In Progress Kof The Fighter's Ambition

The project is currently under development.
Hey friend, long time no see :)

Since you are at the beginning of the project, there are some things you could correct now that would make your life easier when the project grows:

1- the stun animation (when stars appear on enemies' heads) is very strange, because it only has 2 frames. They don't look like they're dizzy, they look like they're having an epileptic seizure. You can use at least 3 frames because KOF has a lot of content.

2- I noticed that there is a lack of standard in the transparency of the effects - sometimes the fire is not transparent, sometimes it uses transparency. In my opinion, this is very bad and gives off, right away, that "bor clone" vibe, like those games that mix 69879879234234 styles into one.

As you are just starting out, these are things that you can fix now and that will save you headaches in the future.

Good luck!
 
Hey friend, long time no see :)

Since you are at the beginning of the project, there are some things you could correct now that would make your life easier when the project grows:

1- the stun animation (when stars appear on enemies' heads) is very strange, because it only has 2 frames. They don't look like they're dizzy, they look like they're having an epileptic seizure. You can use at least 3 frames because KOF has a lot of content.

2- I noticed that there is a lack of standard in the transparency of the effects - sometimes the fire is not transparent, sometimes it uses transparency. In my opinion, this is very bad and gives off, right away, that "bor clone" vibe, like those games that mix 69879879234234 styles into one.

As you are just starting out, these are things that you can fix now and that will save you headaches in the future.

Good luck!
1- that was good advice. I got this crime buster char he only has 2 frames of pain, I'll see what I can do.

2 - Hello Illusionist, this is true, because in the special I used another entity and added transparency, but in the other animations they are from Kyo himself so I will remove the transparency.
I'm not going to do a big mod, it will depend a lot on my time, but I think the idea looks cool with the 3 different attacks. Thanks for the reviews, that's how I wanted to do X-Men.
 
minor update

Master @Bloodbane managed to do several things, this update still needs to iron out some mistakes, but I wanted to show Goro Daimond's gameplay. I hope you show criticism and ideas like you and the @O Ilusionista and @NED always do, hugs to you and I thank you all for the teachings.

Goro Daimond Gameplay
 
Last edited:
I did it like the first stage, when I put boss 1 the stage doesn't end, I don't know the reason for this error, I'm going to change some things like Kyo's third finish which was to hit the wall and cause damage so I don't have to get stuck using walls . The enemy Carol has an error in the animation when Diamond grabs him while running, maybe I'll remove her too.

Shingo gameplay
 
Last edited:
So have you set boss 1 in Dural or whoever the name of the boss is?

Also, can you show us the level text with the boss ?
 
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yes, like in the video when the boss dies, it's not because of the slowness and the phase ends
Nice progress!
Hope wa can see as much as possible the difference of gameplay between grapplers (more grabs) and strikers etc...

Also I recommand to edit the palette of enemies just like you did for iconic characters.
Exemple. "Kei" Orange/red head girl enemy is really an iconic character of Mugen. So you should not use her "normal" palette.
Just a suggestion... :)

Keep it up!
Glad to see some progress here !
 
So have you set boss 1 in Dural or whoever the name of the boss is?

Also, can you show us the level text with the boss ?
# Street
music data/music/fase1.ogg
settime 99




spawn1 40 140
spawn2 30 170
spawn3 20 200

spawn fundo1
coords 0 271
at 0


wall -546 206 359 373 707 653 53 73

wall 229 210 359 442 544 623 31 219










#--group1-----
group 0 3
at 0

wait
at 10



spawn ray
health 100
coords -63 255
at 0

spawn carol
health 100
coords -63 255
at 0

spawn lesus
coords -66 252
health 100
at 0

spawn ajax
health 100
coords -121 239
at 0



spawn caine
health 100
coords -63 255
at 0


spawn ray
health 100
coords 515 212
at 0




#---group2----------


group 0 3
at 0

wait
at 80


spawn lesus
item life30
health 100
coords 350 190
at 0

spawn ajax
health 100
health 100
coords -30 160
at 0


spawn carol
coords -66 252
health 100
at 0

spawn kei
coords -121 239
at 0

spawn caine
2pitem life50
health 100
coords -63 255
at 0


spawn ray
3pitem life50
health 100
coords 543 266
at 0


spawn gorimaru
item life50
coords 515 212
at 0



#---group3----------


group 0 3
at 0

wait
at 281

music data/music/boss.ogg
at 0

spawn zein
@script void main() {
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW11"));
} @end_script

