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[gameprogrammer] Re: RES: Re: MK Game



There was some open source MK clone called Open Szombat or something like that. I dont know if they still exists.

Charlie Lobo escribió:
I have never seen the source-code for that game, the link is the creator's website, so I don't think it's available. Maybe if you ask? I also think it's a tailor made engine (using DirectX or OpenGL directly), quite common on the demo-scene, how else do you get something like that into 96k?

On Jan 10, 2008 3:38 PM, natdaddy senn <natdaddy1230@yahoo.com <mailto:natdaddy1230@yahoo.com>> wrote:

    the link to the game below what game engine was that made with and
    is the source code available


    */"Edilson \"Dirso\" Vasconcelos de Melo Junior" <
    dirso@e-challengegames.com <mailto:dirso@e-challengegames.com>>/*
    wrote:

        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> [mailto:
        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
        <mailto: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
        <mailto: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

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