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StudentOfRubber β€” SWITCH test [NSFW]

#8bit #latex #rubber #sprite #flashgame #studentofrubber
Published: 2015-10-05 16:42:52 +0000 UTC; Views: 10935; Favourites: 54; Downloads: 235
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Description Not intended for real use, but in case you need to know,
ASD - movement/duck
W/Space - Jump
KL - punch/kick
L - Activate Doors
B - Dodge
E - Forward Dash

[ and ] - change displayed health

Bugs:
-By punching the bag to the right side, juggling it so it barely touches the ground, it will eventually collide just under the tile and zip off the right of the stage.

-Full tiles on the edge of slopes still catch the player with collision, so they float in midair instead of sticking to the slope.

-Physics tweak, gravity isn't strong enough to pull the player against slopes, causes "skipping" down steep slope


Edit 2015/10/16: No collision yet, but camera systems, variable speed animations (when needed in code, not viewable here), parallax scrolling, tile mapping from level documents
Edit 2015/10/25: Have rudimentary collision.
Edit 2015/12/07: Slight changes with camera bounding, player bounding, and better map loading.
Edit 2016/03/23: (long break) Rough and slightly glitchy slope collision. Mostly for people to poke at.
Edit 2016/03/29: Slopes are mostly working. There shouldn't be any slipping through cracks, but slope logic is still very rough for animations. Updated run animation, looks less dumb. W works as jump as well, and since it's brought up in half your messages, dodge now only triggers once per press, and for the full duration of it's currently intended animation.

Edit 2016/03/31: Slopes are 100% working, and if something flips out, please tell me. Simplified the collision code, and preparing to move collision resolution into individual objects, so they can apply their actions as they want. Sped up SWITCH by a pixel/frame. I'm thinking... combat next?

Edit 2016/04/07: Just a quick update, dashing is available by pressing E. This is all a start to getting forward and backdashing working, so combat can be snappy.
Edit 2016/04/24: Changed intro screen to make more sense, and explain controls (gamepad support not quite working yet), Dash split to left and right dash.

Edit 2016/08/01: So, a lot of changes with minimal difference. First, there was a brief period of time where my skill set required expanding, so a month or so was devoted to catching up on Unity and C#. In doing so, I've updated the collision algorithm to use quad trees, which means strictly grid-based level tiles no longer need to be used; they can be on less-than-tile wide placements. Secondly, hitboxes were tweaked to allow a better variety of collisions, and to make them easier to calculate. Thirdly, gameObject state framework has mostly been finalized, so there's a set way to make new objects that work in the engine. Finally, there's a punching dummy added that uses basic collision to react when SWITCH walks in front of it.

Edit 2016/08/12: Game object functionality broken down to components ala Unity. Collisions broken down into enter, continuous, and exit events, for better control of actions. Objects added to kick around, testing for potential pseudo-physics systems.

Edit 2016/08/19: Punch stuff around, play with the beach ball. More combat and animations soon enough.

Edit 2016/08/21: Some rough audio in, punch sounds, and background music. If anyone wants to try to puzzle it out, there's an odd glitch I can't get my head around. I'll keep a log if people want to mess around with it.

Edit 2016/08/25: I think the sinking into ground bug is fixed, but I'm leaving it up. Punch and kick demonstrate force-changeable damage boxes. Knock the stuff around!

Edit 2016/08/26: Dummy has been added in, testing movement and potential simple AI loops.Β 

Edit 2016/09/06: Collision resolution for tiles updated, should fix the ability to clip into corners while dashing.

Edit 2016/09/30: Extended main area, new tile types to test corner joining, jumpthrough slopes, and focus listeners for pause actions if the game is in focus or not. WARNING: May crash flash if focus is switched quickly.

Edit 2017/01/20: New level loading system (activate doors by punching), tweaked jump and gravity to be more consistant
Pedestrians Crossing - Skullgirls
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Comments: 87

barpbarpbarp [2020-05-20 22:57:47 +0000 UTC]

πŸ‘: 0 ⏩: 0

HitomiLooming [2019-09-04 04:20:10 +0000 UTC]

This project seems to have a lot of potential. I wish you a nice progress.Β Β Β 

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Yashasun [2017-03-17 00:17:56 +0000 UTC]

Hope to see more. XD

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phantomdotexe [2016-10-11 17:34:49 +0000 UTC]

Another update! Level design is a bitch, but it's nice to see a little one.Β 

πŸ‘: 0 ⏩: 0

ugiel [2016-08-26 23:04:16 +0000 UTC]

Hidden by Admin

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to ugiel [2017-04-17 23:28:34 +0000 UTC]

Switch puts out a looot of force.

