestly not that bad though even with the details, basically just whoever starts going forward first (or extends their arm first, whichever happens first) gets right of way and they can lose it by: stopping, stepping back, getting beat/parried or missing then the other person can take it by going forward or extending their arm, also, if you try to avoid the blade when hitting, right of way immediately transfers to your opponent regardless of whether it was previously your attack or not. It only really gets especially complicated when you have to start actually making judgement calls about what constitutes evasive actions, or whose parry something was or that sort of thing. Plus a couple other minor details like line.
The game looks quite good, but since I haven’t played it myself, I’ve had some difficulty understanding and following the various actions. It’s sometimes hard to see what’s happening, which affects the overall experience. To improve clarity and readability, I would suggest adding visual elements like particles for parries or hits, or specific indicators for each action. This would help players better perceive and understand the events in the game.
Good point, I am really lacking visual effects, so the game looks bland and, sometimes, confusing. The problem is... I have no idea how to do vfx. I tried and failed years ago when I made Roblox games, and still I am clueless on how to make good looking vfx and vfx in the first place. I don't think it was shown in this part 1, but I gave some dust vfx to Guy's big kick for some emphasis. But, it looks... weird. I definitely need to give vfx when someone does a fleche (the running attack) because it was oppressive when I had others test (you can't tell that the opponent is doing a fleche until you've been hit). After I finish editing part 2, the next devlog will focus on fleshing out Musashi, a new stage, more sfx, and vfx (change the flashing lights at the top which indicate hits, add effects for dashing and fleche'ing, etc.)
BROOO Okay, before I even start watching, I'm a dev who fenced competitively for most of his teenage years. I've been really interested in translating the sport to gameplay. I am so very on-board
watching this just makes me think we need a fencing game but the sword moves in the same style as the getting over it hammer. Anyways amazing video, this game looks SICK!!
This is an amazing idea, I love the one hit kill and the running at people ability! I would love to see an Olympic wrestler character, could be a cool idea for a one hit grappler and fits the fencing theme
As a person who has been fencing for 10 years now and started programing 3 years ago i approve of this game. (ew french grip user. Pistol grip gang on top)
She was more like a beauty queen from a movie scene I said, "Don't mind, but what do you mean, I am the one Who will dance on the floor in the round?" She said I am the one Who will dance on the floor in the round She told me her name was Billie Jean as she caused a scene Then every head turned with eyes that dreamed of bein' the one Who will dance on the floor in the round [Pre-Chorus] People always told me, "Be careful of what you do Don't go around breakin' young girls' hearts" (Hee-hee) And mother always told me, "Be careful of who you love And be careful of what you do (Oh-oh) 'Cause the lie becomes the truth" (Oh-oh), hey-ey [Chorus] Billie Jean is not my lover, uh She's just a girl who claims that I am the one (Oh, baby) But the kid is not my son (Hoo) She says I am the one (Oh, baby) But the kid is not my son (Hee-hee-hee, no-no, hee-hee-hee, hoo) [Verse 2] For forty days and for forty nights, the law was on her side But who can stand when she's in demand? Her schemes and plans 'Cause we danced on the floor in the round (Hee) So take my strong advice Just remember to always think twice (Don't think twice) Do think twice! (A-hoo!) She told my baby we'd danced 'til three, then she looked at me Then showed a photo of a baby cryin', his eyes were like mine (Oh, no) 'Cause we danced on the floor in the round, baby (Ooh, hee-hee-hee) [Pre-Chorus] People always told me, "Be careful of what you do And don't go around breakin' young girls' hearts" (Don't break no hearts; hee-hee) But she came and stood right by me Just the smell of sweet perfume (Ha-oh) This happened much too soon (Ha-oh, ha-ooh) She called me to her room (Ha-oh, hoo), hey-ey [Chorus] Billie Jean is not my lover (Hoo) She's just a girl who claims that I am the one But the kid is not my son No-no-no, no-no-no-no-no-no (Hoo) Billie Jean is not my lover, uh She's just a girl who claims that I am the one (Oh, baby) But the kid is not my son (Oh, no, no) She says I am the one (Oh, baby) But the kid is not my son (No, hee-hee-hee, ah, hee-hee-hee) [Break] Hee, hoo [Chorus] She says I am the one, uh But the kid is not my son (No-no-no, hoo, ohh) Billie Jean is not my lover, uh She's just a girl who claims that I am the one (You know what you did to me, baby) But the kid is not my son No-no-no (No-no-no, ah), no-no-no-no (No-no-no) She says I am the one (No) But the kid is not my son (No-no-no-no) [Outro] She says I am the one (You know what you did) She says he is my son (Breakin' my heart, babe) She says I am the one Yeah, yeah, Billie Jean is not my lover, uh Yeah, Billie Jean is not my lover, uh Yeah, Billie Jean is not my lover, uh (She is just a girl) Yeah, Billie Jean is not my lover, uh (She is just a girl; don't call me Billie Jean, hoo) Billie Jean is not my lover, uh (She is just a girl; she's not at the scene) Billie Jean is not (Hee), aaow, ooh Yeah, Billie Jean is
hi, fellow godot fighting game dev here! considering how hard it is to make a fighting game in this engine, lots of respect for this project!!! i’m exited to see where this goes!!!
