They aren’t exactly wearing suits or anything and we have no plans for a soul-calibur style stripping of armour. The only character who’ll be using layered sprites like that is Yawn, since as he throws his triangular gears out, they disappear from his body. Other than that, I’m pretty sure the characters are just being animated on one layer.
It’s good to see the project progress, keep at it :tup:
Are you going to wait til the game is semi-playable to get artists, or are you already looking around/have some?
It’s slow in what I use too(DelphiX, really old graphics/input/sound engine for Delphi), so I just decided to go all old-school and not use anything like that at all.
I’m planning a catboy vampire psychopath character that rips his arm off and throws it at the opponent, then controlling it separately to attack, but bleeding profusely all the while draining his special “blood meter” while the arm is off. But I’m just gonna switch spritesheet for non-arm instead of overlay.
Speaking of this, I just added blood effects yesterday. :lovin:
lol that actually sounds like a fun character. Very Jedah. X3
I’m not such a fan of gore in fighting games but if you’re going for a mortal kombat sort of feel then it should certainly pull in players who just want to see the red stuff.
Every character in our game has some kind of special gimmick, simillar to the cast of Blazblue. I can’t comment much on that since I only know 3 or 4 of the character designs, but they’re either made with an interesting play style in mind, or something that focusses on a particular element of gameplay.
Yeah, it is. Whose fault is that?
man i love your posts wherever i see them
Alright thanks for answering my questions. One idea I’ve been playing around with as far as designs for 2d fighters that hasn’t been done is asthetics to the backgrounds instead of just a backdrop. in games like SF2 where you have objects u can break along with Vega’s personal wall the characters too and Rage of the Dragons which you can break a smaller wall to get a bigger wall, has there been like really any other 2d fighter games that used the background in a more active manner? One Idea I’ve been playing with is different elevations at different parts, not exactly like platforms but like stairs and other types of inclines and stuff. I’m just spitting out ideas though atm.
I like how this thread’s title doesn’t make any sense
If anyone is willing to work with me on a fighting game let me know. I programmed an engine for SkullGirls and took it with me when I left the project. The only videos I have, which I’ll probably get in trouble for, to demonstrate my engine tools are these.
[media=youtube]ZtdGFLt1inY[/media]
[media=youtube]TqF-Z84s1kk&feature=channel_page[/media]
[media=youtube]MQ5iZmpnkfo&feature=channel[/media]
About the technology:
I’m using all open source libraries for development. SDL, OpenGL, physfs, Lua, OpenAL, Qt. It runs on Linux/BSD, Windows, MacOSX, and the PSP (with changes to the sprites). It is very possible to write 2D games in OpenGL with a very basic understanding of linear algebra. I even wrote a 2D palette pixel shader for it. There is optimized rendering modes for older PCs/embedded hardware.
Wow, that sounds pretty cool. Could you write a bit more about your engine?
What is physfs?
Was the qt used for your animation editor?
What did you use lua for?
Why is it worth combining SDL with OpenGl if I want graphics?
Physfs is used to pack game data.
http://icculus.org/physfs/
Lua is used for Character/State scripting. Basically its used to define the state machine for a character. It’s also used in other parts of the engine such as Menu and Stage scripting. It allows me to rapidly prototype a character’s gameplay without having to recompile the engine. I can test out alot of new ideas and game play changes without alot of extra work/debugging.
SDL has an existing event system for window mangement and user input.
I’m actually in the process of finishing up a 2nd engine using less libraries (went from SDL to SFML since its C++ based).
I used Qt to rapidly prototype and develop my Animation and Tile tools. I didn’t post up the tile tool, but its basically used to optimize and pack sets of sprites to be used more efficiently by the engine.
That datapacking stuff is really interesting. I never knew how the game makers did it
I really don’t know almost anything about scripting.
So with Lua, you made something like the console in FPS games… and you can modify with it the data in under your running game?
Could you link some tutorial or other stuff what you found useful at learning/using lua?