πŸ‘: 0 ⏩: 0

thebestnick [2016-08-26 20:38:17 +0000 UTC]

my new favorite thing is uppercutting the dummy into the air and then sidekicking it when it comes down. It's the best

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to thebestnick [2016-08-26 20:42:13 +0000 UTC]

I'm super happy with how the kick feels, it's got a good punch to it. I'm gonna try getting the combat manager up and running, so it'll throw out combos.

πŸ‘: 0 ⏩: 0

ZetaRESP [2016-08-21 16:42:48 +0000 UTC]

Found an issue: since you added the objects, I can't use the punch, kick, dodge or duck buttons. Also, it takes me a while to get into the intro screen, have to press L a lot of times to get into it.

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to ZetaRESP [2016-08-21 18:38:44 +0000 UTC]

Are you using controller, or keyboard? Keyboard is the only one working, and it current works on my end. In addition, are you able to run around?

πŸ‘: 0 ⏩: 1

ZetaRESP In reply to StudentOfRubber [2016-08-21 21:56:01 +0000 UTC]

I can move and can do the dash. Also, using keyboard. Maybe it's a flash incompatibility? I'm using flash on a Firefox.

I think that the flash build you're using to test it (Google Pepper flash) is not really compatible with, well, the rest of Flash. I had problems with both Firefox and a program with integrated flash called Irfanview, but tested it onΒ  another PC with Chrome, it worked almost perfectly (dodge and duck still absent, but can attack, framerate's faster and enters in one shot of the keyboard). It's a compatibility issue, actually and given I don't want to use Google Chrome for a couple reasons, starting with "I like Firefox better", I dunno what to do.

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to ZetaRESP [2016-08-22 01:06:59 +0000 UTC]

What's the fps on FF? I just tried it on my side, it runs on both, at 60fps.

πŸ‘: 0 ⏩: 1

ZetaRESP In reply to StudentOfRubber [2016-08-22 01:59:21 +0000 UTC]

5.5 tops on FF, almost 60 on Chrome.

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to ZetaRESP [2016-08-22 20:24:32 +0000 UTC]

I've opened up FF, running the latest version of flash, and I'm still getting 60fps. I'll keep in mind for testing across multiple browsers, but I'm happy you let me know of a potential issue.

πŸ‘: 0 ⏩: 1

ZetaRESP In reply to StudentOfRubber [2016-08-22 20:40:11 +0000 UTC]

Well, I realized that she indeed attacks, but the frame that shows it doesn't show. Also, my game is not really slow, she just moves at less frames because my flash skips some of them.

πŸ‘: 0 ⏩: 0

Levvvar [2016-08-12 15:03:21 +0000 UTC]

I know my question may sound odd, but how to start the game?

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to Levvvar [2016-08-12 16:09:12 +0000 UTC]

L on the keyboard. USB controllers are disabled right now.

πŸ‘: 0 ⏩: 1

Levvvar In reply to StudentOfRubber [2016-08-12 16:53:00 +0000 UTC]

I press L button, but nothing happens That's why I'm asking you

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to Levvvar [2016-08-12 17:04:33 +0000 UTC]

Make sure the swf has been clicked and has focus.

πŸ‘: 0 ⏩: 1

Levvvar In reply to StudentOfRubber [2016-08-12 18:14:10 +0000 UTC]

where can I click at the sfw?

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to Levvvar [2016-08-12 20:02:39 +0000 UTC]

Click on the game using your mouse, to make sure the game has focus. Then, after you've clicked on the game, you can hit "L" on the keyboard.

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Levvvar In reply to StudentOfRubber [2016-08-13 12:44:43 +0000 UTC]

It worked thank you very, very much ^v^

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phantomdotexe [2016-08-02 03:58:44 +0000 UTC]

It says 'Google Pepper : null" at the top right?Β 

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StudentOfRubber In reply to phantomdotexe [2016-08-02 11:48:57 +0000 UTC]

I left some debug text in as it's not a finished version by any means, and Google Pepper is Chrome's version of flash.

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Airrider1 [2016-05-29 20:10:31 +0000 UTC]

This is proceeding nicely. I like the dash mechanic and the controls feel dialed in.

