2D fighting game
by Joe · in General Discussion · 01/14/2006 (9:19 am) · 10 replies
How difficult would it be to make a 2D fighting game with 3D models in TGE. Thanks.
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#2
01/15/2006 (7:21 am)
Ok thanks
#3
01/15/2006 (11:58 am)
You'll find the collision system your greatest enemy with a fighting game. since player models have to use a bounding box for collision.
#4
Rather than collision or normal programming consideration, I believe that your biggest problem will be using the keyboard for intuitive fight control. It may have a lot of buttons, but it is hellish in quick-determinance and precision in comparison to a solid controller layout. I have yet to play a PC fighting game with a keyboard or mouse that felt better than some of the most horrendous console fighters (Strip Fighter II for example).
01/15/2006 (12:56 pm)
You are not limited by the number of collision boxes in 1.4, though, so localized damage or limb connection won't be as big of a problem.Rather than collision or normal programming consideration, I believe that your biggest problem will be using the keyboard for intuitive fight control. It may have a lot of buttons, but it is hellish in quick-determinance and precision in comparison to a solid controller layout. I have yet to play a PC fighting game with a keyboard or mouse that felt better than some of the most horrendous console fighters (Strip Fighter II for example).
#5
Who would play a fighting game with a keyboard? There seems to be many "gamers" who don't play console style games on their computer. My RPG is currently being developed specifically with a Playstation type controller in mind. Mouse and keyboard are good for certain types of games.... but definately not a fighting game or a console style RPG in my opinion.
I must admit that i have yet to play a good Fighting game on the computer and would welcome another one. That's also been a genre i've thought about making a prototype for.
01/15/2006 (2:59 pm)
I was reffering not to localized damage. But actual collision between player models. Player classes do not use collision meshes for determining collision. Simply a cube generated from the datablock. So you would need to modify how torque handle collisions with player classes. Infact, in default torque, it doesn't even suport animated bounding boxes. so ducking or anything like that would not be taken into consideration.Who would play a fighting game with a keyboard? There seems to be many "gamers" who don't play console style games on their computer. My RPG is currently being developed specifically with a Playstation type controller in mind. Mouse and keyboard are good for certain types of games.... but definately not a fighting game or a console style RPG in my opinion.
I must admit that i have yet to play a good Fighting game on the computer and would welcome another one. That's also been a genre i've thought about making a prototype for.
#6
01/15/2006 (3:00 pm)
Yeah I know about the colssion detection, and I've thought of, in my opinion, a creative and intuitive fighting system for the pc. I'll have to take a look at the source code to change the bounding box code. Thanks for the Input.
#7
And I defintely hear you about the keyboard, but unfortunately, unless you have a rather large controller testbase, support could be a nightmare for a fast-action fighter. RPG's are much more forgiving as the collision methods required do not need to be nearly as precise. Without precision in a fighting game, it feel cheap and irritating. Keyboard control just makes it frustrating on top of everything else.
As with Ramen, I would love to see a high-quality fighting game on the PC.
01/15/2006 (3:21 pm)
Ah, that's right. My localized damage solution used mesh collision rather than collision boxes.And I defintely hear you about the keyboard, but unfortunately, unless you have a rather large controller testbase, support could be a nightmare for a fast-action fighter. RPG's are much more forgiving as the collision methods required do not need to be nearly as precise. Without precision in a fighting game, it feel cheap and irritating. Keyboard control just makes it frustrating on top of everything else.
As with Ramen, I would love to see a high-quality fighting game on the PC.
#8
01/15/2006 (7:27 pm)
I was thinking of making the body and adding the appendages as weapons seperately \.
#9
01/15/2006 (7:43 pm)
I've never worked with mounting appendages in TGE. I have created a similar system on my own (in 2D) for bosses with multiple limbs you could attack. But I haven't done anything like that in TGE/T2D.
#10
For a 3D fighting game they often now use 2 analog sticks which is very hard to emulate on the keyboard. But for a 2D game, the numpad isn't bad for giving you 8 directions, and then you'd often only have a Punch and a Kick button in addition. Quite achievable for a keyboard - not as nice as a joypad but good enough to show off the game's charms.
01/16/2006 (12:27 am)
OMF:2097 was OK on the keyboard. Back in the day, they assumed most PC owners didn't have gamepads/joysticks I think.For a 3D fighting game they often now use 2 analog sticks which is very hard to emulate on the keyboard. But for a 2D game, the numpad isn't bad for giving you 8 directions, and then you'd often only have a Punch and a Kick button in addition. Quite achievable for a keyboard - not as nice as a joypad but good enough to show off the game's charms.
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