[gameprogrammer] Re: RES: Re: MK Game
- From: "Charlie Lobo" <charlie.lobo@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 10 Jan 2008 19:16:09 -0600
I have never seen the source-code for that game, the link is the creator's
website, so I don't think it's available. Maybe if you ask? I also think
it's a tailor made engine (using DirectX or OpenGL directly), quite common
on the demo-scene, how else do you get something like that into 96k?
On Jan 10, 2008 3:38 PM, natdaddy senn <natdaddy1230@xxxxxxxxx> wrote:
> the link to the game below what game engine was that made with and is the
> source code available
>
>
> *"Edilson \"Dirso\" Vasconcelos de Melo Junior" <
> dirso@xxxxxxxxxxxxxxxxxxxx>* wrote:
>
> 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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- Follow-Ups:
- [gameprogrammer] Re: RES: Re: MK Game
- From: Roger D. Vargas
- References:
- [gameprogrammer] RES: Re: MK Game
- From: Edilson \"Dirso\" Vasconcelos de Melo Junior
- [gameprogrammer] Re: RES: Re: MK Game
- From: natdaddy senn
Other related posts:
- » [gameprogrammer] RES: Re: MK Game
- » [gameprogrammer] Re: RES: Re: MK Game
- » [gameprogrammer] Re: RES: Re: MK Game
- » [gameprogrammer] Re: RES: Re: MK Game
- » [gameprogrammer] Re: RES: Re: MK Game
- [gameprogrammer] Re: RES: Re: MK Game
- From: Roger D. Vargas
- [gameprogrammer] RES: Re: MK Game
- From: Edilson \"Dirso\" Vasconcelos de Melo Junior
- [gameprogrammer] Re: RES: Re: MK Game
- From: natdaddy senn