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Fighter Game...In theory

I remember watching this video about how George Brussard and Scott Miller wanted to make a Duke Nukem that was supremely perfect. It died. Ironically, the only game series to actually do this was the WarioWare series. Where's the irony? They got all of those games into one tiny cartridge. The point is: don't feel inferior, but don't lose your humbleness either. Humbleness is time and money. You could dedicate yourself in a franchise, but don't ever get a huge head.
 
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Are you deciding whether to make a fighting game or RPG? If you're making an FG, then I propose a non-wall fighting game that has maybe the opposite of a fisheye view. Like Sonic Xtreme but the opposite way around.
sonicthingy.png
 
Fürst Pückler seeing how so many people wanna talk about him I left him uncolored to see what color scheme people have in mind

Awesome!

I wonder who came up with that name, it’s amazing! ;D

Okay, something productive now: For the color scheme, you could continue the ice cream-theme and only color him in these 3 colors:

Fuerst_Pueckler_Art_Detail_1.jpg


Because that’s Fürst Pückler ice cream: Strawberry (Red), Vanilla (Yellow) and Chocolate (Brown).

I would use these for the body colors, his gloves and some small areas I would still color different for contrast. Or you know: After you’ve down the render/stand model, you could leave it black & white, post it here and let others color it in, than take the best one. It’s a group project, isn’t it? Let us do some work too.
 
Are you deciding whether to make a fighting game or RPG? If you're making an FG, then I propose a non-wall fighting game that has maybe the opposite of a fisheye view. Like Sonic Xtreme but the opposite way around.
umm...you mean like tekken? Oh wait i think I know what you're saying you want it like that example mike z showed us what he can do with the skullgirls engine


so you think it should be 2d fighter visually but play like a 3d fighter? Is that a thing that can be done?

Because that’s Fürst Pückler ice cream: Strawberry (Red), Vanilla (Yellow) and Chocolate (Brown).

I would use these for the body colors, his gloves and some small areas I would still color different for contrast. Or you know: After you’ve down the render/stand model, you could leave it black & white, post it here and let others color it in, than take the best one. It’s a group project, isn’t it? Let us do some work too.

M'kay so I should do fake models for them now, so since it's a group thing what kinda art style are we looking for? Already said how I want them to look but what about the rest of you guys. (copying others art style isn't that difficult for me)
 
umm...you mean like tekken? Oh wait i think I know what you're saying you want it like that example mike z showed us what he can do with the skullgirls engine


so you think it should be 2d fighter visually but play like a 3d fighter? Is that a thing that can be done?
I was thinking like a 2D fighter, but simply without walls like not having no wall bounces or corner combos, which sounds like a risky design.
 
I was thinking like a 2D fighter, but simply without walls like not having no wall bounces or corner combos, which sounds like a risky design.
so an endless stage? I don't think anyone could do that. I mean all stages in a fighter game has to end at some point. Plus if it was endless that would be alot of art to do for a background artist
 
That's where the whole fisheye idea came from, but that was honestly dumb. I meant a stage that was circular but never ending. You wouldn't have to draw endless art, but can you visualize what i'm describing.
 
It's IS like tekken, but without side steps so it's still 2D, the characters would just move in a big circle.
 
upload_2014-3-28_19-12-37.png

This is what I mean.
 
butt wouldn't it make more sense for it to be bigger in the middle and smaller the further you get
 
butt wouldn't it make more sense for it to be bigger in the middle and smaller the further you get
It's supposed to be more like a panoramic but in a style where the ends of a panorama is distorted but then the view in the middle is less distorted.
 
So when you back off/ walk back it makes things a bit harder to see? Is that what you're going for?
 
I don't even know anymore! I guess maybe you might actually be right about the whole "bigger image on the inside" thing.

Also, take this lesson from Skullgirls I made up that's somehow very true: If you automatically give your characters ratios and the same exact one-v-one, two-v-two, and three-v-three life span, then the game is very balanced already. What UMvC3 is doing is a mistake!
 
This is what I mean.
I can see what you mean pretty clearly, but I don't like it very much. It's just kind of taking part of the depth out of the game.
(Although it would look WAY better if you went for a pseudo-mario galaxy thing.)
 
vanilla idle.png
Here's a draft of Vanilla's stance. It's pretty much just main character breathing standard idle. He's suppose to be holding handcuffs in his hand but I didn't put in any details yet (when it's animated the chain would dangle a bit).

I wanna make a color map but I'm not too sure how to go about it. How does one normally go about making a color map? Like is there certain colors you can use together? Or as long as they're different it don't matter?
 
I thought you were making an RPG. are you making a fighting rpg? ohhh shit....
 
no I am making an rpg unrelated to this elsewhere, what we are doing here is a hypothetical fighter game
 
what if there was a RPG fighter? Sounds like a lot of time and resources.
 
sounds like Dragon crown to me

vanilla.png
anyways here something a little better than before
 
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Nice color mapping! Is it okay for me to show my fighting game concepts here?
 
