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Detailed 2.5 Fighting Game Engine

RoboCop

The future of law enforcement.
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I'm not at all affiliated with this project, but it looked so awesome that I thought I would share it here. I don't know how many of you are familiar with Unity, but it's basically a very popular engine for creating serious games on PC, console, and mobile devices. This guy has gone in and made an engine to allow anyone to create their own Capcom or NRS inspired fighting games with little to no actual programming knowledge. It still looks a little rough, but I think that's mainly due to lack of solid 3d models. You can check out the forum post here. Here are some videos showcasing earlier versions of the program in action:



I feel like those tech demos don't really do it justice, though. If you really want to see the potential of this program, I highly recommend watching the following 3 videos of the editor in action:



 

1man3letters

Alpha Tarkatan - Moderator
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id actually have a good bit of fun with this that interface so easy to use.
@ciaran carrick has mentioned a few times that i should never be allowed balance a fighting game from the shit i say at casuals lol

but damn $225 for the full version....maybe not :/
 

RoboCop

The future of law enforcement.
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id actually have a good bit of fun with this that interface so easy to use.
@ciaran carrick has mentioned a few times that i should never be allowed balance a fighting game from the shit i say at casuals lol

but damn $225 for the full version....maybe not :/
Yeah, $225 is a bit steep, plus if you wanted to actually publish your game to Xbox, Playstation, Wii, or PC, you'd still have to purchase a Unity license which runs around $1,500, and then would possibly have to pay for a console-specific dev kit that could run another $1,000-$2,000. So this definitely isn't for just any hobbyist, but it's still a really good start, I'd say. Get some friends together, form a dev team, split the costs, and make your own AAA fighter. I also saw it supports 2d graphics, allowing you to even make old school fighters.
 

RoboCop

The future of law enforcement.
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I've kind of wondered how NRS would do a NRS-styled SF game with juggles, non-trading projectiles, etc.
With how specific the frame controls are in this thing, it seems like it would be possible to rip the character models from a PC copy of MK9 or Injustice and assign identical frame data to the characters, and then adjust the properties as necessary. Probably take a few months to get everything feeling similar, though, unless you had a team to split up the work load.
 

Konqrr

MK11 Kabal = MK9 Kitana
With how specific the frame controls are in this thing, it seems like it would be possible to rip the character models from a PC copy of MK9 or Injustice and assign identical frame data to the characters, and then adjust the properties as necessary. Probably take a few months to get everything feeling similar, though, unless you had a team to split up the work load.
Having tried this same thing with MUGEN before... with 2-3 people, it took months and it still never felt right. Good luck to anyone who tries though.
 

RoboCop

The future of law enforcement.
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Well long story short, I'm now the proud owner of UFE...

So that means I'm going to be developing my own fighter over the coming months. I figured I would open this up to the community, so anyone curious about or interested in UFE can just post below and I'll see what I can do. I'll be recording my time with the program (maybe even stream?) so we can learn it and use it together in real time.
 

d3v

SRK
I've kind of wondered how NRS would do a NRS-styled SF game with juggles, non-trading projectiles, etc.
The engine itself does a few things better than NRS's UE3 based implementation.

For one thing, combos are counted through hitstun alone. There's no "can combo" type flag that prevents certain things from comboing despite the fact that the hitstun should allow them to combo.

Secondly, while it uses hitspheres like the NRS's engine, they're resolved in 2D. This means that stance specific combos won't be an issue if you do implement MK/IGAU style stance switching since there hitsphere collision is all done on a flat plane (stance specific combos occur when one stance makes the hitspheres easier to hit further back on the Z-axis).

On a related note. Interested folks should try posting on the SRK thread since the folks involved actually post there too.
 

SHAOLIN

内部冲突
The engine itself does a few things better than NRS's UE3 based implementation.

For one thing, combos are counted through hitstun alone. There's no "can combo" type flag that prevents certain things from comboing despite the fact that the hitstun should allow them to combo.
Would Johnny Cage's Nutpunch be a perfect example of this "can combo"type flag
 

d3v

SRK
Would Johnny Cage's Nutpunch be a perfect example of this "can combo"type flag
Not sure since I'm not an MK player.

But coming into Injustice, we noticed that there were more than a few situations where you'd think something would combo (i.e. jump ins) based on the hitstun and frame data, but the system wouldn't count them as combos.
 
Secondly, while it uses hitspheres like the NRS's engine, they're resolved in 2D. This means that stance specific combos won't be an issue if you do implement MK/IGAU style stance switching since there hitsphere collision is all done on a flat plane (stance specific combos occur when one stance makes the hitspheres easier to hit further back on the Z-axis).
Does anyone know why NRS doesn't do it this way? This seems so logical and simple....
 

d3v

SRK
Does anyone know why NRS doesn't do it this way? This seems so logical and simple....
If you believe the old rumours, it's because MK9 was supposed to be 3D, then they reworked it into 2D once SFIV brought attention back to the sub-genre.

That said, even without resolving hitspheres in 2D, we wouldn't have to deal with it if there were no stances in the first place.
 
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