- Joined
- Jan 1, 2014
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- 655
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- Age
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- Houston, TX
- Steam
- EVoDRAgQUEEn (If a Skullgirls Sequel comes out)
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- FASTERLANED
EDIT: I've been thinking furiously for months what to do with this thread. It's extremely useful for anyone who wants to learn programming, how to program games, talk about programming. Anything goes because I could not come up with a different subject for this thread. However, as time went by, I've recently learnt that programming and coding was the foundation to any game, and if anything needed to be stressed, it's programming because one small mistake can turn into a headache quickly if you don't program your game correctly. With that in mind, I've decided to fully alter the focus of the thread to programming, coding, computer science, and anything related.
The original point of this thread is down below.
The original point of this thread is down below.
First, my story:
I never, ever had plans to make a fighting games before I saw Skullgirls. It never even crossed my mind. I was, however, having an inter-debatacal as to whether make a manga or make a videogame. I thought about making a game a bit similar to Suda51 titles, with their really wacky stories and everything, but I continued to wonder if I should do manga or game first. When I saw Skullgirls, I was amazed with the art and the fighters' animation and everything, so it didn't take me far too long to make my decision, so I did some on-paper concepts since I can't draw at the level I want yet. However, I don't completely understand fighting games!
My problem is that I don't really know how fighting games really work. So, in conjunction with this thread made by @jam1220, plus the insurgence of fighting games(most failed) on KS or IGG, I decided to make a thread of my own about how to make fighting games. However, this thread will not be about what exactly I'm making or what anyone else is making, just about developing fighting games in general. We don't have to just discuss fighting games and their development itself, but also things like animations and KSs or IGGs(if you should use them at all, putting out a compelling demo, building merit beforehand, showing you actually understand what you are building).
What I have learned from playing and studying both Skullgirls and MvC3: Either ratio life bars or give them all the exact same amount of life in order to increase the chances of a balanced game(Street Fighter 3 and maybe other SFs are guilty of doing the opposite, maybe all Capcom fighting games in fact)
I do, in fact, need to learn how to program and code in order to make any game, considering I want to do it all without help, so college will help out with that. Even still, I would need help learning how to use certain programs that I want to use or come across, so asking for help on how to work it wouldn't hurt...
I have, throughout time, learned that making any fighting game, hand-drawn or 3D, is very expensive to produce, so anyone making a fighting game remember that its very long and expensive to make.
Lastly, I should mention an experiment I'm trying: to help have meaningful conversation, I will be presenting a specific subject to talk about and when a conclusion is came to or the problem is solved, then I will signal to move on to the next topic. But remember, this is EXPERIMENTAL!
So, with all this said, I want to start with: The actual designing of animations, like the getting hit, attacking, crouching, etc.,...
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I know how important the animation is in any fighting game. You have to make the damage you see feel believable and look authentic because it is, make everything connect in a natural, yet fluid way. But am I missing anything?
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