Emulating the fighting video game

Loving the andrimal sprite animation, that’s some good stuff.

I’ve got a game I want to get to work on, but I need an engine, and I can’t program. :lol: I know mugen, but mugen’s a dead engine, and I’m not limiting myself to dumb resolutions and such because it’s been abandoned and all the clones are stupidly limiting themselves to 1995 technology.

Fuck you, can I do the soundtrack? :cool:

But it would take awhile to make 30 versions of Akuma on a new engine.

I really love this thread, guys.
I am also planning on making a 2D fighting game.
The language is C++ and I plan to use SDL(with SDL_gfx) and SDL_mixer for graphics and sound. I have some experience with SDL, but I am still considering allegro, because I heard it’s easy to use.

For graphics, I will make 3D models and the sprites will actually be side “snapshots” of the models, this way the creation process of the graphics will be a lot more efficient and faster. (I think this was used in Doujin game Monster)
Another sideeffect of this method, that I can make my sprites not mirrored (revolutionary?? I guess not but whatever). I really hated in Guilty Gear that Baiken had one eye and one arm, but every time she turned around those things missed from her another side lol.

It would be dark/hard fantasy themed (think about Warhammer and Conan).
In concept I am thinking about making it less eyecandy than the average title, also more realistic, as far as a fantasy game can go.

A new test video : [media=youtube]tPxYDH83XVs"[/media]

It just shows very, very basic animation for a sprite. Next up is being able to adjust sprite animation based on current condition or external input.

Huh??

Also done in the arcade and console versions of the Killer Instinct videogame series.

I think the Street Fighter EX series of games featured fighters that did not have “mirrored poses” when switching sides. You could actually see how they looked from the “back side” or whatever <— of course, this was due to the fact that SF EX used polygon models rather than sprites (hehe). :bgrin:

Optimus, what do you use for your engine?
Directdraw, SDL, openGL … ?

I’ve always been bothered by mirrored sprites. But really, making all characters with separate sides is just so time consuming since it effectively doubles the amount of sprites your artist needs to draw.

Generally it’s better to try to keep the character designs as symmetrical as possible.

Anyway, since the feedback for my friend’s game idea is good so far, I asked if I could post concept art of the characters and he said yes. So here.


Main character. From what I’ve been told he’s a speed whore who uses lots of dash through attacks and speciallises in tricky crossup patterns and mobility.


Main character’s rival. Supposedly going to be a bit on the slow side but with lots of range and power. His close range attacks are usually followed by bursts of flame that are slightly delayed after the initial hit, making his laggy attacks advantageous on block at the right range. He’s not going to have great mixups, but instead puts heavy pressure on the opponent’s guard in order to open them up to damage.


http://fc00.deviantart.com/fs45/f/2009/129/4/a/Yawn_Concept_by_extvia.jpg (old design that isn’t being used, but shows off more combat-oriented design)

Main character’s friend. A bit of a trap, but androids don’t have genders so w/e. Very low damage but has the best defenses + keep-away. The more shit you put on screen, the weaker his guard becomes, so it’s not all just free. The kind of character who can win by forced timeout.

Here’s what I know about the planned system so far. This is still all in planning and nothing’s been solidified yet.

The game will use 4 buttons and is being made with competitive play in mind. There is a ‘stamina’ bar that drains whenever you get hit by specials or use a special move. When it drops below a certain level it starts to effect the characters in negative ways (some specials become slower, can’t tech throws, etc.) but it refills over time. There’s a heavy emphasis on guard pressure and guard breaking in this game. Any time during a combo you can sacrifice meter to ‘on guard’ which breaks your combo but forces the opponent into a state where they must choose to block high or low (simillar to an IaMP stagger). Doing this also cancels your current attack animation so it can be treated as a rail cancel too. At full stamina it’s possible to completely break an opponent’s guard in one long blockstring, but the idea is that afterwards you’ll be drained of stamina yourself, so it’s sometimes better to just go for a mixup and try to fish for a reset. If you’re on the recieving end of a guard string, you can sacrifice meter to perform a guard shove, which drains all your stamina but pushes the opponent away at a slight frame disadvantage. Of course meter can also be used for typical bursting and using supers too.

the finer points of the engine are still being planned. (right now the programmer is working on an input reader and pixel shader, while the two artists are refining character concepts and doing sprites respectively) But we’re going to try to keep things like infiniates out of the game. Combos will be fun but not Marvel-style huge due to the stamina, damage scaling and hitstun scaling keeping things trim.

