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0 votes
2 answers
169 views

How can I to get an animation to be triggered by proximity of a mesh actor (an object)?

So I'm making my first build in Unreal 4 using Blueprint. The "game" calls for the player character to grab a particular object (a static mesh actor) and bring it close to a door that will ...
1 vote
1 answer
15 views

Model path of bullet to hit future position of balloon

I am coding a Bloons Tower Defense Game and one of the problems I have is how to shoot a projectile from a tower and have it hit a balloon that is moving along a certain path. The way I am currently ...
0 votes
0 answers
6 views

How would one go about changing local scale of game objects that has its transforms x value being affected by the Mathf.PingPong function in unity?

I am making a 2D platformer in unity and I programmed one of the enemies to move back and forth with the ping pong function. I would like to change the local scale depending on which direction the ...
0 votes
0 answers
12 views

Single pixel disappears in outlining shader

I've recently (11 hours ago, to be precise😅) started to work with shaders and it's going pretty well. I've created a simple shader to create an outline and I tested it on a simple object to see how ...
1 vote
0 answers
17 views

How to handle duplicate logic in a state machine for a platformer player?

I'm trying to implement a platformer character using a finite state machine, but I have troubles understanding what kind of logic goes into a state and what logic goes into a main player class ...
0 votes
2 answers
615 views

Scope of 'this' - Cannot read property of undefined in collider and overlap function

I am working on my first 2D game with Phaser 3. I have set up VS Code with a node.js https server and run it to deploy the game on localhost. While the game gets compiled successfully and deployed, I ...
0 votes
2 answers
43 views

How to detect unknown forces on pool re-used rigidbody?

I have a ragdoll which performs dying quite well when it is initialized. But when the same prefab object is re-used by being pooled and recycled, it jerks violently when die. As if some forces were ...
1 vote
1 answer
1k views

Handling input in ECS for multiple characters

I've been reading into Entity-Component-Systems, and they seem rather handy. However, I don't quite understand how input should be handled and after googling and looking thru GDSE posts, I've become ...
5 votes
4 answers
2k views

Alternatives to a leveling system

I'm currently designing a rough prototype of a mecha fighting game. These are the basics I came up with: Multiplayer (matchmaking for up to 10 people, for now) Browser based (HTML5) 2D (...
0 votes
1 answer
295 views

Handling Latency in Multiplayer Shoot-em-ups

I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help? I thought about using NodeJS + SocketIO to handle ...
1 vote
1 answer
56 views

Could use some help figuring out bouncy physics material in this PhotonEngine game

So I'm trying to prototype a primitive 1v1 fighting game where the goal is to push the opponent off of the platform rather than actually fight. This is working great in a local multiplayer setup using ...
1 vote
1 answer
378 views

How do I keep 1v1 player positions consistent over UDP on Kryonet?

I have a server which is simple: When two connections comes in, it opens a game room, pass their connections to it and runs a thread with a gameloop. (Everything is running on Kryonet) So... I made ...
7 votes
1 answer
638 views

How to represent a game character in code?

In a previous game I wrote I had a game character class. This class tracked the location, velocity, and a set of states. Except the states were tied very close to the animation. Each state would have ...
2 votes
1 answer
1k views

How to solve "server lag" problems that break the game

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, ...
3 votes
1 answer
1k views

Character creation using spritesheets

I am currently creating a 2D fighting game and have implemented a system where upon starting a new game, the player is presented with the option to create a custom character. I have a set of string ...
2 votes
2 answers
588 views

How to obtain "gravity" and "initial impulse" given "desired time to reach max height" and "desired max height"?

I'm developing a 2d fighting game, using time steps based on frames ie, each call to Update() of the game represents a frame so, no variable time at all. My jump physics code doesn't need to consider ...
-1 votes
1 answer
228 views

Collision detection / physics for simple game

I am currently working on a mini game for class (first time doing something like this) and I don't really know how to start with collision detection at all. The game I'm creating is a top down sumo ...
2 votes
3 answers
8k views

How to Handle frame rates and synchronizing screen repaints

I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 ...
0 votes
1 answer
54 views

Toggle action for gamepad triggers, whilst being held down

I'm doing a small fighting game project, as up now every button command in my map code is occupied with their designated functions. All except the triggers; as up now they only have their basic "press ...
6 votes
2 answers
1k views

Is it safe to base a combo system in frames instead of time?

