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KifuwarabeFighter2

Unityで2D格闘を作ろうぜ☆(^▽^) Let's challenge creating 2D fighting game like street fighter 2?

Croud funding!

This page is broken. https://enty.jp/grayscale

How to use

Copy KifuwarabeFighter2/Assets and KifuwarabeFighter2/ProjectSettings directory to new Unity directory. ユニティにぶちこめだぜ☆

Configure input.

  • Project explorer [Assets/Scenes/Title] Scene Double click.
  • Main menu [File] - [Build Settings...] - [Build] Button click.
  • Main menu [Edit] - [Project Settings...] - [Input].
  • Right click Fire1 and [Delete Array Eelement].
  • Same Fire2, Fire3, Jump, Mouse X, Mouse Y, Mouse ScrollWheel, Horizontal, Vertical, Fire1, Fire2, Fire3, Jump.
  • Change Size 5 to 21.
  • Click new items and input name text box. Rename to P1LightPunch, P1MediumPunch, P1HardPunch, P1LightKick, P1MediumKick, P1HardKick, P1Pause, P2Horizontal, P2Vertical, P2LightPunch, P2MediumPunch, P2HardPunch, P2LightKick, P2MediumKick, P2HardKick, P2Pause,
  • Configure scene.
    • Click main menu [File] - [Build Settings...].
    • Double click [Assets] - [Scenes] - [Title] in project view.
    • Click [Add Open Scenes] button.
    • Double click [Assets] - [Scenes] - [Select] in project view.
    • Click [Add Open Scenes] button.
    • Double click [Assets] - [Scenes] - [Fight] in project view.
    • Click [Add Open Scenes] button.
    • Double click [Assets] - [Scenes] - [Result] in project view.
    • Click [Add Open Scenes] button.
    • Right click Scenes/SampleScene from Build Settings/Scene In Build. and Click [Remove Selection].
  • Configure layer.
    • Click project view [Scenes] - [Main].
    • Click Hierarchy view [Main] - [GroundHidden].
    • Click Inspecter [Layer] - [Add Layer ...].
    • Key typing Ground into User Layer 9 text box.
    • Click Hierarchy view [Main] - [GroundHidden].
    • Click Inspecter [Layer] - [9:Ground].
  • Configure input.
    • See: Conventional Game Input
    • Horizontal Negative Button = Left, Positive Button = Right Alt Negative Button = h, Alt Positive Button = i, Gravity = 0, Snap = [v], Invert = [ ], Type = Joystick Axis, Axis = X axis, Joy Num = Joystick 1.
    • Vertical Negative Button = Down, Positive Button = Up Alt Negative Button = j, Alt Positive Button = k, Gravity = 0, Snap = [v], Invert = [v], Type = Joystick Axis, Axis = Y axis, Joy Num = Joystick 1.
    • P1LightPunch Positive Button = joystick 1 button 3, Alt Positive Button = a, Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 1.
    • P1MediumPunch Positive Button = joystick 1 button 2, Alt Positive Button = b, Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 1.
    • P1HardPunch Positive Button = joystick 1 button 4, Alt Positive Button = c, Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 1.
    • P1LightKick Positive Button = joystick 1 button 1, Alt Positive Button = d, Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 1.
    • P1MediumKick Positive Button = joystick 1 button 0, Alt Positive Button = e, Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 1.
    • P1HardKick Positive Button = joystick 1 button 5, Alt Positive Button = f, Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 1.
    • P1Pause Positive Button = joystick 1 button 7, Alt Positive Button = g, Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 1.
    • P2Horizontal Positive Button = '', Alt Positive Button = '', Gravity = 0, Snap = [v], Invert = [ ], Type = Joystick Axis, Axis = X axis, Joy Num = Joystick 2.
    • P2Vertical Positive Button = '', Alt Positive Button = '', Gravity = 0, Snap = [v], Invert = [v], Type = Joystick Axis, Axis = Y axis, Joy Num = Joystick 2.
    • P2LightPunch Positive Button = joystick 2 button 3, Alt Positive Button = '', Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 2.
    • P2MediumPunch Positive Button = joystick 2 button 2, Alt Positive Button = '', Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 2.
    • P2HardPunch Positive Button = joystick 2 button 4, Alt Positive Button = '', Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 2.
    • P2LightKick Positive Button = joystick 2 button 1, Alt Positive Button = '', Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 2.
    • P2MediumKick Positive Button = joystick 2 button 0, Alt Positive Button = '', Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 2.
    • P2HardKick Positive Button = joystick 2 button 5, Alt Positive Button = '', Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 2.
    • P2Pause Positive Button = joystick 2 button 7, Alt Positive Button = '', Gravity = 0, Dead = 0.2, Sensitivity = 1, Type = Key or Mouse Button, Joy Num = Joystick 2.

