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[gameprogrammer] Re: RES: Re: MK Game



the link to the game below what game engine was that made with and is the source code available

"Edilson \"Dirso\" Vasconcelos de Melo Junior" <dirso@e-challengegames.com> wrote:
Yeah, the link you sent to me was exactly how I was imagening my game would be. Funny and sad...
I was really thinking about not use any serious physics, just animations and collision checks (as you told).
 
Thanks,
Dirso
 

De: gameprogrammer-bounce@freelists.org [mailto:gameprogrammer-bounce@freelists.org] Em nome de Charlie Lobo
Enviada em: quinta-feira, 10 de janeiro de 2008 00:10
Para: gameprogrammer@freelists.org
Assunto: [gameprogrammer] Re: MK Game
 
You are right on the ragdoll physics game, though maybe just trying to stand up makes a fun game!
http://web.t-online.hu/archee83/sumotori/

Most figthing games are made like you would with Mugen or anything of the sorts:
1. You have a bunch of models/animations and within those animations you mark certain parts as either "offensive" "defended" or "exposed"
2. You do simple colision checks on those areas
3. Depending on the move is how much damage is done when a hit happens, or if defended areas are ignored or not, etc.

You can add physics to this (when characters are thrown into the air you could have them be simple ragdolls). Has this answered your question?
On Jan 9, 2008 6:55 PM, Edilson Dirso Vasconcelos de Melo Junior <dirso@e-challengegames.com> wrote:
Hi,
 
I already tried to send this message before, I'm not sure why several of my messages don't arrive to the list. Here is my problem:
 
Did any of you has ever make a fighting game (like mortal kombat)? I was thinking about using physics ragdoll, but I personally think it's a lot of work to keep them standing and even so making their falls real/smoth. Any ideas? How to deal with the holding moves?
 
Thanks a lot,
Dirso
 


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