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 ...
0 votes
1 answer
293 views

How to Sync the Location After Getting Up from Ragdoll?

I am currently working on multiplayer fighting game and my game will have an anim->ragdoll when the player is knocked out and be able to getting up from it. My problem now is ragdoll is making my ...
0 votes
0 answers
42 views

Unity Input Buffers

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 ...
1 vote
0 answers
24 views

Is there a way to set a pallet for colours in an SVG image and change them at runtime for one gameobject?

in the latest beta build for unity they introduced the ability to import svg files. What I'd like to know is if there is a way to identify all svg shapes by colour, and then change those colours, as ...
0 votes
2 answers
3k views

JavaFX - How do I create a health bar?

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 ...
1 vote
1 answer
229 views

Box2d punch detection

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 ...
7 votes
2 answers
203 views

Maintaining/Updating Large Amount of Player States

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 ...
3 votes
2 answers
580 views

Events vs Pinging: How should I structure my HUD-updating code?

I'm starting to develop a 2D fighting game using C++ and SMFL. I'm relying (at least sort of) on a Entity Design Pattern. I'm struggling to see how my code should update and manage a heads-up-...
3 votes
3 answers
1k views

2D Ragdoll - should it collide with itself?

I'm working on a ragdoll fighting game as a hobby project, but I have one dilemma. I am not sure if my ragdoll should collide with itself or not, i.e. if ragdoll's body parts should collide. 2D ...
1 vote
1 answer
112 views

Synchronise events in Multiplayer Game

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 ...
3 votes
1 answer
100 views

How to make the player unable to change some of the game elements?

I am making a text turn based RPG fighting game in which you create your own spells. You also share them as JSON files with your friends. Sharing is required to win. The game is designed so that it ...
1 vote
1 answer
179 views

What would be a suitable way to model projectiles in an action game?

I'm designing a 2d fighting game in which characters can shoot out some projectiles like arrows, ninja knives, Hadouken (like the one in Street Fighter), etc... My current character design is ...
0 votes
0 answers
403 views

How to Create a Blast of Liquid in Unity

I am making a small cartoon-ish fighting game, and one of the weapons is a Hot Coffee Sprayer, which is a shotgun style weapon. How do I create a thick blast of dark liquid to come from it, with a ...
1 vote
1 answer
651 views

What are the basic equations in 2D physics collisions?

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 ...
1 vote
1 answer
3k views

Unity C# Input Buffering

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 ...
4 votes
5 answers
2k views

Balancing stats in a monster fighting game (similar to Pokemon battle/stats)

I'm trying to create a game that uses a battle and monster system like Pokemon. I'm using some similar equations that I've modified to fit my desired level/tier system. One thing I'm trying to ...
4 votes
2 answers
512 views

What should I use as units for my 2D game?

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 ...
6 votes
1 answer
1k views

How can I handle fighting game collisions for complex animations?

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 ...
2 votes
2 answers
214 views

How to make fighting roster actually fair and FEEL fair?

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 ...
4 votes
1 answer
3k views

How to implement a professional fighting game input buffer?

Ok guys, I understand how to make a basic input buffer. Here is my code: ...
8 votes
3 answers
3k views

How to implement AI for fighting game

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 ...
3 votes
1 answer
1k views

Fighting Game Camera Positioning in SDL

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. ...
1 vote
1 answer
786 views

Timing in fighting game using animations time?

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 ...
3 votes
2 answers
3k views

How can I determine an appropriate frame count for various fighting game animations?

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 ...
0 votes
1 answer
173 views

Refactoring fighting game Movement class responsibilities

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 ...
0 votes
0 answers
34 views

I'm making a round system for a sword fighting game in Roblox Studio, but teleporting breaks script [closed]

I'm making a sword fighting game in Roblox, I have a round system script however, if you die during the round you go back to the lobby. I've tried solving this by using a teleporting script I found on ...
1 vote
1 answer
5k views

How do I program attacks and combos in a fighting game?

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 ...
1 vote
2 answers
2k views

UDP Netcode Architecture for Fighting Game

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 ...
4 votes
2 answers
4k views

How do I implement a hit box system in a fighting game?

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 ...
4 votes
1 answer
227 views

Estimating players' odds of winning in a fighting game

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 ...
1 vote
1 answer
495 views

When to use AI prediction in a Fighting Game

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 ...

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