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Questions tagged [fighting-game]

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In a classic fighting game like Mortal Kombat, character A is on the left facing right and character B is on the right facing left. At some point the characters can swap positions and hence where they'...
Matías Cánepa's user avatar
13 votes
4 answers
6k views

I am putting together the initial design ideas for a 3D fighting game. Overall the style of the combat I would like to be something between UFC and DOA games, so focused on realism but the pacing more ...
FrontEnd's user avatar
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I’m working on the framework for my 2.5D fighting game in Unity (it’s gonna be similar to Street Fighter IV) and I’ve got movement down so I want to start adding attacks. Since there’s going to be ...
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I'm a web developer, new to C# and trying to learn Unity. I've learned the C# syntax, I understand how to write working code, although I'm having a hard time understanding when and to what classes ...
Adam's user avatar
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2 votes
2 answers
340 views

I plan on creating a fighting game in the future, and I'm wondering how to make a roster functionally fair, and feel fair. You see, Super Smash Brothers Ultimate is functionally fair (I think), but at ...
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0 votes
2 answers
4k views

I tried searching online on how to implement health bar with Java FX in a 2D side-view Java fighting game but I can only find those that goes with 'awt' and 'Swing'. The health bar I'm picturing are ...
WCKennedays's user avatar
1 vote
1 answer
402 views

So working on a 2d fighting game and wondering whats a good method for detecting punch collision. Ive got a few questions on how to implement the attack stuff. Im using box2d (and Libgdx) for the ...
DRing's user avatar
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1 vote
1 answer
195 views

I am trying to make a fighting game where two characters are fighting with hands or can have some weapon in their hands. It's a multiplayer game targeting initially for mobile devices. In Game, there ...
LebRon's user avatar
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4 votes
2 answers
765 views

I'm trying to create my first C++ 2D fighting game from scratch, using SDL, and so far I got things to where I am able to move a couple sprites around using some keyboard keys. Right now, I have it so ...
Jason's user avatar
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1 vote
1 answer
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I'm working on a game a bit like "Super Smash Bros.", using C++ and SFML. I can't figure out a good way to program attacks. First, I coded individual functions for each attack. The problem with this ...
Merle's user avatar
  • 77
2 votes
1 answer
2k views

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
clickbait's user avatar
  • 257
1 vote
1 answer
3k views

So, I've got a fighting game with some pretty tight input windows, and I'd like to buffer the inputs for a few frames. Basically, if the fighter is in the neutral state, pressing attack should lead ...
digiholic's user avatar
  • 141
7 votes
2 answers
237 views

I am developing a fighting game to practice my skills in Java and I would like to know what would be the best approach for figuring out how to easily expand the amount of states a player can have ...
Michael Choi's user avatar
6 votes
1 answer
1k views

Imagine that I have an animation like this. As you can see, this attack hits in three horizontal places. The opponent facing this player could be hit mid and low (standing or crouching). The same ...
Carlos Ferreira's user avatar
4 votes
2 answers
5k views

In a fighting game, a move that you execute is basically just a series of hit boxes that are enabled and disabled at certain times. I want to know how do you create this hit box system. I have no idea ...
Daniel Zamilatskiy's user avatar
6 votes
2 answers
2k views

I'm building a prototype for a fighting game (not vs, something like Final Fight). I'm trying to define the data for the player combo tree and had a look around looking for inspiration and have seen ...
Notbad's user avatar
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1 vote
1 answer
825 views

I'm making a 2D fighter, and I have gotten a basic engine, but right now I need to add the collisions, but I'm sure a basic AABB check will not be enough. I'm sure it needs some basic 2D physics ...
Cristian Ceron's user avatar
4 votes
1 answer
4k views

Ok guys, I understand how to make a basic input buffer. Here is my code: ...
Cristian Ceron's user avatar
3 votes
1 answer
1k views

I'm working on a 2D fighting game (using SDL) much like the original Killer Instinct on SNES. I want the camera to keep both players an equal distance from the left and right sides of the viewport. ...
Blue Wizard's user avatar
1 vote
1 answer
977 views

I am developing a 2D fighting game in C++. I have made the basic components such as moving, guarding and even a combo system that works perfectly well. My main concern now is that I want the game to ...
Nightzus's user avatar
1 vote
2 answers
3k views

I am programming a fighting game that uses a UDP client/server architecture for multiplayer. The server can handle multiple clients, two of which (or one being the server) are playing and the rest are ...
Blue Wizard's user avatar
-1 votes
2 answers
939 views

I went through many websites explaining fighting game systems, frames, hitboxes, but I couldn't find the answer so I ask here. Basically fighting game hitbox system works like this : Player A starts ...
GarlicDipping's user avatar
1 vote
1 answer
581 views

I am making a fighting game AI that can predict the player's next move using a N gram predictor. Once I have the prediction, when do I use it? Do I wait until the player makes a move and then use the ...
kira's user avatar
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3 votes
2 answers
4k views

I am currently starting to outline a fighting game I'm doing with a friend. The biggest obstacle for me now is determining frames for every move. How can I determine how many frames should a quick ...
Matt's user avatar
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4 votes
1 answer
271 views

I'm creating a fighting game where two opponents face off against each other in the ring. While I've been able to figure out the odds of a player winning based on previous wins/losses, I have yet to ...
thinkfuture's user avatar
7 votes
2 answers
13k views

In fighting game, there is an important thing called input buffering. When your character is doing an action, you can input the next action that will activate as soon as possible (the buffer is 5-10 ...
user avatar
8 votes
3 answers
5k views

I built a 2D fighter yesterday. The second 'player' does hardly anything. Actually, nothing. To be honest, I have never made a game before that had an opponent like this. So my question is, how ...
Lanbo's user avatar
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