I'm a high school student who plans a little too far in advance sometimes, I took programming this year and learned absolutely nothing( We did some bs called 'Alice' that used 3d models to 'simulate programming environments,' We were promised Java but didnt learn much either) and I was planning to program a fighting game as a summer project, but as I didnt learn squat I need help with the engine. Currently debating the range of MUGEN capability EDIT A fan site of Fighter Maker has been fixing bugs and making the program more compatible for newer PCs, linked here:. Who plans a little too far in advance that's for damn sure. No way you can code something as complex as a video game after one class, even if that class is the best on the planet. It takes years of experience to learn how to code.
Anything practical, really. My suggestion is to make a game first before you program it. What IS your game? What kind of characters?
May 03, 2015 2D Fighter Maker was released by ASCII's successor company, Enterbrain. An update to the original version, FM2K allowed for a greater amount of expansion and extension than FM95, revising much of the original engine to allow more options while adding a menu-based system for clarity. The Mugen Fighters Guild - How to convert a character from Winmugen to MUGEN 1.0. When loading 2002.04.14 and older characters, this fix will be compensated for by subtracting 1 from the P1 pausetime after expression evaluation. But I don't think it'll work for SFF V1 characters being converted to 1.0. I'm just asking because Elecbyte's.
How to you want it to play? What's the art style? What mechanics do you have bouncing around in your head?
Ask yourself these and a million other questions, and then put the pen to paper and start drawing/writing/etc. Know what you want to program before you start programming it.
You want the rundown, I have notes for days: My play style inspiration is akin to Arc System games, especially P4a and BBCS. Planned mechanics include rolls, dodges and parries on the defensive side. And as an incentive to promote aggressive play, there will be a 'momentum' meter that increases when opponents attack each other, when this momentum meter is full, either player can do their 'Danger move' a super move that's power is reliant on how much meter the player has( A full meter makes a danger move instant kill) A danger move will be unblockable, sort of like a Raging Demon. I'm currently trying to make every character have a unique factor, as my main inspiration is from ArcSys games.
My favorite idea so far is a charge character that has a 'charge meter,' the longer the charge, the stronger the move. I'm hung up on the combo system a little bit, so I'm studying the Salty Cupcakes streams that Alex Ahad does.
Also, If all goes well, I'm planning stage transitions and breakable items, nothing Netherrealm style though. Im taking game design next school year, so if my job doesnt get in the way im going to get a production team going. We used Fighter Maker 2nd. It is very stubborn and you have to use 'tricks' for just about everything you want to do, but it could produce a 'game'. It also has almost no english speaking community support. After a month or two we were already asking questions that the most experienced people we found couldn't answer (then we answered them ourselves). This was a couple years ago now though.
We're currently using the Skullgirls Engine but that is not available for commercial use. Salty Cupcakes and watching Mike Z do his thing should be a good help! Mugen is probably the best bet for you, although I honestly have never seen an actual 'game' made from it, just character mashups and stuff like that. But If you want to learn about making fighting games I'd sy start with that. There is a much bigger community and unofficial tools and things to help you. My next advice is to ask around online on maybe shoryuken or other fighting game forums and find some people who are already making a game and see if you can help. Especially if you are making a 2d fighting game the work involved is ASTRONOMICAL.
Animating alone will take up months (depending on quality). Oh, we want to change the mouth on this character? Guess we have to redo it on all 1000 of the frames! A 3d fighter would be far easier in terms of iterating your animations, since you can start with a basic model right away and refining the model can be a separate process.
I think theres something called U.F.E or Ultimate Fighting Engine. By itself i think its only for 3d models but i think theres plugins you can get that allow you to do 2d sprites in it. I think its for Unity. Ive always wanted to make a fighting game too so i used GameMaker Studio to make some minimalist fighting games.
One was a 1-button sumo game and the other is a rock-paper-scissors fireball game. But i sorta doubt gamemaker can make anything like a anime fighting game. But i might be wrong.