The original game I made in high school was made with the retrobit sega saturn controllers and the game is a controller exclusive game on my itch page, however if people try to play my game they will probably use xbox controllers. So I'm bringing my game to the Saturn where the normal controller is the Saturn controller.
This Is a work in progress and is not in a state were you can have battles yet.
I accidentally mapped controller two onto port one so you will have to use a multi tap for now to move player2.
If you look at Fists Of Ouchie on my Itch page then you will notice that the characters on screen are different then the once on the saturn, this is because the charactor in the video is one of the new saturn exclusive features for the game there will be another charactor added with the original two as well. Another big feature I hope to add to the saturn version is audio I may not do music but I'll at least try sound effects.
Notes on the Collision. The collision is not fully finnished I got it working well but I did get rid of a bug in the original game that allowed you to cut the corners of a block when jumping the reason I got rid of it was because it stops you from walking and jumping into a wall I don't know why the code in the js version does not have the problem of your jump being cut when you move and jump at a wall, the code looks like it should do that. but this corner cutting does effect how the game is played so I'm trying to add it back in. The collision does look a bit finicky that because I forgot to take a player width test I had so when you jump with the right side of the player to the wall it will push you when you start to fall. Also I brought back the corner cutting by shrinking player collision height while you are moving up but I need to fix the part when you are out of range for top collision and then your velocityY either zeros out or become positive and then extends your height into side collision. This is a problem because side collision come first normally the overide is avoided because while your falling the top of side collision is squashed by player velocityY or if your jumping the the bottom of side collision if quashed by velocityY as well but both don't happen at the same time, during that top and bottom collision stay the same size so that how you hit them and not side collision when you fall onto a block.
This Is a work in progress and is not in a state were you can have battles yet.
I accidentally mapped controller two onto port one so you will have to use a multi tap for now to move player2.
If you look at Fists Of Ouchie on my Itch page then you will notice that the characters on screen are different then the once on the saturn, this is because the charactor in the video is one of the new saturn exclusive features for the game there will be another charactor added with the original two as well. Another big feature I hope to add to the saturn version is audio I may not do music but I'll at least try sound effects.
Notes on the Collision. The collision is not fully finnished I got it working well but I did get rid of a bug in the original game that allowed you to cut the corners of a block when jumping the reason I got rid of it was because it stops you from walking and jumping into a wall I don't know why the code in the js version does not have the problem of your jump being cut when you move and jump at a wall, the code looks like it should do that. but this corner cutting does effect how the game is played so I'm trying to add it back in. The collision does look a bit finicky that because I forgot to take a player width test I had so when you jump with the right side of the player to the wall it will push you when you start to fall. Also I brought back the corner cutting by shrinking player collision height while you are moving up but I need to fix the part when you are out of range for top collision and then your velocityY either zeros out or become positive and then extends your height into side collision. This is a problem because side collision come first normally the overide is avoided because while your falling the top of side collision is squashed by player velocityY or if your jumping the the bottom of side collision if quashed by velocityY as well but both don't happen at the same time, during that top and bottom collision stay the same size so that how you hit them and not side collision when you fall onto a block.