Making a fighting game

Enterbrain’s Fighter Maker 2K2 did get an english hack actually. I was involved in that scene for a while (though under a different name). Still loads of problems with that engine. Things like counters in particular were almost impossible to do.

Spritewise you’re going to be using about 10 sprites per animation on average going up to 20 or so for special moves. So say we’re having 4 normals + idle pose + run + walk + 4 special moves and 2 super moves then that’s around 400 sprites at most including some hit animations and stuff. 3000 is definitely a huge exageration. As long as you force youself to make one a day you should end up with a character in a year… ^_^;;

Vector based animations are only useful as a guide really imo. Things look so much nicer if you touch up by hand. You can reuse bits between sprites all the time anyway. If you look at capcom/snk sprites you can see they reuse legs and torsos a lot between different animations. 3D requires at least the same amount of work as 2D spriting really imo…

Doesn’t make it any easier or faster.

Oh and to the other guy above. I can draw( at the fastest and least quality but still very good with no color) a picture with the help of photoshop in 2 minutes.

To draw 500 frames it would take me 16 1/2 hours to draw and a few hours to color and shade. (helped by photoshop’s transparancy).

1000 frames will be 32 hours. I would take me a 2 weeks off and on
to make one character 's sprites. I don’t get why it would take you a year.(probably very high quality/low error drawing)

try this…
http://www.3dgamestudio.com/

One sprite per two minutes?

If you are willing to spend an hour on it, there is something you could do that could possibly aid your argument. Try to make 30 sprites for a single character. Then post them for critique. See if people find them worthy.

Expect people to not be too positive if they think the results look like something churned out in two minutes though.

For a modern 2D game, you’d want sprites that at least compete with modern 2D games. The equivalent of “karate guy” from the basic MUGEN distribution won’t make that cut. (On the other hand, if you really can deliver a quality that people like in that time span, maybe you’ve found yourself a part-time job.)

Again I don’t have a scanner(I refuse to draw with a mouse its complete shit…there goes the contrast).

30 frames is easy in(with the help of Photoshop)a hour.

Note: I draw a comic book anatomically proportioned style.

Firstly, I’d like to point out that I said you’d have a character in a year if you did one a day. I did not say one a day was any kind of limit as if it took a whole day to make a sprite. Most people have jobs/lectures/classes so they probably don’t have that much time available each day. I was perhaps more indicating that if you could find enough likeminded people who could spare just enough time each day to make a decent sprite, you could put out a fairly good-looking game after a year.

Defining a sprite as something I’d put in the finished product, take SF3 or KOFXI as an example, I think you’d have trouble doing them at your claimed speed. In particular, I think the laws of the space-time continuum might be working against you here. Anyone can produce a random outline in 2 minutes, I frequently do it as a planning stage. Cleaning up and colouring takes a great deal more of my time. Then adjusting the animation until I am happy that it looks right… And if you’re going to be drawing on paper and scanning it, you’ll have to spend even more time cleaning up.

These links may be helpful:

http://petesqbsite.com/sections/tutorials/tuts/tsugumo/chapter9.htm

http://petesqbsite.com/sections/tutorials/tuts/tsugumo/chapter11.htm

Just to give some people an idea who haven’t done it before. Sadly these are older tutorials, the later ones are lost to my knowledge. (This spriter along with another talented spriter went on to have long discussions that broke down both Capcom and KoF styles, even explaining the odd outlining they do on Capcom characters dubbing the phenomena “celout”.)

Anyhow I hope the links are helpful, both were very interesting reads when I started making sprites.

a fully drawn sprite would take me 1 hour/frame(comic level+color and shading) at the slowest.

2 minutes at the fastest (low quality sketch of a 3s sprite with no color). I can draw at a commercial comic book level. Not exactly karate man here.

What I am saying it shouldn’t take a year to animate.

http://www.newwavemugen.com/~zweifuss/

^
Is that website any indication of how many sprites make up a character on average? So that really takes around 1 yer per character, huh?

Yikes.

Also, would it be easier if you just were to alter something else? For example, would it be huge amounts of work to alter someone like Hokuto from SFEX3 into Third strike style? I mean, her entire movelist animations, etc is there already but would it still need to be done from scratch to make it 2D or could the original 3D model just be edited?

Intresting conversation you guys are having here and I wants in with the knowledge lol.

OH and goodluck to those skull girlz ppl.

Now if I had…

*Adobe Photoshop(cut tool,rotate,transparency,layering,airbrush…drool)
*A Touch pad(expensive but worth it)
*Hours of Drawing Editing Drawing Editing Drawing…yeah

I mean if 10-12 people sprite. (5 drawing/editing, 5 coloring/shading)

I mean if 5 people drew at at least 3 frames/hour(high detail) for 6 hours a day for 14 days(not counting weekends) you can. You can a theoretical output of 1260 frames.Thats CvS2 level(you can focus on a higher animation frames in a second).

You can make a 3rd Strike:Professional Edition (edited and patched over time to make it more balenced.).We can use Action Replay,Gameshark or Code Breakers to open up the debug mode to find the hitboxes size/position,frames,properties,etc

You can just get the 3S frames for the mugen dumps and then just draw the EX characters new frames. How about this. How about take the sprites from EX3,Project Justice, cell shade them and render(from 1 angle) that a 2d sprite. Take that sprite edit it(scale it ,shade,etc) and you should have converted it to a sprite.

Imagine a constanty balenced fighter.

Oh and parry is not going to be as easy with every character.

some people will have 6(characters with more damage potential/offensive options)frame window and some will have 11(characters,with less damage potential/offensive options).

offensive characters will not runaway with this game like the old 3S.

There is a mugen thread, and there also is an edit button.

I don’t think Dan The Man knows that. Hell, I’ve yet to see him put his money where his mouth is, so it doesn’t matter anyway. :confused:

His weird ass pedo-AV creeps me out too.

stfu

its some guy off of devil’s rejects. The movie critic.

not talking about mugen. Read the whole post or edit yours.

Yayyy, the Comeback King’s returned, double and triple posting his way to victory and not practicing what he preaches about reading! I can’t wait to see his (non-existant)spritework!

I’ve read these before, and I wasn’t aware of the later ones. It is kinda sad that they are lost.

To kinda further the discussion of sprite development I was kinda wondering how crucial it is in deciding the level of detail of the drawings giving to spriters. I would guess that it would really depend on what you can bring out in the sprite, depending on the resolution the sprite is in. Maybe GGX resolution sprites require more lines in the animation frames beforing spriting, than 3s. I haven’t seen any drawings of GG characters before they are colored, so I can’t say for sure.

what about what capcom did with the ps2 version of 3s. didn’t they apply a filter that helps the sprites look less pixelated? is that something that’s possible to use for this game?

There’s great deal of them in the drafting artworks books. I think romancancel.com may still have them.