Making a Fighting game in Godot

UltimaComi

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I don't usually post here, but I would like to share something I've been working on as of recent. For the past year, I have been working in Godot to learn game development. I only really made one thing notable which was my attempt at remaking the physics at Mega-Man X4 but now I decided to focus something I really wanted. Which is making a fighting game. As of now, I've only coded movement, hitboxes, hurtboxes, health, and side switching. At this current moment, I am still trying to wrap my head around input buffering and gatlings mostly because I want the game to play very similar to something like Darkstalkers or Guilty Gear. If you have any advice or knowledge of the topic feel free to share, it will only keep me motivated to finish my prototype fighting game.
 

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I don't usually post here, but I would like to share something I've been working on as of recent. For the past year, I have been working in Godot to learn game development. I only really made one thing notable which was my attempt at remaking the physics at Mega-Man X4 but now I decided to focus something I really wanted. Which is making a fighting game. As of now, I've only coded movement, hitboxes, hurtboxes, health, and side switching. At this current moment, I am still trying to wrap my head around input buffering and gatlings mostly because I want the game to play very similar to something like Darkstalkers or Guilty Gear. If you have any advice or knowledge of the topic feel free to share, it will only keep me motivated to finish my prototype fighting game.
That’s pretty sweet dude good luck out there
 
I don't usually post here, but I would like to share something I've been working on as of recent. For the past year, I have been working in Godot to learn game development. I only really made one thing notable which was my attempt at remaking the physics at Mega-Man X4 but now I decided to focus something I really wanted. Which is making a fighting game. As of now, I've only coded movement, hitboxes, hurtboxes, health, and side switching. At this current moment, I am still trying to wrap my head around input buffering and gatlings mostly because I want the game to play very similar to something like Darkstalkers or Guilty Gear. If you have any advice or knowledge of the topic feel free to share, it will only keep me motivated to finish my prototype fighting game.
a man in a suit and tie is standing in front of a window and says i respect that

I believe you can do it.
 
That's sick man, fighting games have to be some of the funnest games to design and play around with. I've been thinking of getting into Godot too, but I'm not sure yet. How was your experience with it?
 
That's sick man, fighting games have to be some of the funnest games to design and play around with. I've been thinking of getting into Godot too, but I'm not sure yet. How was your experience with it?
Godot is honestly the most positive experience I've had with a game engine. Very user friendly and I really like the interface. I highly recommend it!
 
Im not familiar with fighting games nor standards for input buffering in fighting games, but what you could do is have an array that you append values to for different moves/buttons, and simply read the first index to actually control the character.
You will need to have some way of actual detecting button combo's tho such as maybe tracking the time passed between button presses, and if its within a threshold pass a value for that particular combination.
One the first index is read to control the character you simply discard the array entry at that index which should line up the next entry to be read at the next tick/update.

Should find everything to do with arrays in the docs
 
Cool stuff. I've kicked-around making a fighting game but never more then just thinking.
I have zero clue how real fighting games work for move detecting, but the way I picture doing it is with a series of timers. For instance, when a "down" input is detected the "down_timer" starts decreasing. While "down_timer > 0" if a "right" input is detected then "down_right_timer" starts ticking down. Finally, if "high punch" is detected while "down_right_timer > 0" "DoMove(fireball_strong)", or whatever.

Horribly inefficient as laid-out, but that's what I envisioned. Good luck.
 
Cool stuff. I've kicked-around making a fighting game but never more then just thinking.
I have zero clue how real fighting games work for move detecting, but the way I picture doing it is with a series of timers. For instance, when a "down" input is detected the "down_timer" starts decreasing. While "down_timer > 0" if a "right" input is detected then "down_right_timer" starts ticking down. Finally, if "high punch" is detected while "down_right_timer > 0" "DoMove(fireball_strong)", or whatever.

Horribly inefficient as laid-out, but that's what I envisioned. Good luck.
Actually this isn't entirely inefficient but instead of having a separate timer for each input. You could just set a variable that will store the amount of time that passes in game whenever an input is being held and it will reset whenever the input was released and will start when a new input is pressed. (This is basically like the display of milliseconds that are in training mode; it could also handle charge inputs or something similar to Cody's Zonk Knuckle in SF4) Also, I have a timer that activates every 0.2 seconds after an input is released. All I need is a modular way to introduce special moves and abilities.
 

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This is really impressive. Looking forward to seeing more!
 
I wish you the best of luck with your project! I started following a YT series on Godot and got as far as making a 3D test environment with run, walk, crouch and jump mechanics (including primitive crouch animation). It was alot of fun and very eye-opening. It made me wish I knew C# and had a comprehensive understanding of the features of the software. But I guess that's where practice comes in!
 
I wish you the best of luck with your project! I started following a YT series on Godot and got as far as making a 3D test environment with run, walk, crouch and jump mechanics (including primitive crouch animation). It was alot of fun and very eye-opening. It made me wish I knew C# and had a comprehensive understanding of the features of the software. But I guess that's where practice comes in!
You can do it!!! Godot is a really awesome engine. You'll learn it in no time.
 

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