The Daily Click ::. Forums ::. Klik Coding Help ::. another fighting game question
 

Post Reply  Post Oekaki 
 

Posted By Message

ReiKGT



Registered
  09/08/2007
Points
  46
29th August, 2007 at 11:32:01 -

sorry about not posting in the earlier topic, but i didn't know if double posting was against the rules, and every time i tried to edit my last post, i would log out for some reason. all i need to know is if this would work?

I've taken the past week or so off to test out a free fighting game engine called mugen, and i liked it. but i will still try to make my own in MF2, and i think i understand you advice now.

I should make an invisable string that when i push a button, the string changes. it should reset after about 1 second after i have stopped pressing buttons, so when i push x,down,a and then i hesistate my combo ends. to make my characters use the combos i sould make it so when the string matches the combo i wish my character and the tiny collision object's animation should change making it apear like i've made a combo.

so if i pressed z the string would read 1, and that would trigger the event that chages my animation to were the charater puches once.

if i pressed z,z the string would read 1,1, triggering the event to change the character's animation to one were it punches twice. in theory this could make the combos as long as i wanted.

and to make the lifebar, all i would have to do is make a green bar (it will look neat later) and make it have say, 100 animations. each animation shoould have 1 frame and only 1 direction and should be named life 100 - life 0. the only diference with life 100 and 99, ect. would be a tiny red sliver that is 1% of the size of the whole green bar. then all i would have to do is make it so if my alterable value equals 78, the animation of the greenbar should read life 78.

this should work, correct?

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

-Liam-

Cake Addict

Registered
  06/12/2008
Points
  556

Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
29th August, 2007 at 11:40:36 -

Now your thinking like a programmer!

But the life bar bit... You could just use the default counter and change the colour and put a snazzy board aroudn it rather than making each bit of life lose a seperate frame. Would be much easyier that way.

 
Image

Tell 'em Babs is 'ere...

DaVince

This fool just HAD to have a custom rating

Registered
  04/09/2004
Points
  7998

Game of the Week WinnerClickzine StaffHas Donated, Thank You!Cardboard BoxDos Rules!
29th August, 2007 at 13:57:47 -

About the life bar, it might be a better idea to have something like this:

- Background decoration for the bar, this is what you see behind the bar when you're not at 100% health.
- Foreground decoration, this is always shown in front of the bar, like a big border. Of course it needs a transparent area to show the bar through, though you could apply effects to this transparent area too (like having a 80% transparency gradient/light source kinda thing).
- The bar itself, as a horizontal counter object. Give it a certain colour, like green.

It'll look pretty kickass this way, and it won't take up as much memory/space as having 100 animation frames.

 
Old member (~2004-2007).

ReiKGT



Registered
  09/08/2007
Points
  46
29th August, 2007 at 17:35:53 -

bolth good ideas, much easier, thanks!

but what im most conserned about is the combo system. I would try it out now but i dont have MF2 on the comp i'm curently on.

Oh, and is it frowned upon to use ripped sprites in your games?
If so, how much would i have to edit them?


Image Edited by the Author.

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

Knudde (Shab)

Administrator
Crazy?

Registered
  31/01/2003
Points
  5125

Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
29th August, 2007 at 18:05:41 -

If you make a kick ass fighting engine, we can look past the ripped graphics. It's just that typically 'round these parts, when people use ripped GFX it's because they spent a total of about 5 minutes making their game; which is to say, minimal effort.

 
Craps, I'm an old man!

ReiKGT



Registered
  09/08/2007
Points
  46
29th August, 2007 at 18:33:05 -

This is gonna be like 5 months of total work, minimum. If i can get down how to make basic characters, then i will emagine eventualy i could get anywhere between 50 and 500+ characters. I'm probably being very optimistic though, but what the heck!, I;m even planning on making my zombie game have 100 weapons!

I'm planning on editing and advancing on the style of characters from the Game boy color game Dragon Ball Z: Legendary Super Warriors.

Image Edited by the Author.

Image Edited by the Author.

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

-Vinny-



Registered
  12/01/2005
Points
  436
29th August, 2007 at 19:06:50 -

if you're going to rip graphics, it's best to make sure that everything fits well together; you won't want characters to be of different scale (not height) as that would really make things awkward for players!

