Inspiration

We were inspired by classic fighting games such as Super Smash Bros, Street Fighter, and Yomi Hustle.

What it does

Provides users with a smooth fighting game experience within Scratch.

How we built it

We chose Scratch as our medium of production and Ghandi IDE as it's engine to run the collaboration aspect.

Challenges we ran into

We chose Scratch... I jest, however, the language does has its limitations. Scratch has no such things has animation blocks meaning you have to map out and time every single costume of a sprite. It is pretty difficult to debug, even more so when working in groups (communication is key). Finally, some times certain things would simply break, even when they were working before, and we would have to figure out why. We believe it is an issue with the online collaboration tool we used, Ghandi IDE.

Accomplishments that we're proud of

We believe it to be one of the only "high quality" fighting games on the platform. Scratch is really good at simple stuff, but when you attempt something complex such as a fighting game, it begins to break down. We are proud of what we managed to complete within the allotted time!

What we learned

One of our members was new to Scratch with this project while the other wasn't. Our knowledge of the language grew and deepened with the new Scratcher picking up a thing or two along the way! This project also gave some good experience of in the field collaboration. It really taught us how to work together to accomplish a goal.

What's next for Cryptid Clash

Optimization! If we want to continue development on this, first order of business is optimization. The code we are using is flawed, hopefully not buggy, and imperfect. To further development a to ensure the stability of the game, it is crucial that these initial problems are fixed.

Biggest thing that needs adding are proper health displays and sound!

Once this is done, the next option is more content.

Built With

  • ghandiide
  • scratch
Share this project:

Updates

posted an update

Credits to Joshua Thomas for being the lead coder

  • Code for all player movement (Sasquatch, Mothman, Nessy)
  • Health scaling and progression for ALL players
  • Code the Lockness monster's (Nessy) passive ability to go underground (Submerge)
  • Damage aspects for ALL players
  • Charge effect for the Wave attack by Nessy
  • Double Jump for Mothman
  • added cooldown effect for ALL attacks from ALL charecters
  • did the player controlls
  • MAJOR BUG FIXES (with the help of my partner)

Credits to Avery Widney for being the lead designer

  • ALL Sprites are designed and HAND-DRAWN by Avery Much of code has been resolved by Avery including...
  • Both sasquatch attacks
    • Starting splash screen
  • Player select screen
  • Much inspiration and blueprints designed by Avery
  • Note many aspects of this project are broken due to the inclusion of Mothman
  • Mothman introduced many Minor Bugs

Log in or sign up for Devpost to join the conversation.