Hi everybody, long time I don't post on this blog.
Actually the project is moving, the fighter is a work in progress and many other games/apps are in development phase.
We opened a new blog dedicated to all my (our) projects in development, so please keep on following me here:
http://appsandgamesdevelopment.blogspot.com/
kind regards
IC
The making of Fighting Game
Blog that describes the evolution of the coding for a Fighting game in Game Maker language 8.1.
Wednesday, September 4, 2013
Saturday, July 6, 2013
few days off but many news
I took some days off from the coding for a simple reason. We have been talking a lot with my business partner regarding the possibility to transform this experiment in a real production (now that we know it is kind of doable) and we have decided that we will work on it.
I will rewrite the code from zero making it better and more powerful, I didn't decide yet if I will stick with GML or I will develop it in C-XNA or similar: the fact is that whereas the main developing platform will be PC - Windows, we wanna make a version where is possible to play on mobile phones and, why not, XBOX and consoles...after few tests I noticed that GML in the studio version has got several issues for different platforms rather than windows, without counting the royalties very high that YOYO takes. Moreover it seems there is no chance, so far, to make the game run on mobile without their runner which is quite unprofessional on my eyes.
I will spend this weekend to study better the potential of XNA and I will take a decision next Monday.
Meanwhile we already bought a PC workstation for me to work on in (at our office), a green background studio+lights+HD camera which we have to go (this week probably) to take in Miami as all the stuff arrive.
Together with Filo we already wrote down the whole combination of the basic actions of the player and I have a line for the storyboard.
Keep you updated
I will rewrite the code from zero making it better and more powerful, I didn't decide yet if I will stick with GML or I will develop it in C-XNA or similar: the fact is that whereas the main developing platform will be PC - Windows, we wanna make a version where is possible to play on mobile phones and, why not, XBOX and consoles...after few tests I noticed that GML in the studio version has got several issues for different platforms rather than windows, without counting the royalties very high that YOYO takes. Moreover it seems there is no chance, so far, to make the game run on mobile without their runner which is quite unprofessional on my eyes.
I will spend this weekend to study better the potential of XNA and I will take a decision next Monday.
Meanwhile we already bought a PC workstation for me to work on in (at our office), a green background studio+lights+HD camera which we have to go (this week probably) to take in Miami as all the stuff arrive.
Together with Filo we already wrote down the whole combination of the basic actions of the player and I have a line for the storyboard.
Keep you updated
Monday, July 1, 2013
A lot of theory
Hi everybody. Today I didn't write one line of code...before you say I'm a lazy bastard (:P am I?) wait a second...
I spent the whole day in a meeting with my business partner Filo (he's taking care more about the web developing area of our company) to define all the main actions of the players, new ideas and how to go further.
We actually defined on paper the complete set of punches, kicks and defenses and the combinations of keys needed to perform them considering the future utilization of joystick/pad or phone devices (which won't allow opposite direction keys as the keyboard does).
More over we faced, now that the engine seems possible to realize and it works so far,the fact we need some gears to work on the sprites and on the advanced graphics. We might fly soon to Miami to buy some green screen set and a proper digital camera.
Bad news (but predictable) is that now that we have decided to go seriously on the project with a lot of new things planned I might rewrite the whole code from zero but with better structure. Soon I will restart.
I spent the whole day in a meeting with my business partner Filo (he's taking care more about the web developing area of our company) to define all the main actions of the players, new ideas and how to go further.
We actually defined on paper the complete set of punches, kicks and defenses and the combinations of keys needed to perform them considering the future utilization of joystick/pad or phone devices (which won't allow opposite direction keys as the keyboard does).
More over we faced, now that the engine seems possible to realize and it works so far,the fact we need some gears to work on the sprites and on the advanced graphics. We might fly soon to Miami to buy some green screen set and a proper digital camera.
Bad news (but predictable) is that now that we have decided to go seriously on the project with a lot of new things planned I might rewrite the whole code from zero but with better structure. Soon I will restart.
Sunday, June 30, 2013
First real punch
I've been studying and testing for a while and I came out with a solution for the interaction (such as I give the punch and the opponent gets the hit). It will be a huge amount of code, if I stick on this solution, but it will be very precise. I tried to use the native functions for the collisions but they ain't work well because we are, anyway, in a 3D environment.
