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Dark GDK / Making a side-view fighting game.

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Spooter
16
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Joined: 27th May 2008
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Posted: 6th Jun 2008 20:53
I am thinking about starting my main project, and I was wondering if making a game like street fighter is very difficult. It seems like it would be extremely complicated making the sprites change/collision. If anyone has and info on the difficulty or if anyone can give me some information on the concept of where to start please post.

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jezza
16
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Joined: 8th Mar 2008
Location: Bham, UK
Posted: 6th Jun 2008 20:56
are you going for a 3D or 2D one? if it were 3D, it would be a lot easier to do realistic physics with ragdolls and stuff, but it might be harder to find decent media.
unitech
17
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Posted: 6th Jun 2008 20:57 Edited at: 6th Jun 2008 20:59
If you are to use GDK I would make it more like tekken. 3d/2d If you are set on flat sprites, you could use GDK, but you would find it easier with something like torque's 2d engine. GDK is ok at 2d graphics but it is geared towards 3d. If you want to make an 2d game use a 2d engine. IMO.

Other wise 2d+GDK sprint collision/animation is going to be fun..


haha jezza, I see we offered the same advice simotainiously.
Spooter
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Posted: 6th Jun 2008 21:12
Ok, Thank you both for posting. I was aiming towards 2D. If I can make it 3D with a continuous side view, such as super smash brothers that would be ok. I am also a huge Tekken fan. I even have Tekken 1(EPIC FIND AT A PAWN SHOP, WHY ARE THEIR HANDS SO BIG). Would you suggest these kinds of games with GDK?

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unitech
17
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Posted: 6th Jun 2008 21:30
With GDK's 2d to 3d conversion methods you will be happy with that.
FERSIS
18
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Joined: 17th May 2006
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Posted: 6th Jun 2008 21:51
DarkGDK is 3D oriented, but you can 2D stuff without problems (i think).
for 2D stuff i use SDL.
Collisions on Street Fighter like games are done with boxes (so no sprite collision = better performance).

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