Here you go guys:
www.ufe3d.com
I’m still working on the documentation, but you can get an idea of how deep UFE is.
Edit: A special mention to this page
http://www.ufe3d.com/doku.php?id=character:hitbox
Here you go guys:
www.ufe3d.com
I’m still working on the documentation, but you can get an idea of how deep UFE is.
Edit: A special mention to this page
http://www.ufe3d.com/doku.php?id=character:hitbox
Documentation complete!
I welcome any feedback! Package release expected on the 17th!
Great stuff. What will be the minimum system requeriments?
The demo characters and the training room that comes with the engine are not very heavy so I’d say you don’t have to worry about it. I’m working from a pretty standard laptop. Since its a 3D game engine, graphics and effects is what is gonna be defining the minimum requirements of your game, and for that there is no limit to what you can do.
this looks very interesting, i’d love to make a fighting game but the skills/resources needed were always out of my reach.
is there a plausible/easy way to make a flight mode?
What @d3v said is true. I believe Seth actually said this in an interview or possibly in one of his articles. Does anyone know if KI uses boxes?
Humm at this stage in development I wouldn’t say easy, but if you know how to code you can find yourself around the engine while such feature is not released. Not to worry, as I’m also building a website to have feature suggestions, addons exchange, video tutorials and much more.
Yes. They use square hitboxes. Its available on their dojo mode.
Here I have it all well explained: http://www.ufe3d.com/doku.php/character:hitbox
The way the engine handles frame advantage is really busted. Those sliders should be for hitstun, not frame advantage. Setting frame advantage as a static number makes a lot of stuff not work, and a lot of dumb stuff possible.
@Mistermind
I see that it says that you’ll have it support 3D fighters eventually, but IMO you guys should concentrate on 2D/2.5D first, especially since we already have Onogu’s EF-12 for 3D fighters.
Also, what Warpticon says is correct. The sliders should control hitstun and blockstun, not frame advantage.
I had it at hit stun and block stun in the first builds, but I changed to frame advantage because it is a more commonly known term.
If you were talking about “meaty” or similar frame advantage tricks, I have that somewhat covered. The frame in witch the hit is confirmed is taken into account so at the end of the hit both players are left at the correct frame spacing.
I’ll re-add the hit stun option as an alternative option and have it as a priority in the post release update.
wouldn’t hit stun/block stun calculation be simpler tho?
How? How do you even determine what’s “correct frame spacing?”
Yeah, all frame advantage is is post-contact recovery - hit/blockstun. It matters when the move hits. As it’s set up, moves like Ibuki/Dhalsim/Blanka’s slides don’t work. Moves like Rose’s Soul Spiral that are safe from max distance and unsafe from close don’t work right.
I find it funny people think frame advantage is some static value devs can just edit. That method is always wrong and it’s never that easy to edit it.
Notice it only tells start up and cool down of it?
Another thing how are you going to handle hit stop?
Yes hit stun is easier to calculate, but I realized a lot of the data available presents itself as frame advantage (Injustice, SF4, KI) so I figured I made some algorithms to convert the standard hit stun into those.
Say you have a move with 20 frames. from frame 8 to 16 you have active frames.
You have set frame advantage at +2.
If the move hits the opponent at frame 8, your animation still has to run from frame 8 to 20. That is 12 frames. Since you have frame advantage at +2, your opponent will stay stunned for 14 frames.
If you hit the opponent with the animation at frame 16, the animation has to go from 16 to 20. That is 4 frames. Frame advantage at +2, that means your opponent will stay stunned for 6 frames.
At the end, you will end your animation 2 frames ahead of your opponent.
Well I’m sorry I mis-constructed the information I so deeply researched. But if that bothers you that much I can certainly have the option back, as I previously said.
Except, it doesn’t work like that. You have varying hit animations, varying hit stop values, varying hitstun, even distance of a move can make it have different advantage.
That’s not a correction at all, and that’s the exact problem I was just talking about. Variable hit/block stun is very bad.
How would you make Blanka or Ibuki’s slide work in your engine?
You are right.
Chill guys its no biggy, I can have both options. I can add hit stun as a fixed amount in no time.