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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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6a5b19 No.22237

ok guys, I want to make my own fighting game and I can code it pretty much.

My problem comes from how do I replicate the physics in a fighter?

I was able to have basic physics platformer that was simply having an inertia over the vertical jump.

But I don't think this will work for proper 2D fighting game physics.

Also, how can I code my own colission box editor?

what's the best format to hold the animation atlas.

I'll be using libgdx btw.

f0e5f5 No.22246

Do fighting games use proper physics? I figured everything was just hacky in order to guarantee consistency.


e87871 No.22251

I don't use libgdx, but I'm working on a fighting game of my own in Love2d, so i'll answer some questions.

Traditional 2d fighters don't use advanced physics at all since it can come off as slow or wonky. Usually its a jump to a height or jump at a trajectory when hitting forward + jump.

For collisions use the AABB method and implement it to ask for the colliding X,Y,Width,Height of both collision boxes. Along with animations you can call certain frames along with the hitbox.

as for animations, i think this link might help but im not too sure if it answers your question.

http://www.gamefromscratch.com/post/2013/12/09/LibGDX-Tutorial-3B-Simple-Animation.aspx


c613a8 No.22259

For fighting games you can get by with simple AABB collision and setting your sprite sheets up so each frame has associated hitboxes and hurtboxes positions/sizes. You'll be working with an extremely low number of potential collisions (<10 per character, maybe another 30 absolute maximum for projectiles?) so you don't have to bother with things like quadtrees if you don't want to.

Can't answer specifics of how to implement with libgdx though, sorry.




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