Fighting Galaxy ver.2.0 demo
by Sgfreeman · 10/08/2013 (3:30 pm) · 10 comments
Updated: 21/8/2014
Hi guys,
It's been a while no update status of my game. The above video is the new look of my game.
It now has the following function:
[Updated funchtion]
1. Enlarge map: Different area have enemy guard & boss. The last boss live in the Sky Land which
need a method to enter.
2. Some major area will auto play the background music when player enter the trigger.
3. Player team AI will follow player when he saw the player, he will follow player everywhere until die.
4. One sport Car was added.
5. Houses now have doors & player may need a key to enter if it's locked.
6. New Characters: Maco, GreenBot(By Garagegames) & Dante!(By DMC)
7. More weapons, sounds, particles, explosion was added.
8. More melee tech.: Martial art x 4, Sword x 4, Energy fire x 2(Power up after breakthrough!) & air-dash.
9. Improved system: Many .cs was updated.
[Questions]
I still not figure out how to modify .cpp, so many main methods of a fighting game is missing...
1. 3rd person free camera & camera adjustment.
2. Auto-aim.
3. True fighting judgement & impulse.(Now is fake: raycast impulse / radiusDamage)
4. Stop player's movement when melee fire.
5. Animation according to player status.(e.g.: Down & Recovery according to animation timeline)
6. Pause game & play cut scene or animation.
7. Player can fly.(Now just impulse in the air)
These are the main function codes that I die for.. Hope any guys can tell me or show me some useful threads.
Many thanks!
==================================================================
My first torque3d game. I added some fighting elements into it to make it like a fighting game. The character can use origin weapons ,melee attacks, sword...
In fact, I just started learn Maya and torque3d for half years only. All things were make by myself only. Drive me crazy to finding sources in blogs. However, it's interest to make my ideas come true.
My ideas most base on game: Northern Fist and DragonballZ. Still want to add more to make it more exciting. However, I'm not a pragrammer, many things are limited. Anyway, just want to share for fun!
If someone are interest join me to develop this, please let me know. It would be great~! Thanks!
Hi guys,
It's been a while no update status of my game. The above video is the new look of my game.
It now has the following function:
[Updated funchtion]
1. Enlarge map: Different area have enemy guard & boss. The last boss live in the Sky Land which
need a method to enter.
2. Some major area will auto play the background music when player enter the trigger.
3. Player team AI will follow player when he saw the player, he will follow player everywhere until die.
4. One sport Car was added.
5. Houses now have doors & player may need a key to enter if it's locked.
6. New Characters: Maco, GreenBot(By Garagegames) & Dante!(By DMC)
7. More weapons, sounds, particles, explosion was added.
8. More melee tech.: Martial art x 4, Sword x 4, Energy fire x 2(Power up after breakthrough!) & air-dash.
9. Improved system: Many .cs was updated.
[Questions]
I still not figure out how to modify .cpp, so many main methods of a fighting game is missing...
1. 3rd person free camera & camera adjustment.
2. Auto-aim.
3. True fighting judgement & impulse.(Now is fake: raycast impulse / radiusDamage)
4. Stop player's movement when melee fire.
5. Animation according to player status.(e.g.: Down & Recovery according to animation timeline)
6. Pause game & play cut scene or animation.
7. Player can fly.(Now just impulse in the air)
These are the main function codes that I die for.. Hope any guys can tell me or show me some useful threads.
Many thanks!
==================================================================
My first torque3d game. I added some fighting elements into it to make it like a fighting game. The character can use origin weapons ,melee attacks, sword...
In fact, I just started learn Maya and torque3d for half years only. All things were make by myself only. Drive me crazy to finding sources in blogs. However, it's interest to make my ideas come true.
My ideas most base on game: Northern Fist and DragonballZ. Still want to add more to make it more exciting. However, I'm not a pragrammer, many things are limited. Anyway, just want to share for fun!
If someone are interest join me to develop this, please let me know. It would be great~! Thanks!
About the author
#2
Maybe worth a look if you haven't seen it.
Bid for power:
www.moddb.com/mods/bid-for-power
It is also good to see fighting in T3D, looks like a good start.
Shame it is hard to record the video at full speed.
10/08/2013 (3:47 pm)
Yeah its good to see something very different being done. Looks good. I remember a mod for Quake 3 Arena that was based on Dragon Ball Z, and it was fun but had to change its characters etc very quickly.Maybe worth a look if you haven't seen it.
Bid for power:
www.moddb.com/mods/bid-for-power
It is also good to see fighting in T3D, looks like a good start.
Shame it is hard to record the video at full speed.
#3
and nice to see something refreshing like this in T3D
10/08/2013 (3:59 pm)
Great stuff thereand nice to see something refreshing like this in T3D
Quote:..I'm not a pragrammerArtists seem to be better Programmers^^
#4
10/08/2013 (5:11 pm)
Haha I was about to comment that it reminded me a lot of DBZ! Very cool, and nice work so far! I reckon it'd be great to see some sort of lock-on.
#5
I like the idea but, you are an artist. Why not expand on the animations and the art a bit? You have a solid basis for a game here and all it needs is some 'artist' polish. I know you have not been at this long and it seems like the game has some good elements. What are your plans to move it 'to the next level?'.