Is it okay for me to show my fighting game concepts here?


It's a hypothetical fighter game making discussion thread and this is hypothetical concept art I just posted for it. It's purpose is to give examples how concept art should be look and or done and as well as how it should be corrected should there be anything that need correcting. So sure go ahead
 
Here are my riskiest designs, however, I don't have drawings yet.
Cholo Guy w/ Bulletproof Clothes

Fighting Style: Rushdown, Dynamic-Counter, Armor

Mechanic: This Cholo guy has the heavy bulletproof clothes, the wits, the strongman strength, and the iron lungs to survive the dangerous grasp of the streets all with the sternness and street smarts the 2-bit thugs and crooks don't have. His bulletproof clothes protect him from projectiles and explosions, he can run though projectiles for a few hits, and his clothes can also protect him from physical attacks but he still gets chip damage; all of the protection from hits may either come naturally or parrying all of these attacks. His strongman size may give him a large hit box and he may have him dash slowly, but his strength--combined with his heavy, yet easily manageable bulletproof wear--will also give him weight advantages like slamming his weight forward rather quickly, and, even if the armor he wears is heavy, he can make quick jabs into slow, painful beatdowns. The replacement of his organic lungs to his iron lungs may have made him heavier, but he decides to make his new strong lungs his strength. He may use his lungs to propel some of his attacks, make him drop down on his opponents, and could even strengthen the intensity of his supers or change them entirely. The sub-mechanic of his iron lungs have a special meter that fills up as his right lung fills up with air and blows out with force behind it to make attacks more powerful and is cancelable for new chains, even in the air.

Inspirations: Q(SF3: Third Strike), Cholos, strongmen, Double, Cerebella, and Painwheel(Skullgirls)

Animal: Dolphin(a certain kind)
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Siberian Husky Sniper

Fighting style: Balanced, Status-Freeze, Zoning-Sniper, Trapper, Bombardment, Lock-On

Mechanic: This Husky sniper uses a long anti-tank rifle with a hockey stick attachment on the butt, two scopes that change the nature of his shooting style/the temperature of the bullets, his ice skates which he can walk on dry ground with, his personal hockey pucks that lines the ground with nitrogen, and the guts, glory and saltiness to beat his opponent down whenever he gets close enough. His anti-tank rifle is long enough to beat someone with at mid-range and he also uses the butt of his rifle to hit hockey pucks and any speed he wants. His rifle has two different scopes which determine the bullets he uses: his more normal scope can lock-on to the opponent with enough force to make them juggle in the air; his thermal scope shoots the opponent with an icy bullet that causes the nitrogen to last longer while hitting the opponent. He will be ready to rushdown on the opponent with his aggressive hockey fighting style including making his opponent fall on the floor and slamming the opponent into the corner hard enough for them to bounce back towards him. The nitrogen as mentioned before makes the floor temporarily slippery to where the opponent can barely move and the husky himself can move much better than before.

Inspirations: Exile (Road Rovers), Simo Hayha (real life sniper), Hockey, Xigbar(Kingdom Hearts 2), Black Baron(Sly 3: Honor Amongst Thieves)

Animal: Siberian Husky
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Pyrotechnic Wolf with Compound Bow and Bowunition

Fighting style: Zoning-Sniper

Mechanic: This pyrotechnic fights with a strong, powerful compound bow with his personally coined: Bowunition. His Bowunition includes six-bullet arrows--shoots six mini bullets inside the main bullet before shooting the final bullet, fireworks--arrows with a short range but a wide explosion in the air, grenade arrows--, gyroscopic arrow-bolts--has a steady uprising path, dynamite arrow-bolts--quick precision bolts which also have timed explosions, meteor arrows--causes other magnetic energy based arrows to follow its path, archers--arrows that shoot in an arching path, missile arrows--they follow the opponent around with multiple warheads, shockwave arrows--arrows that causes the opponent to launch upwards, charging electric arrows--arrows that charge up before being shot, and his Swiss arrow--the only arrow he mid screen attacks with and throws on a string. His sniping normals can chain into combos from afar, but they can't do well without being at least midscreen.

Inspirations: Ibuki (3rd Strike), creativity (ME!), League of Legends, Jon Talbain (Darkstalkers series)

Animal: Wolf
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Fake Knife-Wielding Bulldog Bounty Hunter

Fighting style: Dynamic-Status, Possible Stance, Minor Rushdown, Minor Zoning and Trapper

Mechanic: He's the fake Knife-Wielding Bulldog Bounty Hunter only by name; everything else is fair game. He fights with a sword laced with electricity and different types of medicines, a Thompson submachine gun with liquid chemical bullets which all are flammable and causes different status effects. The big, grey bulldog in the room: He has no supers! Because he won't have supers mean he won't have delayed hyper combos into or out of himself. However, since he's super-less, he will have more pronounced normals and specials like shooting chemicals at the ground and setting them on fire for different types of status effects. One status effect may have the effects of nitrogen that causes delayed motions; an antidote that causes a life loss status; a blood transfusion that causes meter to be traded; muscle relaxant that causes the opponents to have less hitstun in their attacks.

