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King of Rage

King of Rage v 0.1

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@DD Tokki,

If it helps making names more universal, English speaking countries can have last names first too, we just add a comma between. For example, my name, Damon Caskey, would be printed as Caskey, Damon.

If you want to include a middle name, that goes last, and almost always as an initial. Using my full name as an example, Damon Vaughn Caskey, you would print Caskey, Damon V..

HTH
DC
Oh, so English names can also have the surname in front of the given name, like in Korea, Japan, and China. I thought it was natural for the surname to go last.
 
Oh, so English names can also have the surname in front of the given name, like in Korea, Japan, and China. I thought it was natural for the surname to go last.

Generally it is more natural to order first->middle->last, especially in spoken conversation. There are exceptions though, usually when alphabetical order matters, and so long you add a comma after the last name, it is perfectly understood in any context. So instead of reversing your name order for English, all you need to do is add a comma after the surname.

DC
 
More testing today.
My feedback is everything is very polished and great looking.
Thanks for giving the option to skip the txt one by one in how to play and cinematics.
It's always frustrating when you have a long animated GIF for 5 minutes, and when you want to read next text it skips everything.
Yours is VERY GOOD.

I like how the menus and screens are.
Good set of characters to try first. Hope Kisarah will come soon. ;D

The gameplay itself is very fast, I like it, just like Kunio games.
But I would suggest some touches.
-what about giving more jump attack variations : run jump attack, jump DOWN+attack (non-knockdown final fight style)...
-Giving variations in the normal combo with directions for the last move.
-few grab variations depending on the character (grapplers would have more moves from the grab start)
-perhaps giving some chracters OTG moves, Kunio style pultiple punches, slaps for the girls, stomping etc.

All these stuffs are ideas. it would be nice to give some to some characters and some others to the others -> a lot of diversity in gameplay.
Not just visual differences.

Also, my other suggestion is about usual enemies. (usual clones of Yamazaki, clones of Shermie, Vanessa, Ramon...)
It always makes me feel strange when a game with such a great story still have a situation where Robert beat 5 Vanessa until he reach the boss.
I think, you can customize a bit these enemies. @Bloodbane 's Crime Buster Mod is great exemple of that.
The easiest way is editing the face a bit and using a color scheme very different from the source character.
It makes great results (these kind of enemies...)
house-4-png.2661


Beside of that, everything is already absolutely perfect.

Keep it up with one of the best and more polished Openbor projects ever!
 
More testing today.
My feedback is everything is very polished and great looking.
Thanks for giving the option to skip the txt one by one in how to play and cinematics.
It's always frustrating when you have a long animated GIF for 5 minutes, and when you want to read next text it skips everything.
Yours is VERY GOOD.

I like how the menus and screens are.
Good set of characters to try first. Hope Kisarah will come soon. ;D

The gameplay itself is very fast, I like it, just like Kunio games.
But I would suggest some touches.
-what about giving more jump attack variations : run jump attack, jump DOWN+attack (non-knockdown final fight style)...
-Giving variations in the normal combo with directions for the last move.
-few grab variations depending on the character (grapplers would have more moves from the grab start)
-perhaps giving some chracters OTG moves, Kunio style pultiple punches, slaps for the girls, stomping etc.

All these stuffs are ideas. it would be nice to give some to some characters and some others to the others -> a lot of diversity in gameplay.
Not just visual differences.

Also, my other suggestion is about usual enemies. (usual clones of Yamazaki, clones of Shermie, Vanessa, Ramon...)
It always makes me feel strange when a game with such a great story still have a situation where Robert beat 5 Vanessa until he reach the boss.
I think, you can customize a bit these enemies. @Bloodbane 's Crime Buster Mod is great exemple of that.
The easiest way is editing the face a bit and using a color scheme very different from the source character.
It makes great results (these kind of enemies...)
house-4-png.2661


Beside of that, everything is already absolutely perfect.

Keep it up with one of the best and more polished Openbor projects ever!
Thanks for the feedback.
I'll think about increasing the variety of attacks later.
I think the enemy variation is a good idea.
I was hesitating to try it myself, but I think it's okay to try it now.
 
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I'll think about increasing the variety of attacks later.
I think the enemy variation is a good idea.
I got a suggestion for you.
Enemies equipped with weapons or are prone to picking up weapons would be red in color, better to differentiate them from the standard enemy and those that take to the sky will be green.
The aim to get players to focus on visual and audio ques without flooding the screen with too much info.
 
I got a suggestion for you.
Enemies equipped with weapons or are prone to picking up weapons would be red in color, better to differentiate them from the standard enemy and those that take to the sky will be green.
The aim to get players to focus on visual and audio ques without flooding the screen with too much info.
By markings, do you mean the color of the clothes? Like the type of enemies in Final Fight?
 
View attachment 9283

This is the first character I customized, "Iowald". Of course, his name doesn't appear in the game.:unsure:
You got it!
Great!
(Again, enemies customization is not the priority in your project, but step by step they would appear in the updates to make your game even more unique.)

And sorry for the big text in previous post
Actually as a non natural english speaking person, it's even long for me to type such a text ^^;
 
You got it!
Great!
(Again, enemies customization is not the priority in your project, but step by step they would appear in the updates to make your game even more unique.)

And sorry for the big text in previous post
Actually as a non natural english speaking person, it's even long for me to type such a text ^^;
I think it's okay to accept feedback as long as it doesn't shake the direction of the game too much. It will be slow progress, but if the game improves, I don't think it's a bad thing.
 
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I think it's okay to accept feedback as long as it doesn't shake the direction of the game too much. It will be slow progress, but if the game improves, I don't think it's a bad thing.
Yes! Good spirit!
And again these are just suggestions.
As I said the game is already perfect to me. :)
 
When I making mod, I will use some of original pallete and sprites for kof style enemies. I don't think it's a problem because beats of rage original game use original kof pallete and sprites.
 
When I making mod, I will use some of original pallete and sprites for kof style enemies. I don't think it's a problem because beats of rage original game use original kof pallete and sprites.
All characters in King of Rage use the original palette.
The colors are similar to the original, but I prefer darker and brighter colors.
It took a lot of time to adjust the colors at first, but now I just do it by feeling.
 
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Just some tweaking to show how to reduce the difference with sorce character.
I avoided red colors on the hat, and also gave Choi an unusual expression for him...
(The mustache was just a try...)
View attachment 9292
I'm not sure if the character's expression will change, but since I've applied the Oswald palette as is, the colors will probably change later.
 
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