A version of T0es Engine made with Strongest Battlegrounds in mind (Not exactly replicated, just based on it.) Hold 0 When Flag Clicked - Enable Enemy Gus -currently he's got the same basic system as you do Basic Controls: W + Space - Super Jump Q - Dash -normally you dash forward, but if you dash while moving in the opposite direction you're facing, you'll do a dash backwards. you can also dash when in stun to get out of combos or being knocked down. while the backward dash and attacking dash share a cooldown, the evasive dash has it's own. M1 - Punch -perform a generic punch combo with 4 hits. if holding space on last hit, do an uppercut, if in the air, do a down slam, and if on the ground, do a normal punch. M1 + Space + Near Trashcan - Pickup Trashcan -click m1 to throw it. S - Block -ends if you release. you can use it to draw gus closer and counterattack ig -360 degrees all around L - Lock On -lock on to an enemy. doesn't work if to far away. P - Pose/Emote (can be held) -You passively heal while posing. -I plan to add some other options later on for these, like maybe a wheel, but i dunno About the AI: -He really likes to dodge right before you use downslam (a bit of trolling) -He sometimes just likes to poke you and do a wiggle (he's a silly guy) -When he's in the air, he likes to use his dodge and dash to maneuver around the player (you can try this too if he uses uppercut on you, it works. he's just better at it) -Sometimes he gets paranoid and dashes back when he's near you (he's a little shy) -If you let him cook, he'll serve you up a silver platter of combos About the trashcans: -You can pick them up with space and m1. -You can also just hit them really hard and they'll go flying. This can hurt enemies as well. -I might add more throwables now you may be asking, what games using this am im making? -Chihiro VS Sojo (maybe) -Final Selection REWORK (huge ideas frfr) -Dragon Ball T0eZ
@noobryu for original @PlsGiveMeT0es I made the vfx, the attack code, and the ai enemy code. aside from the base engine, i made basically everything updates: v1.0 - release v1.1 - added block v1.2 - downslam buff (breaks block) v1.3 - trashcans, running, super jump, and more sounds v1.35 - emotes and parrying v1.4 - new camera moving thing, changed building code to be clone based for easier building creation, remade y-limitation code for player, dummy, and throwables, reworked building destruction, and added new hit vfx v1.45 - Dummy attack's with grab (manipulates PlayerStun variable) now go through block, block tangibility is now added as a part of building creation, multiple bugs have been fixed, and parrying now gives a counter-attack that does MASSIVE damage. v1.5 - Player and dummy sprite have been condensed into one sprite that relies on clones to create the player and dummy. If you know what you're doing, you can make it so there is a maximum of 10 different entities at once. v1.55 - Cleaned up code and stuff. Made it much easier to increase maximum number of players. This isn't really gonna impact gameplay, but like, if you're coding a game and stuff, it'll make it easier to do that kinda stuff. idk whatever. this is the last update before final selection. coming soon: - wall interactions (sliding, sticking, jumping) (v1.6) -toggleable flight (v1.6) future updates: -trees and rocks? -generic grab move? heart mean small update, favorite mean big update.