Yeah, if only Godot supported 2D root motion, allowed you to change the keyframes of hitboxes while in the middle of animating, let you have circular dependencies for when you go back and forth between fighting, made cloning easier… What kind of fighting game?
@@emrldYT im basically just ripping off guilty gear xx lol. my main issue is that the entire game is dependent on the frame rate (as fighting games usually are) except the animation player isn’t. This causes a shit ton of inconsistencies. Do you know of a fix for this? a thing i noticed in the video was that you do this using collision polygons. for me, these break the second i start animating them. but since i probably need to write my own animation player anyway…
@@Lananon1807 1. Did you set the game to a max fps? I set mine to 60fps then, in AnimPlayer, you can set the fps of each animation in the bottom right. Set it to frames instead of seconds, then 60 (or, 0.0167 seconds) 2. Yeah I have no idea why it doesn’t let you automatically keyframe CollisionPolygon2D’s. For this, I duplicated the CollisionPolygon2D and put it somewhere else in the tree, then drew it to be the hitbox/hurtbox, then copied “Polygon” (PackedVertices) in the top right of the fake CollisionPolygon2D, finally pasted that onto the keyframe of the original CollisionPolygon2D (the one being animated). You basically just make the hitboxes/hurtboxes in a different node then copy the vertices to the one used by the AnimPlayer
@@emrldYT thanks for the help! still gonna make my own animation player cuz it gives me more control also, setting the animation player to 60 fps doesn’t actually set it to 60 fps, but 0.0167 seconds. while this might sound the same, it’s actually not, as any small frame drops desync the animations from the code, which, for lack of a better way of saying it, breaks the game. Note that this doesn’t have to be a full fps drop to 59 fps, even if a single frame takes a millisecond longer to output, the game will slightly desync. This doesn’t matter in any other genre (and tbh i don’t think it matters in your game, since the main thing it fucks up are combos which your game doesn’t seem to have) but traditional fighting games get hit hard by this.
one thing i would add to spice up the game (i have never developed lmao) is feinting. basically you could cancel the big windup attacks, to throw your opponents spam parry off guard. this would also allow you to be able to attack again right after. maybe add a visual sign to inteprete when or where the feint is coming from before it actually executes.
a thing i have noticed, you are using a sprite sheet, in aseprite (or libresprite) you can make animations using the timeline at the bottom and then convert that to a sprite sheet, this makes it so you can use onion skin and in general makes it easier to animate. edit: man i made this whole comment and you already fixed yourself in the video what the hell
used to play a game called Nidhog with my fencing buddy, 2d sidescrolling fencing game, this reminds me a bit of that. looking forward to where you take it
2:23 Maybe if the only fighting game you've played is Samurai Shodown 2, cause like, anime fighters/air dashers, Kof, SF6, Team Fighters, etc., footsies is more of a afterthought if not completely nonexistent.
Which is a shame cause I find footsies to be the best part. I'd rather lose to someone who actually has good neutral than someone who labbed combos for days straight though it's fun to actually make footsies work in Strive (somehow) and blow up your opponent
Amazing, I’ve wanted an all swordie 2d fighter for so long. I have 3 suggestions: a sound for each time you score, a character should have death animation if they reach the end of the screen. Lastly Musashi should have 2 parries, the one you already have happens with his sword out and the other if his sword isn’t out he blocks with the sheath. Overall the game needs more clarity. I wish the best of luck to you
I'm actually working (loosely) on a similar game, also inspired by Footsies. Taking out the big flashy moves, the ranged attacks, keeping it all low pixel count. It'll focus on different basic fighting sports or martial arts.
