Castagne Engine

Documentation (Dev Branch)

Castagne Engine

Getting Started

Editor

Gametypes

Intermediate

Making a Game

Pushing Castagne

Advanced

Modules

This page is in construction! It is marked for review/completion for version 54.

Advanced Moves

This section gives a few tips and examples on how to do more complex moves, to help you get started.

In progress

Move Properties

This category focuses on specific parts that can happen in a lot of different attacks.

Low / Overheads / Unblockables

AttackFlag(Low)
AttackFlag(Overhead)

AttackFlag(GroundUnblockable)
AttackFlag(AirUnblockable)

Moving attacks

Moving attacks, like Castagneur's 5B, include some sort of movement. This can be done in two, non-exclusive ways:

You may also use both to have a smoother part and one easier to adjust, while limiting the amount of carried momentum, depending on the target game feel.

# This one is for fixed movement
F4-8:
    Move(800, 0)
endif

# This one is to give an impulse that will stay over the next few frames
F4:
    AddMomentum(1000)
endif

# You can combine both or use either depending on your target game feel.

Multihitting moves

Multihitting moves, like Castagneur's 4C counter, are characterized by the ability to hit several times.

This is often achieved by the AttackRearm function, which resets the hit logic that prevents someone being hit twice by the same attack. Be careful, as it also removes the triggers that were raised from that, meaning you might be able to cancel before the end of the attack if you don't restrict it.

# First Attack
AttackDamage(1000)
AttackDuration(35)
F6-7:
    Hitbox(0, 15000, 0, 22000)
endif

# This should only be called once to reset the hit logic, otherwise you might hit on every frame.
F17:
    AttackRearm()
endif

# Second attack
F17-18:
    AttackDamage(2000)
    Hitbox(0, 16000, 0, 23000)
endif

Knockdown

Castagneur's 4D (uncharged) is an example of one. By using AttackKnockdown, you can force a knockdown on landing. A few things to note:

Ground Bounce

Castagneur's 4D (Charged) is again an example of that. The rules are the same as AttackKnockdown, but this time with AttackGroundbounce. The parameters control the length and height of the ground bounce.

F30-34:
    # This will activate a ground bounce of specified duration and momentum if still within the limit.
    AttackGroundbounce(60, 1600)

    # Float is useful to control the height of the bounce better.
    AttackFloat(40)

    # This forces a knockdown of specified duration, when the ground bounce doesn't happen.
    AttackKnockdown(30)

    # Knockdown/Groundbounce only works on landing. This flag forces it even when the opponent is grounded
    AttackFlag(ForceLanding)

    Hitbox(0, 16000, 0, 18000)
endif

Sweetspots

Some moves have sweetspots where depending on by what part of the hitbox you are hit, the properties of the attack change. The simplest way to do that in Castagne is to take advantage of the priority of hitboxes, where the final registered attack is the one belonging to the first declared hitbox.

# Sweetspot
AttackDamage(2000)
Hitbox(500, 600, 500, 600)

# Sourspot
Attack(500)
Hitbox(-5000, 5000, 0, 20000)

Launchers / Special Gravity

Some attacks, like Castagneur's 2B, are made to launch an opponent in the air or make him trip. You want to add upwards momentum on hit only but not block, using AttackMomentumBlock, and maybe adjust your hitstun gravity temporarily using AttackFloat.

F10-12:
    # AttackMomentum allows us to determine how much the opponent will be pushed. Having a positive value in the second slot will launch him upwards.
    AttackMomentumHit(700, 1400)

    # However, we don't want this to happen on block, we want the opponent to stay grounded. We use this to set the momentum on block specifically.
    AttackMomentumBlock(700, 0, 500, 900)

    # This allows setting a custom gravity on hit, which allows more fine grained control of the launch
    AttackFloat(50)

    Hitbox(0, 16000, 0, 5000)
endif

Special moves

Throw

Throws are a major part of fighting games, but can be quite complex to implement. Castagne already has an helper for that that will take care of:

These can be parametrized through the Variables-Attacks-Throws block.

You need to create two moves, the first being the actual throw startup / throw whiff state. Castagne has a 'Throw' input macro, so call your throw '5Throw'.

# This will also initialize an attack, so you only need to put down a hitbox.
AttackRegister(Throw)

# This is your total animation time when whiffing.
AttackDuration(30)

# This is the hitbox that throws.
F8-10:
    Hitbox(0, 10000, 0, 20000)
endif

The second is the actual throw. It needs to be referenced by name in the file, the default being ThrowF. This works like any other attack, with the type ThrowFollowup.

AttackRegister(ThrowFollowup)

AttackDamage(1000)
AttackDuration(30)
AttackKnockdown(50,50)
AttackFlag(ForceLanding)

F8:
    Hitbox(0, 20000, 0, 20000)
endif

You can also make ThrowB, but by default it will just use ThrowF but flipped.

