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ReiKGT



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  09/08/2007
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  46
9th August, 2007 at 20:03:48 -

I'm new to multimedia fusion 2 and TGF, and the whole reason I want to make a game is because I want to make a good fighting game but I'm too dumb to figure it out. the only part I can figure out how to do is the health bar and thats pretty simple. Has anyone made a fighting game or a totorial? Any information would be greatly helpful.

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"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

Windybeard Games



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  14/04/2005
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You've Been Circy'd!VIP MemberCandy Cane
9th August, 2007 at 21:10:16 -

a fighting game is actually one of the harder games to make, especially if you intend to make it half decent. Your main concern should be collision! As for how to go about doing this....... good luck, Its a very hard task to undertake, especially for somone who is inexperienced at MMF. Trying is the best way to learn but dont lose faith, as fighting games are rock hard to make.

http://www.create-games.com/download.asp?id=2820
Check out this link, i dont know if its any good, i didnt check it.



 
n/a

ReiKGT



Registered
  09/08/2007
Points
  46
9th August, 2007 at 21:18:55 -

Thank you for your help, I think I can make one. For as long as i can remember i've wanted to make a better fighting game, so at least comitment isn't a problem. I think ive figured out how to make a decent character selecting system too, and graphic aren't a problem thats my strong suit.

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"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

-Liam-

Cake Addict

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  06/12/2008
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  556

Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
10th August, 2007 at 04:57:28 -

If you can do the graphics then it shouldn't be THAT difficult to get going. Good luck with your project!

Edit: Oh, I would imagine you'd have to build a custom movement engine for it though. None of the default one would feel right. They all have flaws, anyways...

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Tell 'em Babs is 'ere...

ReiKGT



Registered
  09/08/2007
Points
  46
11th August, 2007 at 20:38:17 -

Crap, custom movement engine, that sound a tad dificult. but ive figured out everything on my own except the AI and how to do combos.... And yeah graphics aren't a problem, just look at my avatar.

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

AsparagusTrevor

Mine's a pint of the black stuff

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  20/08/2002
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Game of the Week WinnerHas Donated, Thank You!VIP MemberEvil kliker
11th August, 2007 at 20:55:59 -

It probably wouldn't be too different from making a custom platform movement, and there's plenty of tutorials on that. Once you have the movement down, it's just a case of having hit zones, such as putting action points on the fists during a punch animation, and having a collision object that is positioned over the action point, which activates the damage when the opponent collides with it.

The AI, that would probably be the hardest thing to achieve in a fighting engine.

 
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ReiKGT



Registered
  09/08/2007
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  46
11th August, 2007 at 21:12:13 -

thats what i was thinking, the AI is gonna be the hardest thing i think with most games. Do you know any good tutorials on custom platform movement?

How do i set up a collision object right above the action point?

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

AsparagusTrevor

Mine's a pint of the black stuff

Registered
  20/08/2002
Points
  2364

Game of the Week WinnerHas Donated, Thank You!VIP MemberEvil kliker
11th August, 2007 at 21:51:32 -

All I'd do is have a small active object, one that is positioned at the fist or foot, and when the enemy collides with that, then they are damaged. That's why it'd be easiest to place the action point on the fist or food, then you could position the collision active object at the action point.

I reckon you'd get a decent enough movement engine using the Platform Movement Object, but a custom movement would be better, and much more customisable. Just do a search on this site or another click site, I'm sure you'll find something. It'd be the same principle as a platform movement engine, but actually less complex I think.

 
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ReiKGT



Registered
  09/08/2007
Points
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13th August, 2007 at 16:20:32 -

I've never even used the custom platform movement. plus i searched for some totorials and found some that look promising. Oh and do you know anything about button combos, I thought i figured it out, but my efforts are sadly in vain.

Thank you for your help so far.

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

Tim

I'm on here way too much

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  25/08/2006
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You've Been Circy'd!Clickzine StaffSilverNova MemberVIP MemberTurtle Power!Evil klikerWii OwnerHero of TimeGhostbuster!Pokemon Ball!
14th August, 2007 at 18:25:50 -

This is probably the usual way of doing things, but I've always had a cool idea (that I've never tried, but aim to) with a fighting style game. The method I thought of for move combo's etc is to store all of the key presses in to a string?

So if you used buttons z x and c, for example, you'd enter those characters in to an invisible string, when pressed. So your string might look like "zxcxcxczczxcccczzzzzxzxxxxxxzzzxcc" or something you could also store the arrow keys as letters, so "up" would be "u", left "l" etc. so for a combo move or something your string might have to be "lrx" which is Left, Right, X button.

From there you can test to see if "lrx" is in the string at that time, and if it is - then you do the corresponding move etc.

You'll need to make a way of resetting the string to blank after a certain time-frame, like a number of milliseconds so that you don't confuse the engine having multiple choices of moves being found in the string at once.

Give that a try if you like - hope that helps.

 
http://www.SilverNova.co.uk


Joe.H

Evil Faker

Registered
  19/08/2002
Points
  3305
14th August, 2007 at 18:33:38 -

For AI, base it on the players attack pattern, and the oppenents current attack style (offensive, defensive)

Example: if your character is being offensive (moving towards the enemy/attacking the enemy) and the enemy is in an offensive mode, have him attack back/move towards the player.

Player offensive enemy defensive: have the enemy move away/defend against attacks.

Player defensive enemy offensive: move towards/attack the player

etc

Also, depending on the enemy difficulty level (and if you have special attacks/meters) randomly switch on flags (or use a random generated value) whilst the enemy is attacking/defending to say whether they are going to combo/use a special attack.

The harder the enemy is, the more frequent that this would happen.

For example, the hardest enemy on the hardest difficulty would nearly always defend against your attacks, and would use combo attacks very frequently, and also would use a special when it had enough special meter full.

Whilst it would still be controlled AI, it would feel a lot more authentic than just making it randomly move about and attack.

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My signature is never too big!!!

ReiKGT



Registered
  09/08/2007
Points
  46
16th August, 2007 at 20:58:41 -

I know you guys are probably very tired of explaining things to me but, i understood about 50% of the combos explanation and for the AI explaination i understood everything just not how to make it happen.

Image Edited by the Author.

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.
   

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