King of Rage

In Progress King of Rage v 0.1

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The project is currently under development.
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The game currently lacks a sufficient number of items, so we're currently creating new ones. We plan to create fewer items for health recovery and a wider variety of items for scoring. Once we've created enough, we're thinking about creating an item list on the main screen, reminiscent of classic games from the 70s and 80s. What are your thoughts?
 
View attachment 11176

View attachment 11177

The game currently lacks a sufficient number of items, so we're currently creating new ones. We plan to create fewer items for health recovery and a wider variety of items for scoring. Once we've created enough, we're thinking about creating an item list on the main screen, reminiscent of classic games from the 70s and 80s. What are your thoughts?
A item list is cool!
Ever consider having pick ups that have different effects like stun everyone on screen etc.
I like the idea of random pick ups in FFp and it's further enhanced by the fact that the dev decides what items will go in the roulette when hitting a drum. I might be saying this under correction.
 
In my opinion, money seems like bricks in my eye.
Gold bars maybe seems exciting.
ex) Now I want to see new enemies of this game.
 
Good updates!
I can't wait to see the upcoming characters. (I have my own favourites.)
And perhaps a demo, to try the moves of the existing characters.
 
A item list is cool!
Ever consider having pick ups that have different effects like stun everyone on screen etc.
I like the idea of random pick ups in FFp and it's further enhanced by the fact that the dev decides what items will go in the roulette when hitting a drum. I might be saying this under correction.
These aren't random items, they're fixed items. I once created a variable-probability item that spawned multiple items at random. Thinking about it, I think it's still a good idea.
 
In my opinion, money seems like bricks in my eye.
Gold bars maybe seems exciting.
ex) Now I want to see new enemies of this game.
You could look at the item that way. I drew it with a popular feel to convey the typical look of an item you might see in a game.
 
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Good updates!
I can't wait to see the upcoming characters. (I have my own favourites.)
And perhaps a demo, to try the moves of the existing characters.
I want see new enemies more than new player chars. Sorry.
 
Good updates!
I can't wait to see the upcoming characters. (I have my own favourites.)
And perhaps a demo, to try the moves of the existing characters.
I haven't shared any updates, but character development is progressing smoothly. I've completed six characters from Art of Fighting and am currently working on a Fatal Fury character. I'm currently working on the ninth character.
 
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A item list is cool!
Ever consider having pick ups that have different effects like stun everyone on screen etc.
I like the idea of random pick ups in FFp and it's further enhanced by the fact that the dev decides what items will go in the roulette when hitting a drum. I might be saying this under correction.
Is it possible to craft an item that can defeat all the players or enemies you mentioned? I'm intrigued. It could be crafted into a special item.
 
Is it possible to craft an item that can defeat all the players or enemies you mentioned? I'm intrigued. It could be crafted into a special item.
Yes:

smartbomb (power) (type) (pause) (length}

  • This is for players. Enemies use the 'bomb' command for something else. Don't mix the two up!
  • If this is present, the player's special will work differently: it will become a "smart bomb" which damages all onscreen enemies, regardless of position.
  • {power} is an integer value which determines attack damage.
  • {type} is the attack's effect type:
    • 0 = knockdown1 (based on attack1)
    • 1 = knockdown2 (based on attack2)
    • 2 = knockdown3 (based on attack3)
    • 3 = knockdown4 (based on attack4)
    • 4 = blast
    • 5 = burn
    • 6 = freeze
    • 7 = shock
    • 8 = steal
  • {pause} is a binary value which determines whether or not all action onscreen pauses when you use your special. Used for a dramatic effect.
  • If {type} was set to 6 (freeze), {length} can be used to determine how long the enemies will remain frozen.
  • This command can also be used for items. In this way you can make "smart bomb" items to clear the screen. If you do use it with an item, {length} will replace {pause}
  • Exactly what is so smart about a bomb that just hits everything, anyway?
 
Yes:

smartbomb (power) (type) (pause) (length}

  • This is for players. Enemies use the 'bomb' command for something else. Don't mix the two up!
  • If this is present, the player's special will work differently: it will become a "smart bomb" which damages all onscreen enemies, regardless of position.
  • {power} is an integer value which determines attack damage.
  • {type} is the attack's effect type:
    • 0 = knockdown1 (based on attack1)
    • 1 = knockdown2 (based on attack2)
    • 2 = knockdown3 (based on attack3)
    • 3 = knockdown4 (based on attack4)
    • 4 = blast
    • 5 = burn
    • 6 = freeze
    • 7 = shock
    • 8 = steal
  • {pause} is a binary value which determines whether or not all action onscreen pauses when you use your special. Used for a dramatic effect.
  • If {type} was set to 6 (freeze), {length} can be used to determine how long the enemies will remain frozen.
  • This command can also be used for items. In this way you can make "smart bomb" items to clear the screen. If you do use it with an item, {length} will replace {pause}
  • Exactly what is so smart about a bomb that just hits everything, anyway?
I think I've seen items in other games that can knock down all enemies. I'll try making them later.
 
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Items are becoming increasingly diverse. To ensure that the scenes shown in the demo video and actual gameplay are consistent, we're preparing the items that will appear in Stage 0 in advance.
 
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