Hey, i would like to show you all my new game “Untitled Fighting Game”.
I have been working on it for some time now and would like your feedback, let me know!
Game Link: [Update] untitled fighting game. - Roblox
Hey, i would like to show you all my new game “Untitled Fighting Game”.
I have been working on it for some time now and would like your feedback, let me know!
Game Link: [Update] untitled fighting game. - Roblox
This is awesome!
I love the animations, sounds, scripted cursor, etc.
A couple pointers.
-The thumbnail & icon. They seem very bland, which I have to assume is why the game hasn’t already blown up. I recommend hiring someone to make you some GFX.
-The walking sound. I’m not sure why, but it seems off and a bit loud.
-The map. The map is a bit bland, I do give it grace because this is a new game, and it’s an untitled fighting game.
Overall, I think this game has some AMAZING potential.
If you need someone for GFX, and potentially modeling… I am a 3d modeler & GFX artist. I work for both paid and percentage; just to offer.
Again, this game was actually surprising how well rounded it was, usually forum game displays are crap. This is a game I actually enjoyed checking out.
Keep up the great work!
-BeatBop09
I love this game as a base.
The knuckle crack animation and the punches themselves are very clean, and the cooldown bar adds great visibility.
I suggest you bind punches to direct UserInputService / ContextActionService actions instead of tools, to preserve the modern feel of the game.
Before advertising, I suggest adding some extra mechanics or quests, or some sort of progression. My first issue is that I didn’t really know where to start o why i should fight people when I joined.
Optionally, I personally think you should rename it from the current title you have now. When your game gets into the algorithm, it’ll be below much more popular “untitled” games.
If you were to be so kind to tell me; how do you make those types of animations? I feel my animations are too smooth and i like your style, do you go in blender and make tens of keyframes with very little space apart?
Much appreciated!!
How do you think i can bind the punches?
well, you use a tool that binds the punch function on click, and that automatically switches based on the player’s device, such as mobile and controller.
However, I personally use ContextActionService for ALL my controls because you are given the option to automatically create a mobile button with that specific function. Additionally, if you are stunned or something similar, you can disable an action to prevent extra remote events being sent (unless they’re an exploiter)
I’ll be using my unfinished game death by rarity as an example, I have 3 buttons: special, reroll, and punch. Heres what it would look like on the client if I used a tool: (in this case it’s better for me to use a local script)
local tool = script.Parent
local remote = game.ReplicatedStorage:WaitForChild("specialRemote")
tool.Activated:Connect(function()
remote:FireServer()
end)
Now that’s just for one tool, and you’d usually need multiple scripts and you’re required to constantly readd them on death. this is what it looks like to use CAS:
local CAS = game:GetService("ContextActionService")
local function handleSpecial()
if state ~= Enum.UserInputState.Begin then
return end
print("key pressed")
end
local function handleM1()
if state ~= Enum.UserInputState.Begin then
return end
print("key pressed")
end
local function handleReroll()
if state ~= Enum.UserInputState.Begin then
return end
print("key pressed")
end
CAS:BindAction("M1",onM1,true,Enum.UserInputType.MouseButton1)
CAS:BindAction("Roll",onRoll,true,Enum.KeyCode.R, Enum.KeyCode.ButtonX) --you can bind multiple buttons for cross-platform support
CAS:BindAction("Special", onSpecial,true,Enum.KeyCode.E,Enum.KeyCode.ButtonY)
--what this does is simply you give your action a name, state a function, and bind it to multiple keys. if you choose to add a mobile button, it can be manipulated to look nicer and be placed anywhere on the screen.
local buttonM1 = CAS:GetButton("M1")
local buttonRoll = CAS:GetButton("Roll")
local buttonSpecial = CAS:GetButton("Special")
if buttonM1 ~= nil and buttonRoll ~= nil and buttonSpecial ~= nil then --checks if they're on mobile
CAS:SetTitle("Roll", "Reroll")
CAS:SetImage("M1","rbxassetid://107251632961713") --sets an image instead of title
CAS:SetTitle("Special","Special")
buttonM1.Position = UDim2.new(0,0,0.1,0)
buttonRoll.Position = UDim2.new(0.4,0,0.1,0)
buttonSpecial.Position = UDim2.new(0.8,0,0.1,0)
end
This is one permanent script, you can add events / remoteEvents to unbind / bind actions. Remember this is all on the client, so everything CAN be manipulated just as tools can, it’s not particularly safer but it’s definitely more efficient and won’t be deprecated anytime soon.
if you test the clientScript in a dummy game, you’ll see different functions run when you press different keys. All you have to do is input your code from your tool into one of those functions then bind it to an action.
If your tool runs on a server script, paste the punch code into a module, require the module in a server script, create a remote event that runs from the client to the server, and when called from the client (context action script), would run the server script code, any checks involved in the process, and eventually the module code.
Thank you so much for your input on this, i appreciate it.
don’t worry about this, just add dummies to the game
hey bud!
can you send any clips or scripts and what’s not working for you? i’d be happy to help
I’m not sure where to put the script really, I can invite you to a game testing area where you can place it if thats fine?
I also have discord if you’d like to add me!
User: xanzdev