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Andrii

@for3st

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Andrii
@for3st
My strategy for sprite sheet creation was to generate wide 16:9 images packed with dynamic poses. With generative AI, I’d usually get 5–6 usable stances per image, so I kept iterating—prompting again and again to cover all 9. After enough tries, I finally got a full set
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Andrii
@for3st
Tried using GPT to generate animation sequences, but it’s tricky - results are inconsistent: different clothes, mismatched details, and random moves instead of a proper sequence.
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Andrii
@for3st
Next up: sprite sheet generation. I’m starting simple with 9 core stances: - Fight stance - Attack: head / torso / legs - Defend: head / torso / legs - Getting hit - Win pose Enough to bring the first fighters to life.
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Andrii
@for3st
Right now, the math shows most fighters survive 7.5–8.8 rounds on average and deal 103–110 damage per lifetime. Only exception: the tank (Gara), lasting around 13.7 rounds but dealing just 90 damage. He’s made to outlast, not outpunch.
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Andrii
@for3st
While balancing fighter stats, I set a baseline: 100 HP and 10 attack points. If 1 HP = 1 score, how do we score attack? I looked at avg damage over 10 rounds. With a 2/3 hit rate, that’s ~66.6 damage → 1 attack = 6.6 score. Not ideal, still tweaking. How do you balance, guys?
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Andrii
@for3st
Rounding out the first 5 is Bubbles – don’t let the name fool you. His counter attacks are brutal, turning defense into sudden punishment.
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Andrii
@for3st
Then there's Clyde – the combo specialist. Land all three hits and watch the damage spike.
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Andrii
@for3st
++
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Andrii
@for3st
Next up: Butch – a powerhouse with devastating punches. Every hit lands like a truck.
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Andrii
@for3st
Next up: Gara – a tank with high HP but lower attack power. Tough to take down, built to outlast opponents.
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Andrii
@for3st
First fighter class: Kabayashi. A solid, well-balanced fighter.
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Andrii
@for3st
In the first stage, I’m adding 5 fighter classes to balance the game: Balanced Fighter – Well-rounded Damage Dealer – Hits hard Tank – Tough to beat Counter Attacker – Punishes on counters Combo Fighter – Big combo damage
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Andrii
@for3st
The idea here is to bring chess-like strategy into the fight. Players submit their moves blind, without knowing their opponent’s choices - turning every battle into a mind game of prediction and counterplay.
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Andrii
@for3st
Every player class has a unique combo sequence that maximizes damage when executed correctly. For example, the basic fighter class has a Head → Head → Torso combo. Timing these sequences perfectly is the key to dominating the competition.
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Andrii
@for3st
Attacks and defenses target one of 3 body parts-head, torso, or legs. Success depends on predicting the opponent’s choice. Counter attacks trigger when a defender blocks 2 hits in a row, damaging attacker. Combo damage activates when all 3 moves in a sequence land successfully.
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Andrii
@for3st
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Andrii
@for3st
For the core game mechanics, I defined these basic specs for each player class: - HP - Attack Damage - Counter Attack Damage - Combo Damage - Unique combo sequence
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Andrii
@for3st
The solution was: 1️⃣ Player chooses moves 2️⃣ Creates a commitment hash (moves + secret) 3️⃣ Submits only the hash on-chain 4️⃣ After all players commit, they reveal moves + secret 5️⃣ The contract verifies by hashing again & comparing The secret prevents others from guessing moves
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Andrii
@for3st
It reminded me of Rock-Paper-Scissors - both players reveal their move simultaneously, without knowing the opponent's choice. But how do you achieve that on the blockchain, where everything is transparent?
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Andrii
@for3st
The idea was to create a fighting game where players compete on-chain by submitting their moves. But I wanted to take it further - adding combos, super attacks, and more. Then came another thought: what if we had tournaments and events to make it truly competitive?
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