fray
Signum
fray | Signum | |
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7 | 1 | |
220 | 60 | |
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9.3 | 0.0 | |
3 months ago | almost 2 years ago | |
GDScript | GDScript | |
MIT License | MIT License |
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fray
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Types of State Machines
Personally, my preference is to use 1 node for processing and then RefCounted types for structuring and traversing states. If you're interested you can view my state machine here. Otherwise, go with your node states, they're very unlikely to ever be a bottleneck.
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how bad would it be really if i just used a bunch of of else statements instead of using state machines for coding a 2d fighting game?
here take this https://github.com/Pyxus/fray
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Recently released Fray! A Godot combat framework that aids in the implementation of action / fighting game combat
Hey! The character in the gif is Ryougi Shiki from the game Melty Blood. She and the UI featured in the gif are just for demonstrative purposes and are not a part of the framework. Though you can view them in the demo project.
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How do i make agnostic combo controls for the brawler?
Never heard that terminology before but I know what you're describing! It's common in many 2d fighters. I'm working on a combat framework right now called Fray (Its still experimental otherwise I'd recommend using it) and my general approach was to create my own input checker that wraps around godot's input checks. One of the custom inputs types I have is a "ConditionalInput" which changes what it checks based on a string condition.
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How do I combine my code-wise State Machine with the State Machine in the AnimationTree?
As for animation canceling... You can change variable values in the AnimationPlayer. I would have a "can_cancel" variable or something like that, set it to false at the start of the animation and set it to true some point in the middle. If the attack button is pressed when "can_cancel" is true then transition into the next attack state. You might also want to run some kind of buffer so that the input can be given a few frames before canceling is possible just to make the controls feel better. It's still in the works but this is the general approach I took in my combat framework if you're interested in trying it.
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Working on a Fray! A Godot combat framework for implementing action / fighting game combat
You can find this example and the addon in Fray's github repo. Let me know what you think! https://github.com/Pyxus/fray https://github.com/Pyxus/fray/blob/main/docs/getting\_started/index.md
Signum
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Is making this type of software feasible in Godot? (complex non game development)
Signum (FOSS Text Editor)
What are some alternatives?
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