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3 Dimensional Chat / What no fighting games?

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Nookie Monster
18
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Joined: 16th Dec 2005
Location: Somewhere between hell and my PS2.
Posted: 21st Dec 2005 00:15
I always wanted to make my own fighting game. But when I look around I see absolutely nothing on the subject. Am I a dying breed?

I am the nookie monster. Coocoo Kajoo.
BenDstraw
19
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Joined: 21st Dec 2004
Location: Arizona
Posted: 21st Dec 2005 04:24
its because fighting games and multiplayer online dont mix as well as say an rpg. So really its the bad trends in the industry i think.

God modelled man in his own reference image.
John H
Retired Moderator
22
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 21st Dec 2005 05:02
Simple. No one has made one yet. A friend of mine is working on one and its looking very nice if I do say so myself.


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indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 22nd Dec 2005 06:38
there has been a few samples of 2d fighting games over the years regardless of what some people may tell you.

a recent example by looking in WIP on the first page.

double dragon clone


http://forum.thegamecreators.com/?m=forum_view&t=64144&b=8

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself 
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 22nd Dec 2005 10:17
It's a shame, because DBPro is actually geared up pretty nicely for a 3D fighting game. The limb system in DBPro could handle collisions very nicely, it would be fast enough, and look good enough because with only 2 characters you could spend a lot of polygons on them.

I think the tricky part is the media, you really need a good character modeller and animator close by to get anywhere. The character modelling and animation is a massive part of a fighting game project.


Van-B

Put away, those fiery biscuits!
Jonny Ree
19
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Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 22nd Dec 2005 14:22
Quote: "The character modelling and animation is a massive part of a fighting game project."


I secound that


adr
21
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Joined: 21st May 2003
Location: Job Centre
Posted: 22nd Dec 2005 15:00 Edited at: 22nd Dec 2005 15:02
almost 3 years ago, when I bought DBPro, the first thing I wanted to make was a 3D beat 'em up. Every time I have tried to make a start on it, I struggle with the animation stage. Animating every single move for a character, with a half decent range of attacks, is so time consuming.

As well as the amount of time it takes, I found that the character models need to be very highly detailed - with a lot of spare vertices around areas which are going to be flexed. I've never yet rigged a character (I just used ones that were already rigged), because I imagine it takes a great deal of understanding to know that vertex needs to be rigged to that bone because otherwise the model will distort badly when the character throws a punch, or whatever. Unlike most games, where you can just expect your character to run, shoot and fall over, fighting games require your characters to do a whole host of body contorting moves...

I'd be interseted in an industry insider giving us some tips on how to overcome all those problems...

[center]
iv tryed everything!!!!!!!!!! could u please just add The gun and shooting Code thats All!!!!!!!!!
Van B
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22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 22nd Dec 2005 15:09
Yeah, rigging high poly characters can be a nightmare, I mean I often see commercial games with rediculously bad rigging - so it's clearly a black art!

The tricky part is not just deciding which bone goes to which vert, but also assigning vertices to different bones at different strengths so the mesh acts like skin. It's not only frustrating, time consuming and difficult, it's also a case of trial and error - that can make even the staunchest of developers weep!.

I've often thought about making a beat-em-up, like remaking IK+ or something, but it's the art and animation that always make me shelve it. One day though .


Van-B

Put away, those fiery biscuits!
adr
21
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Joined: 21st May 2003
Location: Job Centre
Posted: 22nd Dec 2005 15:29 Edited at: 22nd Dec 2005 15:38
I actually started working on an IK+ remake and quickly hit a snag - in IK+ you could walk "through" an opponent to get to the other one. Or you could retreat quickly by doing a series of backflips past the other two guys....

You can't do that in 3D. The simplicity of the game would be lost if you had to account for the direction in which a player was facing. However, it'd be really funny to punch the referee.... "White could do better" indeed...

The upside of all this is, with monster's plugin (which I have), the programming side of things would be a little easier. You'd only have to animate a character once, and then you could have the same animations for different models (in theory).

I have a set of professionally done fighting sound effects which I uhm... found somewhere and everytime I hear them I'm itching to use them in a game. But, as we're finding out here, that is much easier said than done.


---------------------------------

edit: if anyone's feeling saucy, there's a whole load of fighter-style motion capture files here in FBX format.

[center]
iv tryed everything!!!!!!!!!! could u please just add The gun and shooting Code thats All!!!!!!!!!
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 22nd Dec 2005 15:39
Yeah, that occured to me as well - I think I decided that the characters just would'nt be allowed to do that.

The thing is, when you go back and play these old games, they're never exactly how you remember - I remember IK+ as being real fast and smooth, using skill and timing to good effect, it felt quite dramatic, especially when you flying kick someone in the face. Playing it now, it feels a bit sluggish. I think that a good remake would take on board modern game techniques, like ragdolling to get the same illusions. Imagine being able to smash heads together or backpedal into someone then have them grab your head and break your neck. Having the barrier might bring back some realism that we 'imagined' all those years ago.

The good thing about IK+ though, is that each character could look pretty much the same, so animating throw moves would be so much easier!, maybe even just changing the texture of each character.


Van-B

Put away, those fiery biscuits!
adr
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Location: Job Centre
Posted: 22nd Dec 2005 16:04
Part of the skill was positioning yourself so that your punch, headbutt etc would connect, so it was actually possible for your strike to miss.

I really like the idea of rag dolls - you could imagine that the "knock out blow" to an enemy could ragdoll your opponent. I still remember the headbutt move in Fighting Force being absolutely brutal... and it'd rock if your guy just staggered backwards, then crumpled.

I've also bought pacemaker which supposedly makes animation a little less painful, so maybe one day I'll look into doing this again. I was thinking about detatching the arms and legs from the main player's body to get a little more flexibility from the character. That would just about make it doable, but I still have to rig a character unless I use psionic's ninja... again.

[center]
iv tryed everything!!!!!!!!!! could u please just add The gun and shooting Code thats All!!!!!!!!!
Big Man
19
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Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 22nd Dec 2005 16:37
It would be cool to see (If it hasn't been done already) An online 3d fighting game where you register on the site and then create your own character and then enter him/her into compotitions against other members created characters.

Please inform me if it has already been done.

BM

Our aim is to keep the loo's clean, your aim can help.
Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 22nd Dec 2005 19:24
another problem with fighting games, is that they are best as two player games, and they are best with control pads, neither of which a PC lends itself well to.

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Big Man
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Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 22nd Dec 2005 20:25 Edited at: 22nd Dec 2005 20:26
you can get pc control pads

Our aim is to keep the loo's clean, your aim can help.
Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 22nd Dec 2005 22:00
Yup, what I hate is playing PC games that don't have the control pad feature enabled, because when playing a game I like to sit back and relax on my bed, but nope, I sit up to my desk with a mouse and keyboard

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Krimzon DestinE
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Joined: 18th Sep 2005
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Posted: 2nd Jan 2006 07:14
when i get the know how, i would like to make a mascot-fighting game (in the vein of super smash brothers) with some characters that i have created over the years
Megaton Cat
21
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Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 2nd Jan 2006 16:45
What Jonny and Van already said - Making a fighting game takes a competent animator. Something this forum lacks.


The cat era has begun.

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