Yeah, the link you sent to me was exactly
how I was imagening my game would be. Funny and sad...
I was really thinking about not use any
serious physics, just animations and collision checks (as you told).
Thanks,
Dirso
De:
gameprogrammer-bounce@freelists.org
[mailto:gameprogrammer-bounce@freelists.org] Em
nome de Charlie Lobo
Enviada em: quinta-feira, 10 de janeiro
de 2008 00:10
Para: gameprogrammer@freelists.org
Assunto: [gameprogrammer] Re: MK
Game
You are right on the
ragdoll physics game, though maybe just trying to stand up makes a fun game!
http://web.t-online.hu/archee83/sumotori/
Most figthing games are made like you would with Mugen or anything of the
sorts:
1. You have a bunch of models/animations and within those animations you mark
certain parts as either "offensive" "defended" or
"exposed"
2. You do simple colision checks on those areas
3. Depending on the move is how much damage is done when a hit happens, or if
defended areas are ignored or not, etc.
You can add physics to this (when characters are thrown into the air you could
have them be simple ragdolls). Has this answered your question?
On Jan 9, 2008 6:55 PM, Edilson Dirso Vasconcelos de Melo Junior <dirso@e-challengegames.com>
wrote:
Hi,
I
already tried to send this message before, I'm not sure why several of my
messages don't arrive to the list. Here is my problem:
Did
any of you has ever make a fighting game (like mortal kombat)? I was thinking
about using physics ragdoll, but I personally think it's a lot of work to keep
them standing and even so making their falls real/smoth. Any ideas? How to deal
with the holding moves?
Thanks
a lot,
Dirso