SOCIALS:
Discord: discord.gg/nnpQmW5Z6X
Patreon: www.patreon.com/emrld
Some things I didn’t get to say during the video (I deleted a third of my script as I edited):
1. THIS IS NOT NIDHOGG. I love Nidhogg but this isn't Nidhogg 2.0!!! (sorry guys, you're stuck with Nidhogg 2) Nidhogg is more like a party game in which the characters have swords and lunge, meanwhile is a TRADITIONAL 2D fighter with an ACTUAL fencing character!! I know that Nidhogg came before! I can't reply to all of your comments! Also, yes, First Cut is a cool game, same with Bushido Blade, Dojo Masters, etc.
BUT, do they have RIGHT OF WAY? No? Exactly. This is obviously the most original and unique video game to ever grace the industry. (Hellish Quart has right of way but that's not important)
2. This is my first project in Godot (before I only ever used Roblox Studio)
3. Don’t try reading the code at 2:00… I learned coding through trial and error with Lua in Roblox, so it was not good….
4. I really messed up when I sized Guy’s sprites. As I said, I had them 3x larger than I should’ve (I drew with 3x3 pixels in a 1x1 format), but I also had the sprite sheet very small and had a separate “Big Attack” sprite sheet for his BigKick and Fleche, which was wider & taller. So, I had to constantly switch between sprite sheets, verticalFrames, horizontalFrames, offset, and often change the frames of the animations….
5. Speaking of animations, I learned to NOT worry about hitboxes and hurtboxes until I'm fully done, because I had to change them in the animations so many times... Often I had to change sprite sheet sizes, offsets, flip characters, etc. and everytime, I'd change the hitboxes and hurtboxes accordingly in the animations. Nope, rough drafts are not for refining small details like the vertices of a hurtbox
6. 3:35 was not supposed to be left in the video, which is why it sounds out-of-place and suddenly goes to black lmao (I had to leave for vacation early the next day, so I didn't have the time to watch through and verify the whole video before I exported)
0:00 Intro
1:40 November (Rough Beginnings)
3:25 December (Musashi)
5:18 January (Moves for Musashi)
6:42 February (Fencing Mechanics)
10:12 March (Musashi AI and MORE Moves)
11:23 April (Spring Break, Playtesting)
13:54 End of Devlog #0 (part 1)
Sneaking your phone passed the phone box is crazy!! You will never have my trust again!!
Who asked me to skip class for Chikfila? But you commented first so I’ll forget about that
I was not prepared for that hair. Also I think this is a really cool game.
Lol I actually cut the front of my hair a bit just for this video, hopefully to ease the blow at the face reveal
@@emrldYT the hair is majestic
As a former fencer, I am think this looks awesome. Great idea
You should check out Nidhog 1
We'll be watching your career with great interest
One-hit fighting games such as Bushido Blade and Hellish Quart are my favorite subgenre by far. Really like how you brought a lot of intuition from traditional fighting games into the movesets, it looks like it's shaping to be a pretty unique experience. Good luck with the project!
I think Sho is a good name because it also reminds me of the Shoto archetype that Ryu and Ken also fit into.
Good catch, that was another reason (how did I forget to include that?? Must've been because the parry interrupted me)
As a fencer I have high hopes for this, right of way can get super intricate in long phrases so Im excited to see how it translates in game, keep up the good work!
Thanks! Right of way being so intricate is going to make it hard to get it perfectly right, but we’ll see
I was wondering how many fencers would watch this, currently the count is 2
@@emrldYT I'm not a fencer but I've build one with barbed wire once
Good to see there’s more than one of us lol
7:00 I instantly heard the sekiro deflect sound and I went😫
Neuron activation
2:11 I gotta say I really appreciate your approach, speaking from experience I spent nearly two years working on a custom walk cycle for my game’s oc... I was overthinking everything, I changed it thousands of times and nearly lost my motivation (and mind) in the process of trying to make the “perfect” walking animation... all that said it was refreshing to see you do your best in that moment and have fun (and even get a laugh out of some of the slightly wonkier frames) tbh that is the best mentality to have keep it up and most importantly keep having fun during the dev process! Great job
As a game dev myself, it's actually fun seeing someone who's a lot less experienced than me. Usually while watching devlog's people always create stuff that is hard for me to wrap my mind around and show code that I don't understand, but here whenever you showed your code I immediately understood it and reminded me of my own messy codes. GL.
