Creating and Selling a Fighting Game

I’m a marketing major. But I’d want a degree of creative control.

And you’d best not cross me. I can be fearsome! :mad:

Naw, but seriously, I do marketing, and I just wanna make sure there’s at least one fat guy in the game (not REALLY fat, but with a beer gut).

what the hell…

I’ve been workin on a new fite game for a while, got a bunch of character art done. I’m getting a lot better at the whole paperdoll thing, I think these characters look pretty good. Here’s some screenies:
one
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three

basically I had an idea for a fight game engine that I don’t think anyone has done yet, and I was like “huh, guess I’ll do it myself.” No word yet though on whether the whole thing is going to be made of win or made of fail. I should have something playable here pretty soon, so if it’s any good I might post it somewhere.

also, i’m not doing any more gimmicks like that pillow fighting crap. That was a pretty “yes homo” idea.

cheers

You really don’t have to go the programming route in order to make games. There has been a huge surge of indy game developers creating games using game maker or similar programs (sometimes flash also) who have no programming experience. It is becoming its own little market and some of the stuff is really innovative. There was a gamasutra article about these developers and when I find it I’ll post it up.

The point is there is no shame in using things to bridge the gaps in your knowledge. If you want to make a game then grab the tools you need to do it. One of the big things they talked about in the article was getting something to play immediately, and seeing if the idea is fun. After that you can work on everything else, but if a new idea isn’t fun then there is no reason to continue. Laying all the ground work for a game takes a lot of code. You may put in several weeks of work before you can even test anything, and more time if you have a complicated system of content control and editors to make. If the idea turns out to not be fun, then you are kinda out of luck. You can reuse the code, probably, but that time could have been better spent getting an idea that works.

It is cool to see so many people on here interested in making games. Let your passion carry you. I have some projects of my own (no traditional 2d fighters, but some different direct competition game), but it doesn’t get much work done on it, since I work so much making the game I’m being paid to make. And with that it’s time to finish my lunch and get my ass back to work.

danno, your sprites are looking nicer. I can’t wait to see what your new gameplay comes out to be. good shit man

damn I don’t know what skills a law enforcement officer would have in helping to make games =( not even creative thought processes

Update, in case anyone is interested. Lots of small gameplay tweaks (blocking changes, new gameplay mechanics, improved jumps, whatever), some EX moves, new FMOD support, whatever else. Just want opinions on how its getting along, and tell me how the new jumping feels. I’ve been told by people it finally feels good.

Demo v2.9
System Mechanics - new information in red, just ask and I’ll go into more detail about certain stuff if anyone wants.

Also, I want some ideas on how to differentiate holds from throws in this game. I’ve got a few, but I wouldn’t mind hearing some other ideas first… I don’t want it to be exactly like Street Fighter or anything, as you can see with the Counter Hit taking away Super.

Hey good job getting this far.

Seems your demo download link is broken though. You’re using a “+” character in the demo file link, maybe thats causing problems.

I think I’ll also post something. How about a development shot of SkullGirls?

http://img162.imageshack.us/img162/1966/sgsmallsmalljd1.png

OMG I hate you I hate you I’m going to kick you so many time in #Arcana!!!

I am currently in the process of making a video game(low end PC). There are free engine like HGE’s engine and there are programs that can make the job ALOT easier(like 3dGamedtudio).
I am pretty good at C/C++ problem is why in the hell would anyone program for free.No one does anything this long for free. Its not the coding thats the hard part its distribution,marketing,betatesting,drawing litterally thousands of frames per character(1200)and have it “look” decent with no/little bugs.

Its not a one man job nor will it be simple/fast to do. It takes a long time to make a decent game.Modern games(console budgeted) cost $6 million+ to make and take 1-2 years to make(until they are on shelves).

Go to the forums at these sites they can help you with what you want.

gamedev.org
beyond3d.org
arctechnica’s website
pcvsconsole.com

But if you to do this the more easier way that you can just mod a modern fighter like CvS2 or 3S.

