I’ve made it so that you have to tap a variety of key combinations to perform attacks, I dunno how that qualifies as combos in your book.
Squiggly: thanks. RPGMake is stubborn, you’re right. For this game I’ve basically left the DBS completely alone, I’m using pictures for the characters etc.. the only events on the map are a turtle and fish in the background.
Another system I’ll be implementing is honour, and I want your feedback on it.
The idea is that, in order to obtain maximum honour and be able to do your special, you have to do things like cuccesfully block/dodge attacks and preform attacks on your opponent. However, you can also lose honour by doing "dirty" stuff like taunting your opponent or hitting them while they’re down.
What do you think?
But hitting your opponants if they are trapped in a corner sounds better to me.
But in this case, you’re just trying to make things plain and simple (a fighting game built under the RM2K engine is interesting but that’s why we have MUGEN…) When implementing a sort of system that would make a fighting game different from other fighting games, you have to realize how it would actually work in the game and would it actually be used.
For example… lets take your "honor" system. Lets say you hit a person while he’s on the floor and you lose "honor"… would it be beneficial to hit him on the floor or to keep "honor"? However, I will tell you that most 2D fighters do not do well with the OTG (Off the Ground) thing, it would work in an environment where Move Cancelling and tons of combos would fly off left and right… but this isn’t Marval vs Capcom that you’re creating.
Guilty Gear X had a system which is called "Tension" where you have to some agressive behavior to gain Tension. If you turtle (meaning to block often and rarely attacking), you would get a Tension Penality which will reduce your Tension to zero and your Tension gain will be reduced down to the point where you’re a sitting duck.
Rather than going for what is honor by common sense, try going by what players do in these fighting games. It is the absense of "normal" rules which makes something fun.
If you "really" want to get into 2D fighting design, I suggest trying to get some research out in the arcades with a lot of players and watch, observe, and play a few rounds. Or even watch 2D fighting games in action and understand how each thing works.
Rather than going for what is honor by common sense, try going by what players do in these fighting games. It is the absense of "normal" rules which makes something fun.
Yeah, I was thinking along those lines. The trouoble is I dont want to make it completely unrealistic, or it will turn into Capcom vs SNK.
Well, I should probably elaborate on that. While it is possible to make a realistic fighting game that is fun, it might just end up being "hit, back off, go in, hit, back off, go in, hit" and that gets boring. A lot of 2D fighting games nowadays are focused on being able to cancel out moves to chain combo into things. While not into a huge array of combos (Not those 60 hit ones, I’m talking more of the less than 10 hits), there needs to be some sort of freedom for the player to experience and not feel too stiff in. Heck, check out Virtua Fighter 4. While it is a 3D game that is probably the most realistic/fun game there is out in the market, there is a huge sense of unrealism that exists there.
But uh yeah, if you really like using RPG Maker outside it’s intended area (I’ve seen some great projects come out of these things and ways that players go around the bounds), you should really try to go into programming with C++ or something.
I’ll try to give you a basic explanation.
I don’t use events for the graphics, I use pictures. With rm2003 you can have up to 50 pictures displayed on screen at once (although I wont even be using than many). I have variables constantly recording the X and Y co-ordinates of the pictures 9the characters) and events which respond to key inputs to increase.decrease the values of the variables for movement. The picture is being update every 0.025 seconds or so, meaning the movement looks authentic. For the moves etc I have an event (the same one that controls movement) which responds to input from other keys to make him do stuff. I’ll take a simple punch as an example. Player presses key, then a parralell process common event notices it and runs through the forks to determine what to do. I have switches to tell if the character is alreaydy performing an attack, blocking, taking damage etc and if the conditions are right an event called punch will be called to execute the move.
When actually executing the move the event that’s called (named "punch" or whatever) turns on a switch to let the system know what the character is now doing. Another parralell porcess common vent responds to this switch and changes the animation (pictures shown) to display the punch. As that’s happening, the called event subtracts one characters X Co-ordinate variable from the others to work out a distance. Then it goes through the forks as to what to do if the enemy is in range, if the enemy is already blockingor whatever.
Anyway, nobodies probably gonna read this anyway but I hope that helps you…
deliberadamente fuiste a las ultimas paginas a buscar el tema, verdad?