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#1

Traditional 2D fighting game - Looking to collab!

Archive: 3 posts


So yeah, I've been playing fighting games for a long time, and I've played a lot of them. There's been some levels trying to mimick this in LBP, but, in my opinion, none have come quite close, so I decided to put upon myself the task of creating a legitimate, old school fighting game.

And it's going pretty well honestly. I've got the core of the movement, I can distinguish multiple button presses, I can recognise motions (E.G Quarter Forward Circle and DP)... Check it out!


https://www.youtube.com/watch?v=vBISTb-ILNM

The problem is: I don't actually have an idea for a game. I lack the creativity to make original characters, and ripping or recreating the sprites from an existing game, along with replicating the frame data is an incredibly time consuming task. I've also tried animation with sackbots, but it honestly doesn't look too good, and I'm trying to make a quality level. That's where you come in.

Basically, I'm looking for artists, sprite art creators, animators, or really anyone who is willing to collaborate on an aesthetic level. All ideas are welcome. Don't be afraid to contact me: reply here, send me a friend request, whatever. Even if you're just curious to see the progress in person, or you wanna say hi.

I'm not looking to comit to making a whole game of its own. Having 3 or 4 characters would more than make me happy, so don't think we will be slaving off for months Or maybe we will, if all goes well.

Cheers!
2017-06-16 03:31:00

Author:
iluminacos
Posts: 13


Wow, this is the basic of some fantastic movement options! Cool! 2017-06-16 06:10:00

Author:
CuriousSack
Posts: 3981


I think the longest thing for a 2 player fighting game would be animations. Based off of the smash clone I was creating (i need to start over because the logic got too complicated and laggy), the animations were the 2nd longest part. What I did was rotate the character about 45 degrees the way they are facing so they are actually facing forward but cheating out (that way you can use forward and sideways animations with no changes). Then I find an arm motion I like, a leg motion I like, and mess with settings until it is blended together well. For any punch or kick I find that an effect is needed because sackbots of all variety are too short of arms or legs. The effect is what I base the hitbox off of. Unfortunately I don't have any videos of the animations as it was done later and was only about 70% done for one character before I kind of left that project.2017-06-20 12:41:00

Author:
koltonaugust
Posts: 1382


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