The player character should probably have a different sized box based on the type of attack (i.e. a rectangle that defines the size and position of the character). Each character should have a bounding box (i.e.play the kick sequence when the player pushes a kick button). Then play the correct sequence when the player triggers some action (ex. For the player character, you will need an animated sequence for each "move", such as kick, punch, etc.These can be created in any graphics application (preferably in a texture map/atlas). For each non-player character create a series of consecutive "frames" which when cycled gives the illusion of movement.To implement a game based on that animation you might use the following: Game engines range from very basic wrappers (which usually provides easier functions that take care of low level tasks) to highly complex abstractions in which the actual game development no longer resembles any specific platform - they also sometimes allow you to create the game once and deploy it to various platforms without any changes. On the other hand, if you just want to get the game done without having to worry about the details then an engine is definitely the way to go. If you want to learn about the underlying concepts of rendering, collision detection, etc, then writing these yourself is perfectly acceptable, and a lot of fun. It will depend on what exactly you are after. Using a game engine or not is a preference.
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