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2D All the way! / 2D Fighter - Evolution Engine For DB Pro Tutorial

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D Ogre
22
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Joined: 19th Nov 2003
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Posted: 30th Jul 2005 04:39
Although this might be a little premature, I am working on a 2D fighter engine tutorial for DBPro users. It is still in its infancy. I dubbed it the evolution engine for this reason. It's constantly evolving. It might take a little while, but I think it will be well worth the wait.

Just to give you an insight. The engine will be stylized similar to the Mortal Kombat game action. I will be using Poser 5 to generate the 2D renders for the character(s). I am using DAZ 3D's Aiko anime model at the moment. Once I am satisfied with the character animation, I will be building a still and animated pose set library for Poser users. Just use your own characters, and voila. Instant animation!

I will try to post a few screen shots here a little later to give those interested and idea of what I am doing.

General questions are welcome, but don't expect too much in the technical areas because obviously I'm not finished with it yet.

D Ogre
MiR
22
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Posted: 3rd Aug 2005 19:21
Sounds cool. Could do with a tutorial to see if there are any better methods to do things.


Gimme teh votez!!!!
D Ogre
22
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Posted: 4th Aug 2005 02:44
I can't seem to get any screen shots to upload for a post? I tried to send them as an attachment, but it didn't work. For some reason they get lost after the upload. Any suggestions?
D Ogre
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Posted: 4th Aug 2005 03:40
Here is one of the screen shots. I am working on the basic character movement right now. No fighting or collision employed yet.
D Ogre
22
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Posted: 4th Aug 2005 03:44
Hey, it worked!!! I needed to reduce the size of the image uploaded. Here is another screen shot. The background is just eye candy. I am also using it to work out pseudo camera tracking of the character and background side scrolling.
D Ogre
22
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Posted: 4th Aug 2005 03:56
Here is another screen shot...

This is not the finished appearence or movement for this character. Its generic to test the engine, posing, and animation for DBPro and POSER 5.

I want to also make the code use a joystick later instead of just the keyboard. I may also make it work on a LAN network and the internet. How about playing against another person somewhere else?

Once the engine is finished. I may let others design the backgrounds. I don't know the final size of the tile matrix as of yet though.
MiR
22
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Posted: 13th Aug 2005 00:16
From what I can see itlooks great. Though with such small screens I can`t make utmuch. Can you increase the size of them?


Gimme teh votez!!!!
R2D2s Jilted Lover
21
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Posted: 13th Aug 2005 00:42
Nice one. I am also trying to make a Mortal Kombat style fighting game that includes all my mates and was wondering if you could answer a few questions -

Can I use a series of still photographs for the animations?
Can I make it run as smooth as MK (2D) using DBpro?
How difficult would it be to code (considering I do not have much experience)?

im just a simple peasant...
D Ogre
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Posted: 13th Aug 2005 22:54 Edited at: 13th Aug 2005 23:34
I apologize for the small images. I had trouble with larger images posting. It must be an issue of file size. My posted images were a result of experimentation. I will try again with larger images.

R2D2s Jilted Lover, It might be possible to use still photos for your animations, but it will take a lot of work on your account to be successful with it. You will need to figure out the exact movements prior to the shooting of each frame. You will have to coordinate the camera session kind of like doing stop-motion. You must also keep the aspect ratio and lighting the same for each shot of all your characters. For this I would use a tripod to fix camera position. I would also use some sort of referrence system such as, tape, rulers, wire, or other materials to determine the physical locations of your actors positions for each frame posing. This will give you more accuracy and repeatablity to your character movements.

Another way you might want to tackle this is to use a video camera. Shoot some video of your actors doing the action, then capture the desired frames on a computer.

Will DBPro produce a smooth acting MK style game? Absolutely, why wouldn't it? This depends on how you code it and how much data you are manipulating. I don't know if you've played MK recently, but the animation isn't as smooth as you might remember it. The programmers had to limit the resources to conserve some of the memory. They didn't use a lot of images for each movement. So, I wouldn't get carried away with using a huge numbers of frames. I would keep the frame count down to about 8 frames or less per character movement.