Wolfmame has Pro Action Replay support. So you can make convert binaries from the superh processor(C compiler on thier website and a disassembler there)—>PAR codes. The hack of the game is first expanded(like snes hacks like Super mario oddessy) and the mame rom(probably would need to hack the emulator to support the new rom and autopatching)is patched on boot with the PAR codes(new sprites code converted into binaries and then into PAR code).

Implanting code into already existing game will be easier to make than building EVERYTHING from scratch.

Also go to Onrpg.com there are alot of people with classifieds for help in MMOs,FPS, etc.

Download should work now, sorry about that.

Demo v2.9

adobe flash and C.

Go on Onrpg.com and present your link to your playable demo and screen shots. you can find people that want to make the same game you want.

I’m interested in doing a fighting game. But I’m a complete newbie at programming, so I want to learn a (relatively speaking) simple language to get started. Is Ruby any good for this kind of things? Seems easier than most programming languages.

So talking about the videogame industry: would one have an easier time finding a job in the industry if one did an arts or animation major? Because it seems that game developers are always looking for artists.

My girlfriend is doing an art major at the moment, so it’d be good to know this stuff.

Computer Science (C++ programmers) are always the highest in demand and paid the most on average (next to management and senior members).

Artists are becoming more and more in demand as games become more complex but there is a ton of competition and the bar of quality is raised year after year.

Game artists have less and less control over the game design as it becomes more complex and more artists are brought in to specialize.

Ironically you’ll probably get to be more creative being a programmer than as an artist cleaning up textures, making meshes, or rigging models, etc.

At least until you work your way up to concept artist if you have the skills, but that’s tough with the competition these days (especially from China and Europe).

Also, General Art Degree = almost worthless in the game industry for artists.

It will help you get your foot in the door at another position if you aren’t good enough, but unless it’s from a top design school and you got the skills to back it up it isn’t going to do much for you.

There’s a good article you can read all about that here

…And another good one here

If after you read those you are still interested then get some straight stats and facts

I’ve always wanted to make a fighting game and I am pursuing a post-secondary education just for it. :stuck_out_tongue: With some of these links I might become a sprite artist :wink:

damn, i forgot all about this thread. guess i should get back to try and actually make more animation for my game that will never be realized:bluu:

jumps are definitely better and the game seems sped up. cool sauce:cybot:

After reading those articles, it seems to me that the best way to land a job as a game artist is just to approach potential employers with a show of genuine skill…

Looks like it’s practise time. Although personally I’m not interested in going into game design, but I’ve always considered it as one of those “never going to happen” fantasies.

The only practical way to make video games is to…

1)Build the game and everything in it yourself from scratch(Full time 32 hours a week) for 4-6 months
and sell the game on your website.

Or

2)go to a site like Onrpg.com and try to find like minded people that can help build the game for you after you show them a working demo and(non-top secret,unique) schematics of the game mechanics. Interview them and have them sign a NDA and other legal waivers to keep you safe from pirates.After they pass the interview you can have them sign a conditional contract saying when the game is sold on your website you will reenburse them for thier hard work(salary 1250). It also tell them the game IS NOT freeware/shareware but sold.(so they know they are going to get paid).

3)Mod an existing emulated game using a hacked emulator,PAR and patched/expanded rom image.

Or…

  1. Follow Ashenwraith’s advice and get a job in the game industry. You won’t get to make *your *game, but you will get to paid to make them.

Cronopio: My advice would be to use C# with the XNA stuff. Alternatively, Flash is probably also a decent option.

anyone ever use the torque engines that are on garagegames.com? They have the torgue game builder http://www.garagegames.com/products/torque/tgb/ for 2d stuff, but I have no idea if it would be good for fighters. seems good for side scrolling games though. GosBroDansFan are you using torque x for xna?