Could a street fighter-like game work on the iPhone? Buttons?

Discussion in 'Public Game Developers Forum' started by vega89191, Nov 30, 2009.

  1. da shiz wiz 19

    da shiz wiz 19 Well-Known Member

    Sep 24, 2009
    7,318
    9
    0
    Alright thanks for pointing that out, I'm new to this
     
  2. Knight

    Knight Well-Known Member

    Oct 2, 2008
    410
    0
    0
    Game Developer
    Oh boy gestures and fighting games. Take it from someone who spent months toiling away trying to develop exactly that, only to notice that not many people seemed all that enthusiastic about gesture controls. You can check out the lite version of Tap-Fu to see it in action although you can't do the back kick and fireball in the lite version (ie. half and full circles). Anyway, I suggest you stick to simple button controls if you can. It will save you weeks/months of pain.
     
  3. da shiz wiz 19

    da shiz wiz 19 Well-Known Member

    Sep 24, 2009
    7,318
    9
    0
    Well that's some advice that comes from experience so looks like it may be back to buttons...
     
  4. Knight

    Knight Well-Known Member

    Oct 2, 2008
    410
    0
    0
    Game Developer
    Sorry, I don't mean to discourage. I was so into the gesture controls that I spent a lot of time on it, but I'm not sure it was worth it. But I still think it worked out better than I thought.

    Just wanted to give you a heads up I guess. Try to get the gameplay going first, then see if you really need gesture controls. Good luck.
     
  5. da shiz wiz 19

    da shiz wiz 19 Well-Known Member

    Sep 24, 2009
    7,318
    9
    0
    Dude I've done things that are total wastes of time before. I'm glad you told me this before I spent my time figuring out gestures. So thanks :)
     
  6. Flickitty

    Flickitty Well-Known Member

    Oct 14, 2009
    761
    1
    0
    iPhone Dev
    I don't even know what you are talking about. Seriously, Tap-Fu is one of the ONLY games that I think gets the platformer controls RIGHT. It is gorgeous with a funny storyline. Part of the fun is the interactive controls.

    Flickitty probably took 3 months to fine tune the controls- it wasn't easy and the first designs totally sucked. I think we did a decent job considering I had to contend with a lot of different physics (Flick himself is comprised of about a dozen moving parts, but he looks much more simple than that).

    I think the controls for Tap-Fu are too simplistic to be converted to a pure fighting game. But I think it is an excellent start. Don't minimize the quality of Tap-Fu; I think that is the direction Platformers should be moving in.

    But thats just me- I'm weird like that.
     
  7. onewithchaos

    onewithchaos Well-Known Member

    Apr 16, 2009
    1,405
    0
    0
    California
    [​IMG]


    Ok here is the control scheme i was talking about.

    1 and 3 are special in that if you tap once a low punch comes out if you tap again a medium kick somes out. 1 is for punch 3 is for kicks.

    2 and 4 are high punch and high kick respectively.

    3k button doubles in as a super jump


    3p button doubles as a dash button

    The joystick should be floatable and be able to put a dpad that stays in place. It is very important for the dpad to stay in place b/c otherwise it will be hard to pull off moves. However the joystick should be floatable.

    Now, the buttons according to my suggestion should be customizable so if you like having the 3k button as your lp and the 1 button as a medium punch and 2 button as high punch you can do that. And also customizable so that ...say 3k button is a combination of buttons 2 and 3 instead.


    I'm not going to get in the swipe controls. For a street fighter-like game althoug you can have a _/ for kick, you would need something else to differentiate between mk and hk. So I'm not saying this to turn down swipes. But only for people that are helping come up with swipe controls to take into consideration that you have to be able to select which punch/kick you're doing. If you want to do a low punch, into medium kick into high punch. It takes three quick button presses but for the timing to be right you need to account for the time/delay of swiping for the moves to register. Any further suggestions would be appreciated i'm sure. :)


    Again: I am not the developer just a person who really likes fighters and would like to help out with this.
     
  8. onewithchaos

    onewithchaos Well-Known Member

    Apr 16, 2009
    1,405
    0
    0
    California
    lol, no i wasnt referring you. I was just saying that i want to help vega so i wanted to research into it. Let me know if you need help with your fihgter game, i love fighter games. I even have a home made joystick to play realistically with friends that are also into them
     
  9. onewithchaos

    onewithchaos Well-Known Member

    Apr 16, 2009
    1,405
    0
    0
    California
    I think you're half right. At this point if you can do a really good button system for now, then you can work on other things like characters/story etc. I PERSONALLY dont think swipes would be very popular for fighter games like these. In this case I think its better to perfect a control scheme than to try to re-invent something new. Again, this is MY opinion, others may disagree and they're opinions count too.
     
