[gameprogrammer] RES: Re: MK Game
- From: "Edilson \"Dirso\" Vasconcelos de Melo Junior" <dirso@xxxxxxxxxxxxxxxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Thu, 10 Jan 2008 00:41:01 -0200
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@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] Em nome de Charlie Lobo
Enviada em: quinta-feira, 10 de janeiro de 2008 00:10
Para: gameprogrammer@xxxxxxxxxxxxx
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@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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