OK, now here are the various moves that are available in the game and what they do:
- Move left; self explanatory
- Move right; self explanatory
- Duck; self explanatory - useful for avoiding attacks, and mandatory for performing an uppercut
- Jump; self explanatory - you jump farther the faster you are moving
- Punch; self explanatory - a medium damage attack
- Kick; self explanatory - a medium damage attack
- Flying attack; self explanatory - a low damage attack
- Shoot projectile; self explanatory - only one projectile per sprite may be fired at a time - a low damage attack
- Jump-punch; you can punch anytime you are airborne now - a low damage attack
- Jump-kick; you can kick anytime you are airborne now -a low damage attack
- Jump-shoot; you can also shoot a projectile while airborne - a low damage attack
- Block; avoid taking any damage when getting hit
- Taunt; A new move - if you are below 100% health, start taunting and you will soon beging regaining health!
- Uppercut; a new attack which can only be done from a ducking position; the most damaging attack
In this alpha version, the computer-controlled opponent option is disabled, so only 2-player (Human vs. Human) mode is available.
Here is how Player One controls his sprite:
- Move left = control key
- Move right = command (apple) key
- Duck = option key
- Jump = shift key
- Punch = C key
- Kick = V key
- Flying attack = space bar key
- Shoot projectile = S key
- Jump-punch = jump + punch keys
- Jump-kick = jump + kick keys
- Jump-shoot = jump + shoot keys
- Block = tab key
- Taunt = N key
- Uppercut =duck + B keys
Here is how Player Two controls his sprite:
- Move left = left arrow key
- Move right = right arrow key
- Duck = down arrow key
- Jump = up arrow key
- Punch = Number pad 1 key
- Kick = Number pad 2 key
- Flying attack = Number pad 3 key
- Shoot projectile = Number pad 6 key
- Jump-punch = jump + punch keys
- Jump-kick = jump + kick keys
- Jump-shoot = jump + shoot keys
- Block = Number pad 0 key
- Taunt = Number pad 5 key
- Uppercut =duck + Number pad 6 keys
The player's damage rectangles (below sprite's name during combat) are a little misleading right now; the sprite will be considered dead before the damage bar gets all the way to the end; I will be fixing this in the future.
Sprite Files
The format of the Sprite Warrior file is a little different. PICTs are now used instead of CICNs and PxCds. The game is programmed in such a way as to make 128x128 PICTs "standard". That doesn't mean that bigger (or smaller) PICTs won't work, they just may not work exactly as you would expect. Even though some of the XTerminator Sprite's PICTs may not appear to be 128x128 pixels, they really are; there is just empty space in there to make hem work right. As before, QuickTime victory movies are used as well.
Combat Zones can now be any PICT file! They no longer store QuickTime movies (original Sprite Fight 2000). This should make it alot easier for people to make their own combat zones. Combat Zone PICT files w/ thousands of colors should work provided that the game has enough memory available to open and display them. Same is true for Sprite Warrior frames - thousands of colors (32-bit) will work for the frames, but you will probably need 4 TIMES AS MUCH MEMORY OR MORE allocated to the game in order to play it! I haven't been able to test this theory because I don't have that kind of RAM on my machine. Feel free to try it yourself, though, if you think you have the memory needed.