Please don't take this personally, I am just really interested to see where you could take this good and 'new' concept for a T3D game. Your game stuff is good but the backgrounds are a bit lackluster. The fighting has less than stellar visual context. What are your ideas for making this a visual striking fighting game? I am thinking along the lines of Devil May Cry or games like that.... it seems the potential is there I would just LOVE to see it happen.
Ron
10/08/2013 (8:33 pm)
Sgfreeman,I like the idea but, you are an artist. Why not expand on the animations and the art a bit? You have a solid basis for a game here and all it needs is some 'artist' polish. I know you have not been at this long and it seems like the game has some good elements. What are your plans to move it 'to the next level?'.
Please don't take this personally, I am just really interested to see where you could take this good and 'new' concept for a T3D game. Your game stuff is good but the backgrounds are a bit lackluster. The fighting has less than stellar visual context. What are your ideas for making this a visual striking fighting game? I am thinking along the lines of Devil May Cry or games like that.... it seems the potential is there I would just LOVE to see it happen.
Ron
#6
To make it more like a game, still got huge of program problems need to be solved like: Free rotate movement, lock-on system, client side ai id, switch mode between melee/shooting, override default animation, make the player fly... (Anybody help?? T_T)
I hope can solve the above problems soon. After that, I think I can put my afford on my 3d art ,animation & game story finallly... sigh~
10/08/2013 (10:41 pm)
Thanks for all of your comments first. Well, it's hard to acting both artist & programmer at the same time. As I want to have some fun first, so all 3d models just at a prototype level for now.To make it more like a game, still got huge of program problems need to be solved like: Free rotate movement, lock-on system, client side ai id, switch mode between melee/shooting, override default animation, make the player fly... (Anybody help?? T_T)
I hope can solve the above problems soon. After that, I think I can put my afford on my 3d art ,animation & game story finallly... sigh~
#7
Also the game looks really cool! I hope you make a full game out of this!
10/09/2013 (2:40 am)
Do you use AFX or have you rolled your own combat system? ;)Also the game looks really cool! I hope you make a full game out of this!
#8
Raycast + applyimpulse or radius damage / Select case or If then else... Not real detect collision, hit box method.
Just make it looks like fighting only. Have fun!
10/09/2013 (8:22 am)
haha... AFX is a cool system. Can't compare with it! I just search > copy > paste & modify. Method was simple & stupid too. As I don't know much about programming, So I simply use:Raycast + applyimpulse or radius damage / Select case or If then else... Not real detect collision, hit box method.
{function MeleeImage::Melee_Attack(%this, %obj, %combo, %move, %power, %Attack_Time)
{
switch(%combo)
{
case 0: // Punch
%obj.setActionThread("Punch");
%move = 1400;
%power = 1500;
%Attack_Time = 300;
%this.schedule(100, "Melee_Crash", %obj, 100);
%this.schedule(200, "Melee_Crash", %obj, 100);
%this.schedule(%Attack_Time, "Melee_Crash", %obj, %power);
case 1: // Fly_Kick
%obj.setActionThread("Fly_Kick");
%move = 3500;
%power = 8000;
%Attack_Time = 400;
%this.schedule(100, "Melee_Crash", %obj, %power);
%this.schedule(%Attack_Time, "Melee_Crash", %obj, %power);
case 2: // Fly_Punch
%obj.setActionThread("Fly_Punch");
%move = 1500;
%power = 4000;
%Attack_Time = 300;
%this.schedule(%Attack_Time, "Melee_Crash", %obj, %power);
case 3: // Fly_Push
%obj.setActionThread("Fly_Push");
%move = 3600;
%power = 9000;
%Attack_Time = 500;
%this.schedule(0, "Melee_Crash", %obj, %power);
%this.schedule(%Attack_Time, "Melee_Crash", %obj, %power);
case 4: // Air combo
%obj.setActionThread("ExploKick");
%move = 1400;
%this.schedule(200, "Air_combo", %obj, %move);
%this.schedule(400, "Air_combo", %obj, %move);
}
%eyeVec = %obj.getEyeVector();
%startPos = %obj.getEyePoint();
%endPos = VectorAdd(%startPos, VectorScale(%eyeVec, 3));
// Apply impulse to melee attack
%pushDirection0 = VectorSub(%endPos,%obj.getWorldBoxCenter());
%pushDirection0 = VectorNormalize(%pushDirection0);
%pushVec0 = VectorScale(%pushDirection0, %move);
%pushVec0= getwords(%pushVec0,0,1);
%obj.applyImpulse(%obj.getWorldBoxCenter(), %pushVec0);
}
//////// Melee_Crash ////////
function MeleeImage::Melee_Crash(%this, %obj, %power)
{
%particles = new ParticleEmitterNode()
{
position = %col.getWorldBoxCenter();
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "DefaultEmitterNodeData";
emitter = "GrenadeExpSparkEmitter";
velocity = "1";
};
%particles.schedule(500, "delete");
radiusDamage( %obj, %obj.getWorldBoxCenter(), 2, 100, "ExpoDamage", %power );
}Just make it looks like fighting only. Have fun!
#9
10/13/2013 (12:36 pm)
Nice and simple! I like it!
#10
11/04/2013 (11:37 am)
Updated a little bit. 
Associate Steve Acaster
[YorkshireRifles.com]
[edit]
Just a note on video recording, if you can record at 32 frames or higher you won't get stutter. This is because Torque refreshes every 32m/s, so recording at less than 32fps causes the video to lag.