@flickity how would you do...say spinning lariat for zangief 3 punches dive for dhalsim lp+hk raging demon for akuma. lp. lp, lk. forward, hp dashes for air characters while attacking simultaneously diffentiate between an air dash and a punch. or a punch in the air and a kick. differentiate between any punches at all. If there's any infinites. like war machine's combos in many games, how would you do them. They have very complicated button sequences that require both, direction, dash, button combinations, and very precise timing. differentiate between super jump, regular jump Now obviously you can have tons of swipes. But would all the swiping really allow you the control necessary for many of these moves? It becomes swipe mashing rather than your proposed button smashing.
You make some really good points there on the previous post. My suggestion to the OP is to try out both schemes and see how they turn out. Edit: And just to reiterate what I said, both control schemes would probably satisfy both type of players, the casual and the hardcore.
yes for sure. And i only said that i was "pro" to show my insight on 2d games not to show off. Yea i agree that swipe controls could work, i've already cited blades of fury and they pulled off a very good swipe control. And i may sound a lil excited about the subject b/c i'm a huge fan of fighter games. For non-hardcore fighter games i agree that swipes would be very intuitive and even for buttons i've suggested an "easy mode" for non-hardcore gamers. Before this turns into a lil war. I'm focusing on buttons and to get the "button" scheme properly. I agree that swipe controls would work but not to an extent that "hardcore" fighter games have come to like. But I definitely think it will work for the general iPod audience EDIT: i think that if given some time to analyze the many moves i could maybe come up with some swipe controls that will give you control+intuitivity...might take a while. I would be able to help more if i knew more about the game. LIke i said, speed, characters, and mechanics change things A LOT.
i think tilt controls just wouldnt work b/c most people dont like tilt. It could work as an alternate control method but i dont think it would be very effective. ....thinking about it, i think you can make it effective but just by being tilt that may put off some people. Personally i hate any type of tilt games but most ly b/c i usually play in weird positions.
You do a what and a what and what what what? Christ, those button combos don't even make sense when you TYPE THEM OUT. They certainly aren't intuitive in a gameplay sense. This isn't 1995, we are able to make advances in what a fighter is and can be. Personally, I am just tired of onscreen buttons. I think developers can and should strive to do a lot better.
you do realize that street figthter IV just came out last year right? anywho for those who are lost. essentially you have low, medium, high kicks and punches. The easiest combos are just done in a zigzag. Just hit punches and kicks in increasing order without repeating a punch or kick. Dependint on the game engine it opens up for more complex combinations. Like skye has said, and like i have said. Both control methods would work well. However, for more control i think that buttons are better. But again, since I really dont know anything about the game I was just stating my opinion. I think that people would happily play with swipe or button controls. More options are always better. Or even a hybrid of like joystick+ buttons would be nice.
If its a simple street fighter II game, I can even see online gameplay. Free game with 3 characters and added DLC for more characters and stages. If its a slow paced and simple game it wouldnt matter, buttons, swipe or , joystick+swipe.
yeah i didnt like tilt either...then I played jet car stunts and crazy turkey blast =D But yes that makes sense, tilt is very unreliable. Ichallenger implemented it but it seemed the only way to move under control is to tilt slowly. Maybe combine the button and swipe motions like Gameloft's Real Soccer (2009 not sure bout 2010)? tap on the button for normal attack. Tap on button then swipe up off the button for special attack? If you have real soccer then you might know what I'm getting at.
i dont have real soccer but if you're tapping on a button, then you're better off with button+joystick or direct swipe or even joystick+swipe (no buttons). i dont think that would translate well into a fihter game
I think there is a demo for real soccer. I felt it was well implemented. The tap+swipe mtion was for high kicks and tap was for normal kicks. You should try it out. I might try something like that in mine.
I'll give it a go, since the dev mentioned this game and seems to be interested I'll check that out. At this point I'm trying to think of the best way to implement a good control scheme+intuitive+swipe. I think the button scheme i suggested would work well. Now to figure out a swipe, that will be a bit hard given the complexity of certain moves. I still think at this point that a joystic+swipe control scheme would work well. Or maybe hot spots, like press top of screen to jump, swipe down to dash. If holding a button and swiping down would create a jump+attack motion. hmm...thinking...
wait are you refering to me as a dev? haha if so I'm not a dev yet. I just started with SDK. The fighting game I have planned is a long term project which will take a few months. good luck on your game's controls!
Wow thanks everyone. Ive been sitting back and soaking up all the suggestions on controls. I think I'm going to try a option of controls to satisfy different types of players.
"Swipes" don't have to be simple one-directional actions. For a dive, you could literally draw the shape of dive or draw a slide on the ground and up for a kick: _/ _/\ /\ \/ /-\ \-/ \_/ |_ -| |_| Each of these could be done in two directions, and of course there are more combinations of strokes. You can also take into account WHERE on the screen the move starts, as well as how fast the move is done. Slower moves might be power moves, where faster moves are less powerful but very quickly executed. If you thought carefully, some of the moves could even be intuitive to remember. _/ means slide on your butt and punch to the mid section if executed low on the screen/character, but does a normal punch if executed in the middle of the screen/character. Doing it even higher up executes a Superman punch. -\ Similar to the above, but finishing with a kick instead of a punch. Anyway, that's just off the top of my head. You could probably refine the concepts quite a bit with a little thought. If you want to create a unique fighting game for the iPhone, starting with Street Fighter button controls seems like an immediate fail to me.
Actually, MindJuice has it figured out, and that is a very good starting point. Swipes sound complex, but they are just simple vectors with a direction and length. Pretty much ALL the data you need for any analog system. If you need a short jump then just make a short swipe upward. How hard is THAT? Besides, if the game became multiplayer, a swipe system would separate the men from the boys. No memorizing button combos, you could plant a precise kick to the nose at full velocity with two simple swipes. Timing could be a factor as well (plan your kick just as you reach your max height).
im digging the swipes, but Im thinking about using the buttons as a option too, to stay true to the classics and since so many people like myself and others are use to buttons or might want to switch it up. So you would be able to go to options and pick your control preference
Looks like I'll try and make two control options. Mindjuice's suggestions were pretty good. But I've seen things like that. You draw the letter and it types it out for you, but they dont work that great.
To OP: you should check out some of the control scheme's on the jailbroken emulators. psx4iphone has a lot of buttons, snes4iphone has 6 i think... but they work. Not great but they both do work and games like street fighter, marvel vs. capcom, etc. are playable. obviously not the same as playing with physical buttons but it gets the job done if you want to play it enough. I would say that Blades of Fury controls better than the emulators... but in the same league. for the emulators, if you play in portrait, 1/2 the screen is dedicated to game screen, the other 1/2 dedicated to controls. in landscape, the buttons opaque and are overlayed on the playing screen. again, obviously not optimal but you have to give a little on this button-less device. People will play if they want to badly enough and there are a TON of gamers that love street fighter and other similar games.
That is gesture, that is completely different and much more complex. Swipes are just simple linear movements, not curves nor reverse circles nor loops. Star Wars: The Force Unleashed uses a gesture system, that is not what I am talking about.