Hey, in my other thread, i was asking for anyone who would want to join me in making an app. Well im getting things going, and now i want to know: what features do you want? This will be a stickfighting game, so keep that in mind. Other than that, post what you would want! Ill include a poll of features already requested often, but feel free to post too! Vote for any and all you would like!
Hey I sent you a PM. I am working on a Stick Fighter as well. I have started coding the main menu and controls already. I also have some great things planned. -Altrez
I'm also a rapper, and I make beats, so if you want original music or a soundtrack, I'm game Checkout www.myspace.com/ktfright
So i see people arent really voting for the d-pad feature, why is that so? Any other control suggestions? And just for the purposes of explaining myself, i was thinking maybe having the controls similar to Super Smash Brothers? Just a thought.
Is this stick figure fighting? It would be cool if you did this using 3D models and ragdolls but still did the fighting in one screen in 2D. With the right art it could look cartoon shaded. If you want to check out a ragdoll example go to http://www.potatocows.com/ - he did it with the Unity3D engine for iPhone. - Matt
Rather than D-Pad, make it similar to ragdoll kungfu (from steam) Use your finger to drag the person's fists and feet towards the opponent to perform attacks
I thought a dpad would work. I mean I like this ragdoll Kung fu, but I want that ol' school fightin'.
A d-pad needs to be done correctly otherwise it can turn people away from the game. For example. The only reason I have not bought Crystal Defenders is because of the enormous ugly dpad at the bottom. If you plan on using one, I suggest making it more like a joystick like Hero of Sparta. That one is very nice looking as well
Have the D-Pad be an alpha-blend overlay that gets progressively lighter (ie; it fades away). The player can learn where to tap and not need to see the D-Pad. As always, have a setting that always enables or disables the display of the D-Pad. Once the player knows where the control is, no reason to have it on the screen.
That seems like a good idea, but I kinda need to see how that looks. When u have the time, see this stick movie made in flash. It on YouTube. Just type in "ghost fight". It is literally the best stick movie ever!!! It might give us some ideas.
The reason I posted that Ragdoll Kungfu video was because I think the controls could be translated well to the iPhone. I think all good games developed on the iphone should use its unique hardware properties such as accelerometer, multitouch, and swiping. For example, Rolando could have had a dpad, and a separate button to jump. Instead, it uses the accelerometer to move, and to jump, you can swipe up, from anywhere on the screen. Why should there be a button to jump, if it makes it a lot easier to swipe from any point? Consider if someone made a Super Mario Bros port. They could mock up a NES controller on-screen. A smarter developer would take advantage of the iPhone and use controls similar to Rolando. Need to think out of the box! Perhaps we could tap the areas of the opponents body to strike at that particular point?
I actually have come up with another method that will probably stick, and uses buttons, touch, and accelerometer, but is very simple. Thanks though! You got me thinking, and it paid off!
This is a great thread. A have a question for you guys... can you talk a little about how important local wifi multiplayer is to you? Do you have friends and family that also have iphones or ipod touches... where you meet in the same place to play? I'm just skeptical about how much this feature would be used... Remember, I'm not talking about online play here... but just local wifi multiplayer. Thanks.