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Thread: How to make Mortal Kombat fighting game?

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    Lightbulb How to make Mortal Kombat fighting game?

    Hello guys,

    I would like to ask any of you who can share techniques and examples on how to make Mortal Kombat as a fighting game. It would be very helpful if someone could share a small demo project with two characters. Generally fighting games are rare on this engine, so I decided to create this topic for everyone, maybe there will be people who can send examples. I wrote to one of you who makes MK but he didn't want to help and share the project, so it's not what I expected. Unfortunately there are no interesting tutorials on youtube and this is a big problem. I generally learn in this program, but it annoys me with its limitations and sometimes errors during creation. Who can help and share some examples ?


    Thx for any help

  2. #2
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleFirefly 3D ModuleInstall Creator Pro
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    NaitorStudios's Avatar
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    It's not like there's a tutorial about how to exactly make an entire sucesseful fighting game... The question is simply too broad.
    Start by learning how to make a custom movement, which is probably important for getting it to be consistent. TheGuyOverThere123 channel has some great tutorials on custom movement.
    Now, about AI, that's a tough one. I recently studied how MUGEN AI works so I could recreate stuff like this in Fusion, and in the end, the logic is quite simple, but there's not a recipe for all movements, each movement will have a very specific set of rules.

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    If you've never made a fighting game before, my advice would be not to try and make/re-make Mortal Kombat, rather make a fighting game inspired by Mortal Kombat. I say this because if you make a game inspired by MK, it doesn't have to work exactly like MK, it just has to work. You also have the freedom to add your own systems/sounds/characters etc.
    If you're looking for techniques, try these:

    A good article here: https://indiewatch.net/2017/04/11/wa...eginners-part/

    And David Sirlin's site: https://www.sirlin.net/

    What NaitorStudios said is good advice - start working on a custom movement system. Whether you do the sprites first or use place holders, you need plenty of animation frames for smooth movement and to allow the player time to react to what is happening.
    If your gameplay area is larger than the screen, you need to make a camera system that centres on and tracks the action as it's taking place. It should move smoothly so players don't get motion sickness.

    Understand states/finite state machine - this will help a lot when creating AI and also managing characters - you don't want a player(or the AI) being able to attack while they're stunned/knocked down etc.

    Controls. Using the above example, there are times when you want to disable controls. Don't use the ignore input command, instead put your control schemes in groups and enable/disable the group when needed.

    If you don't know what hit boxes and hurt boxes are or how to use them, read the article linked above. You can also use collision masks but for a game like MK you should use hit/hurt boxes.

    Creating AI. Make the computer controlled fighter have the same control scheme as the player - this makes it easier when coding for the 2 player mode/switching to an AI driven character. What I mean by this is both the player and the AI should have something like if UP and KICK are pressed, do a flying kick. The AI should decide to virtually press UP and KICK.
    The AI should always be asking questions of the player's character, generally starting with 'how far away is the player' - if the player is considered out of range for melee attack, is the player using a ranged attack e.g. a fireball? Should the AI use a ranged attack or move closer? Is the AI playing aggressively or defensively? The smarter AI should want to control the play area.
    Is the player attacking? If yes, does the AI block or duck? Counter attack? How skilled is the AI - make it's skill level/reactions adjustable.
    Should the AI attack?
    Divide your attacking moves into groups of ranges, e.g. how far from the player the AI character is - short range, medium, long range etc. Activate the relevant group depending on the distance the player's character is from the AI character.

    I find using a flow chart helps when creating AI for fighting games, here's one I made to help me create AI on a fighting game I made a while ago:
    https://imgur.com/9tpZy8N

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    Thanks for any help and suggestions, but this is not at all what I am looking for! I don't think any of you have enough knowledge to help with MK because so far I haven't found anything concrete on the forum, except for one person who doesn't want to share. I need concrete examples and not just theory which will not really help either. The tutorials you posted are actually very poor and for beginners and not really related to MK. I'd like some sample project in the style of beat em ups but probably none of you have any. I've been playing games and fighting games for a long time, so it's nothing new for me. I used to make games on a more advanced engine like Cry Engine 3, but I gave up because of the license. I also tried Unity and I have some projects somewhere, maybe I will come back to it. I used other engines like Gamemaker and made a playable demo but I lost the project ;( so some time ago I decided to try the Fusion engine which turned out to be quite interesting. I made my own game for PC and Android but it wasn't enough, so I started making a remake of MK to get more out of the engine. Overall Fusion is friendly and I like this engine also because of easy import to Android and iOS which was my main advantage. Feel free to visit my channel https://www.youtube.com/c/PDesigner

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    NaitorStudios's Avatar
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    If you need concrete examples, I'm afraid you'll need to pay a developer to make it.
    People won't simply give you their projects, nor make entire tutorials just because you ask, specially for free.
    There are plenty of developers to hire.

    And if your videos are real projects that you made, I do remember seeing a MK HD remake long time ago, thought it was a MUGEN tho. Those look great.

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLC

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    Quote Originally Posted by pdesigner View Post
    I used to make games on a more advanced engine like Cry Engine 3, but I gave up because of the license... Overall Fusion is friendly and I like this engine also because of easy import to Android and iOS which was my main advantage.
    What NaitorStudios said. Noone is going to make such a specific example for you, for free.

    It also seems strange that you would want to remake MK if you're concerned about licenses and intending to export to Android and iOS - you'd obviously be in breach of copyright / intellectual property laws. Only a matter of time before you receive a "cease and desist" (I bet they're being extra strict about it now, with the new movie series drawing so much attention).
    Try being original instead - if you're capable of creating a MK copy, you're probably capable of making an original fighting game, and then you might even make a bit of money out of it.

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    Sorry my reply was too simple for you, it was a direct response to you asking a simple question. I've played fighting games for a long time too, including the original MK when it first came out in the arcades. I'm pretty sure I have enough knowledge to remake it in Fusion but I have no interest in doing so.

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    If you mean like a fighting game template I think there is already some examples for this
    I might make a tutorial myself when I have time, but also the last one I made is almost a year old already...
    What I mean by this that people don't have the time to make "full game tutorials like this", especially if as specific as you mentioned, it's like "How to make an RPG tutorials" they are more like templates and combinations of different mechanics (Movements, dialogue system, inventory... etc) but you won't find tutorials like: "How to remake The Legend Of Zelda: A Link To The Past in X engine" because it's simply too broad

    To make games you have to know how to make mechanics for yourself... or atleast pay for someone to do it instead
    That can be achieved by having a better experience with the tool and improving your logic and programming skills

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    Videos and projects is I made by me and this was not mugen it was made in Game maker, but I lost it long time ago. So thats why I wish to make it on Fusion.

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    I use a mugen because it's perfect for fighting, but it's not the same as a separate engine where you can do a lot more.

    I think you dont understand license in Cry Engine, this is a big difference, that is why I choosen Fusion.

    I can pay for a good example, but I make it myself it's only a matter of time

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