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miorga-fight's Introduction

Miorga Fight

Miorga is the world's first and best side-on action fighting game designed by British geniuses Ed and Finlay. Your character has a number of guards from which they may perform two actions, excluding walking about. Some actions have additional options, such as feinting an attack or performing an additional action after your first. In 2021 Miorga won the Booker prize for fiction and director Stanley Kubrick described it as 'a better film than 2001'

Playing

Windows:

  • Download the latest Windows build from releases

Android:

  • Download the latest .apk from releases:
    • You will first have to allow installs from Unknown sources
    • Your phone will constantly complain about how this isn't safe and you shouldn't install it this way so only do it if you're really dangerous and enjoy living life on the edge
    • Sorry, but I'm not paying to whack it on the playstore for no one to download it
  • If you don't trust us you can build it yourself, it's not to complex

Mac & Linux:

  • Build it yourself (see below)

or

  • Ask one of us (very) nicely

Other Platforms:

Building

Requirements:

  • Godot Mono (we use 3.2 but I imagine anything > 3.0 will work)
  • Mono (Mono needed for Godot Mono? Shocker)
  • MSBUild
  • A handfull of braincells

Steps:

  1. Open project in Godot
  2. Go Project > Export
  3. Use whatever build settings you plan on using
  4. Pray
  5. Press Export

Screenshots

Title

Char

level

fight start

mid fight mid strike holy tree pause

miorga-fight's People

Contributors

olokem avatar eddy-dunton avatar

Stargazers

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Watchers

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Forkers

boyquotes

miorga-fight's Issues

Features / Bugs depending on Godot

List of features and bugs which either are caused by, or cannot be fixed because of bugs with Godot inself:

  • Remove workaround from holytree PFX implemented in
    e27d800 - Caused by engine bug which doesn't pause particle animations when rest of the game is paused

  • Set raise button Action Mode back to Button Raise - Created as a workaround to a engine bug which caused "Keep Pressed Outside" to not function

  • Adding V Scrollbars to themes - Caused by engine bug causing scrollbar width to become 0 when a custom theme is applied Done in f73378c

UI Streamlining

  • Change E/Q for P2 in Character Selection
  • Change touchscreen buttons with in game context
  • Add touchscreen pause button
  • Add exit / back to lobby on Game Over
  • Add use of D-Pad on controllers
  • Add controller for P2
  • Allow use of controllers on the UI
  • Prettify scrollbars
  • Add in spectator icon
  • Theming for lobby address entry

Geist

Todo

Graphics

UI

  • Head shot
  • Action graph
  • Chopped animations for actions graph (original ones may work if corrected centred?)
  • Adjust sprite offsets

In Engine

General

  • Balance

UI

  • Import graphics into character selection panel

Actions

High Main

Jumps forward and attacks high guards, dodging low attacks. Ends in low

  • Condition: [IF HIT SUCCESSFUL] dash backwards kicking off of the body (might not include this)

  • Triggers

  • Import Animation

  • Animation offsets

  • Animation hitboxes

  • Movement

  • Transition

  • Attack hitbox

  • Attack damage + knockback

High alternate

Attacks low guards, dodge high. Ends in low

  • Triggers
  • Import Animation
  • Animation offsets
  • Animation hitboxes
  • Movement
  • Transition
  • Attack hitbox
  • Attack damage + knockback
Low Main

Thrust with HALT aimed at high, then dashes back. Ends in low

  • Triggers
  • Import Animation
  • Animation offsets
  • Animation hitboxes
  • Movement
  • Transition
  • Attack hitbox
  • Attack damage + knockback
Low Alternate

Rolls forward covering ground and dodging high-mid attacks. Ends in high.

