cuuuuuuurse you alex :raises fist:
yeah the only thing actively being worked on is skullgirls and uh… we’re waiting for art :X there’s some good people on the team (all four of us after the artist totally kick ass)
cuuuuuuurse you alex :raises fist:
yeah the only thing actively being worked on is skullgirls and uh… we’re waiting for art :X there’s some good people on the team (all four of us after the artist totally kick ass)
What programs should I buy/study before I start to work on my own game?
how to program using C++ and DirectX
Ok, I see mixed results here, If you guys are looking for artists, I can prob help, I can brush up again and churn out pixel art and normal art. I think the biggest problem is organization.
I propose we all get together and pool resources. Who are coders here? Who are artists? And lets combine ;).
ps. Anyone works in marketing etc, ;).
It seems like it would make more sense to revive one of the existing threads that did just this sort of thing. But I haven’t looked through one in a long time so I don’t know if they are too buried.
I think a problem with a community based project is a lot of times if it’s just being done for fun on the side it doesn’t have strong leadership and people can get their feelings hurt if there work isn’t used. There should be an individual or a small group that is maintaining the vision and making sure the stuff that ends up in the game is the stuff they want in the game. And it should be made clear to anyone working on the project that, while the leadership will take suggestions, in the end it’s their decision.
That means fleshing out a lot of the details of the game in advance. That way anybody that is interested in helping can look through what the game will end up being and decide if they want to spend their time on that type of game or if they even have the skills necessary to do the kind of work involved.
The biggest problem with community based games is that people get all excited for a hot minute and sign up, and then disappear when they realize how much freaking work there is. You’re right though too, lack of organization or planning will kill a project.
Skullgirls isn’t the only 2d fighter being worked on, I’m doing another one too. still has a lot of work to go.
At my school, we’re trying to make a 2-D fighting game, it’s just that most of the people in the Player’s Club just want to play games rather than make them. But we do have some good people working, it’s just slow going.
Well if someone is willing to work with me, just pm me, and we can get a little shindig started. Its simple, theres shouldn’t be any expectations on quality, work will be hard, and for every gameplay hour, we have at least 9 times more work per hour. Aka 1 hour game = at least 9 hours of work, if not more. And thats after we have the sprites, and tiles ready, and game resources done.
We each need to work on what are strengths are. I work alot on getting projects off the ground, so as far as management, I believe I could get something organized, and my policy with people signing up and leaving, I would replace them as soon as possible, though I obviously would prefer to keep everyone together from beginning to end.
Anyhow if your interested in perhaps getting a new project off the ground, but seeing it through, let me know. We would first have to get an Alpha, and a demo of game play, one that would most likely use Mugen, unless we have a very talented coder. If you have an existing engine, or materials those are fine too, we can analyze and find out what can be used. No reason to reinvent the wheel.
Anyhow my goal to start out: A working playable engine that rivals Street Fighter 2 World Warrior in move set, yup the original basic one ;). With 2 complete characters and 2 stages. Thats all. Lets make realistic goals, then start adding absurdly long titles to the project ;).
I need Artists, and coders, and an English Major, (NO SNK quality translations heheh), and a Japanese speaker/writer, sound designer, and composer.
For now I will pen storyline, gameplay mechanics, and general direction, aka I will be the game designer, I will then present a fully made presentation on what I want to achieve as well as art style, and the team will input and we will add whats feasible to the project. Once this project is complete, and we actually have a team working smoothly, the team itself will have more control on the property, but in the begining, I think that needs to be in lock down, as most fighters fail, because of differences in design, and lack of will.
If you read all that and still willing, hit me up, with sample of your work, I will be picky ;).
Also if theres a more appropriate thread, let me know ;). Thanks! ttyl, pm me guys or hit me up on aim.
I’ve thought of making a fighting game now and then, even though I’m studying is journalism. I did some really crappy concept art of the characters I want and got some move ideas and such (I still have them if anyone wants to see or even redo them). I kinda doubt it’ll get past that, but who knows.
Art problems?
Get a blue wall, a digital camera, and some people in bizarre costume, and go for MK graphics.
trying to organize an amateur game effort if you dont have an actual tangible skill (and no, “design” and “organizing people” don’t count) is pretty much doomed from the start in my experience.
i would like to make my own fighting but i don’t know how
but i have a lotta good ideas~
Ok. Um. I’m kinda interested in doing sprite stuff, but I’ve never really done it before. I’ve made a few edits here and there, but nothing in depth. Any place I can begin testing stuff out?
Also, I agree about organisation being integral to the game making process, but I feel that realistic goals are more important. Instead of like, multiple sprite artists handling multiple characters, small groups of sprite artists focus squarely on a single character per group, and that the minimum goal should be 10 frames of animation per month. Does this sound ok?
Me and Titusthree have been working on a fighting game for quite some time now called Showdown Academy. Some of you might have seen a post with some concept art here
Its a lot of work, but we’re sticking to it.
the sprite art is pretty good but… everything else is kind of bad…
We’re still working on it… I understand where you’re coming from, its way too rough of a demo to be playable. I’m fixing up a lot in the next demo. He wants it out by December, but I want the next demo so polished I’m not sure if we’ll make it on time. I’ve already slowed the game down to a much better speed (50 FPS). Improved the blocking and working on getting hit out of the air. Thats pretty much nonexistant in that demo…
that’s not bad GStick. i’ve got some shit that i’m working on but i don’t know any actionscript yet.
If you’re creating a 2D Fighter, I highly recommend using Flash to draw or at least animate then the traditional hand drawn.
It’s what’s standard with small (and soon all) 2D gaming devs.
For example Bit-Blot (a team of 2 developers) created a 2D Masterpiece called Aquaria with over 400+ realized sprites (not counting the animation put into them) and maps bigger then Super Metroid and any Castlevania. All this as well as music and everything else that goes into a game in 2 years. Compare this to other hand-drawn developers who shun to create new sprites and even backgrounds for 2D games a fraction of this ones size with half as much detail.
So if you’re looking towards the realms of sprites that is your best bet.
With XBLA/PSN, Indie PC Devs. further establishing themselves, Handheld Software sales being record highs, as well as the Wii’s cheap development costs it seems that indie and small devs have almost as much of a chance at being viable as they were 15 years ago.
I personally have been thinking of creating my own game, but not really fighting. It would be more like a 2D Devil May Cry but more combo based and more arcadish.
Looks very good. I’ll be sure to buy it when you get done with it.
Have any of you tried seriously using any of the fighter maker titles(specifically the 2D version)? It seems like people just scoff at it without really considering it.
This doujin fighter named Axel City was made using Fighter Maker 2D.
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the announcer’s voice and speech is hilarious:rofl:
interesting nonetheless.
the animation really suffers though. is there a limited amount of frames aloud per move/action on fighter maker?