[gameprogrammer] Re: MK Game
- From: "Charlie Lobo" <charlie.lobo@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 9 Jan 2008 20:09:31 -0600
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@xxxxxxxxxxxxxxxxxxxx> 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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