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Writing Fightin Game aligorithms and AI
#11
I did a maze where I actually got little charecters moving across the maze. And I made it so they couldn't go through the walls and when u reached the end the next puzzle loaded. You could also choose between a girl charecter and a boy one.

Granted it was extremly simple. I think I got past the first step and I really really want to do this as my final project at school. Please help me achieve my goal.
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From Problem to Solution - We take the shortest distance
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#12
Quote:
Piptol Wrote:1) Each move should have both a damage rating and a priority rating. So when fighters hit each other at the same time, higher priority wins (eg. dragon punch in SF would be priority 10). This allow you to have damaging moves which can be easily stopped by eg. a well timed jab

Priorities? Doesn't that instantly render low-priority moves as worthless?
Not really, because you can balance it with other factors like move recovery time, speed of execution, range etc. A lot of 2D fighting games use this in combination with the other method you describe, to decide what happens 2 'attacking parts' connect. See how easily Dhalsim's stretchy punches are stopped by a ryu jab, for instance Smile

Quote:I did a maze where I actually got little charecters moving across the maze. And I made it so they couldn't go through the walls and when u reached the end the next puzzle loaded. You could also choose between a girl charecter and a boy one.

Hmm it's quite a big jump to a fully fledged sprite-based fighting game. If you're determined to go ahead, get started following the advice in the other thread like wiz says. Then we can help you with specific issues as they crop up.
In a world without walls and doors, who needs Windows and Gates?
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#13
thank you
·····································LINEAR INC·····································
Ø-----------------------------------------------------------------------O
From Problem to Solution - We take the shortest distance
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