Looks really sweet. What languages and tools did you use to build it?
Maybe this could take over mugen? Are there any other 3D fighter engines like this? Any open source ones? I’d love to see how engines like this came to be.
Looks really sweet. What languages and tools did you use to build it?
Maybe this could take over mugen? Are there any other 3D fighter engines like this? Any open source ones? I’d love to see how engines like this came to be.
I believe he’s building it in Unity. I know Unity has some Fighting Game plug-ins you can buy through the Unity store to help build your own fighting games (Spud is building his own engine/game from scratch I believe). But…coding knowlege is pretty essential for doing anything in Unity, not to mention 3D modeling and animation. Its not as… simple as MUGEN
Does unity use its own language? Or does it borrow the big ones?
Which one is more popular? Unreal or Unity? I know Unreal is free, but does it have good support?
I think whether it would be like Mugen or not depends on the API tools by the engine maker. If you design the program in a way such that character assets and logic can be plugged and played, then it might be simplified enough for casuals to try out. I never actually looked into how to make characters in mugen because I didn’t know how to program at the time. And by the time I knew how to program, I already lost interest in mugen and deleted that stuff to save space.
Scripting in Unity is mostly done in C#. There’s also a custom JavaScript language supported. But I don’t know it very well.
Unity is basicly free to use/learn. It only costs money to release a retail product (also, if you pay for any assets in the Unity store). If you have any interest in practical game development of any sort I recommend downloading it a checking it out.
Using Unity with C#. I’m not gonna try to make it like mugen where people can add their own characters, it would be cool but it’d be a lot of work and doesn’t really interest me.
They are both quite popular and have their own strengths and weaknesses depending on the project you’re trying to make. They’re both free so I’d suggest checking them both out if you get a chance.
Quick video up, gonna get a build up later today hopefully.
New build up! Changes to the juggle system, changes to corner push back, disabled some normals.
Added some armor functionality and better invincibility, decided to make a small video showing some interactions an armored move can have with the DTC / Parry. I might implement a sort of priority armor system and see how it plays, heavier moves would have a hit of armor against weaker moves (heavy -> medium = armor, heavy -> heavy = no armor), we’ll see.
New update out! Been quite a while since I’ve posted one (almost 2 months), SFV came out and that ended up using up a lot of my time for a few weeks :). There’s not a whole lot changed in this build, mostly some performance improvements, animation improvements, move property tweaks, some physics changes, and some more data functionality added and modified. I’m really happy with how it’s playing right now, but there’s still the same work I need to do to get offline 1v1 fully functional, which is what I’m gonna focus on next.
Just a small update with a few fixes.
Fixed a bug with jump frames cancelling too early, was happening on frame 1 instead of frame 3.
Increased jump frames from 3 to 4
Re-enabled short hops
Moved collision detection code to the beginning of the frame instead of the end (after characters updated). This delays the hit effects by a frame, but syncs up the animation correctly now. Feels more solid.
Some animation tweaks.
New update up, some input improvements, performance improvements, lots of gameplay changes, check it out!
http://dt-engine.com/?p=297
New build up, some more performance improvements and it’s running real nice.
http://dt-engine.com/?p=304
Big things in the works, I will be in the dark for a few more months.