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Dragon Ball Z: The 8-Bit Battle

PostPosted: Tue Oct 14, 2014 6:59 pm
by RippeR7420
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Hey there everyone, I've been working on a new game, Dragon Ball Z: The 8-Bit Battle(very slowly) and figured I would create a topic about it.
There isn't much yet, But as I progressively get more work done I will update this page regularly. The title basically says it all, It is going
to be a DBZ fighting game with 8 bit fighters. I don't plan on making this game very big with a bunch of bells and whistles, It is more
practice over anything.




WHAT I HAVE DONE SO FAR:
- Basic screen navigation
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- Help screen
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- Almost functional two player mode
Goku/Krillin/Picollo/Vegeta/Frieza/Cell/Buu/Captain Ginyu
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- 3 stages add(so far)
Desert/Jungle/Fire Mountain
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WHAT I NEED TO DO:
- Add story mode
Must play through story mode to unlock characters. One "good" guy will be available as well as one "Bad" guy.
You have to beat the game to unlock remaining characters.

- Add arcade mode
Fight through a tower of every character in the game.

- Finish implementing two player mode
Certain collisions need to be implemented/fixed.
Timer/Round over needs some tweaking.

- Unlock-able characters
There will be 8 characters total in this version of the game. Only two of the characters will be unlocked upon
first time playing.

- Add 3 more stages(at least)
What stages should be added that are not in already?



As soon as I get the Two Player Mode working correctly I will post a demo. But for now, there is an old version
of this game on GameJolt with news/vids/screens as well. http://gamejolt.com/games/arcade/dragon ... tle/28892/


That's it so far, Thanks for lookin! Feel free to comment with suggestions/critiques, I welcome them all.
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Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Oct 16, 2014 10:21 am
by bat78
drawn with pattern of 256 colors?

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Oct 16, 2014 2:46 pm
by RippeR7420
Yes not all art is 8 bit haha :) I guess I should reprase it to "pixel fighters".

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Oct 16, 2014 3:16 pm
by bat78
RippeR7420 wrote:Yes not all art is 8 bit haha :) I guess I should reprase it to "pixel fighters".

Pixel fighters.. i like how it sounds :)

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Oct 16, 2014 4:24 pm
by RippeR7420
Does sound way cooler, haha.
Might have just sparked another game idea.. Thanks bat!

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Oct 16, 2014 5:58 pm
by bat78
(Not like i did anything)

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Sat Oct 18, 2014 4:07 pm
by Zivouhr
DragonBallZ 8 Bit Battle looks great. Did you create all of the graphics yourself? Looks awesome. Keep it up!

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Tue Oct 21, 2014 3:56 pm
by RippeR7420
Thanks Zivouhr! I did not create the graphics, I just edited/cropped them. I have been planning on making a fighting game though and this is just a way to make sure I can do it. Nobody likes spending weeks working on something to have it fail, hah. :) Of course the fighting game I want to make will be alot more in depth visually, with more variety in character controls and what not.

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Fri Oct 24, 2014 5:53 pm
by Zivouhr
Thanks Ripper. The design and layout are really nicely done. Have fun making the game!
I've played a couple DragonBall Z games in the past on PS2 and PS3- Dragon Ball Raging Blast I think it's called and captures the look of the cartoon perfectly with interesting fighting mechanics.

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Mon Apr 06, 2015 3:57 am
by koala
This looks great. How's the game development progressing?

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Sat Apr 18, 2015 1:52 pm
by Zivouhr
Being able to choose different characters and programming all of the same control options for each character but offering different powers and abilities would require a lot of programming I can imagine.

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Sat Apr 18, 2015 5:22 pm
by lcl
Zivouhr wrote:Being able to choose different characters and programming all of the same control options for each character but offering different powers and abilities would require a lot of programming I can imagine.

Actually not that much programming would be required. Inheritance can be used to make "template actors" that can be used for making it easier to program multiple actors that have many properties in common, but have some different functionality as well.

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Apr 23, 2015 12:30 am
by Zivouhr
Sounds like a plan, thanks Lcl. I have much to learn with multiple characters in a game to choose, but am thinking back to the State code suggestions as a possible answer.

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Apr 23, 2015 2:40 am
by RippeR7420
After you figure out a way to implement multiple characters(mine is a little different than the method mentioned by LCL) the process is as simple as a few extra lines of code to each function for the player. In this game for example Player One is actually just one actor with every characters animations added to it. Then I create a variable for which "fighter" the player currently is(I usually keep it real basic like, P1). Then the rest is pretty self explanatory;

Key press -> right -> script
Code: Select all
Switch(state)
{
    case 0: //Usually my "Idle Right"
    state = 2;
    if(P1 == 0) // goku
    {
         change_animation(NO_CHANGE, goku_moveRight);
    }
    else
    if(P1 == 1) // vegeta
    {
         change_animation(NO_CHANGE, vegeta_moveRight);
    }
    break;

    case 2:
    x += moveSpeed;
    Break;

    Etc...
}


Anyways, it's been a long time! How is everybody? I just opened a Recording Studio and it's been taking up most my time.

Re: Dragon Ball Z: The 8-Bit Battle

PostPosted: Thu Apr 23, 2015 12:46 pm
by koala
So you don't have multiple actors and each with one animation, but one actor with multiple animations. Nice. :)

Are you going to finish this game?