My engine has a console too, where you change change variables and execute code in real time.
If you want to know more about lua go to http://www.lua.org/
Another new test video : [media=youtube]UiGVAhWlL7k"[/media]
–
We are able to utilize SDL & also OpenGL, the latter of which helps us in doing some 3-D stuff (3-D GUI elements or some 3-D cinematic scenes). We can also swap in DirectDraw in the game engine’s base code, but I don’t think SDL and DirectDraw mesh well together when displaying a single scene. Oh, I didn’t get to mention this before, but you could also use GDI or GDI+ for displaying 2-D graphics. There’s also Quartz 2D.
Well, for some of us in my group, it involved lots & lots of money for tuition for several programming and/or art/photography design classes that were pretty expensive. Ugh. :bluu: Thank goodness for financial aid. :tup:
Dang. And I would’ve wanted to see a mecha-lobster.
If you’re talking about a character having more than two sprites (i.e., one is the character & the other is the armor), then that sort of thing is easily done. If you watch my group’s game demo test videos, the two large sprites of Ken and Kyo are actually two separate objects but behave perfectly as one … seamlessly. And I think the two are constantly overlapped just a bit, BTW.
Another way is to just create two sprites: one character with the armor & one character without. <-- But you’re using twice as much resources with this method.
Fuck YOU, Chris! Okay, howsabout a collab, then?
Question for anyone good on fighting game theory:
For a moderately paced game, what would be a good frame time for a standing jab on most characters? I’m thinking about 4-6frames for the attack to come out but I’m not so sure. You don’t want the game turning into a 2A pokefest.
it doesn’t just depend on the startup, but on the recovery too.
you can do that you increase the recovery and add counter-hit state, so it’s not worth to spam it
I’m bored so I decided to post up part of my direction input recognition code. This is in Lua and is a few years old. Maybe it’ll help someone.
--- sequence: table of direction inputs
--- duration: integer value for the maximum frames to input this sequence
function check_sequence(sequence, duration)
local i=0
local w = table.getn(sequence)
-------- Copy Input Sequence Table --------
local t = 0
tmp_sequence = {}
while(t < duration) do
tmp_sequence[t] = sequence[t]
t = t + 1
end
----- Check for Input Match -----
while(i < duration) do
tmp_direction = direction_buffer[CurrentTick-i]
if(w == 0 ) then
return true
elseif(CurrentTick-i > -1 and tmp_direction == tmp_sequence[w]) then
w = w - 1
elseif((CurrentTick-i) < 0 and direction_buffer[60 + (CurrentTick - i)] == tmp_sequence[w]) then
w = w - 1
end
i = i+1
end
return false
end
thanks for that it’ll help in understanding how to do this in XNA
there’s not a whole lot of stuff out there on how to do various kinds of things related to fighting games and fighting game design concepts
edit:
There’s a lot of things that affect how people perceive fighting games as being good/bad. Soundtrack and graphics, little touches play a much larger part than most people realize. 3rd Strike is a mostly repackaged 2nd Impact yet it’s widely perceived as being amazingly better, when it’s basically the same game if you get down to the system. but the changed music, the slick interface, the announcer, the really nice intro, the stages, all this draws people in. “such a cool game” is many people’s first thought, and the character designs are pretty intriguing. i suspect hiring a rapper did a lot for capcom’s sales of the game, this sort of thing is very much underrated and goes a long way to make 3s feel “fun” and dynamic. while i personally don’t like 3s that much, it still “feels” quite fun and amazing to me.
A lot of games fail REALLY REALLY REALLY hard at THIS IN PARTICULAR. I’ve played a lot of bad games, and just make sure this isn’t an issue. A good example of this failing is Street Fighter: The Movie, or Time Killers.
high-five for acknowledging that branding is one of the most effective tools at anyone’s disposal
Or Million Knights Vermillion. Let’s not forget that game with it’s badly implemented animation, ugly interface, weird graphics and poor overall design.
But at least the soundtrack is nice.