Loose's way of making his game is the correct one. I used my own approach -that's it: "first
working and then
improving"- in BB: BTROH (the first game in the series) just using pixel-perfect collision detection. This has the big disadvantage that
the whole "hit frame" can hit, that's it, if you throw a kick the
whole body can harm the opponent. Advantages? Mainly the fast implementation and very low memory requirements (you're saving the "body box" and the "hit box" tables). And since BB2: FFF is partially based on the previous engine... well, you can guess which method I'm currently using.
Yeah, yeah. That will be corrected soon... but using
another different technique. :wink: (Mainly trying to save memory; I'm already suspecting some possible unstability in the game due to memory issues)
And PJ... are you already
throwing the towel? :o What happened with the guy who claimed "The Best Fighting Game: Cobra!"?
C'mon! Memory isn't an excuse with that sprite size! Optimize your code,
mein freunde!
Look, the
saishuukanketsusen sprite, plus Kasumi, gives a bit more than 200x200 in sprite size. Just pick your calculator and see how many memory that move eats. Optimize your code, and try to use as many XMS / EMS memory as possible. And... well, everybody knows that I'm somewhat reluctant to post screenshots of BB2, but this time is special:
DON'T GIVE UP, PJ!
(and on a side note, stop double posts!)