Way of Martial Arts

In Progress Way of Martial Arts 0.5

No permission to download
The project is currently under development.
@darknior: Thanks for your support, I'll always try to bring new original content  and sometimes some tribute to ancient games :)

Here are the 6 other guests characters:
2h6g54z.png

The first one is the final boss of the Ninja Mission (adventure mode), a sort of samurai fox that seeks power, respects nothing and steals the urns of the martial ancestors...
The others are respectively: Joe, Billy, Steven, ChongLi and Yokozuna. Just remeber that they are wip version, I will put more effort on them.

Just two questions for 2, 3 and 4 players tournament:
- I use skipselect; is there a possibilitie that player 1 has default palette, p2 alt1, p3 alt2 and p4 alt3 automatically?
There would be nice if we don't have to press start on each stage for p2, 3 and 4.
- I wish to apply the rule : "There could be only one standing up". How can I configure the stage so that the last player staying alive win the match until next stage?

Thanks for all those who have leave encouragements and good critcism :)
I just wanted to share a comic page with a humour that I like :
xmux3i1scglz.jpg
 
kimono said:
Just two questions for 2, 3 and 4 players tournament:
- I use skipselect; is there a possibilitie that player 1 has default palette, p2 alt1, p3 alt2 and p4 alt3 automatically?
There would be nice if we don't have to press start on each stage for p2, 3 and 4.

Yes. A simple script in each character's SPAWN animation or in onspawnscript could force certain palette based on player number

- I wish to apply the rule : "There could be only one standing up". How can I configure the stage so that the last player staying alive win the match until next stage?

Yes. An invisible entity counting number of players could work as referee to declare the winner and end the match.
Hmmm.... on second thought, having visual referee doing that sounds like better idea :D
 
@Bloodbane: That's nice Bloodbane, can you explain how to do it? I'm very bad at scripting  :/
I wish also that the referee can summarize the match like this:
jkiw4w.png

Johnny is the first to die, Bobby the second, Dutch the third and White the last alive. I think having this kind of master watching at the match is fun and make the fight more lively :)
 
kimono said:
Thanks for all those who have leave encouragements and good critcism :)
I just wanted to share a comic page with a humour that I like :
xmux3i1scglz.jpg

I like it, I enjoyed it  :D

I hope for faster and smoother animations (original C64 gameplay)

A small gift:
 
stin: Thanks for your advice, I'll make the game smoother and faster as you requested. Speaking of the music you share, I prefer sometimes the original version than the remixed :)

I think I can release a new demo for this end of the year or beginning of 2019.
That's too bad we can't use the character palette with the fonts :/ :
t701a1.jpg

Here you have the name of the outfits and the guest characters with a custom stance:
2nbx2ww.jpg

I hope that you like what you can see for the moment :)
 
If you can't display the name element with varying colours is it possible to use the head picture element with name text as the picture instead of head picture, and so displaying colour in relation to the palettes and giving the appearance of varying name colours (superimposed on the true name element's position if it has to be included too)? That might mean no head picture in the fights, but since you have colours in the lifebars I think the advantage outweighs the disadvantage. Or to use both head and name this way, if possible use a very large sprite with (for example) head at the top and name at the bottom, which because of the positioning would only allow one to be seen on screen at any moment, and would seem to act like two different elements. Not sure if any of this would work on OpenBOR, great project anyway, good luck with all
 
blue: Thanks for the tips with the character icon, it could be a good idea to get around this limitation but I use alias that change the enemy name (I don't know if it's possible to change the player name with alias also :) ) so this alternative doesn't work here. Thanks for your support, I'll try to not disappoint you  :P

I've 1P, 2P, 3P and 4 players set, I don't know if I can jump to one of these set with openbor creating a tournament scene like this:
2v11ceq.png

So, my question is: can we jump to a set and hide sets (1p, 2p, 3p, 4p) in menu?
 
