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DarkBASIC Discussion / Making a Fighting Game

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Black Cat XIII
19
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Joined: 23rd Jan 2006
Location:
Posted: 23rd Jan 2006 17:54
Hello, this is my first post on the forums.

I am trying to achieve making a 3D game. I have novice experience in DarkBasic and intermediate in other coding such as C++. I am good at 3D creation and design skills. Or somehting...I don't think that was worded correctly.

I want to make a fighter game consistign of only 2 characters (any more would take to long and this is just a test anyways. A really good looking test) Each character will each have basic moves. It will be 2D in movement, but 3D in looks. I want to make something similar to Super Smash Borthers Melee.

Basic Movement

Jump - Crouch - Forward(running/walking) - Backward

Attacks

combos with certain buttons/keys. Crouch attacks, air attacks, and backwards attacks.

THats all I can think for now, any help is thankful.

FYI - I am doing this for a school project.

Enemy Lasagna
SimSmall
20
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Joined: 7th Aug 2004
Location: United Kingdom
Posted: 24th Jan 2006 21:57
You'll have to be a bit more specific than that, I'm afraid...

Such as:
how to check for the keyboard input
how to kill a player when they run out of health
how to move the characters around

and other things like that...

Right now it's very difficult to help since we've no idea what you already know...

...maybe one day I'll finish a project
Black Cat XIII
19
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Joined: 23rd Jan 2006
Location:
Posted: 24th Jan 2006 23:44
I didn't know anything till yesterday.

So far I have learned the monster hunt tutorial. Which wasn't hard. I figured if I could learn other programs so easily this one would also be really easy.

So yeah.

Enemy Lasagna
Pincho Paxton
22
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Joined: 8th Dec 2002
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Posted: 24th Jan 2006 23:56
You are best off rendering your models to 2D so that you can have motion blur, swinging hair, and flexible clothing. Produce all of your animation frames in 3D, and edit them in 2D art package. Now you have choices of collision detection. You can combine different types of collision detection to get the best results. A head is round, and distance routines are best for round objects. The body can be a zone, because a zone is rectangular, and the zone can pass down halfway through the legs. A grab is a stop-motion animation. Press grab, check for distance from body zone, and check that opposition is in a grabable pose. That's basically it....

You can ignore arm, and feet collision altogether. Now that you have areas of contact, you need to find out what is passing over those areas. You can position sprites over each hand, and foot, and you can place them to set positions for each animation. You could make an editor to do this. You would look at each frame individually, and then drag the sprites to their positions with the mouse, then store the positions for each frame. Hide the sprites. Now you just check if a sprite is in a zone by looking at the sprite X/Y position, or its distance from the head. You could divide the body zone into 3 or four parts if you want, to make a more realistic reaction to a punch.

The 3D version would be similar. You could use limbs instead of sprites for X/Y coordinates.

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