only 300 subs? this is good work bro, you should be proud of yourself
I only need 1000 subs so I can use timestamps on the timeline in my videos, then I’ll have no complaints (also 1000 for monetization but that’s not important)
I LOVE IT WHEN PEOPLE MAKE COOL UNIQUE GAMES… I’m subscribing… AND WATCHING ALL YOUR VIDEOS OMG
Underrated video and channel keep it up
bro this is fire🔥🔥 cant wait for the next devlog
Fuck yeah musashi the book is fantastic
So far the second commenter to even know of the book
Very very nice work, fighting games are not easy to make, looking forward to where you take this project!
Also if you haven't checked out the game "One Strike" you should give it a try, your game has some similar design.
as ex second strogest offical team fencer of country of Montenegro, this fencing moves are valid
I've been doing gamedev since september last year and honestly, i was feeling burnt out on it. This video reminded me how fun it could be if i just allow it to be. Gotta stop putting so much pressure on myself
If gamedev wasn’t fun and I wasn’t super interested in this project, I’d probably still be making Street Fighter videos and getting 3 views. Developing a game can be very exciting, you just can’t force it - the game idea needs to start as some unrelated passion that you realize you can actualize through code
You inspired me to try french grip this week, and weirdly it made me better at parrying. Feels more natural too. I think I'm a convert!
The cult grows…
I'm heavily impressed, not sure which thing impressed me more: your game, your gigachad hobbies, or your haircut.
+sub
very nice content, im a godot developer from argentina and its inspiring watch your proyect grow
i myself have always wanted to make a 2d fighting similar to tekken and street fighter 2 but i dont have a single bit of game dev experience or people to help me make one. its nice to see other people making a game like this and i will follow this journey with you.
oh tell me about people not helping make one... I tried so hard to get my friends to do literally anything to help (even just name the moves) but all 11 people bailed instantly. I ask them for character suggestions and all I hear is "You should add Goku"
@@emrldYT you should add goku
Awesome work my man! I can’t wait to play this game. Your knowledge of fencing is obvios in the mechanics of the game, and I think it makes the awesome. Maybe if you studied some other martial arts, it would also come through in the game, and be more awesome!
A true talent. This idea is a brilliant one!
Wow, incredible work for such a small channel!
Dayum thats pretty sick, ive been talking alot with my friends about how sick a fencing fighting game would, great that someone is trying it. This is probably difficult to add but maybe you can try having different parry's and have a way to switch the line of attack more quickly, similarly to faint to disengage.
This is AWESOME. I've been hoping to see 2D sprites make a comeback into fighting games. Hopefully 2D & 2.5D games in general start coming back. We should always have 2D Animation style video games. They shouldn't disappear just because our tech advances. 2D sprites have such a great look & unique feel to them. IMO full on 3D just cannot compete with it. Gaming should always have both art styles and games designs
good content. fun to follow your process and consider game mechanics in a new way. i’m not much of a fighting game guy, but i can approach them from a new perspective on combat now
subscribed
Believe it or not a game almost exactly like this actually already exists and it’s super underrated. It’s a vr game called Broken Edge and I extremely suggest trying or just checking it out.
Also check out the ronin in the game because you would LOVE it
And first cut samurai duel on steam
I thought you were going to bring up Nidhog
This looks amazing! I recommend you play Sclash, which has a beautiful painted aesthetic and the one-hit kill rule.
Also, for those curious, there is no right of way in epee fencing (my preferred weapon). Just foil and sabre.
just found this channel. Already loving the hair
i fence in real life and i look terrifyingly similar to you! 10/10 video.
Real recognizes real
RETURN OF THE KING
Evo Moment #37 in the first 10 seconds, Hell Yeah
Gotta culture the unenlightened yknow
Reminds me a lot of divekick this is dope
I hope this game can get as much coverage for being a "unique fighter" as Divekick does
This is very cool! You definitely need to add guts. A massive sword would be interesting.
@@Txlr_Nz As a big Berserk fan, I already considered Guts lol
Instead, Musashi’s rival Kojiro Sasaki will have his odachi (greatsword katana basically) - large enough to take up half the screen when swung, but slow and very punishable by parry
@@emrldYT That's a better idea, can't wait for the next dev log!
Wow! This game is very unique! I have always loved fencing and I never could really DO fencing, so this is one way to extinguish my passion for it! I also always loved fighting games, so this is another great characteristic imo.! Great job!
