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File: e454b565ae2014c⋯.jpg (46.76 KB,360x360,1:1,kenshin.jpg)

b8f126 No.31908

So, i feel is time for me to pay homage to a manga that had the downfall of having a pedophile as a writer. I can see Kenshin fall down not because of absence of quality or relevance but solely because of agendas.

I wanna make a Rurouni Kenshin fighting game to keep the idea that the art is separate from the artist.

So, how do i make a fighting game?

I've got no notions on how to program but i feel like i'm destined to do it

____________________________
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6b8d18 No.31965

Learn programming, you dummy.

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c9d40a No.32071

>>31908

Try using Fighter Maker 2nd. Suge9 used it for Vanguard Princess.

https://youtu.be/hoWtTLopANI

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91a961 No.32182

thats why there's a backlash for the author? the author is japanese right?

>was abused as a child and mom was sexually abused.

>is jaded AF towards things like this.

meh.

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bc029d No.32183

Shame about Kenshin, I love both the manga and anime. It sucks more people can't separate the artist from their work, we really live in an age where personal politics are treated as the most important issue.

The good news is fighting games aren't the hardest of things to make. I suggest picking up a good engine (my suggestion is Godot because of how smooth it codes and how easy it is to make collision shapes which you'll need for hitboxes) and start learning your asshole from your elbow in it. I just picked up Godot recently and I feel very confident I could set-up a 2D fighting game in it even with my little experience (though I've worked a lot in Unity before). Mind you, you'll still need to either git gud at art or find an artfag who shares your love of Kenshin.

tl;dr learn an engine and how to code in it, then just like make game.

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30cc58 No.33230

Learn2code is necessary, but you need to ask yourself: Why you need to learn to code? You need to learn code to make a video game? Great! One problem: Have you made plans yet? Pre-planning is half the work of designing the game. Coding is putting your designs to the test. You given us an idea but literally nothing else.

What are the rules? Can you break down the rules step-by-step that logically makes sense? If you base your game on another game then have you considered studying that game by reverse engineering it's logic and design? By pre-planning the logic design of your game as you study the coding language you will eventually get a better idea of how your game is going to play. Also sometimes your ideas don't go as planned as you code. Sometimes those ideas are used for another game. That's fine. If your fighter doesn't turn out to be mechanically possible but the mechanics are solid then you may want to switch to a brawler and see how that works.

Personally I think Kenshin would work just as well as a brawler if the focus is to master the character's moves. I can see switching stances altering how Kenshin swings. The direction of your swing determines whether or not you use the blunt edge to deal damage and KO/stun enemies or the cutting edge to destroy weapons and objects in the environment to disarm and trap your enemies respectively. Kenshin wouldn't just have health. He would have stamina, balance and momentum. If this is implemented into a fighting game then it will be a Power Stone like arena fighter rather than a 2D one. Let's break down.

-If you run out of stamina then you run out of breath and will have weaker swings. Some attacks won't be available and your senses could dull with the fatigue lowering your window of evading and just guarding.

-Balance determines what moves you can follow up with after a swing. If you attack with another stance that doesn't counter your balance, then you become off-balance. This not only stops your momentum; it leaves you will be open to attack and tripping as you re-balance yourself.

-Momentum is simply how fast, and sometimes hard, your attacks become. As simple as momentum is, it is the most complicated part the player has to manage. You want to use moves that synergize with your balance to produce more momentum for a killing blow. Momentum is also a double-edged sword. If your momentum is too fast and you don't time it right then you can miss with an early swing. Also an intelligent enemy can predict your high momentum strikes if you don't change your patterns up. On the flopside, slow momentum means less power and easy parries which can chip your sword. Back to the flipside, the higher the momentum is the harder it is to re-balance yourself after a strike without resetting your stance. So you will want to slow your momentum if the enemy predicts your movement. Also slower momentum attacks are easier to reset your stance with than high momentum attacks. The way of the assassin's blade is every strike kills.

These concepts can work for both a fighter and a brawler. I've mentioned absolutely nothing about the game's setting and world and yet I've gotten a solid idea on some basic mechanics based on the source material alone. So now it comes to the design phase on how to implement these ideas into the game itself, and eventually the game's coding language. You can have this as a starting point for free and try out >>>/ideaguy/ if you need help fleshing out mechanics if you can't figure out how to turn these into code.

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f188ea No.33269

Isn't Samurai Showdown basically a kenshin fighting game?

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dd5851 No.33271

>>33269

They share over the top feudal Japan settings and there's actual Kenshin fighting games already.

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8464ec No.33506

>>31908

l2c etc. is obvious.

Besides wanting to make a Kenshin game I don't know how much you've considered. I've thought of making a fighting game in the past and here are some of the considerations I've made.

The important things to consider for a fighting game is what do you want, the 100 hit marvel combos, the space controlling "next hit kills" kind, or the mid range 10 hit combo with some level of space control. I know when I thought of the game I wanted to make, it's going to be closer to my favorite fighting game, so studying how that game does things is a good place to start, and thinking about how your game would diverge from those would be the next thing to consider.

When it comes to the game itself, even if Kenshin would obviously destroy a lot of the other characters, you have to be able to balance them out so if someone wants to play as the little kid they have a fair chance against the dude wrapped up like a mummy.

Movesets have to be unique and iconic. Movement can also be unique(dash vs run, giving a "speed" character an airdash or double jump.Making a huge guy walk slower). However it also has to be set clearly so people know how movement works. Mixing Samurai Showdown, KoF, GG, and SF movement together would be terrible.

As for the programming, it's pretty basic to begin with, but gets harder as you get closer to completion, and it's not about programming at that point it's about fine tuning.

left and right are horizontal movement. That's pretty simple. Up jumps. once you have your jump feel set also very easy. Most jumps are parabolic. easy math. setting up bottons for however many attack buttons you want. lmhs? lmh lmh? whatever. getting those to work is easy. programming in frames, invuln, cancelability, hitboxes, knockback etc it all pretty easy and you gotta match that to your animations, and the control of the frames, knockback and cancelability is what allows for combos.

special moves follow some kind of if chain hierarchy I would suppose. when you hit an arrow I guess start a timer, if you hit the next direction reset the timer etc. etc. and then when the button is pressed the move goes off. and if the timer runs out the move doesn't come out. the reverse would be for hold attacks. If a button is pressed a timer starts. after it reaches a certain number moving to another direction and hitting a button makes the move go off.

on that, checking for directions being held would also change state (back/blocking/crouching, different attacks for button presses (5B being different from 6B)

on health, most games have a scaling damage system. where every hit in a combo will do slightly less as time goes on. Some games even have "same attack" scaling, where if you spam one move over without mixing it up it'll also do less damage with each hit without a different attack landing. Some games have a set HP, some give less to more powerful/faster chars and more to lower damage/bigger slower dudes.

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