ドキュメント Author's Technical Documents

Instration and Setup

Qiita 「UnityEditorを使って2D格闘(2D Fighting game)作るときのモーション遷移図作成の半自動化に挑戦しよう<その5>」http://qiita.com/muzudho1/items/50806e7d790034d975a6

Explain ([(Alpaca Bear)(Cat Dot)]{Elephant})

Qiita 「UnityEditorを使って2D格闘(2D Fighting game)作るときのモーション遷移図作成の半自動化に挑戦しよう<その4>」http://qiita.com/muzudho1/items/baf4b06cdcda96ca9a11

Enjoy Game Programing!

Qiita 「Unityでスト2を作ろうと思ったらケルナグールに似てきた話」http://qiita.com/muzudho1/items/b6a842d4e15216b95305
Qiita 「Unityで2D格闘(2D Fighting game)や2Dアクションゲームの当たり判定を簡単に作るために一手間かける話し」 http://qiita.com/muzudho1/items/7de6e450e1762b993a63
Qiita 「Unityで2D格闘(2D Fighting game)作ったとしても解決してくれないだろうこと」http://qiita.com/muzudho1/items/56f6d287c4f6857b2900
Qiita 「Unityで2D格闘(2D Fighting game)作るときに相手の方向を向くには?」http://qiita.com/muzudho1/items/cfe352c864d791c3a98f
Qiita 「Unityで2D格闘ゲームを作るときに欲しいと思われる、各フレームごとのデータの用意の仕方」 http://qiita.com/muzudho1/items/629ab6d7e3c4d7caedc8
Qiita 「Unityでスト2を作ろうと思ったときに見えてくる碁盤の目のようなもの」 http://qiita.com/muzudho1/items/06b1faa57a8ed18543af
Qiita 「Unityでスト2を作ろうと思ったら、すでにあったでござるよの巻」http://qiita.com/muzudho1/items/20851147a165bb9ec344
Qiita 「Unityで2D対戦格闘ゲームのモーションの表示フレーム数を*だいたい*で調整する計算式」 http://qiita.com/muzudho1/items/b4a40e3c01e2f0b960b4
Qiita 「Unityで2D対戦格闘ゲームの当たり判定を作るときの何が難しいのか?」 http://qiita.com/muzudho1/items/6fc03858fbccee0d0410
Qiita 「Unityで2D対戦格闘を作ろうと思ったときにつまづくこと」http://qiita.com/muzudho1/items/aed45f72c9f0175376cc

Implementation

Qiita 「設計レベルでの見直し、リファクタリングだ!ビットフィールド比較をやめて文字列比較にしよう。」http://qiita.com/muzudho1/items/5a77b960b8002829c816
Qiita 「Unityの上で動く、自作スクリプト言語の構文の実装の仕方」 http://qiita.com/muzudho1/items/05ffb53fb4e9d4252b28

Explain Unity coordinate

Qiita 「Unityで2D格闘ゲームのジャンプを作るときの何が難しいのか?」 http://qiita.com/muzudho1/items/998bf723df62cd83e988

Explain Animator Transition

Qiita 「Unityで2D格闘ゲームの歩行を作るときの何が難しいのか?」 http://qiita.com/muzudho1/items/4f9ed16412535af5f8b5

Explain Animator

Qiita 「Unityで2D格闘(2D Fighting game)作るんだがアニメーターを使えば状態遷移ラクチンだなという話し」 http://qiita.com/muzudho1/items/2736fba9bdee706d25f5

Explain Unity Editor

Qiita 「UnityEditorを使って2D格闘(2D Fighting game)作るときのモーション遷移図作成の半自動化に挑戦しよう<その1>」http://qiita.com/muzudho1/items/9c50b8b894e3cf4c90da

Other

Qiita 「UnityEditorを使って2D格闘(2D Fighting game)作るときのモーション遷移図作成の半自動化に挑戦しよう<その2>」http://qiita.com/muzudho1/items/8455c0c7a26d5788b541
Qiita 「UnityEditorを使って2D格闘(2D Fighting game)作るときのモーション遷移図作成の半自動化に挑戦しよう<その3>」http://qiita.com/muzudho1/items/a1669f4d1721428790c1