Ok but why is bro majestic
Bro, I question myself when I see your hair. It's magnificent
Oh boy! Another fighting game featuring a samurai where you die in one hit! (One strike, sclash, bushido blade, First cut, etc.)
Jokes aside this looks sick as hell. I can tell it’s very inspired and the idea of combining other martial archetypes is something fairly unexplored with this genre.
love the idea love the game showed will be purchesing for sure
I’d be surprised if you didn’t take reference from nidhogg for the fencing. But I love seeing aspiring game developers. Keep it up
I actually used fencing as my reference for fencing
I did play Nidhogg before I started fencing so maybe Nidhogg really is my inspiration…
As someone who learned pixel art from scratch for game development, you are gonna be a crazy pixel artist if you keep up game development. Also this game idea is GOATED...
Hema is goated
I have to agree
Loving the French grip, slightly confused how you understand right of way as an epee fencer. I love that you do but I've never really seen another epee fencer who doesn't also fence either foil or sabre actually get right of way. I'm impressed.
The general concept is simple enough (whoever is on the offensive has priority), but it gets so complex that I’ll probably have to try a different blade or get playtesters to ensure it works perfectly
@@emrldYT yeah, I normally resort to using a graph to demonstrate it (demonstrating right of way like a finite state machine). It's honestly not that bad though even with the details, basically just whoever starts going forward first (or extends their arm first, whichever happens first) gets right of way and they can lose it by: stopping, stepping back, getting beat/parried or missing then the other person can take it by going forward or extending their arm, also, if you try to avoid the blade when hitting, right of way immediately transfers to your opponent regardless of whether it was previously your attack or not. It only really gets especially complicated when you have to start actually making judgement calls about what constitutes evasive actions, or whose parry something was or that sort of thing. Plus a couple other minor details like line.
The game looks quite good, but since I haven’t played it myself, I’ve had some difficulty understanding and following the various actions. It’s sometimes hard to see what’s happening, which affects the overall experience. To improve clarity and readability, I would suggest adding visual elements like particles for parries or hits, or specific indicators for each action. This would help players better perceive and understand the events in the game.
Good point, I am really lacking visual effects, so the game looks bland and, sometimes, confusing. The problem is... I have no idea how to do vfx. I tried and failed years ago when I made Roblox games, and still I am clueless on how to make good looking vfx and vfx in the first place.
I don't think it was shown in this part 1, but I gave some dust vfx to Guy's big kick for some emphasis. But, it looks... weird.
I definitely need to give vfx when someone does a fleche (the running attack) because it was oppressive when I had others test (you can't tell that the opponent is doing a fleche until you've been hit).
After I finish editing part 2, the next devlog will focus on fleshing out Musashi, a new stage, more sfx, and vfx (change the flashing lights at the top which indicate hits, add effects for dashing and fleche'ing, etc.)
BROOO
Okay, before I even start watching, I'm a dev who fenced competitively for most of his teenage years. I've been really interested in translating the sport to gameplay.
I am so very on-board
I'm making a game myself and this is inspiring so.. yeah. I'm gonna subscribe.
watching this just makes me think we need a fencing game but the sword moves in the same style as the getting over it hammer.
Anyways amazing video, this game looks SICK!!
That’s actually smart, maybe with a perspective/artstyle like Drunken Wrestlers 2
There is a manga about this equivalence between fighting games and fencing (1F no Kishi [ Knight of the Single Frame])
I’ve been needing a manga to read since finishing Bleach, I’ll probably do this
I didnt even consider a FGC manga to exist
the whole idea and look of the game reminds of first cut
This is a really cool concept!
I MISS YOU EMRLD😭😭😭😭🙏
holy first vid in 9 months
This is an amazing idea, I love the one hit kill and the running at people ability! I would love to see an Olympic wrestler character, could be a cool idea for a one hit grappler and fits the fencing theme
As a person who has been fencing for 10 years now and started programing 3 years ago i approve of this game. (ew french grip user. Pistol grip gang on top)
You built up your credibility just to lose it by being a pistrol gripper
We need backflicks or its not fencing chat also im subscribing this is so cool ive been fencing basically my entire life i need to know
Dude looks like the most beautiful guy on Earth
I wish you luck man, this has so much potential.
Keep keep up the work work. Purple Gigantic Space man.