Unfortunately there's no way to hide level sets :(

That's why I'm thinking to make my own level options myself
 
kimono said:
stin: Thanks for your advice, I'll make the game smoother and faster as you requested. Speaking of the music you share, I prefer sometimes the original version than the remixed :)

I think I can release a new demo for this end of the year or beginning of 2019.
That's too bad we can't use the character palette with the fonts :/ :
t701a1.jpg

Here you have the name of the outfits and the guest characters with a custom stance:
2nbx2ww.jpg

I hope that you like what you can see for the moment :)

Everything is simply beautiful, thank you, my friend.

The tribute was just right to remember the golden age of a SID.

I have a surprise for you, I hope you like it, it collects the original spirit of IK and adds modernity. :)

https://www.remix64.com/track/lman/international-karate-lmanic-hiyyyah-remake/

PostScriptum: Oh, I forgot, this is another small tribute to remember the hardware machine that gave birth to the glorious IK:


:D
 
Here comes the 0.4 version with new content:
https://gamejolt.com/games/kimono/389531


What's new?
- 1 new colour, alternate colours 2, 6, 9 revised, 3 news outfits: iaido, kyudo and kyujutsu
aakhuv.png

- 12 new guest characters that you can encounter at tournament /test in practice mode
- New moves: During roll, rollkick (sweepkick) and rollpunch (headbutt), during block frontflip or backflip
- Added 1 new frame to runkick
- New esquives during being hit, fall, rise by pressing left or right arrow
- New mode: Watch Mode (thanks Bloodbane for that). 4 random fighters are in one random stage.
- Referee watch now the tournament and conclude the match (thanks Bloodbane again!)
- Players 2,3 and 4 are their own palette (thanks Maxman) and fighters have names
- New logo, title, intro, ending wip
- New voices composed by our friend Psykai, I hope you'll like his voice acting :)

Next to come:
- Caine and Seiko will challenge you respectively on stage 3 and 10 if you make a perfect
- Improved AI for enemies and custom AI for guests characters
- Tournament weapon will open its doors!
- 3 bonus will break the repetitive pattern (after battle 3, 6 and 9 of 10)
 
WOAW !!! Really excellent, i love your work :)
I see only two things that can be improved :
- I think it's a choice of your part to use 4/3, but will you also release a 16/9 version of your game ?
- Will you animate your backgrounds ? With Snow, raining, wind on trees, water ... it will make your game more alive.

Thanks
 
darknior: Thanks for your nice comment :). Native screen resolution of the game is 640X480, so you can stretch the screen and scale2X in the option menu for a better aspect.
All stages will be custom and animated, I'm concentrating on the characters and their moves for now; stages will come later ;)
 
Congrats on the release ^_^

But there's no .pak in the folder unless I missed it somewhere?
 
Miru: The character is inspired by the ninja character Ibuki. Maybye I should change the name to not having copyright problem? Thanks for your feedback :)

Psykai: I've updated the link, you can give it a try. Hope you having fun with this new version ;)
 
New voices composed by our friend Psykai, I hope you'll like his voice acting
He is surely improving on this area :)

I need to download the game to test it myselft, but from what I saw on the video:

+ I really liked the HUD, congrats!
+ Very nice work with the palettes.
- search for new hitflashes. Those doesn't fits the game
- I saw some "modern" stages like the ones from Samurai Shodown and Real Bout. But I think their style clashes a lot with the game style overall.

Continue the good work.
 
O Ilusionista: Thanks O' for your useful advice!

I am open to any other palette suggestion. I will create custom hitflashes and show you the result :)

For stages, these ones are for graphics use in early developpement, I will make my own stage later. I will remake the dohyo stage first and hope it will be at your taste :).
I search actually a method to batch resize the sprites (they are double sized with nearest neighbor and i wish to resize with scale2x):
My question is: is there a command line where I can put all the folder content to convert toward another folder?

 
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