Skip to main content
15 votes
Accepted

What is the function or benefit of including juggling mechanics in a fighting game?

Indie fighting game developer chiming in, with one released low poly 3D fighting game. The following answer is based on my personal experience and what I observed in the genre. Juggle systems in ...
Andrea Jens's user avatar
13 votes

What is the function or benefit of including juggling mechanics in a fighting game?

Juggling is one of the mechanic that experts in fighting games usually expect to have. It offers a chance to avoid it to the receiving player. And it offers potentially high punishment, bound to the ...
Theraot's user avatar
  • 27.2k
6 votes
Accepted

How can I handle fighting game collisions for complex animations?

The way fighting games work is with attack and collision boxes per frame. This way there is not a high/mid/low hit per se, a high-kick could for example hit a jumping character. In Street Fighter ...
Felsir's user avatar
  • 4,067
5 votes
Accepted

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

This advice is more general, rather than being specific to fighting games, but typically player behaviour in games with any reasonable level of complexity will be coded as a finite state machine, ...
Bryan Robertson's user avatar
5 votes
Accepted

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

The easiest solution to the "who did it first?" problem is an authoritative server. Both players connect to the server which handles all the game mechanics. Whatever arrives first at the server is ...
Philipp's user avatar
  • 120k
5 votes
Accepted

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

Locking at 60 fps is certainly viable. From what I've seen, just as you've said, it appears fighting games typically describe timings in number of frames, even as most fighting games have transitioned ...
Jibb Smart's user avatar
  • 2,470
4 votes
Accepted

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

You could define your movement in terms of "design units". In other words, you figure out how much "logical" distance a sprite would cover in a certain amount of time, which is then scaled dynamically ...
phyrfox's user avatar
  • 376
3 votes

What is the function or benefit of including juggling mechanics in a fighting game?

I've contemplated this question myself while my character is floating unrealistically in midair, getting beat to a pulp while I wait to be able to play the game again, which often isn't clear to a new ...
Lewis Gauss's user avatar
3 votes

JavaFX - How do I create a health bar?

I couldn't find your approach of a health bar, but I would suggest a simple approach for the start, something like this: 1) Add a Rectangle to your scene for each ...
mrdlink's user avatar
  • 323
2 votes

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

There's a couple of ways you could go about such a system, as with anything. I'll try to describe the core of one such system in a pretty general sense here: An animation consists of AnimationFrames. ...
Salajouni's user avatar
  • 154
2 votes

Unity C# Input Buffering

As suggested in the comments, you can buffer frame inputs for when you're ready to process them. In your update method: ...
zcabjro's user avatar
  • 541
2 votes

Optimal position detection for character

Keep it simple. You are asking for premature optimization, which is a good way to overengineer your game. In general overengineering happens when trying to satisfy some fictitious requirements (in ...
Theraot's user avatar
  • 27.2k
1 vote

What is the function or benefit of including juggling mechanics in a fighting game?

In a fighting game, as well as most games in general, you want to reward some type of actions compared to other types. So, then, what do juggles, here considered to be any type of inescapable combos, ...
Kinro's user avatar
  • 11
1 vote
Accepted

How to make fighting roster actually fair and FEEL fair?

Playtesting A large, commercial game like SSB will go through hundreds if not thousands of hours of playtesting prior to release to tweak the strength, size, duration, etc. of individual attacks to ...
DaveMongoose's user avatar
1 vote

How to make fighting roster actually fair and FEEL fair?

An important part to a mechanic feeling fair is the feeling that you (the target) can do something about what's happening. I.e. any mechanic (Ness side special) must have some sort of counterplay. ...
Delioth's user avatar
  • 111
1 vote

JavaFX - How do I create a health bar?

To create a health bar, you want to have a value representing the percentage of health you have. This value can be calculated as such: ...
Darin Beaudreau's user avatar
1 vote

Box2d punch detection

I assume this is a street fighter like game so I'm not sure why you would need to destroy a fixture after a set period unless you have parts of the fighter that get destroyed during the fight but this ...
dfour's user avatar
  • 768
1 vote

Synchronise events in Multiplayer Game

First you need to assign the authoritative simulation. Who decides a score? If you have a server and two clients, the server would be authoritative of course, and would be running the simulation. So ...
Bram's user avatar
  • 3,729
1 vote

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

It is worth noting that SDL runs on top of OpenGL, which uses 'normalized device coordinates', which is a coordinate system ranging from [-1, 1] in both axes and the center of origin (0,0) being at ...
alexpanter's user avatar
1 vote

Maintaining/Updating Large Amount of Player States

Alternatively, you could try to restructure your code so there are a few different State categories that are set independently, like Stance, Movement, IsDazed, etc. Also, you could make a State/...
CourageousPotato's user avatar
1 vote

Maintaining/Updating Large Amount of Player States

I'd organise it similarly to what you described. Pseudo-code: ...
Tom Tsagkatos's user avatar

Only top scored, non community-wiki answers of a minimum length are eligible