She was more like a beauty queen from a movie scene
I said, "Don't mind, but what do you mean, I am the one
Who will dance on the floor in the round?"
She said I am the one
Who will dance on the floor in the round
She told me her name was Billie Jean as she caused a scene
Then every head turned with eyes that dreamed of bein' the one
Who will dance on the floor in the round
[Pre-Chorus]
People always told me, "Be careful of what you do
Don't go around breakin' young girls' hearts" (Hee-hee)
And mother always told me, "Be careful of who you love
And be careful of what you do (Oh-oh)
'Cause the lie becomes the truth" (Oh-oh), hey-ey
[Chorus]
Billie Jean is not my lover, uh
She's just a girl who claims that I am the one (Oh, baby)
But the kid is not my son (Hoo)
She says I am the one (Oh, baby)
But the kid is not my son (Hee-hee-hee, no-no, hee-hee-hee, hoo)
[Verse 2]
For forty days and for forty nights, the law was on her side
But who can stand when she's in demand? Her schemes and plans
'Cause we danced on the floor in the round (Hee)
So take my strong advice
Just remember to always think twice
(Don't think twice) Do think twice! (A-hoo!)
She told my baby we'd danced 'til three, then she looked at me
Then showed a photo of a baby cryin', his eyes were like mine (Oh, no)
'Cause we danced on the floor in the round, baby (Ooh, hee-hee-hee)
[Pre-Chorus]
People always told me, "Be careful of what you do
And don't go around breakin' young girls' hearts" (Don't break no hearts; hee-hee)
But she came and stood right by me
Just the smell of sweet perfume (Ha-oh)
This happened much too soon (Ha-oh, ha-ooh)
She called me to her room (Ha-oh, hoo), hey-ey
[Chorus]
Billie Jean is not my lover (Hoo)
She's just a girl who claims that I am the one
But the kid is not my son
No-no-no, no-no-no-no-no-no (Hoo)
Billie Jean is not my lover, uh
She's just a girl who claims that I am the one (Oh, baby)
But the kid is not my son (Oh, no, no)
She says I am the one (Oh, baby)
But the kid is not my son (No, hee-hee-hee, ah, hee-hee-hee)
[Break]
Hee, hoo
[Chorus]
She says I am the one, uh
But the kid is not my son (No-no-no, hoo, ohh)
Billie Jean is not my lover, uh
She's just a girl who claims that I am the one (You know what you did to me, baby)
But the kid is not my son
No-no-no (No-no-no, ah), no-no-no-no (No-no-no)
She says I am the one (No)
But the kid is not my son (No-no-no-no)
[Outro]
She says I am the one (You know what you did)
She says he is my son (Breakin' my heart, babe)
She says I am the one
Yeah, yeah, Billie Jean is not my lover, uh
Yeah, Billie Jean is not my lover, uh
Yeah, Billie Jean is not my lover, uh (She is just a girl)
Yeah, Billie Jean is not my lover, uh (She is just a girl; don't call me Billie Jean, hoo)
Billie Jean is not my lover, uh (She is just a girl; she's not at the scene)
Billie Jean is not (Hee), aaow, ooh
Yeah, Billie Jean is
I'm actually learning that bassline just sayin
As a HEMA enjoyer and Vagabond reader, I’m liking what I see so far.
Two games like your project you should play for inspiration:
Nidhogg
Samurai Gunn
Great intersection of gamedev and sword fighting. Keep it up!
hi, fellow godot fighting game dev here! considering how hard it is to make a fighting game in this engine, lots of respect for this project!!! i’m exited to see where this goes!!!
Yeah, if only Godot supported 2D root motion, allowed you to change the keyframes of hitboxes while in the middle of animating, let you have circular dependencies for when you go back and forth between fighting, made cloning easier…
What kind of fighting game?
@@emrldYT im basically just ripping off guilty gear xx lol. my main issue is that the entire game is dependent on the frame rate (as fighting games usually are) except the animation player isn’t. This causes a shit ton of inconsistencies. Do you know of a fix for this?
