#27864 - krom - Fri Oct 22, 2004 4:19 pm
[Images not permitted - Click here to view it]
Allen Ussher has sent in a great Street Fighter II style engine:
I emailed you guys before about my project called Project Hazuki. Anyway, I
have a working build now that demonstrates a Street Fighter II-like engine.
Moves work, combos work, there's sound, health meters, and more.
You can play through one match right now against a computer-controlled Ryu.
This is version 0.11 of the engine, to find out more details read the
hazuki.txt file stored inside the zip archive.
The demo is very playable, it features polished controls, fast gameplay
and has satisfying sound effects!
Download Project Hazuki straight from the main site!
#27888 - keldon - Sat Oct 23, 2004 1:04 am
Looks like a very interesting project indeed. I have not had a chance this week to download and test anything; but I definately will give it a go.
#27943 - kenneth fejer - Sun Oct 24, 2004 6:32 pm
really cool engine, to bad the CPU is soo damn hard though :D
_________________
cheers,
kenneth fejer
#27948 - ScottLininger - Sun Oct 24, 2004 7:59 pm
That's what I thought when I played it... The AI Ryu kicked my butt up and down the screen before I could even figure out which guy I was and what the buttons did.
A "practice" mode with a sleep-walking opponent would be a nice feature.
Anyways, sweet engine!
-Scott
#27949 - allenu - Sun Oct 24, 2004 8:12 pm
ScottLininger wrote: |
That's what I thought when I played it... The AI Ryu kicked my butt up and down the screen before I could even figure out which guy I was and what the buttons did.
A "practice" mode with a sleep-walking opponent would be a nice feature.
Anyways, sweet engine!
-Scott |
Hey, thanks for the comments, guys.
The AI is actually pretty easy to beat once you can do all the special moves well enough. I still have to work on making good AI.
If you want a "practice" mode. Just hit the SELECT button to turn off the CPU's actions.
- Allen
#28147 - getch - Wed Oct 27, 2004 12:04 pm
Nice game. It plays like I'd expect a professional game to play.
I would really like to see the source for this, but if you dont want to release that, could you explain the animation you used.
I've never made anything that needed more sprite data that could fit into vram, but i've watched your game playing, and it seems to copy blocks of animation into ram when needed. But I dont know how it decides where in ram this data goes, or how you keep track of how the sprite will be animated.
_________________
-pb
#28155 - allenu - Wed Oct 27, 2004 3:28 pm
getch wrote: |
N
I've never made anything that needed more sprite data that could fit into vram, but i've watched your game playing, and it seems to copy blocks of animation into ram when needed. But I dont know how it decides where in ram this data goes, or how you keep track of how the sprite will be animated. |
Basically, I wrote a caching algorithm that checks to see what sprites
are in OAM space first before displaying them. If the sprite is there
already, I don't bother copying it in. If it's not there yet, I look for the
oldest sprite in OAM that has not been used recently and overwrite that.
Since I'm using 4-bit sprites and have only a fixed number of sprites on the
screen, I am guaranteed to have several tiles in OAM that I can overwrite
without affecting the sprites being displayed.
The caching technique is a standard one used on micro-processors and
operating systems.
For details on the sprite state machine, there are some notes in the
hazuki.txt file included with the archive.
#28166 - Ethos - Wed Oct 27, 2004 4:14 pm
Keep up the good work!
Glad to see some Canadian content :P