Emulating the fighting video game

it’s really great to see actual progress here and quickly at that, as opposed to “oh man i wanna make a fighting game please reply with your ~~coolest ideas~~”

Awesome :wgrin:

Can we maybe make this thread a general “I’m making a fighting game”-thread for any WIP projects? There seems to pop up a new one every now and then, might as well have them all in one until your game is ready for release, at which point it might need it’s own thread for balance feedback and stuff.

That said, I have some small “blog posts” about my current project here:
http://gamejolt.com/profile/autumn/blog/news/the-current-project/265/
http://gamejolt.com/profile/autumn/blog/news/corner-infinites/336/ (<- “jelly” and “skull” is not their names, it’s the names of their current assist/summon)

I’ve been keeping it under my hat(is that really an expression?), because I don’t want to generate any expectations - I have a track record of giving up on games and moving on to new projects easily.
But this time it’s going pretty well… All basic gameplay elements is in except some form of guard break, and I have two pretty much complete characters and currently halfway done on the third. It also currently lacks some visual stuff, like blood.
When I feel ready, I’ll release an alpha.

holy shit golem looks boss

i’m very interested in your game

Yeah good shit man, you’re doing the programming and sprite work yourself?

Welcome to the world of pipe dreams.

DirectX sucks for 2D these days, like you said you would have to go back to direct draw, or be faced with having to run pixel shaders for every damn thing that would be easily accomplished on even the GBA. Fuck writing a pixel shader just to palette swap or risk not being supported by anything. OpenGL ortho is just not very much fun either. Allegro is insanely easy, you can put together an engine in a very short time, but it is limited. SDL gets my vote from my little experience and because i’m converting my engine into it right now. It is rather nice.

this is why you have tools for stuff. A good design tool is what allow designers to implement stuff. On a small team designers can’t just be sitting there writing docs, they have to be implementers too.

I’m pretty proud of the tool I made, but I have no mic or way of narrating a vid, so there is none.
hereis a pic of it. A lot needs to be made look nicer, since it’s cluttered and ugly, or moved to script. It’s totally functional though. You can see where I drew the hit boxes in blue, and the red box is the sprite’s bounds, and the green dot is an event that adds a cancel point to this attack, allowing it to cancel into another move on this frame.
The point being that an animator can make the animation, and then the designer can access it and draw the hit boxes and assign them values and stuff. Or add events (event points on my editor) that trigger script calls for various gameplay functions, like firing a projectile, or creating a creature, or really anything.

I just need some spriters… nobody wants to see chrono trigger sprites anymore

fuck them, we still love you!

Yeah, it’s all me… I can be quite the control freak about personal projects that I’ve started, so I can’t really work on hobby projects with other people unless we all start the project together, so it’s a joint project from the very beginning.

Which means you can expect massive poverty from this game :rofl:
So please, avoid getting any hype… You’ll just get dissapointed lol!

Let me release some basic info of what’s special about the game though:

1. Tactical Locations

There are three points on the fighting area, touching these makes them yours. You need to control points to gain super meter over time. Also they have some other uses related to certain special moves.

2. Summons

A simple assist. Everyone starts out with “fairy” that simply heals you some. You can then evolve the assist by doing things in the match. For example, having “fairy” and doing a 3-hit combo evolves it into “jelly”. There are 1 level one summon, 3 level two summons, and 5 level three summons… So 9 in all. At least so far.

Character selection will be hidden in this game, so there will be no counter picking (I don’t hate counter picking, but I prefer not having it)… This is kinda instead of that to handle bad matchups. Like if a bad matchup keeps locking you down with fireballs, try to get the summon that reflects fireballs. And so on.

3. Controls:

Four buttons, A B C D

A = Normal attack. One standing, one crouching, one jumping. that’s all, only three normals per character. Animating sprites is hard work you know.
Also, during certain frames on certain special moves, this button can be used to cancel the special move into a dash.

B = Hold + direction is special move (so you have four usually), hold + A is super

C = Like B, but specials that has more of a connection to the tactical locations. Usually these moves will require you to stand on a point for example. Most people only have 1-2 of these, and some have a C super as well.

D = Summon button. When summon bar is full, press to summon. Holding C and pressing this will downgrade your summon one step and instantly replenish the summon bar, but it costs one super bar.

