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Punching and Kicking

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Big Lebowski:

Hi all. I am thinking about doing a dedicated fighting setup. I will probably program my own game to work with the physical setup rather than try to interface it with existing games. I will probably wire it using a sidewinder gamepad, and have a freestanding structure with 6-8 pads for punching and kicking, wired up to the sidewinder gamepad. Just wondering if anyone has any suggestions on how to make this work well. I want to have to strike the pads with fairly significant force for them to register a blow in the game, so just putting some padding over arcade buttons won't work. Any suggestions would be appreciated.

Regards,
Dennis

Spaced Invader:

Heavy springs (not too heavy) and leaf-like switches (might have to build your own contacts). How do you propose to handle movement...and why are you doing this? I'd love to see a finished product.

Big Lebowski:

For movement I was thinking of using a ddr pad. Probably just start with a commercial soft pad, taped down to plywood to start with, and maybe build a custom pad with more directional control specific to the game I want to make. As for why I am doing it :) I love the idea of physically interactive games. I have already done several games that interact with my stationary bike and treadmill, including a remake of Activision's Decathlon where your athlete's speed, throwing distance etc is measured by the speed you are running/riding. Those games are good, but I wanted something that was even more interactive than just riding a bike, and pressing buttons. A fighting game seemed like it would be cool. With foot movement, punching and kicking pads, perhaps even pads for blocking (with force feedback - well...maybe not). The game would run off of a computer hooked up to my projector, so the game would be played on a 100" screen to fully immerse the player in the action. Unfortunately my ideas often exceed my knowledge and capability to make them happen. I can handle the game programming, and some simple joystick hacks, but beyond that I am lost. I found the forum here, and it sounded like the right group of people to ask. I'm amazed at some of the projects that the people here have accoplished :)

Dennis

Big Lebowski:

Something like this for the springs perhaps?

http://shop.store.yahoo.com/3dm-sport/spng-h.html

I would probably mount them on a sturdy wood frame, and cover them with some sort of vinyl padding. I guess just have the padding come down enough to trigger a leaf switch attached to the wood frame, and wired to the sidewinder pcb.

NoOne=NBA=:

I think, given that your feet will be occupied by the D-Pad, I would concentrate on two sets of high/low pads to simulate high/low punches and high/low kicks by punching only.

I think small boards (6"x6", or so) with springs behind them (as mentioned above) will probably work fine.
How many boards you would need to do this would depend on what games you try to use with it, and how detailed their controls were.

The one downside I see to having too many of these "buttons" though would be that it would begin to block your view--lessening the immersion factor.

Here are a couple examples to give you an idea of what is out there already.
Boxingmania
MoCap Boxing
Heavyweight Champ
Punchmania

There was another cabinet I remember that the company pulled because it judged your effectiveness based on how HARD you hit the pads, and people sued them after getting hurt playing it.

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