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Fighting Game Tutorial
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Covering an entire genre of games in one tutorial will not work. What in particular do you want to see? And why the mad face?
-Ironblayde
Aeon Software
-Ironblayde
Aeon Software
Note: When I say "you" I''m refering to the community in general
I suppose you could have a tutoral on fighting games (I''m assuming SF2-style?) if you approached as a generic style, whithout any of the common technology-based information (which if someone''s writing a game, they should have some grasp of anyway).
You could for example discuss topics such as techniques for managing combos, producing a program structure that will be applicible to most of these games, as well as, say, design issues such as character design and fighting move designs.
I know you can''t possibly do a tutorial on "fighting games" but surely it cannot be as difficult to produce a tutorial for the "generic fighting game" (and I''ve seen them done *badly* in QBasic).
Before anyone asks, no I have >No< experience of working on a fighting game, although I starting planning/thinking about one a few years back.
In fact, if you took it to a suffiently high abstraction level, you could probably write tutorials for most of the major genres, to help newbies who are ready to begin a proper project having completed a simple game, but are unsure on how to start on something more ambitious.
Just a few thoughts.
- Jamie
Waassaap!!
I suppose you could have a tutoral on fighting games (I''m assuming SF2-style?) if you approached as a generic style, whithout any of the common technology-based information (which if someone''s writing a game, they should have some grasp of anyway).
You could for example discuss topics such as techniques for managing combos, producing a program structure that will be applicible to most of these games, as well as, say, design issues such as character design and fighting move designs.
I know you can''t possibly do a tutorial on "fighting games" but surely it cannot be as difficult to produce a tutorial for the "generic fighting game" (and I''ve seen them done *badly* in QBasic).
Before anyone asks, no I have >No< experience of working on a fighting game, although I starting planning/thinking about one a few years back.
In fact, if you took it to a suffiently high abstraction level, you could probably write tutorials for most of the major genres, to help newbies who are ready to begin a proper project having completed a simple game, but are unsure on how to start on something more ambitious.
Just a few thoughts.
- Jamie
Waassaap!!
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