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Right now, i've got a super basic MVP done. We already have very basic platformer movement working, and the game can already do rollback. However, implementing animations and hitboxes are going to be a pain, since i would need to define every single frame of animation for the sprite it uses and the hitboxes that get spawned. So, here are my options.
I can just code it all in Rust, which will be a pain
I can make a DSL and just define it in a .quad file or something, which would be easy to use once I get it all set up, but will be a pain to set up.
OR, (and this is a huge shift in direction) I just make this project be able to run the original KFM screenpack, including the IKEMEN/MUGEN scripting language.
This last option is super interesting, as while I'd sacrifice making a full on game with its own identity in exchange for making an engine, I would then gain the ability to run almost every single fighter made in that engine, which is almost 20 years worth of fighters. This would definetly require a different scope, but it might be worth it. Thoughts?
The text was updated successfully, but these errors were encountered:
Right now, i've got a super basic MVP done. We already have very basic platformer movement working, and the game can already do rollback. However, implementing animations and hitboxes are going to be a pain, since i would need to define every single frame of animation for the sprite it uses and the hitboxes that get spawned. So, here are my options.
This last option is super interesting, as while I'd sacrifice making a full on game with its own identity in exchange for making an engine, I would then gain the ability to run almost every single fighter made in that engine, which is almost 20 years worth of fighters. This would definetly require a different scope, but it might be worth it. Thoughts?
The text was updated successfully, but these errors were encountered: