King of Rage

In Progress King of Rage v 0.1

No permission to download
The project is currently under development.
KoR - 0050.png

We're continuing to add details. This time, I added the thickness of the broken glass on the cross section.
 
  • Wow
Reactions: NED
Every time I see that I get think of this. I don't know why. Heheh.

I like both, but it's hard to choose which one is better.
 
I wonder if Rugal's shadow can work for his falling death animation.

It's either this...
C:
changeentityproperty(self, "gfxshadow", 1, 2);

Or this.
C:
changeentityproperty(self, "gfxshadow", 1);
changeentityproperty(self, "shadowbase", 2);

gfxshadow {int} {shadowbase}

  • Changes entity's shadow effect.
    • 0 = (default) Use generic shadow set.
    • 1 = Use entity's current frame for the shadow. Yes, the shadow will be more realistic with this. The angle and length of shadow is defined by 'light' (see below).
  • {shadowbase} controls how the shadow works in platforms (4287+)
    • gfxshadow 1 = default gfxshadow
    • gfxshadow 1 0 = default gfxshadow
    • gfxshadow 1 1 = no shadow changes on platform/basemap (old builds)
    • gfxshadow 1 2 = 2D-like shadow (like platform games)
    • gfxshadow 1 3 = combination 1+2
handable via script with new "shadowbase" prop in entityproperty

If both of them don't work, then I don't know what else can work.
 
I wonder if Rugal's shadow can work for his falling death animation.

It's either this...
C:
changeentityproperty(self, "gfxshadow", 1, 2);

Or this.
C:
changeentityproperty(self, "gfxshadow", 1);
changeentityproperty(self, "shadowbase", 2);



If both of them don't work, then I don't know what else can work.
Currently, the shadow setting in the header of all characters is "gfxshadow 1 1".
 
Nice ! It looks great now!
Is it the default death or a special one happenening in some conditions ?

Seeing this funny scene as Rugal's official "death" is quite unusual ^^
 
Nice ! It looks great now!
Is it the default death or a special one happenening in some conditions ?

Seeing this funny scene as Rugal's official "death" is quite unusual ^^
This scene is the prologue event, which is the final stage and the first stage.
The concept was done in Castlevania: Symphony of the Night.
 
@DD Tokki
I been meaning to bring this to your attention that enemies tend to die mid combo.
This is present in almost every beat em up but I saw that Mr. Q actually solved this by having enemies only die to knockdowns attacks as in UDD.
Maybe you could do something like that,
I certainly will for my game.
 
@DD Tokki
I been meaning to bring this to your attention that enemies tend to die mid combo.
This is present in almost every beat em up but I saw that Mr. Q actually solved this by having enemies only die to knockdowns attacks as in UDD.
Maybe you could do something like that,
I certainly will for my game.
You can prevent dying during the attack by using the 'nokill' command for all attacks except the finishing attack. However, in my game, enemies have life bars, so if you're not allowed to die along the way, you could end up holding out for a long time.
 
You can prevent dying during the attack by using the 'nokill' command for all attacks except the finishing attack.
"nokill" I like the sound of that and I recall in SVC chaos among others, characters had block chip death,animations fall to their knees animations. I guess I'll look into multiple death animations for each attack type. That should work as well.
 
KoR - 0059.png

Hello, it's been a while since I visited.
We started production on the game again yesterday and are adjusting the balance of the characters.

The existing ability graph was so split up that it was impossible to reach the end.

Now we've simplified it so you can reach the end of all numbers depending on your character.

And it's a small change, but the higher the ability, the yellow graph bar turns red. This way, you can easily tell whether this character is a power type or a speed type.
 
scorpion idle.png

I'm editing Scorpion's sprite.

Because it is an original sprite from the King of Fighters base, there were traces of attempts to mix or extend the movements of various characters, resulting in unnatural movements.

While modifying the movements to the extent I could, I decided to change the calf design to yellow.
 
You can prevent dying during the attack by using the 'nokill' command for all attacks except the finishing attack. However, in my game, enemies have life bars, so if you're not allowed to die along the way, you could end up holding out for a long time.
For Ultimate Double Dragon, yes, I have it for all enemies and bosses, but for my next project Fight Forever, normal enemies will die mid combo, only bosses will need to be hit with a knockdown attack in order to defeat them.

Bloodbane made me a script to have something like the 'nokill' feature to work on a character basis more than in an attack info basis.
 
For Ultimate Double Dragon, yes, I have it for all enemies and bosses, but for my next project Fight Forever, normal enemies will die mid combo, only bosses will need to be hit with a knockdown attack in order to defeat them.

Bloodbane made me a script to have something like the 'nokill' feature to work on a character basis more than in an attack info basis.
Actually, I want to kill the boss with a finishing attack.
However, since players who are not good at attacking may drag their time, I think I would have tried it if my game had clean attacks like Ultimate Double Dragon.
 
Back
Top Bottom