Also it’s not intended to be a ‘furry’ game as you might think from the character design. It’s actually based on the animal robot designs of the chinese artist ‘extvia’ who is also working on the character designs directly. We want the appeal to be general even though these are anthropomorphic characters.

Squirrel, that game looks awesome. And so do the concept arts.

If I make 3D models, and “put them into 2D” to create the char sprites, I don’t have to work much more to make the 2P side sprites.

extvia’s entire portfolio looks creepy as hell so you may not have much luck with the non-fandom appeal. Good luck to them with the project anyway, can’t fault their hard work.

let’s be honest here his intentions might be “good” but it is a furry game and will make myself and any normal person feel uneasy if they play it

dammit guys…do you feel uneasy watching looney toons as well?

It’s not a furry game. A true furry game would contain nothing but gratituous fan service. The theme here is ‘robot animals’ not furries. There is so much you can do with this kind of character design, it can hopefully make for some really unique fighting styles. Also keep in mind that these characters have many, many more tools to work with than humanoid shaped robots, including extra limbs in their tails and such.

And I don’t see what’s creepy about extvia’s gallery. It’s mostly pretty wholesome through and through with some genuinely beautiful art.

well whatever, we’re going to work hard to make it balanced and playable.

I’m glad that it looks like they’re putting some real effort into it but yeah, a little too…furry…for my taste.

Oh well. Give it time. They haven’t started anything major yet but concept wise I think it looks pretty nice so far. The artist in charge is known for his very hot-blooded ambitious battle animations so at the very least the action and movement in the characters will be fun.

Ironically, he also dislikes the furry fandom despite his drawing style. So even if you don’t like the visual style you can rest easy in knowing the game isn’t being made by someone who identifies themself as a furry.

Those concept pictures look pretty cool. I never thought of furry when I saw the pictures. More in line with Megaman X, since they use animals as robots (Bamboo Pandamonium!!! :rofl:).

For some reason I felt an urge to play the megaman zero series all over again. I think its because they remind me of those elemental guys, leviathan and Fafnir, even though they look nothing alike.

It’s kind of annoying that you cannot draw humanoid animals these days without it being branded as ‘furry.’

Anyway, I got myself into helping with that project even if it is just minor stuff like playtesting and helping tweak out the system, so I’ll be able to keep you all informed on it’s development, at least the stuff that’s not being kept under wraps.

I wrote a mostly functional engine a few months ago using SDL, but I was told that the alpha-transparency rendering was notoriously slow. That being said, most of the resources I was using were pretty old. Does anyone know the extent to which it would cause noticeable slowdown? If alpha-transparency is manageable with the current level of tech, I’d recommend using SDL for graphics if you’re programming experience is mainly high level stuff.

Yeah? I heard that alpha transparency can be problematic too. But it’s necessary if you want cool looking effects.

Speaking of effects, what are you guys using for yours? I’m thinking Adobe After Effects would be the most suitable program for making professional looking attack effects.

Well they can always tweak the designs as they progress. Im curious how it works to layer sprites on top of one another, sort of like Vega’s Claw? I think a cool idea for these android type characters would have sort of like an outer armored shell and i guess they come off over time ala soul cal minus the fanservice (i hope)

my first thought was furry
my second thought was sonic the hedgehog

interesting ideas, give us a link when it gets released

on the subject of platforms, I’ve been giving XNA a try, albeit with SDL for input code because Xinput only supports 360 controller input lolwtf?

noooo you’ve got it all wrong

furries are just damaged people, people who are obsessed with sonic are just severely autistic

speaking of do any of you aspies on this site want to make a fighting game consisting solely of recolors of sonic characters

That kind of already exists in MUGEN.

Sonic fandom puts furries to shame, no joke.