Projectiles

Baston's Staight Pitch (5S) is a projectile. They can be tricky to manipulate, as it requires making a new entity.

Let's start by creating the projectile proper. Click 'New Entity' in the navigation panel, and select the 'Projectile' template. Call it 'Ball'. This will create a sub entity in your CASP file, for which you can add new states by prefixing them with 'Ball--'

Now you're in the 'Init--Ball' state, which will initialize the projectile. You can use Custom Editors to change the values given to Init-LightGraphicsInit, which will create the model.

Next, go to 'Ball--Action', the main state of the projectile. Once again, use custom editors to change it to your liking.

Now let's make the actual state. In 'New State', select the 'Attack-Projectile' move and call it '5S'. Use the custom editor to replace the ProjectileName variable with Ball, and there you go!

# For reference, this is how you create your projectile after that
CreateEntity(ProjectileName)
SetTargetPosition(ProjectileStartX, ProjectileStartY)

You can make complex projectiles by expanding on this, or even puppets.

Reversals / Counters / Attribute Invulnerability / Guard Points (Anti-air, Low crush...)

Some attacks are invincible to other attacks, or specific types of attacks. Others may react to being attacked. This can all be managed through the attribute system:

Here's an example using Castagneur's 4C counter.

F1-12:
    # Can use Guard-All if you don't need to discriminate against a specific one, but here we want to be vulnerable to lows and throws.
    Flag(Guard-High)
    Flag(Guard-Mid)
    Flag(Guard-Air)
    Flag(Guard-Projectile)
endif

# Check if we got hit, and thus transition into the counter.
LGuarded:
    Transition(4C-CounterConfirmed)
endif

Note that for full invulnerability, not adding an hurtbox also works. Removing parts of the hurtbox (like making an attack have an hurtbox only on the legs) may also work but lead to different interactions and gamefeel. Since there is a helper for the standard hurtbox, use the flag 'NoHurtbox' to skip it.

Autocombos / Rekkas / Unchain

Some attacks, like Castagneur's autocombo, are composed of multiple parts, that might even branch out from one to the next. The easiest way to manage those is through the cancel system.

The functions you are looking for are the AttackCancel function. It takes an input in numpad notation and a move, and by using that you can override the regular use of the button. Add only one for rekkas / autocombos, or several for unchains. By default, this will be subject to the cancel system, meaning you can't use the same attack twice. You can give a third parameter for the situation, using the ATTACKCANCEL_ON_ family of constants.

F9+:
    # This tells the cancel system to do 5AA if we pressed 5A, allowing for a smooth easy chain, even on whiff.
    AttackCancel(5AA, 5A, ATTACKCANCEL_ON_TOUCH_AND_WHIFF)
endif

The constants are not implemented propertly right now, so you need to use the actual value you can find in the docs for now. ATTACKCANCEL_ON_TOUCH_AND_WHIFF is 7.

Held Moves

Some moves can change their duration depending on how much they are held, like Castagneur's 4D. There are several ways to manage that depending on wanted results, but I tend to favor using flags for their ease of local use. The method is to declare a flag that will stay from one frame to the next, and remove it when we're not holding the button anymore.

If the move is simply delayed, the easiest way is to transition to a second part.

# Initialize the flag
F1:
    Flag(HeldVersion)
endif

# Check if we are still holding the button, and if not uncheck the flag
IA:
else
    Unflag(HeldVersion)
endif

# Propagate the flag to the next frame
LHeldVersion:
    FlagNext(HeldVersion)
endif

# If releasing during this window, do the attack's second part
F12-25:
    LHeldVersion:
    else
        Transition(SecondPart)
    endif
endif

# Force the attack after a while
F26:
    Transition(SecondPart)
endif

If you are choosing between two version (like Castagneur's 4D), you can simply have a smaller window to check which branch to go to and adapt depending on the flag's value. (You can also use transitions to change the move if prefered).

# Holding logic ---

# Start by raising a flag, if that flag is still up at the end of the charge window we will do the charged version.
F1:
    Flag(HeldVersion)
endif

# Window to stop charging. Doesn't start immediately to give a small buffer to the player, stays until the animation would start.
# Once we reach frame 15, we are locked in whichever version the player chose.
F4-14:
    ID:
    else
        # If D is released, stop charging.
        Unflag(HeldVersion)
    endif
endif

# Carry over the flag to the next frame
LHeldVersion:
    FlagNext(HeldVersion)
endif

# ------------

LHeldVersion:
    # Held version
    F30-34:
        AttackDamage(1500)
        AttackDuration(55)
        Hitbox(0, 16000, 0, 18000)
    endif
else
    # Unheld version
    F20-24:
        AttackDamage(1000)
        AttackDuration(45)
        Hitbox(0, 16000, 0, 18000)
    endif
endif