August 23, 200618 yr Author THIS GAME MADE ME SHIT MY PANTIES http://img178.imageshack.us/img178/6969/1143057060712yx5.jpg http://img178.imageshack.us/img178/6969/1143057060712yx5.jpg http://img178.imageshack.us/img178/6969/1143057060712yx5.jpg http://img178.imageshack.us/img178/6969/1143057060712yx5.jpg http://img178.imageshack.us/img178/6969/1143057060712yx5.jpg HAHAHAHAHAHHA is she a myg0t member?
August 23, 200618 yr I tryed playing your game and somehow I managed to make myself fall through the paino and off the stage itself... How many people tested this? (Also, you packaged d3dx9_25.dll instead of the d3dx9_30.dll that the game requires. Was that the latest version on your site?) I also didn't really need that large explanation on how fighting games work though. I'm actually a large fan of 2-D fighters (You can tell by my sig) and have made a few myself... but in Flash (lol). You still didn't tell me why you created it though, you just said you "pitched" it so I assume you're trying to sell this to someone?
August 24, 200618 yr Author I tryed playing your game and somehow I managed to make myself fall through the paino and off the stage itself... How many people tested this? (Also, you packaged d3dx9_25.dll instead of the d3dx9_30.dll that the game requires. Was that the latest version on your site?) I also didn't really need that large explanation on how fighting games work though. I'm actually a large fan of 2-D fighters (You can tell by my sig) and have made a few myself... but in Flash (lol). You still didn't tell me why you created it though, you just said you "pitched" it so I assume you're trying to sell this to someone? i went through Full Sail's game development course, and this was our final project game. we had to 'pitch' two game ideas to the staff and they picked which one we were going to do. needless to say, they didnt pick our first choice. the ironic part is they SPECIFICALLY suggest to students to NOT choose a melee fighter to pitch because they are so complex. there are *no* other genres that they suggest against; JUST melee fighters. so, of course, they picked the one type of game that we "arent supposed" to do for us, and we are the smallest group. so yes, our game sucks. plus it doesnt help the fact that the other three teammates of mine suck royally at programming. well you found the game zip and played it - you notice all those menus? for three months, one guy was entirely devoted to working on those menus; JUST THOSE MENUS (and the hud). three months for ONLY user interface. except there's one exception. remember the song selection menu? i took that task because the user interface guy couldnt get his shit done in time for final. the full sail staff as well as other groups in the class and even other members in my group have all been really impressed with how that menu came out. why am i pointing this out? im putting this into perspective. that song selection menu (as well as the framework for the menu elements) took me 1 DAY. all the other menus with their bare-minimum functionality took the other guy 90 DAYS. im really not trying to push myself as being the end-all l33t programmer of the class (which isn't far from the truth); the point is more the fact that all of my teammates couldnt code a fucking number guessing game. and the game we had to work on for final project was the one type of game that the final project staff say not to do. to sum it all up: yes the game sucks. why? because 1 person made it; me. even my fucking teammates acknowledge this. shit son, even the full sail staff were congratulating "us" (me) with having gotten this far in the game development in just 3 months for a melee fighter. one lab instructors comment during final presentation day was "have you guys slept since beta?" and yes, our collection detection/response pretty much sucks. heres a screenshot from the first month of development, showing how our collision detection works http://binarydemons.com/~strike/files/goodconstruct.PNG its all sphere to sphere, because its easy and fast to do. we attached sphere entities to each of the bones in the characters body and expand the appropriate sphere(s) when an attack is performed to give a more forgiving combat system. try playing the game and pressing TAB - that will display all of these collision spheres. first of all, i totally believe you fell through the piano. we actually DID have better object->object collision handling, but the project leader wanted collision handling to, and i quote, "just happen on the X axis". again, not my decision - i was totally against it but two people wanted it, i really didnt care for the integrity of the game, so i went along with it. as for falling off the stage - thats not possible, not sure exactly how you mean. objects (and the fighters themselves) are clamped to the stage by way of brute force. in more technical terms: if their Y position drops below 0, the game SETS their position to 0. they *cant* fall through the floor, ceiling, or either side of the stage. the camera (which was one of the few things i didnt write) could, however. this dancing smiley is teh shit :naughtyd:
August 24, 200618 yr *snip* as for falling off the stage - thats not possible, not sure exactly how you mean. objects (and the fighters themselves) are clamped to the stage by way of brute force. in more technical terms: if their Y position drops below 0, the game SETS their position to 0. they *cant* fall through the floor, ceiling, or either side of the stage. the camera (which was one of the few things i didnt write) could, however. Yeah, i'm not really too sure what happened either, I havn't been able to duplicate what happened. But I sort of have a knack for accidently breaking fighters... But yeah, I guess the final project for a class makes sense, just wasn't too sure if that was actually the situation.