And where exactly are we going to get the millions of dollars needed to make a decent looking fighting game? Making these things isn’t cheap you know.
I was thinking a concept just for the Fun of it, making various SRK members into characters (with their consent of course).
Each Character having their own play style and even control layout. So Lets say one guy has a very Capcom 6 button scheme while another character uses a SNK 4 button scheme.
Art, sound and paying developers is what makes the bulk of the cost, and a lot of the other millions are management and marketing. For a prototype you can very well go ahead by cutting corners, by using public domain music and sounds and with less elaborate animation and graphics, less characters and a free engine. You sure won’t be making SSF4 all by yourself, but you can make Vanguard Princess (and that one even had gorgeous graphics).
Dropped before it even begun
Those of you who’ve been around long enough know how often these threads pop up, and how few of these people are willing to sacrifice their time before asking for free labor. Nobody is going to follow you until you’ve actually demonstrate that you can make something worth caring about. Are you give up years of your time? Just look how in a few short months, even that ADO project has fallen through.
If you’ve never built a game before, I really suggest that you not attempt to make a fighting game. This community is one of the hardest to convince to play a new game. In addition, the negative feedback can kill any motivated team. You should really start with something simpler and see if you have the will to release a game. If you’re not able to finish a small project, there’s no way you’re going to be dedicated enough to finish something that takes as much time as a fighting game.
Those of us who do this kind of thing, which has happened all the time at Shoryuken, have generally not bothered to post up about their involvement. We’ve had a ton of industry heroes (and possibly villains: I’m looking at you Sirlin) around here. If you’re posting in this thread about wanting to be involved, you’re wasting everybody’s time. Just go get involved. I see five threads in FGD where you could probably just hop in and help out, there’s a variety of interesting game-mining projects that been launched to various degrees, … etc etc etc. The only reason you are not involved is because you are choosing to not be involved. That’s fine: nobody judges you based upon that. These games are fun and awesome to play and generally that’s what we’re here for. But if you yourself want to get involved, please go get involved and don’t bother posting nor posturing upon the subject. Actualize yourself. :tup:
I play MvC2. Somebody (not sure who) figured out how to make custom soundtracks for the game. Members of SRK figured out how to splice the games together for the dominant multigame Dreamcast disk (TDC) that kept the Dreamcast in vogue after it should have been shot. A member of SRK figured out how to edit the color palettes in MvC2 and gave you that Mango Sentinel (which even made it back into the official release of MvC3). I believe Japanese figured out how to rip the sound clips. Members of SRK figured out how to rip/image the stage backgrounds. A member of SRK was the lead developer (AFAIK) on the port. Members of SRK were testers on that project.
If you are not actively involved you are making a choice to not be actively involved. Get involved if you want to be involved, but posting about it seems like the absolutely least effective use of your time. :lol:
Decided I don’t want to play anymore. Things really got off track, point missed.
I am getting into designing indie video games.
Sell easy casual friendly games with elements of meta-game,depth and complexity. 70% of the people playing are casuals. So vast majority of the game is casual friendly with only 25%-30% of the game is for hardcore established gamers.
Fighting games need to be easier to play for the casual gamer yet require HIGH execution,timing,accuracy,strategy,matchups,counter-matching etc for hardcore gamers. You play the fighting game like a scrub then you still win,interact and have fun…against other scrubs. You play the game like a pro you beat everyone that is not on a pro level. You get rewarded for learning the game yet can still play if your a casual.
That way you don’t turn off hardcore players for investing time and energy to learn the game. You also don’t turn off casuals who can care less if they learn frame data, collision boxes, support system properties,attack properties,stage/environmental strategy, team co-op strategy(MvC2/3). Casuals can spam and random away. They just can’t spam on pros that know what they are doing.
Interesting. Being working as visual artist on some casual game for several years. I can say that making games is depend how well your management project and teamwork. The only thing is if you want your game reach high popularity or good marketing, you need a big company to backing your game up, which of course that involved a high quality of the game you must produce too.
If those of you who say you want to make a fighting game FOR TEH COMMUNITY are really serious about giving it a whack, might I suggest clears throat MUGEN?
…No, seriously. Let me finish.
Yes, MUGEN has historically been the butt of many jokes around here (reinforced by SaltyBet, though I do enjoy it myself from time to time). Yes, the scene has seen its share of terribly-made DBZ characters and silly sprite-edited fantasy cyborg MvC characters (with the odd metacommentary troll character thrown in). And most of the characters made for it ARE from existing properties rather than original creations (though some of them are actually quite well-made). But NONE of that is an excuse to throw under the bus an engine that was not only solid to begin with, but has actually been made much BETTER over the past few years. When I learned that the original developers had actually come back to MUGEN to update it (I thought for sure it was abandonware), it blew my mind. And whatever crazy mechanic you want to implement, somebody who came before you in the community has PROBABLY pulled it off, and will be willing to help you replicate it if you ask for advice.
For true commercial, professional use, you’re probably better off making your own engine, because I’m pretty sure MUGEN still can’t support GGPO or other netcode yet. But most of you won’t get that far – you’re hobbyists, though many of you can’t quite come to terms with that fact. For the hobbyist who wants to try his hand at their fantasy fighting game, MUGEN is the best option to try out your ideas for game/character design and see if they’re REALLY as hot as you think they are – and more importantly, if you really have the enthusiasm for development to make a professional effort, with all the commitment and collaboration that effort requires. You will be VERY surprised what you learn about general fighting game development playing with MUGEN. I only got as far as making a hand-drawn character with one special move and a throw years ago, and all the silly little hurdles I encountered taught me lessons for nerd LIFE. Feel free to dismiss MUGEN as a commercial vehicle. DO NOT dismiss it as a serious testbed for design ideas and the capability of whatever development team you can join or assemble.
