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2D Fighting Game with real life recorded sprites

2D Fighting Game with real life recorded sprites
Name:Luke Hopkins
Date Posted:Sep 01, 2006
Rating:Not Rated
Public:YES
Comments:YES
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A couple of days ago me and a few friends was playing the orginal Mortal Kombat and we loved the way in which the sprites where recorded and the way they use real actors in order to do moves. One of my mates is doing media studies at college and owns a decent camera and another one of my mates owns a greenscreen.
So what we want to do is we want to create a Mortal Kombat type game.

Each one of use will play ourself and then make up three different players to play. We think theres gonna be about 4-6 people who are willing to take them time into recording animations. So this will give us about 12-18 players in the game.

We will should be recording Sunday if goes well we will be just recording 3 people and 3 players. Just to see if we can do this type of project and see how it looks.

I want to use Torques game builder but i dont currently own it but i will buy if all goes well. I tryed the 30 days trail and i kind of got into it. I was also looking for about 1 or 2 people to programme and design Gui's for the game engine. I will post another blog soon hopfully saying how well it went and hopfully showing off some sprites.

Message me or email me at a atouchfocalss2@hotmail.com if your intrested.

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09/01/06 - 2D Fighting Game with real life recorded sprites
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07/03/06 - Dynamic Sound (Part 1)
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Tom Spilman   (Sep 01, 2006 at 17:39 GMT)
This is a great idea! Embrace the old and inject it with something new.

Martin Schultz   (Sep 01, 2006 at 17:56 GMT)
Woaa! When I read the headline I thought: Hell, Sprites do live? They can be recorded? Where do they live. Then I read the post. Still cool ;-)

Tom Perry   (Sep 01, 2006 at 18:14 GMT)
Cool idea, and if you think of an easy way to do the fighting collision can you share it? :D

Tom Spilman   (Sep 01, 2006 at 18:35 GMT)
Collision is the tough part for this. If TGB had concave collision shapes it would be easier.

One suggestion i found on google groups was to precompute collisions between sprite frames. Sounds tedious to do with alot of frames, but would work pretty good.

Phil Carlisle   (Sep 01, 2006 at 19:01 GMT)
I would imagine that the best bet, is to write a bitmask based collision solution. Essentially, take the character imagemap and mask an image mask (1 bit for each pixel) and then write a quick mask/mask test.

Essentially a boils down to an XOR test and a check on > 0.

Luke Hopkins   (Sep 01, 2006 at 19:14 GMT)
great cheers for u help guys

Matt Huston   (Sep 01, 2006 at 20:50 GMT)
Look into how MUGEN does its collisions, it still uses convex shapes (rectangles). It uses multiple ones though, which you could accomplish by mounting transparent ImageMaps to your characters. You can then animate them by resetting the collision poly group each frame.

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