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Just Released: Stick Fighter III !

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Ok guys 'n gals: I have two announcements: 1. I just achieved an unconditional - get that - no strings attached - no required exam grades - offer to read Computer Science at Cambridge University starting October 2002. WOOHOO. YES! YES! YES! YES-WOO-WAHAA-HOO! The best CompSci department in Europe, possibly the world! YEEHAH! (Pity it's called the William Gates building - but its got some cool stuff. They have no central heating - all the computers extraction fans duct into a central vent system, and the entire complex is kept warm by heat from computers ! more info on that at http://www-building.arct.cam.ac.uk/westc/cl/cl.html) Sorry, I just have to tell everybody/everything I meet now, and that includes message boards - I'll float back down to earth eventually Back to Stick Fighter III. Ok, this is an excerpt from the readme:
STICK FIGHTER III b0.90
=======================

Hello, and welcome to the third installment of that great
fighting game, Stick Fighter III. It currently stands at about
70% complete, and is now in a state to be playable by members
of the gaming public. This game will appeal to fans of all
fighting games, in particular Mortal Kombat, for the nimbleness
& precision required.

Features:
=========
- Cool realistic fighting moves taken from many martial arts
sources
- Catmull-Rom spline interpolation to animate between the
keyframes; provides *very* smooth animations and allows
time independent animation.
- Which allows me to have slow motion sequences; to see this
in action try doing one of the jumping offensive moves and
hitting the other player. Take time to gloat over your
timely attack. The beauty of spline interpolation can be
truly seen here.
- True 'limb-limb' collision detection; when a part of the body
does damage to the other player, the limb damaged will briefly
highlight red so you can see exactly where you hit them.
Some local deformation may result, but I plan to use this
technique later to keep track of local damage, i.e. one can
damage the head and the arms independently - but the player
would only die when the head is completely damaged, but will
only lose use of the arms if they become damaged.
- A 'non-sticky' input engine. If you've ever played fighting
games on a PC, you will know it is frustrating when too many
keys are being held down and the computer cannot register the
press. The moves and the keys have been carefully designed to
avoid this.

There are lot of cool moves and hours of fun to be found in this game; at least I've found hours of fun in it. There is no AI as yet; so find yourself a sparring partner. If you are both good, the battles can become quite tense, and the whole thing is thoroughly enjoyable. It might not be radical graphically or anything, but it doesn't play quite like any other fighting game, which is a good thing trust me SF3 can be found at the GDS at: http://www.gamedev.net/community/gds/projects/default.asp?projectID=395 r. "The mere thought hadn't even begun to speculate about the slightest possibility of traversing the eternal wasteland that is my mind..." Edited by - Fresh on December 29, 2001 9:38:49 PM

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Sweet! That was much better then I had expected?

The animation is really awesome! Good work there!

Overall a good game! But I miss not beeing able to punch

/MindWipe

"If it doesn''t fit, force it; if it breaks, it needed replacement anyway."

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Thanks for downloading it man How did you like the slow motion sequences ? And how many cool combos have you found ? I think at last count I was using about 6 or 7 combos (maximum 3-4 move) to thrash my brother. Do you have any ideas for improvements ? I suppose I could add punches...but perhaps an AI is in order. I need to think of more cool features like the slow mo, the different ways of flipping up etc.

Thanks again.

"The mere thought hadn''t even begun to speculate about the slightest possibility of traversing the eternal wasteland that is my mind..."

That rocked dude

-Gelf

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Fresh,

Nice one, Cambridge eh. How''s the weather...

Downloaded the demo, worked after a while. My zip extractor wouldn''t, because the name had spaces in it.

It is cool. When is there going to be a network version (i don''t think there (is* a network fighter, is there??). I especially like it, if you keep doing roundhouses, it gets faster. Cool, bit like chun-li with her windmill kick (or who/whatever it was).

cheers

http://www.geocities.com/streampark - WayOut Engine v00.2
''That''s it man, game over man, game over'' - Aliens
brb

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There''s going to be a network version right after I finish the AI. And fighting AI is pretty simple, so that shouldn''t take too long.

As for the weather, Birmingham just had snow, so I assume Cambridge is pretty cold this time of year too.

"The mere thought hadn''t even begun to speculate about the slightest possibility of traversing the eternal wasteland that is my mind..."

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