 
Vinny

DaVince

This fool just HAD to have a custom rating

Registered
  04/09/2004
Points
  7998

Game of the Week WinnerClickzine StaffHas Donated, Thank You!Cardboard BoxDos Rules!
30th August, 2007 at 00:45:41 -


Originally Posted by ReiKGT
This is gonna be like 5 months of total work, minimum. If i can get down how to make basic characters, then i will emagine eventualy i could get anywhere between 50 and 500+ characters. I'm probably being very optimistic though, but what the heck!, I;m even planning on making my zombie game have 100 weapons!

I'm planning on editing and advancing on the style of characters from the Game boy color game Dragon Ball Z: Legendary Super Warriors.

Image Edited by the Author.

Image Edited by the Author.


Don't be too ambitious. Get the systems finished first, then worry about the characters (even 20 is enough, you can think of expanding further when you come that far).

Using a string to define the keys pressed for a combo sounds like a good idea. Just make sure the string resets when it doesn't match any of the possible combos so far. For example, pressing key 1, 2, 1 while the only possible combos are 1121, 112, 1111, 2111 or 221. Since the string right now is 121, which doesn't match any 3- or 4-key combo, it should reset to an empty string.

 
Old member (~2004-2007).

Fifth

Quadruped

Registered
  07/05/2003
Points
  5818

VIP MemberGOTW JULY 2010 WINNER!Kliktober Special Award TagGOTW HALLOWEEN 2011 WINNERPicture Me This Round 51 Winner!
30th August, 2007 at 01:33:04 -

Nah, you don't want to test combos like that. Then you risk breaking the string at an awkward point.
Just add the numbers to one end or another, and test that side using left$() or right$(). That way the combo is detected the moment it's completed, regardless of how many buttons you'd pushed before it.
And you'd also want something running to check how long it's been since the last button was pressed, so that you can clear the string when the delay gets high enough and ensure that the combos are done quickly enough.

 
Go Moon!

DaVince

This fool just HAD to have a custom rating

Registered
  04/09/2004
Points
  7998

Game of the Week WinnerClickzine StaffHas Donated, Thank You!Cardboard BoxDos Rules!
30th August, 2007 at 02:37:00 -


Originally Posted by Fifth
Nah, you don't want to test combos like that. Then you risk breaking the string at an awkward point.
Just add the numbers to one end or another, and test that side using left$() or right$(). That way the combo is detected the moment it's completed, regardless of how many buttons you'd pushed before it.
And you'd also want something running to check how long it's been since the last button was pressed, so that you can clear the string when the delay gets high enough and ensure that the combos are done quickly enough.


Yeah, you're right. Sometimes my logical thought is kinda broken.

 
Old member (~2004-2007).

Knudde (Shab)

Administrator
Crazy?

Registered
  31/01/2003
Points
  5125

Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
30th August, 2007 at 14:07:05 -

It's not broken, just French.

 
Craps, I'm an old man!

DaVince

This fool just HAD to have a custom rating

Registered
  04/09/2004
Points
  7998

Game of the Week WinnerClickzine StaffHas Donated, Thank You!Cardboard BoxDos Rules!
31st August, 2007 at 01:41:32 -

Qu'est-ce que?

 
Old member (~2004-2007).

ReiKGT



Registered
  09/08/2007
Points
  46
2nd September, 2007 at 16:36:25 -

I think i understand, i'll see if i can't rig up a "preveiw" where there would be no char select but you would be able to fight. That way you could tell me weather i did it right or not.

Noobish question: How would i use left$() or right$() to get the desired affect?
left$(1221) or right$(1221)?

Image Edited by the Author.

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.

Fifth

Quadruped

Registered
  07/05/2003
Points
  5818

VIP MemberGOTW JULY 2010 WINNER!Kliktober Special Award TagGOTW HALLOWEEN 2011 WINNERPicture Me This Round 51 Winner!
2nd September, 2007 at 18:36:32 -

It'd be like this:

Left$( "1221" , 3 )

To get the three characters on the left of the string.

 
Go Moon!

ReiKGT



Registered
  09/08/2007
Points
  46
2nd September, 2007 at 19:24:58 -

thanks, that should help a alot.

 
"last one left to die, please turn out the light."
The human child body template used in my avatar was made by Show Kaizer who can be found on rmxp.org forums.
   

Post Reply



 



Advertisement

Worth A Click