  • Triggers
  • Import Animation
  • Animation offsets
  • Animation hitboxes
  • Movement
  • Transition
  • Attack hitbox
  • Attack damage + knockback

Code

  • Support for third stance

Description

General idea

Someone who evades attacks and deals quite low damage and doesn't have much range (but can cover range quickly). A reimagining of mace guy. Probs low ish health but faster movement speed too (maybe similar to tailor)

  • Has a third stance which can be switched to at any time by holding a key. Switching to hidden stance is essentially a dodge.
  • can switch stances whilst in hidden without any animation playing

Hidden

  • Main/alternate: Very fast jab attacks mid. Ends in high.

Tailor Crash

If tailor is hit during the windup for high alt, the game crashes.

Tailor can get either side of eachother

Each tailor using high main simultaneously - first from a distance so that they both land in the same spot, then just using it again - causes them to end up either side of one another

P2 blood is the wrong way round

Feint is correct however, thus only seems to affect p2.overlay_track not p2.overlay_notrack
Offset and Scale are both wrong
overlay_track.Scale is correct however

Hits should be calculated centrally

Currently all clients do hit detection seperately and locally
This should move central to stop clients becoming out of sync
Also HP should be sent every time damage is done, in order to play nicely with lately joining spectators

Offsets fall out of sync

At very start and end of attacks offsets can fall out of sync, causing the sprite to teleport for a few frames

Flinch during transition bug

If you are attacked during a transition from an attack (haven't tested other types of transition) then you can't change guards

Tailor

Last feature required for v3.0

Hitboxes

Animations which require hitboxes:

  • flinch
  • high
  • high_alt_stage1
  • high_alt_stage2
  • high_main
  • lax
  • high
  • low
  • low_alt
  • low_main
  • low_riposte
  • trans_high_main->low
  • trans_lax->high
  • trans_lax->low
  • trans_low->high
  • trans_low_alt->high
  • trans_low_high->low
  • walk

Offests

Animations which require offsets

Those marked which ? may not require an offset (or one of 0,0)

  • flinch
  • high
  • high_alt_stage1
  • high_alt_stage2
  • high_main
  • ? lax
  • ? high
  • ? low
  • ? low_alt
  • ? low_main
  • low_riposte
  • ? trans_high_main->low
  • ? trans_lax->high
  • ? trans_lax->low
  • ? trans_low->high
  • ? trans_low_alt->high
  • ? trans_low_high->low
  • ? walk

Actions

These to do not include offsets or hitboxes for the players animations during these attacks and their transitions to / from these attacks

Hang (high):

  • Main:
    • Ends in sept
    • press again has a backwards dash
    • Todo:
      • Add movement
      • Attack hitboxes / data
      • Backwards dash + parry Most likely scrapped
  • Alt has a parrying windup and is feintable, ends in hang
    • Todo:
      • Add movement
      • Frame start / end
      • Attack hitboxes / data
      • Parrying windup

Sept (low):

  • Main is a parry only for low attacks, ends in Sept
    • Todo:
      • Parry hitboxes
      • Frame start / end
      • Riposte
  • Alt is a parry only for high attacks, ends in Hang
    • Todo:
      • Parry hitboxes
      • Frame start / end
      • Riposte
  • Set Ripsote to "On Successful Parry" - Waiting for Parry hitboxes

Clean MP exiting

Other player leaving MP causes the console to freakout

I think there's still some calls to their objects?

v3.1 Tweaks / Fixes

  • Low alt riposte does not require successful parry
  • High alt feint offset + fps
  • Tailor Attacks are OP
  • Parry crash - MP only (see below)
  • Reduce Tailor HP, Increase speed
  • #18

v4.0 Final Features

Features:

  • Testing of new multiplayer UI
  • Regia transition hitboxes
  • Tree foliage for Holyree:
    • Graphics
    • Implementation
  • Tailor character selection:
    • Centralised animations
    • Action set overlays
    • Implementation

Bugs:

R - Regression

  • Tailor action tree needs fix for riposte - R
  • Tailor character selection doesn't line up - R
  • P1 always shows as connecting - R
  • Tailor high alt has halt - update action tree - R
  • Dark grass 3 wave animation incorrect frame - R
  • Parry bug - when Regia is parrying - however was attack index out of range

Interpolation

At certain player positions can become interpolated

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