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/agdg/ - Amateur Game Development General

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The next generation of Infinity is here (discussion) (contribute)
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1437843832529-0.jpg (32.28 KB, 320x224, 10:7, 2.jpg)

File: 1437843832529-1.jpg (69.24 KB, 672x224, 3:1, 3.jpg)

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552f3f No.20118

I've always dreamed of creating my own Beat'em up game, like the big capcom titles from the 90's

Alien vs Predator

Dungeons and Dragons

Battle Circuit

Armored Warriors

I used a little bit of gamemaker and I managed to do very simple plataforming stuff.

I'm starting to check out Unity to see how it goes. And I've completely discarded Construct2 as a possibility.

Has anyone ever tried to make a game with mechanics like this?

- sidescroller with "depth" (characters con move "up" which is actually going to the back of the screen). I like to call it "2.5D"

- jumping/attacking on air

- many AI enemies on screen

- bosses

- combos

- possible individual skills

- interacting with enviroment

81e305 No.20136

File: 1437885712777-0.gif (3.75 MB, 491x386, 491:386, chickenslice.gif)

File: 1437885712778-1.png (112.52 KB, 800x600, 4:3, Untitled 1.png)

I'm making a zeldaish action rpg that has a lot of the same requirements. Gif is of a boss fight that restricts movement in a way that's kind of reminiscent of a beat'em up. Personally, I'm using C++ with SDL2 and it works well if you're planning in doing everything sprite based (vs 3d models and such.) If you're interested in SDL, there's some really good tutorials here http://lazyfoo.net/tutorials/SDL/index.php

If you go that route, my recommendation is to basically make a setup similar to how you'd approach a zeldaish game, with a square moving around the play area and colliding with the walls, and have the character draw with it's bottom edge flush to that shadow/collision box. Then you can do attacks relative to the box and check the distance between the middle of the player and enemy shadow boxes to determine if attacks hit or not. When it comes to rendering everything, the easiest way I found was to have each object produce a rendering object that went into a vector that was sorted by the maximum Y of that draw command, then drawing from lowest to highest Y.

Hopefully that helps you get started.




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