Making a fighting game

your not a egoist your Faust…<throws bomb out of bag>

I’ve got legally obtained 3S dreamcast ADX music files…

I promised that once I got home I would post all the books I used as reference and learning material. So here they are.

already mentioned this one, easy book that teaches allegro. real basic stuff, but really kept my interest when I was first learning this stuff
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the best C++ book out there
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the second best C++ book out there
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book I got at school that I remember using a bit for stuff
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some of the stuff in here is kinda out dated, as now I use the documentation for my direct X needs, but this was helpful to me. There are probably better books out there as I know a lot of this stuff has been deprecated. A more modern direct X book would probably be what you want.
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hope thats a helpful list. I got a lot of other books at school, but never used many of them. Having someone to talk to and good documentation is really a better help I think.

aside from getting visual studios (or whatever) the direct X sdk is free and openGL is of course free. So is open AL, and FMOD is essentially free, but the documentation is terrible on that.

One option if your on a budget is safari if you don’t mind reading your monitor that much, you can pay $10-$20 for a few months and read the books you want, then buy the ones you think are worth more at a small discount. The RPG book mentioned above is on there.

The drawback is that they often don’t carry the latest material, and even though you get to read the books, you don’t own them. If you have access in a real library it’s probably better to go there, but if not, that is an option.

Heres what i bought outside of that:

Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach

This guy works with gameinstitute.com but i haven’t tried any courses there as they cost a lot more than the book.

I got a book before that: Ultimate Game Programming With DirectX but it does build up to a fps, and i feel the information in it is just done better by the Luna book.

How about we just ask S. Kill from Capcom to see if SRK can get the license to Street Fighter and make SF4.

I would humbly disagree with this. It is a great book, but it really is a reference book, and I wouldn’t recommend it to anyone who is just starting to learn C++. Instead, to learn C++ I would recommend “C++ From the Ground Up” by the same author. It’s as easy to read and understand as the “For Dummies” type of books except it doesn’t waste our time like the dummies/idiots/days/hours type books do. It gives you a very thoroughly explained foundation in C++. I read a lot of C++ books when I was trying to learn C++ and this book is really the best introduction I found.

Anyhow, I am also making a fighting game. It’s a traditional 2D fighter in the vein of Street Fighter, but the graphics are all 3D, and I’m hoping the animation is going to be pretty impressive, because I’m going to be bringing some technology we use in animated features to this game; things no other game developer is doing these days because they are too concerned with crap like ragdoll physics and motion capture. I’m concerned how it’s going to play though because although I’m a big fan of fighting games, I’ve never written anything this complicated and creating a really deep playable fighting truly is an art form.

I’ve decided to use XNA and C#. I usually work with C++ and OpenGL, and there once was a time when I shunned C# but after I sat down and actually started using it, I was really impressed with C# and XNA. I think the default game loop in XNA will work excellently for a fighting game, the memory management and garbage collection works well, and the lowered overhead for development is going to allow me to focus on writing shaders and play mechanics. Hopefully I’ll have something playable by May. I’m shooting for two characters and a single background to start with.

By the way, as someone who started out doing sprite graphics for a living, I would strongly recommend you look at these programs if you are going the 2D sprite route…

Debabelizer - Don’t know if they even make this anymore, but it’s hands down the greatest piece of software for batch processing sprites and managing pallettes. If you can’t get it, I hear Hi Jaak Pro is also good.

Pro-motion - it’s the spiritual succesor to old school2D animation programs like DPaint and Brilliance. It has some pallette managment tools, but it’s no Debabelizer.

http://www.cosmigo.com/promotion/

great info guys…