Hokuto no Ken Fury Road

Canceled Hokuto no ken: Fury road 0.1.1

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Project is halted prior to completion and will not receive further updates.
Hi guys!
I fixed almost everything  :D

-add one frame more for each chars, and replace as "O" advices me.
-add new sounds for all



Some things now:

-to ned: i tried spawnframe for blood, (i saw your old topic about that too). After test i prefer making this in part of character. i saw some mods like that (mk, nightslasher...). It's easy for me to do this way, and better for creativity imo.  (but surely i'm wrong)

By the way you were right, so i edited all gore animations to make them more simple and legible (and try to take not  lot memory promise)  ;)


-here a new select, that could be ok in your opinion?



-I would like to keep the "basics" drums and put them in grey (trash will change). It would be ok or it's overused in your opinion?


-here's a new menu screen (glow and replace some things) tell me:



-Last thing, i matched the ground, which one do you prefer? (and thank you O for pointing this)
 
You can use blood in a custom way, indeed it will be better to make creative deaths.
Since you don't use a crazy amount of sprites for death anim. It will be OK :)

New select text is good. You might edit it later, but IMO it's perfect.

Title screen. I did I test by myself, but cannot get something really better.
I still think it's a little too stable "équilibré" with centered texts. And the left area seems empty.
Openbor default menu position is a pain in the @** to customize. ::)

about sand color, I was thinking it in the first posts, but there are priorities, I think.
First one is the best IMO.

 
dear friend very nice.i see you edit somethings .
run animation add and enemy explode is on.very nice and good.
i see the last demo and have some idea.
1- i think some animations  is very fast and don't act well.if you can edit them it is perfect.some move is very fast and can't see what character did.
2- about super combo moves i said again the game i think need it seriously.like the art of fighting III remix.
3- the special attack of your character that sit and hit is too slow and i did not know what happen and enemy hit and explode.just an idea but think some other move may better.
4- hundred fists is very important moves in this game as i said before it must hit many to enemy.
5- some enemy animation is fast and dry even characters may be can fix.
your doing very nice job and those i say just tips and idea.you know i try make an simple game but can't.you are so good in mod .
thanks for your work.
keep it up friend.
 
Also for blood etc.  If you want different flashes based on different moves you can use this command in animations -
Code:
hitflash {name}

    ~{name} is the name of an entity declared in MODELS.txt.
    ~If this animation has an attack box which makes contact with a victim, this hitflash will play instead of the normal hitflash for this character.
It's better to do this than lots of different pain animations (when you just need different flash that is).

also this might be handy too
Code:
hitfx {path}

    ~{path} should point to a .wav file.
    ~If this animation has an attack box which makes contact with a victim, this sound will play instead of the normal 'beat1.wav' sound.
    ~Like the normal hitsfx, the higher the attack power, the slower this sound will play.
 
To behnam: i fixed everything man, thank you.

To beastie: thank you man, it will be very useful, especially the hitfx  ;)

To O: ok thank you, i will make some new test after.


Lots of things new, i'll post soon  ;)
 
BeasTie said:
BTW I keep seeing these big sprites, I think someone is ripping them maybe.

http://romalin-mugen.centerblog.net/

Don't no anything about Hokuto, but I saw these when looking for something.

Thank you, i already saw these sprites, it's a sprite edit of "jyuza". Long time i had no news about it...It's Hi res, so not in my kof style, but jyuza will be a playable char in my mod, soon (thanks for idea)...
 
Hi guys!

Here some news!

- trash and drums fixed
- all hundred fists animations multiple hits now
- enemies animations fixed
- death animations fixed
- super for main chars looks like super now
- add a power bar
- add 1 new complete character (juza)
- ripped and create sounds for chars
- add one new "created" character, ryuga, still working on this edit.
- add one bonus stage "gekiuchi/hokuto no doom" style
- ripped lots of things from gekiuchi, hokuto no doom and punch mania for the story line. (i will make only the 1st season)
- add one new select menu, but not sure (it's a pain), need your advices. If it's cool i'll change the fonts of this.


some screenshots


 
Hi!
Not a lot of time, what's new?

