SuperSmashBrothers clone

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Avian
Posts: 17
Joined: Sun Dec 16, 2007 7:14 am

SuperSmashBrothers clone

Post by Avian »

I'm am going to create a clone of SSB for PC.
For those who haven't yet enjoyed SSB, its similar to an arcade fighting game, where opponents combat each other on a simple map. rather then doing damage to enemies, you make them lighter then attempt to throw them off the screen.

I will be using newton physics engine for the physics, and the illustrious irrlicht engine.

Currently I'm still in the planning phase, and I will post updates on a semi-regular basis. The main reason for posting it here is so that everyone can submit their ideas for characters and weapons.

Currently I'm wondering about the best way to make a character grab hold of a ledge.

Also I am wondering if it is possible to use newton rigid body dynamics, where multiple objects have rigid bodies, but don't collide. eg players can move through each other, but still fall and react with the ground.

PS also wondering how to limit the character movement to the X and Y planes.

Thanks in advance for your interest!
GameDude
Posts: 498
Joined: Thu May 24, 2007 12:24 am

Post by GameDude »

From what I have read of your post, it seems you still need a little more practice at coding. Don't worry though, we were all at the stage. You seem to want to do more than you can handle. Again I was there myself. Just take it slowly and build your way from there.
Avian
Posts: 17
Joined: Sun Dec 16, 2007 7:14 am

Post by Avian »

Thanks for the prompt reply.
That does sum up my current position very well =)
I do know that i would use constraints to limit motion with newton, but i think its better to get more outsider input into a program, so that it's not just my code in the final product.

Just a thought: whats the best way to have collisions with an animated mesh?
Newton loads a collision mesh from a non-animated mesh, and I want to get collisions from an animated mesh.

I'm guessing that you do this with bones/skeletal animation?
fireside
Posts: 158
Joined: Thu Dec 01, 2005 10:55 pm

Post by fireside »

I would save that for later if it was me. You can get by, I would think, by using primitives and finding the contact point. Almost everyone I've known who has a game they never finish is trying to do this really cool effect. Those are things that you add if you have the time.
GameDude
Posts: 498
Joined: Thu May 24, 2007 12:24 am

Post by GameDude »

You might also want to look into other physics libraries. I'd reccommend Bullet.
Avian
Posts: 17
Joined: Sun Dec 16, 2007 7:14 am

Post by Avian »

Ok, I'll look into it.
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

stay with newton...its easier for first timers.
well just use an ellipsiode for ur characters. u wont need more than that for a ssb clone.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Avian
Posts: 17
Joined: Sun Dec 16, 2007 7:14 am

Post by Avian »

I've currently completed the basic movement and physics. Next I'm going to add in basic combat.

Does anyone have a good method for action based animation? eg do this then return to normal? I haven't done too much animation with irrlicht before.

Also if anyone has any ideas for characters that would be great. Other ideas for gameplay would be appreciated also.
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

cal3d is a really cool animation lib and really easy to use.
there u have the option to play animations like run or idle and then throw in stuff like punch or something like that. and the engine blends everything nicely.
but i read that irrlichts animation system has been updated maybe its even possible without an external lib.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
FlyingIsFun1217
Posts: 219
Joined: Fri Apr 13, 2007 8:29 pm
Location: Illinois
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Post by FlyingIsFun1217 »

Beautiful! Only wish it were a militaristic style thing!

And demo work?

FlyingIsFun1217
fireside
Posts: 158
Joined: Thu Dec 01, 2005 10:55 pm

Post by fireside »

Does anyone have a good method for action based animation? eg do this then return to normal? I haven't done too much animation with irrlicht before.
If you look at the collision example no.7, It has 3 fairies that are really the same fairy doing a different frame loop. So to change, you just set a different frame loop. It would probably be best to keep the loop information in a class or a struct along with a pointer to the node so you can call a function like obj.setIdle();
Avian
Posts: 17
Joined: Sun Dec 16, 2007 7:14 am

Post by Avian »

At the moment it sucks, which is no surprise considering my current skills.
(to date: Procrastination. Crashing school server. Getting in trouble for crashing the school server, etc.)

Thanks for the tip about the animation, btw.

At the moment im trying to get the physics right for the varoius thing in the game, Jumping, running, flying away when hit, that sort of thing. currently they just look wrong.

I do have a demo, although it would be optemistic to describe it as a game at this stage. Does anyone know a good place to host it?
dejai
Posts: 522
Joined: Sat Apr 21, 2007 9:00 am

Post by dejai »

Theroy Lesson:
Think of it this way, you want a model to move forward and backward not on the z axis, program the movement buttons to react to this. w adds y to the player, down minuses y, a nd s are back and forward on the x axis.

As for the ledge animate the models, then if they are off the edge by a certain x number and are at a certain y number show that animation and time it so after a second or 2 they are boosted up 1 or 2 y and - or + 1 or 2 X depending on which side they are on.
Programming Blog: http://www.uberwolf.com
Avian
Posts: 17
Joined: Sun Dec 16, 2007 7:14 am

Post by Avian »

I've got the movement working at the moment, just it feels slightly wrong. you know, it doesn't look realistic.

For grabbing onto ledges, i was going to use collision mesh on the upper model, so that if it was falling and it collided with the wall then it would grab on, which would disable gravity, then when the player pressed a key, it would jump up.
Avian
Posts: 17
Joined: Sun Dec 16, 2007 7:14 am

Post by Avian »

Ok here is a demo. To be breif, it is currently useless.

http://rapidshare.com/files/77492592/SSB.EXE
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