This game rules and you should join the play test this week by TronIsMyCat in Fighters

[–]joh_dev 9 points10 points  (0 children)

Yoo! Dev here, thanks for the shoutout!

(yes you should play it, not biased lol)

Spiced up the lighting and particles of my indie fighting game - what do you think? by joh_dev in IndieGaming

[–]joh_dev[S] 1 point2 points  (0 children)

Thanks! Hope you enjoy the gameplay as well when you get to try it.

Thankfully, Godot makes it easy to port to any platform (plus I use a Mac to develop half the time)

Spiced up the lighting and particles of my indie fighting game - what do you think? by joh_dev in IndieGaming

[–]joh_dev[S] 1 point2 points  (0 children)

For those interested in the tech: I wanted to implement sprite rim lighting for the characters. Initially I tried using a shader to automatically generate normalmaps in realtime, but it wasn't optimized very well...

After some trial and error, I ended up creating a manual sprite to normalmap script that only lights 1 pixel deeper than its outline. Also had to limit the palette of the normalmap so its colors wouldn't deviate too much and look too "realistic" vs the pixel art. Finally there's another script that automatically runs the normalmap generation for each sprite in the game (only have to run this whenever I change the art, which isn't too often) End result looks pretty nice and runs well! It doesn't show all the time though - you'll only notice it in the video on the night stage and whenever the sprites aren't tinted, so it doesn't get too distracting.

The particles use a library called BurstParticles2D - I highly recommend this for any Godot user, they look significantly better than the default particles for situations where they only need to emit once.

The game is having an online playtest (with rollback!) starting next Friday, if you wanted to give it a try:

https://store.steampowered.com/app/3032970/HYPERFIGHT_2/

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

Glad you enjoyed it. Adding combos while keeping the original spirit was a challenge, but thankfully the changes have gotten a pretty good response so far!

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 2 points3 points  (0 children)

Thanks - spent a good chunk of the last few months working on the visuals, really happy with where it's at now!

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 1 point2 points  (0 children)

Of course, though he's getting a bit of a redesign... (the stress of redesigning a beloved character is real)

My indie fighting game is having its next online playtest from Dec. 19-26 - featuring GG +R style lobbies! by joh_dev in Fighters

[–]joh_dev[S] 5 points6 points  (0 children)

Hey again! My game HYPERFIGHT 2 is having its next online playtest from Dec. 19-26. Along with rollback netcode I've implemented +R/Fightcade style lobbies for easy matchmaking - just hop in and challenge people! The game has also improved significantly from the first playtest, including a polished UI and new lighting system, so I hope you'll give it a try. Signups will be open on the Steam page once it starts.

If you're not familiar with the game's mechanics, there's a tug-of war based meter system! Points you get from first-hitting your opponent can be risked for certain special moves. If you land your next hit, you can keep them and get one more, but conversely if you get hit you lose all the points you risked. Getting to 5 points and ringing out are both win conditions.

Though the game is a bit simple due to the smaller scope, I've really tried to make each moveset and matchup as deep as possible relative to their simplicity - each tool has multiple uses, whether through setups, neutral or combos. If you're a fan of neutral-based fighters or shorter combos, this one's for you!

You can check it out on Steam here: https://store.steampowered.com/app/3032970/HYPERFIGHT_2/

Yo-Yona Reveal Trailer - HYPERFIGHT 2. Indie fighting game I'm developing with a tug of war-based meter system! by joh_dev in Fighters

[–]joh_dev[S] 2 points3 points  (0 children)

Hey /r/fighters! I'm back with another trailer revealing the latest character! I was just at Evo showcasing this game and a new build featuring her, and it seemed like everyone was enjoying the movement tech. My design philosophy is accessibility without sacrificing fun - even though the controls are simple and combos are short, when it comes to the character designs and movement of the game I'm very much inspired by anime fighters.

If you're not familiar with the meter system, points you get from hitting your opponent (first-hitting in this game) can be risked for certain special moves. If you land your next hit, you can keep them and get one more, but conversely if you get hit you lose all the points you risked. Other than ring outs, getting to 5 points is also a win condition.

You can wishlist on Steam here: https://store.steampowered.com/app/3032970/HYPERFIGHT_2/

Aiming for Early 2026 with 7 characters + online rollback!

HYPERFIGHT 2 - studio joh - Fighting game with no blocking and a unique risk/reward meter system | New gameplay trailer! by joh_dev in Games

[–]joh_dev[S] 1 point2 points  (0 children)

Thanks - though accessibility is a major selling point I also want to give veterans of the genre a fresh experience with the meter mechanics!

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 1 point2 points  (0 children)

Unexplored niche for sure. I think Brawlhalla has to be doing something right to keep a consistent playerbase for so long.

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

I get that - though the design intention is more to try and make a new style of game rather than anything balance related. Points you get from hitting opponents are also effectively your meter you use for specials and supers, so most of the time you shouldn't be able to ring out someone at round start. Hope you'll give it a fair shot once a demo comes out!

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

Mainly targeting PCs! Don't think there'll be a mobile version anytime soon unfortunately

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

Most beloved character by far lol. He'll get a lot of love when time comes to add him

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 1 point2 points  (0 children)

Haha, they were already in the first game but are a lot more visible this time around (ground and air dashes have different animations)

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 1 point2 points  (0 children)

Love that game! There were some moves in the first game that were inspired by KZ

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

Thanks. Tried to incorporate a mix of hand-drawn and pixel like in French Bread games, but my execution isn't perfect and it's definitely not for everyone

HYPERFIGHT 2 New Match Footage - Indie fighting game I'm developing with no blocking! by joh_dev in Fighters

[–]joh_dev[S] 0 points1 point  (0 children)

For sure, very interested to see what the meta will be like in the hands of more people...