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Asset - Project Beat'em Up Engine

Discussion in 'Marketplace' started by Curial Lloses, Dec 24, 2018.

  1. Curial Lloses

    Curial Lloses Member

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    Working in Grabs and Throws is being funny! :D

    [​IMG]
     
    sitebender, zmads, Amon and 2 others like this.
  2. ❤️×1

    ❤️×1 Member

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    ... Everytime I visit the GM Community forums, there is something new and cool to see on this topic :3
     
    Curial Lloses likes this.
  3. Curial Lloses

    Curial Lloses Member

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    This is the kind of beating that happens when you remove chanceToHit factor to enemies ;)
    [​IMG]

    GRABs and THROWs coming in next update as soon as I clean the code an check for bugs!
     
    sitebender and zmads like this.
  4. zmads

    zmads Member

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    You can throw in backward and forward?
     
  5. Curial Lloses

    Curial Lloses Member

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    Is not exactly how I've made it. You can throw in backward and you can hit forward while grabbed. At 5th hit, you hithard and push enemy forward.

    Anyway, with a new animation of throw in forward, anyone could replicate backwards code switching Left Input for Right Input. I can imagine an animation like "this is Sparta" in 300s movie. But I'll let to users this kind of engine adaptations :p
     
  6. Curial Lloses

    Curial Lloses Member

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    Promo banner of what will be in the next update :D

    [​IMG]
    Not only aesthetic improvements!
     
  7. Curial Lloses

    Curial Lloses Member

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    NEW UPDATE

    Already at marketplace


    - Added a deformScale() script for more fluid gameplay feeling on jumps
    - Changed HitParticles position from receiver position to hitbox position
    - Added a RECOVER state and stand up animation for enemies
    - Added new heavy hurt animations at KO state
    - Added GRAB and THROW gameplay. Player can GRAB and keep hitting or THROW the enemy backwards
    - Added Special Move
    - Added a new game Background and scenario props
    - Improved engine aesthetics
    - Improved code structure due to its constant growth

    Remember to download update to a new project to avoid unwanted incompatibilities with your own projects.

    I'll dedicate the following days to polish any new issues so comments about any bug or crash you could find are welcome.

    I hope you enjoy it and in case you do I'll appreciate recommendations to your networks a lot! :)
     
  8. Curial Lloses

    Curial Lloses Member

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    Note

    I've just checked that with new update, background is shown in low resolution. That's because, backgrounds sprite is wider than 2048px resolution that is set by default for textures in GMS2. So, I recommend to use smaller textures than the one I've used for the engine but since this is not the point for this asset, for anyone that want to see this background at full resolution, go to Option/Windows/Graphics and set the Texture page size to 4096x4096px.

    That's all!
     
  9. Lucia

    Lucia Member

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    Oct 12, 2018
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    finally. I think that I will have it in the future! Now i'm too poor :(
     
    Curial Lloses likes this.
  10. Tran Thi Huyen Trang

    Tran Thi Huyen Trang Member

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    Hi, Looks very impressive, I'm interested in your asset. Can you tell me the Beat'em Up Engine can open or import into GMS1.4? because I saw that: .Asset ported to GMS 1.4 (I just work only with GMS 1.4 so I just want make sure this engine can work with GMS 1.4 without GMS2).
     
  11. Curial Lloses

    Curial Lloses Member

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    Beat,em Up Engine is only available for GMS 2, sorry about that :/

    There's an smaller version fully compatible with GMS 1.4, Beat'em Up Starter Kit which contains the very basics of BeU games to start your own project. You can take a look at it, here: https://marketplace.yoyogames.com/assets/7960/beat-em-up-starter-kit
     
  12. Tran Thi Huyen Trang

    Tran Thi Huyen Trang Member

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    Thank for replying, so could you upgrade something as engine GMs2 for Gms1 in the future? sadly I didn't get the GMS 2
     
  13. Curial Lloses

    Curial Lloses Member

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    Sorry, it is not in my plans for the near future. There's lot of code in engine to port to GMS 1.4 and I am working on improvements for the GMS 2 versions :/

    But if someday I get the time to port it I will inform all GMS 1.4 users here.
     
  14. Tran Thi Huyen Trang

    Tran Thi Huyen Trang Member

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    Thank you for letting me know
     
  15. Taddio

    Taddio Member

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    Nov 16, 2018
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    Man! I have the asset since pretty much day 1 and I'm amazed at how far you gotten. The last update is sick.My buddies asked to play it when they saw it!
    Found a couple glitches where you could be stucked on the roof of buildings if you jump on the car. I took some screenshots, but Im not home atm. Had a crash related to grabbing to, some variable not set, but I didnt think to get a screenshot, sorry.
    But overall man, it's INCREDIBLE!
    An artist and a marketing team could turn this in a smash indie-hit for sure

    Edit: screenshot of glitch.
    And looking back at the code the crash occured on line 96 of oParPlayer Step Event (if grabbedId.grabbable and canGrab line). I was simply beating a 3 guys crew, I think 2 died pretty much at the same time, and when I got to grab the last guy, BAM! Crashed.
    Will see if I can replicate more consistently, if it may help.
    [​IMG]
     
    Last edited: Apr 11, 2019
  16. Sy Dong Pham

    Sy Dong Pham Member

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    I've got same issue as Taddio. Hope your get it fix.
    But overall great asset.
     
  17. Curial Lloses

    Curial Lloses Member

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    Hello both and thanks for quoting these bugs. First sorry for late answer, it's been busy days and I had the asset a little bit off. @Taddio , could you please give me some more info about the collision glitct after jumping on car? It happens if you keep walking once over the car? I you jump once over the car?