You might think I did this control system to make execution a smaller part of the game, but really… The biggest reason is it’s much easier. Programming something that recognizes traditional special movements seemed harder, and I figured it’s not really worth it to me.

Edit: Also, here’s a picture of my crappy editor lol:
http://img.photobucket.com/albums/v311/Yin22/potato_editor01.png
Not quite as nice as windlord0’s :rofl:

Looks nice. I see beret girl has a wandering eyepatch, might want to look into that :razzy:

OMG! :rofl: :rofl:

Good catch, I’m gonna have to fix that…

Wow this stuff is pretty cool. How did you guys get started on making this stuff? I personally always wanted to try to make something but all I got is a year of comp sci under my belt and some fooling around on mugen. Best of luck to you guys. I’ll look forward to see how it turns out. :bgrin:

Nice sprites, Yin. But the animations could be a bit more fluid.

I like the look of the characters. Army girl with eyepatch looks pretty cool X3

The concept of having points on stage that can be taken control of is really interesting. I suppose this means that players could choose between going okizime on knockdown or using that time to secure more points on field. Are these points going to be different depending on the level? If so, there’s potential for a kind of Smash-like thing where certain characters have advantages on certain stages.

Yeah, a friend of mine is currently working on a 2D fighter. I don’t have direct involvement in the project myself but it’s only very recently started so there isn’t much for me to do yet (they don’t yet have the engine built completely or anything). Besides a bunch of character concept art and one sprite animation for the main character’s intro and stance. The system is still being discussed but it’s pretty standard doujin affair with a heavy emphasis on blocking and meter management from what I gather. It’s going to use big sprites simillar to guilty gear size.

I dunno if I should be posting this here, but w/e. Yes, the characters are all android animals. Crab battle crab battle.

Holy shit that’s pretty cool. How long does it take just to that, since you have to make all the frames? If you make a crab android for crab battles, I imagine it would look pretty sweet or imagine a android lobster, since its segmented and when it moves you have to draw all those segments. (Yes I am easily amazed because my computer drawing skills extends to drawing stick figures through MS paint).

lol afaik there’s no lobster/crab character. I was just saying crab battle as a joke. So far I only know 3 of the planned characters. Theres that squirrel I just posted, a red panda fire twirler guy who looks like a Ken type of character and a blue rabbit thing that has 12 detatchable parts that can be scattered around to form traps.

As for how long it takes the artist to do that animation, I think he said it was approximately one or two days. (but he spent much of that time trying to figure out the style he was going to use)

Uhm … wow. :wow:

Would they mind if my group uses that character animation in their test game engine? I am actually interested to see how that would look like alongside the “test Ryu” & other test sprites we currently have. We’re using “placeholder sprites” to test our own engine with before we get any kind of original character art/sprites from some artists we know. (Once we start using “original art” sprites & get close to a more complete game, we will stop using the placeholder sprites.) We also would definitely want to give them credit for that animation, so if there’s a contact info, please LMK.

We’re the same here. The programmers in our group aren’t the best of artists, so that’s why we decided to use existing sprites as “placeholders.” That leaves them more time to concentrate solely on the coding instead of ‘attempting’ half-decent art as well (hehe). Besides, our stick figures are so blah, boring, and totally uninspiring to work with (hehe).

He is kind of touchy about his stuff, so I don’t think he’ll agree to let you use it, but I’ll ask next chance I get.

You should use stick figures or outlines to test your engine. It’ll let you draft out your character’s movements and attacks at the same time and give your animators a reference to work with when it comes time to make the real sprites.

is this all prospective or is some of it implemented already?

Nah, they’ll be exactly the same on every stage.

My god, that’s awesome! That’s seems like it’s gonna be great. :pray:
Yeah, my sprites are gonna be pretty crappily animated… Since it’s just me, and I don’t have a lot of patience with them. Expect ST quality at best lol.

It’s all implemented :tup:
What’s yet to do:

  • Some form of guard break
  • Non-placeholder GUI
  • More characters

Wow, that’s a sweet idea. I’m surprised I haven’t seen something like this in a fighting game already.

Yeah it’s always been more subtle, but in a way it’s similar to say samurai shodown, where controlling space gets you better advantages in terms of items and whatnot.

well damn, it sounds like it’s shaping up pretty well

although i’m not sure if you are going to be able to out-badass golem haha