That is my mature, non-trolling reply to this topic. End statement. You can laugh now, if you want.
Because it’s roughly 97 gazillion times easier for the average person to modify some existing data than to create new audio/visual assets.
Making a fighting game doesn’t necessarily cost millions (see many doujin games as examples) but they do take lots of man hours creating audio and visual content and a ton of programming, as well as lots of balancing (and balancing a game with as many variables as a fighting game with lots of characters is really, really delicate), and then you never know if people will even play the game, even if it’s decent, much less spend money on it. How many of the people who say they’d support a community-made game mock Skullgirls or Divekick, or didn’t play Battle Capacity or Rumble Pack?
If those of you who say you want to make a fighting game FOR TEH COMMUNITY are really serious about giving it a whack, might I suggest clears throat MUGEN?
…No, seriously. Let me finish.
Yes, MUGEN has historically been the butt of many jokes around here (reinforced by SaltyBet, though I do enjoy it myself from time to time). Yes, the scene has seen its share of terribly-made DBZ characters and silly sprite-edited fantasy cyborg MvC characters (with the odd metacommentary troll character thrown in). And most of the characters made for it ARE from existing properties rather than original creations (though some of them are actually quite well-made). But NONE of that is an excuse to throw under the bus an engine that was not only solid to begin with, but has actually been made much BETTER over the past few years. When I learned that the original developers had actually come back to MUGEN to update it (I thought for sure it was abandonware), it blew my mind. And whatever crazy mechanic you want to implement, somebody who came before you in the community has PROBABLY pulled it off, and will be willing to help you replicate it if you ask for advice.
For true commercial, professional use, you’re probably better off making your own engine, because I’m pretty sure MUGEN still can’t support GGPO or other netcode yet. But most of you won’t get that far – you’re hobbyists, though many of you can’t quite come to terms with that fact. For the hobbyist who wants to try his hand at their fantasy fighting game, MUGEN is the best option to try out your ideas for game/character design and see if they’re REALLY as hot as you think they are – and more importantly, if you really have the enthusiasm for development to make a professional effort, with all the commitment and collaboration that effort requires. You will be VERY surprised what you learn about general fighting game development playing with MUGEN. I only got as far as making a hand-drawn character with one special move and a throw years ago, and all the silly little hurdles I encountered taught me lessons for nerd LIFE. Feel free to dismiss MUGEN as a commercial vehicle. DO NOT dismiss it as a serious testbed for design ideas and the capability of whatever development team you can join or assemble.
That is my mature, non-trolling reply to this topic. End statement. You can laugh now, if you want.
Speaking of which, Rumble Pack is built in MUGEN, and Battle Capacity is made in 2D Fighter Maker. Neither of those engines is new.
Interesting. Being working as visual artist on some casual game for several years. I can say that making games is depend how well your management project and teamwork. The only thing is if you want your game reach high popularity or good marketing, you need a big company to backing your game up, which of course that involved a high quality of the game you must produce too.
This is somewhat false.
That used to be true but with distributors like Steam, PSN,android,ios and google app shop it is not the case anymore.
You still have to create a quality product. But just like angry birds or Plants vs Zombies you do not need to have a huge publisher to help promote your game software. You just won’t sell as fast as you would if you did have a big publisher.
You could create your own with fighter creator.
http://www.fmhq.us/general-discussion/fighter-creator/1035/
Or with scrolling game development kit 2.
http://sgdk2.sourceforge.net/download.php
Or code your own with DEVC or codeblocks (C or C++) with opengles/freeglut/GLFW.(what I would do. More freedom to add features but more time consuming and annoying).
Then maybe plead for the support of a freelance 2d artist. Usually you have to pay artist to draw artwork for you. Same with original music and composers.
It would take longer and be much more buggier than if you used someone else’s engine or framework or specialized editor. But it would be far better and you don’t have to worry about closed source library licencing fee (like fmod) or platform licenses.
A few people can get together and make a good fighting game. It WILL be time consuming,annoying(problem solving skills FTW) and mostly boring.
But then again you can sell the game (or premium items …heh) and make a good amount of cash.
I have a crap ton of ideas (I Wanna Be the Guy Tournament or something like that), but I have no idea how I could get spriting done without taking a lot of time and/or resources. I have no idea where to start with that kind of thing, and am too poor to pay someone to do it for me.
Because no one likes flash games
Create a 3d fighter game for browsers.
html5/asm.js(because of its speed and you can use c sources) and opengles.
Note: They have to use google chrome to play.
Its possible but time consuming and annoying(debugging,writing lots of lines of code).
Most people want games, but few lack the conviction to bring them to reality. If making games was easy, there wouldn’t be an industry for people who work on them.
Why haven’t we developed the 2D FG equivalent of the Unreal engine. A tool which devs (pro or otherwise) have to create and fine tune games - whether by working on templates or completely new ideas?
MUGEN exists, you know…
Anyone who disses MUGEN has no idea what they’re talking about. It’s simply a tool. It’s not that tool’s fault that 99% of the people using it are grossly incompetent.