Game Development Community

Fighting Game Genre Kit - Inquiry

by Jeremy R. Mahon · in Torque Game Builder · 02/24/2012 (11:59 pm) · 3 replies

I know a while ago, there was somebody who was working on or conceptualizing for a traditional 2D Fighting Game Genre Kit/Tutorial Set. What ever happened with that? I'm extremely interested in making a 2D fighting game, and something like this would be a huge help/time saver. Unfortunately, I'm much more of an artist than I am a coder, so programming something like this would seriously be well out of my scope. If any one could fill me in or point me in the right direction, that would be fantastic. Thanks!

#1
02/29/2012 (10:14 am)
I remember someone mentioning it, too. I don't think anything ever became of it. I was interested in making a fighting game, too.

A 2D fighting game wouldn't be too difficult for me to do, since it's mainly just a matter of implementing a finite state machine, basic platforming, and a collision scheme for attacks. If I put effort into it, I could make a genre kit.

However, I don't have much personal interest in it, mainly because TGB's lack of innate real-time networking. Multiplayer is a central feature of fighting games. Without it, the game loses much of its appeal. Networking would be possible, but I'm not sure how fast and reliable the tools TGB offers would be in an action game. I never used them before aside from the Checkers tutorial.
#2
03/05/2012 (10:02 pm)
That's a shame to hear. If you were to make a genre kit, that is certainly something I would be interested in. When it comes to coding, I'm as close to incompetent as one can get, which really depresses me. Still, if you ever find out anything on networking and multiplayer, and decide to take a shot at it, let me know, and I'll be happy to produce graphics and animations for it, if you don't have someone to do that already.
#3
03/07/2012 (5:56 am)
I was messing around with this a few years back and the biggest problems were animation and collision handling. I need more control than torque or at least what I understood it offered at the time because I'd build it a lot different now. Basically I had a huge state machine that managed groups of individual images. Those images were scheduled to basically image swap with one another to perform an animation. This way I could precisely control the timing of the animation frame and cancel the animation. I understand now that I could of done the easier with torque's already created methods. Another thing was that the sprites had to have multiple scene objects mounted upon them to get precise collision control. Each image needed at a minimum two hit boxes one for receiving damage and the other for dealing damage or defense. It became a huge hassle and we hit a stalemate and the project went under. It's definitely possible to do but it would take quite a bit of work. I myself was not a programmer but if you just keep making one small thing after another eventually you'll be moving mountains with this engine. The community will also help you tackle your problems. Just make sure you read the through the documentation and do the tutorials so you know the wealth of info available before you go asking the most basic of questions or at least do a search for your question.

Best of luck!