Flowlab Brawl UPDATE

Update:
new coding for the characters and the cpu

players who get knocked down (and back up) will have invincibility for a short time

A “death” animation

The block control is now not invincible anymore (It may still need some maintenance)

HOWEVER, the update is still being worked on for the story mode

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I am open for feedback, reviews, and bug reports (couldn’t say this earlier because the wifi cut off)

Wow, this game just got 3x better

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I don’t have much to say about this, but WOW that opening animation :exploding_head: I was NOT expecting that LMAO

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Thanks! I’m currently thinking about doing other opening animations, but that could be in another update

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You should also add knockback. That would be a cool function.

Like with each hit they get pushed back?

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Indeed. That is what knockback is. This would make the game less easier honestly

and maybe make the final attack of each 3 hit combo push them farther back

I would agree with a knockback mechanic, but I feel that would (almost) defeat the whole purpose of the 3 hit combo. Now I know I could do a small push, and because doing the whole combo requires you to not move makes things harder, we also have a barrier off screen that would enable us to pretty much cheese a whole fight (I’m not against a good cheese, but it would really render the whole thing useless).

I do like the idea though

Hey does the 3 hit combo only work when you spam it? Because that’s how it should be. Maybe if the player doesn’t do the 3 hit combo, it does knockback, but if they do, the knockback is only applied at the end of the combo, and is extended.

Here’s an example:


Let’s say that “A” is the attack button. If the player does

“A”

But nothing else then the player will do the first attack of the 3 hit combo.

But if the player does

“A” “A” “A”

The 3 hit combo will be executed and no knockback would be given until the final “A” press but instead of a small push, it blasts the opponent far away.


Does that make sense?

Okay I checked the game it seems you do indeed have the spam triple combo

I can see where you’re going with this, but the stage width is sorta what concerns me since there wouldn’t be enough room for that. I could just make the stage width farther and do camera settings, but I would rather stick with how it is since I first made this. I don’t want to get too advanced on this game (ok I know the coding might be insane, depends on what you think, but most of it was really basic stuff put in a weird way and my brain said “Now you’re talking!”) Also, getting pushed back that far feels a little ironic, looking at the attack sprite and how in the first 2 hits, they are able to withstand it. (It’s taking me a long time to post this stuff because I’m going into a deep thinking process.)
Something that has been staring at me for a while is when they do the knocked animation, they would get pushed back for a LITTLE bit for some realism, not that anything is realistic anyway

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Okay I kind of understand that, it’s your game and I can do nothing about it.

Albeit, you could always just lessen the knockback strength of what I suggested, it doesn’t have to blast the opponent TOO far. Or maybe, it a slightly stronger knockback than the normal one and knocks down the opponent.

Maybe to make the final attack for the triple combo feel more impactful, y’know?

Anyway, as I said, this isn’t my game, and you don’t have to do this. These are just suggestions.

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I’m alright with suggestions. In fact, another thing that has been staring at me for no reason was for some massive barrage that covers the entire stage and that just makes me laugh because the ENTIRE stage in just one button that no one would expect!! (don’t even try to give me ideas to make that work, I’m just gonna say “no”) :rofl:

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Like I said. I’m alright with suggestions

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