    About the grabbing bug I can imagine what's happening since I suppose that the enemy is still grabbable once he/she is in dead animation. I'll take a look and once I have it fixed I will inform you about the update.
     
  18. Taddio

    Taddio Member

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    The collision glitch is not really after jumping on the car, as: 1) it's cool to climb and 2) you can see theres a collision box on top of the door which makes it logical to be able to walk on (reminds me of The Simpsons in NES, somehow!!).
    The glitch is on the 2nd crossroad, you can jump on the vertical pipe (top left of the trash) and then continue jumping/walking on buildings facade. There's no way to get back in the street after that, and camera prevents from going back.
    I know it's just a template, but there may be something worth checking collision-wise as the buildings don't show any collision boxes at these places.

    I tried a couple of times and was not able to replicate the grabbing bug, sorry!
     
  19. Curial Lloses

    Curial Lloses Member

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    That's cool information, thanks! Working on it and hope to have a fix soon :)
     
  20. Techsins

    Techsins Member

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    Hey, loving this project, how would i make both players be able to use gamepads?
     
  21. KyleRansford

    KyleRansford Member

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    Hey again!

    Hopefully you're still working on this asset. I have a few questions and feature requests

    Firsts, I noticed that the items have "fixed" and "throw" string variables on them and wanted to ask if the items could be make to be "Fixed AND Throwable"?

    Also, could you add in a future update the ability to throw and use the other players as weapons? Like when player 2 is knocked out, another player can pick them up and use them as a weapon.

    Lastly, how can I give items no resistance? Like no being able to break?


    Thanks again for making the project and being supportive!
     
    Last edited: Sep 21, 2019
  22. KyleRansford

    KyleRansford Member

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    By the way, has anyone figured out a fix for the glitch caused by grabbing?
    I'm also getting a error from the grab part of code and for me, it usually happens when the player is being hit and is either trying to grab or has his back to the enemy and then it causes the error.

    This is the error that I'm getting

    ___________________________________________
    ############################################################################################
    FATAL ERROR in
    action number 1
    of Step Event0
    for object oParPlayer:

    Variable <unknown_object>.<unknown variable>(100124, -2147483648) not set before reading it.
    at gml_Object_oParPlayer_Step_0 (line 96) - if grabbedId.grabbable and canGrab // ..and check if its grabbable.
    ############################################################################################
    --------------------------------------------------------------------------------------------
    stack frame is
    gml_Object_oParPlayer_Step_0 (line 96)

    But based on where it says "<unknown_object>.<unknown variable>(100124, -2147483648) not set before reading it."

    it seems like at some point it doesn't know what this line of code is:

    grabbedId = instance_position(x + facing, y, oParEnemy); // ..get the Id of the opponent to grab...
    if grabbedId.grabbable and canGrab
     
  23. Abaddon_Ascidhiz

    Abaddon_Ascidhiz Member

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    I´m facing the same problem, and can´t find a solution...
     
  24. Curial Lloses

    Curial Lloses Member

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    Hello again.

    First sorry to anyone who tried to contact me and could have no response. It has been crazy months since I got a new job and became harder to put time in the Beat'Em Up Engine support.

    Also, thanks to @KyleRansford and the rest of users for contact me. I have uploaded the last update with what I 99% (tested several times) will fix the grabbing issue. Some bad wall collisions have been fixed too.

    - Fixed by twaking The Grabbing Issue for what Player wasn't able to find GrabID when had multiple enemies at the same position to grab.

    I have some code about boss behaviours but honestly I can't say when I will be able to finish them. In case I have some free time to keep improving the asset, for sure I will inform all of you here.

    P.S.: @KyleRansford for Items to be unbreakable, I should change various conditions right now but an ugly tweak can be:

    - go to the Create Event of your desired item/weapon and change its resistance value to 1000
    - Then Search for lines if resistance > 0 (there are only 2 in code) and replace them for if resistance > 0 and resistance < 1000

    This would make objects with resistance over 1000, unbreakable.
     
    Abaddon_Ascidhiz likes this.
  25. Vladimir_spb

    Vladimir_spb Member

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    Feb 15, 2019
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    Hello! I am from Russia and my English is not very good. I bought a beat em up engine and am very satisfied, great job! Please tell me how to add 3D collider (s3DCollider) to objects so that the player does not pass through the enemy. And increase the width of the collider for objects?
    [​IMG]
     
  26. animas games

    animas games Member

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    Oct 28, 2019
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    very good asset

    a query as I enlarge the player and enemy of size without deconfiguring the impact boxes, I want to place graphics in hd with sprites of 500x200px

    cheers
     
  27. ricardo1996

    ricardo1996 Member

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    hey ive been coming across your projects on the market place im curious to know b4 i purchase how well does it port to mobile devices Android specific
     
  28. rIKmAN

    rIKmAN Member

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    The OP hasn't been on the forum since September, you'd be better contacting him via the Contact Publisher button on the Marketplace.
     
  29. Yal

    Yal GMC Memer GMC Elder

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    Is it just me, or are all the GIFs in the topic broken? A lot of images just gets replaced with this placeholder when I'm viewing the topic.
    upload_2019-12-14_18-12-55.png
     
  30. rIKmAN

    rIKmAN Member

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    The first page gifs work for me but I get the same image as you on the ones on this page.

    I guess they are cached from previous viewing though, as going to the link for the working gifs directly gives me a "Oops! There’s nothing here." message.
     
  31. ricardo1996

    ricardo1996 Member

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    thanks
     

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