-work on first level
-add intros, logos, loading and somes scenes.
-finished the 6th chars ryuga!
-fixed various things (object, item, gameplay)
-add a new first boss in gekiuchi mode.






Here's a video
https://youtu.be/irhjULi86DM
 
Good Job!
I love the gekiuchi mode.
It's from the "punching" arcade game HNK, right?

Funny thing. In my craziness of always wanting to do no regular use of engines like Openbor and Mugen, I was asking myself how a punch-out game would be converted to Openbor.

Impressive!

About feedback. I just see that your players (in this vid Ken) seems to be a little weird in his movements : Walk and run seems to be animated fast (?) but his actual velocity is kind of slow.
 
nedflandeurse said:
Good Job!
I love the gekiuchi mode.
It's from the "punching" arcade game HNK, right?

Funny thing. In my craziness of always wanting to do no regular use of engines like Openbor and Mugen, I was asking myself how a punch-out game would be converted to Openbor.

Impressive!

About feedback. I just see that your players (in this vid Ken) seems to be a little weird in his movements : Walk and run seems to be animated fast (?) but his actual velocity is kind of slow.

thank you  ;)
But the gekiuchi mode is not perfect yet, lacks of animations, and it's still a little weird in my opinion.
I try to put counterattack, escapehits, but  not convinced yet.

And yes it's from the punching arcade game, but the game doesn't work anymore in my house, faking mame config  :o


-Regarding Ken animations, it feels good when i'm playing,but i'm not detached enough from the game to see it clearly. I will fix that.
 
Very nice intro. the game is getting better.
Just one tip: in the PAIN animations, move the character one pixel back then move 1 pixel to front again. this will make the enemy to shake.
 
Looks good!

BTW Did you know you can make enemies play death anim instantly instead of falling first ?

Code:
falldie {value} or death {value}

    ~Determines how DEATH animation will be played when the character dies.
        0 = fall, blink on ground then disappear without playing DEATH at all (default).
        1 = No FALL animation, DEATH animation will be played right after final blow
        2 = Fall first then play DEATH animation.
    ~MAKE SURE that the character have DEATH animation when using this!
 
O Ilusionista said:
Very nice intro. the game is getting better.
Just one tip: in the PAIN animations, move the character one pixel back then move 1 pixel to front again. this will make the enemy to shake.
Thank you man for support and for the tip! i'll fix that  :D



BeasTie said:
Looks good!
BTW Did you know you can make enemies play death anim instantly instead of falling first ?
thank you for tip beastie but for once i already made some with falldie1. It's mainly in the 2nd stage i didn't show yet. But you can see one in the video (butcher the fat guy with weapon)


by the way, in the anime most of enemies fall and die after.  ;)
 
Yeah I wasn't sure if it was intended or not. :)

BTW I have that Butcher enemy in my game and I made colour separated sprite sheet of him if you need/want to use it.  I hadn't cropped the sprites yet thou.  (I can't find it right now to post it.  ::))
 
BeasTie said:
Yeah I wasn't sure if it was intended or not. :)

BTW I have that Butcher enemy in my game and I made colour separated sprite sheet of him if you need/want to use it.  I hadn't cropped the sprites yet thou.  (I can't find it right now to post it.  ::))
Keep your butcher!  :-*
(what did you separate?  :P)


I'm not already dead, here's some news, just one thing but annoying thing to make:

-Made all sprites/move in jump ultimate stars (one or two enemies will come too).
Sprites looks better enlarged...
I'll focus to make the platform stage now:

mJkksGF.png

Ky677Sk.png
 
The JUS style of those guys look good.

I think you need to adjust a few sides of a few panels (neither panel type nor panel in stage) because they look a little crooked and are not aligned to other panels, including that diagonal side too where the bird is.
 
maxman said:
The JUS style of those guys look good.

I think you need to adjust a few sides of a few panels (neither panel type nor panel in stage) because they look a little crooked and are not aligned to other panels, including that diagonal side too where the bird is.

thanks man  ;)

You have always the sharp eye! i didn't see for the diagonal, (i changed at the last moment size of stage, making this)
I'll fix that for sure.


Concerning the "panel", it was intentional by the way. One or two pixels misaligned in order to make as a "real manga". But if it looks weird, i'll fix that  ;)
 
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