Combat System like Little Fighter 2

Eschaton

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OP is not going to *perfectly* replicate the combat system of Little Fighter because OP wants to use RPG maker to make a beat 'em up. OP would have to make consessions to the lack of support for such features or would have to contract a scripter.
 

DoubleX

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OP is not going to *perfectly* replicate the combat system of Little Fighter because OP wants to use RPG maker to make a beat 'em up. OP would have to make consessions to the lack of support for such features or would have to contract a scripter.
While shadows and 3D kinematics aren't necessary in this request, at least the below definitely are:

1. Collision detections with pixel movements in 3D space

2. Pathfinding and battler ai with pixel movements in 3D space(closely related to the 1st point)

(Actually extremely performant codes should also be included, unless the op doesn't mind a battle system with severe constant lags and average fps drop)

These 2 alone causes me to suspect if any existing ABS is feasible to this request.

P.S.: The op also said he/she wanted to solve this request himself/herself :)
 
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Eschaton

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While shadows and 3D kinematics aren't necessary in this request, at least the below definitely are:

1. Collision detections with pixel movements in 3D space

2. Pathfinding and battler ai with pixel movements in 3D space(closely related to the 1st point)

(Actually extremely performant codes should also be included, unless the op doesn't mind a battle system with severe constant lags and average fps drop)

These 2 alone causes me to suspect if any existing ABS is feasible to this request.

P.S.: The op also said he/she wanted to solve this request himself/herself :)
Okay.
 

DoubleX

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1 more thing I should have asked the op earlier(as again, I almost forgot lol):

Do you want to replicate 3D hitboxes in Little Fighter 2 as well? Every object in Little Fighter 2 has a single 3D hitbox which is a cuboid for the entire object. Hitboxes are used in collision detections. When the hitboxes of different objects overlap, they'll be regarded as collided, and vice versa.(3D damage regions might also be interpreted as hitboxes in the loosest manner)

If you want to replicate that as well, you'll also need to comprehend 2D hitbox first(after comprehending both pixel movements and 2D pathfinding)before comprehend 3D hitbox; If you're not going to replicate that, you can use a point for each object when detecting collisions instead.

P.S.: Searching Mode7 might help solving this request too :)
 
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