  10. M4A1

    M4A1 Well-Known Member

    Oct 9, 2009
    62
    0
    0
    From a user's point of view, this looks like a control sceme I would be comfortable playing with (I would prefer a D-pad over a joystick though). But the 3p and 3k buttons, would they be dash and super jump only, or would they have any other uses? Because if those were their only uses, you could simply eliminate the extra buttons and have those commands integrated into the D-pad (double-tap up to super jump, double-tap right/left to dash). And the four attack buttons should be sufficient, but you might have to slim down on a few things, like eliminating MP and MK, and simply having HP, HK, LP, and LK as your basic attacks. It is an iPhone/iPod Touch game after all, you are limited with your options. Blades of Fury seems to have a good implementation of a control scheme, I think something like that might be received well by the users.

    I also am not a developer, just someone who has played a lot of iPhone games with many different types of controls.
     
  11. onewithchaos

    onewithchaos Well-Known Member

    Apr 16, 2009
    1,405
    0
    0
    California

    sorry i forgot to say 3p is 3 punches and 3k is 3 kicks. they double as dash and super jump respectively. they are used for super moves b/c pressing button 1 and 2 simultaneously might be hard. Uh....the medium buttons are integrated with 1 and 3. So you dont really need to get rid of them. Check out marvel vs capcom 2 buttons to see what i mean. It workds very well

    Oh and the joystick is floatable with an option to change to a dpad that stays in place.
     
  12. c0re

    c0re Well-Known Member

    Apr 15, 2009
    444
    0
    0
    #52 c0re, Dec 1, 2009
    Last edited: Dec 1, 2009
    Check my sig, 1 D-Pad, 5 buttons, and my big clumsy male fingers : Don't have any problem with putting combos ;)

    (and so do people who test it)
     
  13. If you start _/ low on the character it is a low kick, _/ mid way up is a mk and up high is a hk.

    After executing the swipe for a low punch, while the animation is playing, you execute the swipe for a medium kick, then the swipe for a high punch. Maybe it looks like this, with each swipe starting at the low, medium or high zone on the screen as appropriate:

    Code:
    _____________
    High Zone:
       3.    --\
    _____________
    Med. Zone:
       2.    __/
    _____________
    Low Zone:
       1.    --\
    _____________
    Basically all "combos" really are combos, and you can put them together in any way you like rather than rely on some built-in combos.

    In training mode, you could put an alpha overlay on the screen to show where the zones are.
     
  14. macish

    macish Member

    Dec 1, 2009
    7
    0
    0
    hi

    what i find interesting is that most games still place the buttons at the bottom of the screen, where it usualy conflicts with the action happening on the screen.
    youre thumbs are then often ubscuring youre view.
    or developer limit their actual "action area" to a kinda small horizontal stripe of screen space.

    a classic fighter would look somehow like this.

    [​IMG]


    how about moving the actual input buttons to the upper side of the screen.

    [​IMG]

    looks a bit weird at first, but try downloading the images to youre iphone/touch and try to "play" using the buttons with that layout.

    and try to keep track of youre thumb movement

    :)
     
  15. vega89191

    vega89191 Active Member

    Aug 15, 2009
    34
    1
    0
    I haven't downloaded the pic to try but wouldnt your fingers cover the screen?
     
  16. macish

    macish Member

    Dec 1, 2009
    7
    0
    0
    well youre fingers would always cover the screen no matter where you place the buttons.

    the question is if there is a better place for thoose buttons to be placed.

    this is a idea to toy around with.. i'm not doing any fighting game :)
     
  17. vega89191

    vega89191 Active Member

    Aug 15, 2009
    34
    1
    0
    Not a bad idea macish. Also what about if you played the game holding the iPhone vertically having the buttons below the entire picture on a seperate layer?
     
  18. onewithchaos

    onewithchaos Well-Known Member

    Apr 16, 2009
    1,405
    0
    0
    California
    ...Yes but with your suggestion, the fingers cover the buttons and the action. In regular controls, you just cover the buttons. Tried...didnt work very well. Think about how people hold the iphone and the diagonal your fingers make to reach the controls...
     
  19. Knight

    Knight Well-Known Member

    Oct 2, 2008
    410
    0
    0
    Game Developer
    We tried moving the buttons to the top and found that the fingers covered up the screen even more.
     

Share This Page