That's just a beginning. :pQuote:
WoW WilloughbyJackson I don't know how to thank you lol!!!! THANKS SO MUCH FOR THIS GREAT READ!
My favorite fight games are:
1) Yu Yu Hakusho Sega Genesis (by Treasure). It had simple gameplay, 3 buttons (not including the line shift) and 4 players tag team and battle royal action! It was pure fun! Every character had unique moves which you had to learn the advantages and disadvantages of.
TIE
1) Virtua Figher Evolution (PS 2). Simple the best in terms of "realistic" fighting action. Tons of moves in there, and lots of combo possiblities outside of the dial-a-combo range. The major game is to counter your opponents attacks to send them flying or do more damage.
3) Street Fighter III: Third Strike (PS 2,etc). Admittedly hard as nails since the combos are old school style, and I suck at the parry, however, it's just beautiful to watch in motion. Akiman's character designs are so stunning in motion.
4) Guilty Gear XX (PS 2): Insane combos, gameplay techinques, and it's always fun to hear the words "DESTROYED!"
5) Fighters Megamix (Sega Saturn): Virtua Fighter vs Fighting Vipers vs Sonic Fighters vs everything Sega. Insane gameplay because of the VF 3 moves with VF 2 level of floating.
Combo wise, going with Chain Combos is the best choice, since that means combos are just formed from Normal moves. So if you have only two attack buttons, you still have tons of combinations. (Jump in air kick, punch, punch, kick, low kick..blah blah blah)Quote:
Now there is another question to combos though. How many graphically different moves should a fighter have? And is it okay just to combo standart moves graphically whise. The thing is I can't ask too much of my artist or he might get scared ^^.
How many animation frames should be the minimum for lets say a kick or punch?
As for number of frames, whatever looks good. If you look at an insane animation intense game like Street Fighter III, your artist's head might explode. For example, here is a stand weak attack for Chun Li in Street Figther III:
http://www.willoughbyweb.com/chunli.jpg
Street Fighter III is unique in the fact the most recoil animations are NOT repeats of the attack animation, just backwards.
However, simpler fight games (like Final Fight..back when fight game meant you against the world of generic thugs), the "wind-up" animation is the same as the recovery:
http://www.willoughbyweb.com/haggar.jpg
Once again, that's up to you. I usually have them move X amount of pixels while the person is holding left or right. For my Dreamcrusher game, I'm only having the character move when it puts its foot down.Quote:
And another question... should the fighters move in steps (many pixels with pauses) or rather smooth?