Inspirations: Doppelgangers, mobsters, Valentine(Skullgirls), Doctors, hand-washing,

Animal: English Bulldog
They don't have names yet, so yeah.
 
the kidz I reach said said:
yes you colored map, now make colors

vanilla idle.png
kay here my color (wonder what other colors people had in mind)
 
nmh2-new-destroyman.jpg
Can you do destroy man pls? I would but I don't have any adobe software.
 
no I just used paint.net (it's free)
 
When I get my own computer, I'll definitely be doing colors of my own as well. This is a school-issued computer I use, so I can't download anything. And thank you so much for the colors.:PUN:
 
Oh wait! since this is going to be just a theory game anyways. Why not have palettes be gender palettes? Same character same gameplay same colors just on the character if they were the other gender. Someone said more waifu and you guys Furst being a woman talk. I could redraw them as other gender
 
You really know how to keep a thread on topic! Do you mean have the same characters with the same art style but have their paletes based on female characters for men and vice versa? And what engine are you planning to use? Nudge-nudge... Wink-wink!
EDIT: When making a fighting game, come up with groundbreaking, original stuff! Something nobody has seen before. For example, Squigly's stage control has never been implemented in a single fighting game, so her playstyle is very groundbreaking.
 
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more like sit back and watch scrubs cry for character buffs/nerfs.
What would you do in the situation of what's above?
Like Mike Z, I would want to look at the situation, test it out with others, and assess the situation. Someone from the Labs said they would wait a year than see what balances they needed. SF4 changed the balance only after a couple of weeks, and things just got worse.
 
You really know how to keep a thread on topic! Do you mean have the same characters with the same art style but have their paletes based on female characters for men and vice versa? And what engine are you planning to use? Nudge-nudge... Wink-wink!
EDIT: When making a fighting game, come up with groundbreaking, original stuff! Something nobody has seen before. For example, Squigly's stage control has never been implemented in a single fighting game, so her playstyle is very groundbreaking.

to answer the questions
1 make two versions of the characters male and female. they work the same just people have the option of playing as male or female. kinda like the Noel alternative outfit option
2 That is a good question.HEY skullheart if you were to make a fighter game what game engine would you recommend using or would you make your own
3 only selling point right now is it's 2d tekken with a rule63 option...anyone got any more things they'd want
 
to answer the questions
1 make two versions of the characters male and female. they work the same just people have the option of playing as male or female. kinda like the Noel alternative outfit option
2 That is a good question.HEY skullheart if you were to make a fighter game what game engine would you recommend using or would you make your own
3 only selling point right now is it's 2d tekken with a rule63 option...anyone got any more things they'd want
1 and 3: I think it's too expensive to make rule63 versions of every character whether you're using 3D or drawn models, unless you're ambitious.
2: I have always thought of one day buying the use of the Z-engine, but I actually think talking about the engine in this context was taboo in Skullheart so I usually kept it to myself.
 
I think it's too expensive to make rule63 versions of every character whether you're using 3D or drawn models

ok then let's talk cost then how much should you pay a animator for a video game 2d and 3d prices if there is any difference
 
Furst idle.png
Fürst Pückler Idle. Size wise he's a pretty big guy (he's a dinosaur after all) so I position him a bit different. in this position he is visually the same size as vanilla but when he moves he'll be larger

You all be grateful I got killed by a bunch Deviljhos to get the inspiration for this idle
why didn't you just google deviljho if you needed inspiration
because shut up maybe I just do things difficulty
 
1 and 3: I think it's too expensive to make rule63 versions of every character whether you're using 3D or drawn models, unless you're ambitious.
Well for one, who says they have to play the same? They could just be separate and distinct characters that play into a gender bender theme. At that point the only restriction it gives you is that you have an even number of characters.
Secondly, you can totally do that, rpg's do it all the time. For a good example, look at DFO; they have male and female versions of every class at this point, and each class has more animations than your average fighting game character does. In fact, if it's in 3d it's kind of easy since you only have to tweak the animations. I wouldn't recommend it for a low budget game, but it's definitely doable.
Third of all, what fighting game isn't either 3d or drawn?
 
what fighting game isn't either 3d or drawn?
The one in your heart

Well for one, who says they have to play the same? They could just be separate and distinct characters that play into a gender bender theme.
So you wouldn't want a gender swap option and rather just have more characters instead?
 
So you wouldn't want a gender swap option and rather just have more characters instead?
If you're working on a budget, it's certainly an option. It keeps the gender swap idea without spending twice as much on every character.
 
To be frank:
I think it would be an honest waste of time and resources to make gender bender characters just to have gender bending characters. However, I think I would be more interested if there was a legit reason behind this like an alternate universe where this happens or maybe different playstyles. Don't give up hope, though! This sound like a good idea, it just needs to ba carried out correctly and rather delicately.