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Dark GDK / FIghtings game: How would i go about collision detection?

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zapakitul
17
Years of Service
User Offline
Joined: 1st Mar 2007
Location: In my world
Posted: 18th Jun 2009 16:56
The national IT Contest is 2 months away right now, and I just found out that I can't take my game there, because it's a 2 man project! So I have to work on another type of game for it! I was thinking of trying to develop a 2.5D (3D, but without movement in depth) fighting game. I don't want to jump right in, and 2-3 weeks in development notice I can't do something, so I wanted to ask you guys for some tips, and ideas. The main thing I'm worried about here is collision detection. I have been using sparky for quite a while now, I can do collision, but the problem comes in when I'm trying to think how can i detect if a character punches another. Both of them would be in collision... I was thinking of making some states, like, when the player punches, player1Atacking = 1, and if so, and object collision == 1, then decrease the other players lifebar. But that wouldn't feel to natural, especially if both of them would be attacking at the same time. What I am asking is, can you give me some material to study? Has anyone worked on a fighting game before, and cares to "talk" about it?
Mista Wilson
16
Years of Service
User Offline
Joined: 27th Aug 2008
Location: Brisbane, Australia
Posted: 18th Jun 2009 18:05
There is an entire series in the TGC Newsletters about building a platform game, based in a bruce lee fighting type thing, im sure i rembmer a part dealing with collisions for the fighting with enemies and things....

It was all sprite based as far as i can remember, but the basic techniques should be similar, and if your environment is the only thing thats 3d really, i mean, no depth movement makes it basically 2d from a point of view of collision detection.

The series covers the whole game, from start to finish... if you check :

http://www.thegamecreators.com/?gf=newsletter

you will be able to browse past newsletters and sign up for new ones

If it ain't broke.... DONT FIX IT !!!
TechLord
21
Years of Service
User Offline
Joined: 19th Dec 2002
Location: TheGameDevStore.com
Posted: 19th Jun 2009 22:11 Edited at: 19th Jun 2009 22:13
Perhaps you can use a FIFO Queue to store player inputs and perform collision checks based on the Queue'd entries.

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