a thing i noticed in the video was that you do this using collision polygons. for me, these break the second i start animating them. but since i probably need to write my own animation player anyway…
@@Lananon1807 1. Did you set the game to a max fps? I set mine to 60fps then, in AnimPlayer, you can set the fps of each animation in the bottom right. Set it to frames instead of seconds, then 60 (or, 0.0167 seconds)
2. Yeah I have no idea why it doesn’t let you automatically keyframe CollisionPolygon2D’s. For this, I duplicated the CollisionPolygon2D and put it somewhere else in the tree, then drew it to be the hitbox/hurtbox, then copied “Polygon” (PackedVertices) in the top right of the fake CollisionPolygon2D, finally pasted that onto the keyframe of the original CollisionPolygon2D (the one being animated). You basically just make the hitboxes/hurtboxes in a different node then copy the vertices to the one used by the AnimPlayer
@@emrldYT thanks for the help! still gonna make my own animation player cuz it gives me more control
also, setting the animation player to 60 fps doesn’t actually set it to 60 fps, but 0.0167 seconds. while this might sound the same, it’s actually not, as any small frame drops desync the animations from the code, which, for lack of a better way of saying it, breaks the game. Note that this doesn’t have to be a full fps drop to 59 fps, even if a single frame takes a millisecond longer to output, the game will slightly desync. This doesn’t matter in any other genre (and tbh i don’t think it matters in your game, since the main thing it fucks up are combos which your game doesn’t seem to have) but traditional fighting games get hit hard by this.
Looks very fun! Reminds me of an indie called one strike (less complex) but I do hope you can get this on switch in the future ❤
my goat will never fall off prayerhands
Amazing stuff!
This looks like a parody of First cut: Samurai duels love it
one thing i would add to spice up the game (i have never developed lmao) is feinting. basically you could cancel the big windup attacks, to throw your opponents spam parry off guard. this would also allow you to be able to attack again right after. maybe add a visual sign to inteprete when or where the feint is coming from before it actually executes.
I absolutely LOVE this! You’ve just earned a sub from me
This has a lot of potential
love you brother. youre inspiring me like crazy for game development right now
Looks really interesting. Can’t wait for the next devlog.
As someone getting into Godot, I just love the 'feel' of games made in this engine. Doing well, I bet this game is fun
Totally unique. Man has never heard of nidhogg
Good luck with the game man
a thing i have noticed, you are using a sprite sheet, in aseprite (or libresprite) you can make animations using the timeline at the bottom and then convert that to a sprite sheet, this makes it so you can use onion skin and in general makes it easier to animate. edit: man i made this whole comment and you already fixed yourself in the video what the hell
Yeah I dont know why I tried animating in the sprite sheet originally lol
the nidhogg 2 we all wanted is right here i guess
used to play a game called Nidhog with my fencing buddy, 2d sidescrolling fencing game, this reminds me a bit of that. looking forward to where you take it
Interesting. Keep pushing!
fleche montage goes hard, french grip user redeemed
❤️🩹 why did youtube split this emoji into 2
The game looks great. Kind of jealous of your 2D game dev skills. I hope it goes well
love the editing and pacing of the video! keep up the good work 😄
THAT LOOKS SO COOL 🙏🏻🔥🗣️
Thank god CZcams recommend this great idea bro
also i like that 3:14
love to see musashi!
Already miles better than most wannabe indie-dev creators,
Chapeau! 🙃
man I am impressed by your edit . you nailed it👍
So it's Hellish Quart
2:23 Maybe if the only fighting game you've played is Samurai Shodown 2, cause like, anime fighters/air dashers, Kof, SF6, Team Fighters, etc., footsies is more of a afterthought if not completely nonexistent.
Which is a shame cause I find footsies to be the best part. I'd rather lose to someone who actually has good neutral than someone who labbed combos for days straight
though it's fun to actually make footsies work in Strive (somehow) and blow up your opponent
Dojo Masters might’ve eaten your lunch….
The game being named "Right of Way" is so blessed
Amazing hair btw
That was a really nice video! Subscribed, and looking forward to see more of this stuff
keep it up brother!
Amazing, I’ve wanted an all swordie 2d fighter for so long. I have 3 suggestions: a sound for each time you score, a character should have death animation if they reach the end of the screen. Lastly Musashi should have 2 parries, the one you already have happens with his sword out and the other if his sword isn’t out he blocks with the sheath. Overall the game needs more clarity. I wish the best of luck to you
Ah man I'm jealous why didn't I think of this idea first no fair
I'm actually working (loosely) on a similar game, also inspired by Footsies. Taking out the big flashy moves, the ranged attacks, keeping it all low pixel count. It'll focus on different basic fighting sports or martial arts.
we stan the french grip, flicks are overrated anyway
If someone wants to make the perfect indie fencing title it would be
IndieFencible
😂