Coding this style of game could be hard for a beginner, but not impossible. 2D fighter games employ the use of checking distance rather than pixel perfect collision. They are also priority based to determine weather a certain fighters attack will be successful or not, but only when they are in range of the other fighter.

Does this make sense to you?

I also posted a much larger screen shot (512 x 384). It is a shot of Aiko doing a jump kick. If you would like to see the other images larger, let me know and I will post'em. Keep in mind that what you see here is not the final product...Evolution!

D Ogre
R2D2s Jilted Lover
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Posted: 14th Aug 2005 12:23 Edited at: 14th Aug 2005 12:27
Thanks, yes that all makes sense, you confirmeed what I thought. I was thinking of using a video camera and then grabing the stills from that. What I think I'll do as a sort of test is make a targa sequence in after effects to get a rough idea.

when it comes to the coding side of things It'll probably be a case of trail and error until it looks somthing like what its supposed to. Look forward to playing your game. thanks for the advice.

im just a simple peasant...
D Ogre
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Posted: 22nd Aug 2005 23:36
Just a quick update:

I've been playing a lot of Mortal Kombat lately for inspiration...

Everything is coming along fine. I am currently still working on posing, animating, and fine tuning the demo character. I am somewhat of a perfectionist, so this could take me a little while.

I have the basic skeleton of the engine roughed out. The rest is still in pieces, yet to be worked out, in my head.

Once the final character animation pose library is built for Poser, it will be available for sale at: WWW.DAZ3D.COM.

I provided some animation cells for you to look a here...

D Ogre
Steve Fash
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Posted: 31st Aug 2005 11:31
Nice anims mate

For game/demo music for YOUR PC productions visit:-www.futuredevelopments.org.uk
Cian Rice
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Posted: 1st Sep 2005 03:00
Definatly interseting but I'd like to see some of the actual tutorial soon.

D Ogre
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Posted: 10th Sep 2005 01:32
I hate to get everybody excited about my project tutorial so soon. I know we've all probably seen posts like this with other projects that never come to light. Don't worry, I'm trying may best to not let you all down...

I could post some old test demos I've done. However, I think they are unsatisfactory for a real tutorial. I want to do this right. I need more time to flesh the engine out. Please be patient with me.
Sho Ryu Ken
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Posted: 2nd Nov 2005 01:40
I'm planning on doing a game that mixes MK, Street Fighter, and Samurai Shodown. Think of Isms in Street Fighter Alpha 3 but with different control styles. Sadly for you guys I've had thoughts of replacing MK with Super Smash Bros. controls but that's not determined yet. I'm still in the planning stages of this all.
D Ogre
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Posted: 23rd Dec 2005 02:27
So many things have happend since my last post here. It concerns my family and personal life. I really rather not say what, but it has kind of consumed my time for doing any real creativity on my gaming designs lately. This year has been an interesting one for me, but hopefully the new year will be a good one for me.

Just to give you and update on this MK style game. I have almost all of the major animation work done to the demo Aiko Anime Character. The engine is a little patchy right now. I need to do some real coding and overhaul work here. I hope to resume work sometime after the Holidays.

I purchased an inexpensive logitech game contoller recently. Its styled after the PS2 controller and has the same basic layout. I tested it out with DarkBasic and it should work fine for this project.

I hate leaving you guys hanging as some of you would like to see something...Not just a lot of talk.

I will leave you with what I've said, and I won't post anything here on this thread again until I have something else to show.

Thanks,
D Ogre
Blaze
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Posted: 6th Jan 2006 15:11
Hello!
I've just registered in and I would like to know if you're still on the project because I'm interested in it and would like to help. I am using Game maker 6 to make my games!
D Ogre
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Posted: 18th Jan 2006 00:37
Yes, I am still working on the project, Blaze. I am currently fixing some of the cell animation work that I prieviously rendered. The game engine is also still in the oven. Keep in mind that this is strictly a DBPro project tutorial.

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