Advertisement

2d fighter

Started by June 21, 2000 03:07 AM
14 comments, last by BigChris 24 years, 6 months ago
Try:
Space Invaders (learn sprite animation and movement)
Asteroids (learn floating point coordinates)
Defender/Scramble (learn Side Scrolling)
Pac Man (just for the hell of it, everyone else did)

Look at the old classics there are plenty of examples to work from. Get MAME32 (this is an arcade machine emulator) there are hundreds of arcade games to choose from.

Don't look to publish your first game if you have never written one, the chances are that you will set your sites to high, I did, many times, and fail.

Keep it simple and 'clone' an arcade game as an excercise. That way you can rip off thier sprites, sounds and gameplay, without having to produce them yourself, so that you can concentrate on programming.



Edited by - DeltaVee on June 21, 2000 3:47:31 PM
D.V.Carpe Diem
Thanks for the input guys... I guess I''ll start with something simpler BTW Did any of you ever play any of the SNK/Neo Geo fighters? Awesome huge sprits (for the time). The gameplay and characters were basically rip off''s of SF2 but those sprites.. wow! I''m thinking a fast PC these days should be able to do that? (if the 10 year old Neo hardware could!) but then I am a beginner and know nothing


BTW, I already have MAME... very cool. That''s what I''ve been re-kindling my desire for the old Neo fighters on I''ll check out some of the older games (I just downloaded Splatter House for it - remember playing that on the ol'' PC Engine!)

Thanks
Chris
Chris
Advertisement
Actually bounding boxes do work, you define several small ones and check for each of them. This is what the mugen engine does.

What is mugen? Well check this out http://www.elecbyte.com/games/mugen/index.html




-------------------------
-Now Working on Pokemon like Engine!
-------------------------
-Now Working on Pokemon like Engine!
Is a good idea to begin with a Zelda like? I mean, like in gameboy, oriented by squares?

Thanks, Arthur(rockslave)
import money.*;#include "cas.h"uses bucks;
Why not do pixel perfect collision from the get go ?
IT is tough to implement at first, but when you get it working.......the benefits are great.......no more...."Ohhhh, that guy didn''t touch me !!!!!!"......because if you just use bounding boxes detection, especially with sprites that have alot of "empty space" in the bounding box area.......the collision detection will be crappy.......
so that it doesn''t slow your program to a crawl, you first do bounding box detection, then if the bounding boxes do collide then you let pixel perfect take control.......
And hey, if I could get it working then I am sure most people can.......although it did take a lot of sleepless hours

"Now go away or I shall taunt you a second time"
- Monty Python and the Holy Grail
themGames Productions

How does this pixel perfect collision works?

Thanks, Arthur(rockslave)
import money.*;#include "cas.h"uses bucks;

This topic is closed to new replies.

Advertisement