ライセンス License

(1)プログラムは MITライセンス だぜ☆ ただし、3つの .cs ファイルを除く。
(2)いくつかのキャラクター画像は二次創作だぜ☆ 画像を差し替えて使ってくれだぜ☆
(3)音楽は 魔王魂のを使用☆ 著作の表記必須。

(1)Program is MIT License But, Except 3 (.cs) files.
(2)1 character graphics is fanmade. Nessesory, Change graphics.
(3)Music Author : Maoudamashii (Neccessory, Write copyright)

(1')
次の3つのプログラム・ファイルはライセンス不明だぜ☆ Except 3 program files. The license of this file is unknown. Author: 2dgames_jp
-KifuwarabeFighter2/Assets/Scripts/TakoyakiParticleScript.cs
-KifuwarabeFighter2/Assets/Scripts/TakoyakiTokenScript.cs
-KifuwarabeFighter2/Assets/Scripts/TakoyakiUtilScript.cs

(1'')
Copyright (c) 2017 Muzudho(Dojin circle "Grayscale")
Released under the MIT license
http://opensource.org/licenses/mit-license.php

(2')
次のキャラクターは二次創作だぜ☆ 画像を差し替えてくれだぜ☆ Nessesory to change, The image of this character.
(2-1)ろぼりん娘(帽子に入っているキャラクター)
(2-1)Roborinko(This character is on a hat.)

(3')
音楽:魔王魂
フリー音楽素材/魔王魂
http://maoudamashii.jokersounds.com/
Music: Maoudamashii

作者のブログ Author Blog

作者むずでょブログ Author Muzudho Blog
http://kifuwarabe.warabenture.com/2017/01/11/lets-create-game%E2%98%8614-lets-challenge-creating-2d-fighting-game-like-street-fighter-2-for-unity/

ニコニコ生配信 Japanese private web camera live(SNS)
http://com.nicovideo.jp/community/co3353928

きふわらべファイター2技術ブログ Kifuwarabe Fighter Technical writing blog
http://qiita.com/muzudho1/items/aed45f72c9f0175376cc

進捗 Progress

できているもの☆ Done.
-弾は飛ぶ☆ I done create bullet hit.
-パンチの当たり判定あり☆ I done create punch hit.

まだなもの☆ To do.
-ダウンがまだ☆ I was not create down.

フォルダーの説明 Folder Explain

KifuwarabeFighter2_meta ゲームに入れない元素材ファイルやツールだぜ☆ This folder is not include release game. This is a source material or tool.

Hitbox2DMaker.exe (Old name: AtarihanteiMaker.exe)

KifuwarabeFighter2_meta
|
+--tool(CSharp)
    |
    +--Hitbox2DMaker
         |
         +--Hitbox2DMaker
              |
              +--bin
                   |
                   +--Release
                        |
                        +--Hitbox2DMaker.exe

Hitbox2DMaker プログラム解説(Program Explain) http://qiita.com/muzudho1/items/7de6e450e1762b993a63

これは半自動当たり判定座標調べツールだぜ☆ PNG画像からテキストデータを出力する。 1024x1024ピクセル画像を128x128ピクセルでスライスした画像に使える。 スライス1つにつき赤い矩形(R=255,G=0,B=0)1つから、Offset X,Y、Scale X,Y を算出するぜ☆スケールは(x=2,y=2,z=1 を想定)。
使い方 (1) .pngファイルを.exeファイルと同じフォルダーに置けだぜ☆
(2) Hitbox2DMaker.exeファイルをダブルクリックしろだぜ☆
(3) おわり。同じフォルダに AttackCollider2DScript.cs ファイルができてるだろ☆

This tool is a semi automatic collider 2D coordinate metrics. Png image to text data. Useable 128x128 pixels slices in 1024x1024 pixels image. One Red(R=255,G=0,B=0) Rectangle by one slice image to Offset X,Y and Scale X,Y on Unity ( Scale x=2 y=2 z=1 ).
How to use.
(1) Put on .png file in Hitbox2DMaker.exe same folder.
(2) Double click Hitbox2DMaker.exe file.
(3) Done. Hitbox2DScript.cs file created. (Old name: AttackCollider2DScript.cs)

**ドット絵(.edgファイル) Dot image ( .edg files )

KifuwarabeFighter2_meta
|
+--source
    |
    +-- *.edg

これは EDGEのファイルだぜ☆ 下記のサイトからEDGEを入手してくれだぜ☆
This is a binary source file of dot image. Please, Get dot editor.
http://takabosoft.com/edge

StellaQL

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Unityで2D格闘を作ろうぜ☆(^▽^) Let's challenge creating 2D fighting game like street fighter 2 for Unity?

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