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to Airrider1 [2016-07-17 15:40:58 +0000 UTC]

Man, I put this down for a while, it's been weird. In order to do more with collision and level design, I had to do the map editor, which isn't quite finished yet. I then started porting the code to Unity C#, and in the last while, I've re-written the collision logic and ordering to use Quadtrees instead of 2D arrays, so objects can be in shifted positions. So now there's a bunch of new stuff I can do.

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phantomdotexe [2016-05-25 02:28:44 +0000 UTC]

This is always getting more exciting. Bravo!Β 

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RubberLink [2016-04-24 15:02:00 +0000 UTC]

It's good to see that you keep working on it

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to RubberLink [2016-05-02 00:23:11 +0000 UTC]

I will never stop!

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RubberLink In reply to StudentOfRubber [2016-05-17 20:51:34 +0000 UTC]

I'm glad to hear that

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AbsolStrapTheFurry [2016-04-02 06:07:48 +0000 UTC]

cool tending to make monsters?

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StudentOfRubber In reply to AbsolStrapTheFurry [2016-04-02 14:41:21 +0000 UTC]

Soon I think. I'm getting some setting and plot stuff solid right now before I get to that.

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AbsolStrapTheFurry In reply to StudentOfRubber [2016-04-02 15:22:59 +0000 UTC]

okey doky loky pokyΒ 

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raider37343 [2016-03-31 23:52:10 +0000 UTC]

this only displays keys and a black screen for me. is it supposed to do this?

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StudentOfRubber In reply to raider37343 [2016-04-01 01:25:48 +0000 UTC]

Sorry, hit L to start

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FanArtFantast [2016-03-29 23:31:12 +0000 UTC]

Seems to work fine. One thing though, holding down B makes the character flicker back and forth between standard pose and what i presume to be the dodge pose. Really fast. Like several times a second.

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to FanArtFantast [2016-04-02 14:42:05 +0000 UTC]

I hadn't bothered to fix the dodge animation and state timer, but now it works as intended.

πŸ‘: 0 ⏩: 0

Jamster93 [2016-03-29 23:30:16 +0000 UTC]

When will you be adding forms in the game (e.g her lower body becoming a big inflatable rubber bondage ball)

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DTAiko [2016-03-24 14:29:11 +0000 UTC]

works fine so far ^.^

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to DTAiko [2016-03-27 17:59:10 +0000 UTC]

Not well enough, I'm afraid. More changes! I'm hoping to get the slopes figured out in the next few days.

πŸ‘: 0 ⏩: 0

phantomdotexe [2016-03-24 04:39:32 +0000 UTC]

Better and better and better.

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to phantomdotexe [2016-03-27 17:58:42 +0000 UTC]

Eventually. It's not a whole lot of changes yet.

πŸ‘: 0 ⏩: 0

Rook-07 [2016-03-24 04:01:29 +0000 UTC]

LOVE IT!

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to Rook-07 [2016-03-27 17:58:20 +0000 UTC]

I'm doing so many code tweaks now, it's not even funny. I had so many things wrong, that weren't messing up, for the sheer fact that I hadn't pushed the parameters enough. I think today will be fixing some running sprites though.

πŸ‘: 0 ⏩: 0

thebestnick [2016-03-24 02:16:49 +0000 UTC]

this may be a lot of work, but would you consider adding a crawling animation to the crouch?Β 

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StudentOfRubber In reply to thebestnick [2016-04-10 23:01:35 +0000 UTC]

At some point, yes. Gotta sort out a few other things first.

πŸ‘: 0 ⏩: 0

thebestnick [2016-03-23 18:23:00 +0000 UTC]

i still think it would be easier with W as jump

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StudentOfRubber In reply to thebestnick [2016-03-23 22:45:37 +0000 UTC]

Very potentially.

πŸ‘: 0 ⏩: 0

YohoTheDeviant [2016-03-23 16:57:50 +0000 UTC]

Dodge doesn't work. I simply see some doubling of the upper part the silhouette

Also if you jump on top of that long horizontal block overhead, there's a place where girl gets stuck and can't run further β€” near the top of that single inclined block up there. To see that, get up there, run down the slope, then up.

πŸ‘: 0 ⏩: 1

StudentOfRubber In reply to YohoTheDeviant [2016-03-23 23:59:53 +0000 UTC]

General collision and movement is still my priority right now, but thank you for the bug notice.

I know about the slope/wall issue right now, and I'll be working on trying to fix it.

πŸ‘: 0 ⏩: 0


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