So I have to list all the combinations of action between the 2 players and determine what is what for each one when, obviously, the 2 players are close enough to each others.
At the moment I'm using the opponent as a sparring partner. I managed to do the first interaction which is the normal frontal punch (Z key) and a normal "got hit" animation. Moreover I added a kind of spark animation between the punch and the body which indicates the hit is given. I added also two different sounds: one from the opponent that gets hit and the other the normal sound of the hitting punch.
Here the screenshot of the first real given punch.
Uploading the screenshot I noticed the shadow of the challenger is slightly shifted to the left. Fixed just now.
So I have to list all the combinations of action between the 2 players and determine what is what for each one when, obviously, the 2 players are close enough to each others.
At the moment I'm using the opponent as a sparring partner. I managed to do the first interaction which is the normal frontal punch (Z key) and a normal "got hit" animation. Moreover I added a kind of spark animation between the punch and the body which indicates the hit is given. I added also two different sounds: one from the opponent that gets hit and the other the normal sound of the hitting punch.
Here the screenshot of the first real given punch.
Uploading the screenshot I noticed the shadow of the challenger is slightly shifted to the left. Fixed just now.
Sunday time
Happy Sunday to everyone. I started this Sunday (I can't go out yet due to a local virus I've got) watching the F1 GP of Silverstone (great final part of the race) and relaxing a bit. Then I started coding again using as background music a compilation of Chris Hulsbeck (an great video game composer since the C64) which is very motivating.
I corrected several minor bugs and a little glitch which was making an animation flickering a bit. Now is nice and fluid. With a little trick and just 2 lines of code I now the shadow when jumping moves backward giving a very realistic effect. The shadow itself going backward goes also smaller (prospective) automatically because drawn in a 3d environment.
Now it is time to start to study the collisions.
I corrected several minor bugs and a little glitch which was making an animation flickering a bit. Now is nice and fluid. With a little trick and just 2 lines of code I now the shadow when jumping moves backward giving a very realistic effect. The shadow itself going backward goes also smaller (prospective) automatically because drawn in a 3d environment.
Now it is time to start to study the collisions.
Saturday, June 29, 2013
Flipping sprites commands and shadows!
Took me something like 5 hours of deep study and coding but we have the flipping sprites once they cross each others.
Making the visual flipping haven't been that hard but it took so much time to make all the routine to invert the commands (the action you normally do with punch+left for example now is done with punch+right) and to retouch all the code of the shadows that actually have to flip too! Fortunately thanks to a little trick I didn't have to use another set of sprites (same mirrored) but the same ones saving a lot of memory.
Now, finally, starts the interaction with the other bad guy which will be for very long time (till the AI will be developed - final step) just a sparring partner :D
Making the visual flipping haven't been that hard but it took so much time to make all the routine to invert the commands (the action you normally do with punch+left for example now is done with punch+right) and to retouch all the code of the shadows that actually have to flip too! Fortunately thanks to a little trick I didn't have to use another set of sprites (same mirrored) but the same ones saving a lot of memory.
Now, finally, starts the interaction with the other bad guy which will be for very long time (till the AI will be developed - final step) just a sparring partner :D
Point of the situation so far
Ok in this exact moment we have 2 players on the screen, one just there (your opponent) but animated in standing position and with his own shadow. The other is your character controllable with the keyboard, with a good range of actions (not complete yet) and his own shadow. Animated background and 3D environment with lateral scrolling (parallax effect of the combat floor) and vertical scrolling when jumping.
So far so good.
From the picture you can see the presence of the 2nd character and the brand new shadow system.
Before to make the two opponents interact I need to make the routine that swap the players (and the controls) once they cross each others. I don't really know how to do it and how is realized in other games so i will start to study and analyze some other fighting games.
So far so good.
From the picture you can see the presence of the 2nd character and the brand new shadow system.
Before to make the two opponents interact I need to make the routine that swap the players (and the controls) once they cross each others. I don't really know how to do it and how is realized in other games so i will start to study and analyze some other fighting games.
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