health 300
2phealth 350
3phealth 400
coords 515 255
at 0

spawn boss1
flip 1
boss 1
coords 208 220
at 1

spawn lesus
2pitem life50
health 100
coords 350 190
at 0

spawn ajax
health 100
health 100
coords -30 160
at 0


spawn carol
coords -66 252
health 100
at 0

spawn caine
health 100
coords -121 239
at 0

spawn ray
health 100
coords -63 255
at 0


spawn kei
health 100
coords 543 266
at 0


spawn gorimaru
2pitem life100
health 150
coords 515 212
at 0

2pspawn ajax
health 100
health 100
coords -30 160
at 0


3pspawn carol
coords -66 252
health 100
at 0
 
Nice progress!
Hope wa can see as much as possible the difference of gameplay between grapplers (more grabs) and strikers etc...

Also I recommand to edit the palette of enemies just like you did for iconic characters.
Exemple. "Kei" Orange/red head girl enemy is really an iconic character of Mugen. So you should not use her "normal" palette.
Just a suggestion... :)

Keep it up!
Glad to see some progress here !
Nice progress!
Hope wa can see as much as possible the difference of gameplay between grapplers (more grabs) and strikers etc...

Also I recommand to edit the palette of enemies just like you did for iconic characters.
Exemple. "Kei" Orange/red head girl enemy is really an iconic character of Mugen. So you should not use her "normal" palette.
Just a suggestion... :)

Keep it up!
Glad to see some progress here !
Hello friend, the difference for now is Kyo, he hits but has more combos with enemies in the air, Shingo has a chance of critical attack on some hits, doubling the damage and Daimond has his famous grabs hehehe, I'm doing Benimaru, but he gave a The problem when doing it is closing the game, I think it's a palette problem, but when I redo it the same thing happens, as I didn't have time I didn't stop to look at it, Benimaru with the help of Bloodbane will slow down his electric attacks on enemies for a little while to simulate when you get shocked.

I'm going to change the palettes, good observation.
 
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Reactions: NED
Thanks :)
Now, let's see 🔍. This one:
Code:
2pspawn ajax
health    100
health 100
coords    -30 160
at    0


3pspawn carol
coords -66 252
health 100
at 0

These spawn declarations are incorrect. They should be like this:
Code:
spawn ajax
2pspawn 1
health 100
coords    -30 160
at    0

spawn carol
3pspawn 1
coords -66 252
health 100
at 0

Try these and see if boss 1 works.
 
Thanks :)
Now, let's see 🔍. This one:
Code:
2pspawn ajax
health    100
health 100
coords    -30 160
at    0


3pspawn carol
coords -66 252
health 100
at 0

These spawn declarations are incorrect. They should be like this:
Code:
spawn ajax
2pspawn 1
health 100
coords    -30 160
at    0

spawn carol
3pspawn 1
coords -66 252
health 100
at 0

Try these and see if boss 1 works.
ok, thank you.
anim victory no work! this is it the problem!
 
Hmmm... I really don't know the cause of this bug. I've tried having a level with boss 1 and wrong command declarations like the above but slow motion still occurs after boss dies and victory animation is played as normal.
There might be something else causing this bug.
 
I'm editing to release a demo of the game, even recording videos many changes have already been made, following what O Ilusionista advised me and Bloodbane ne who helps in the project in several things to make the mechanics different, I'm also taking your opinions about the stages into consideration and before the demo I'll do a heavy review, but you can see how it's going, I believe I'll have to make more enemies to vary more and that wasn't the initial intention so as not to make it long, there are already 3 stages and the proposal is to make 5 being longer, give me opinions so I can evaluate what you're seeing, thank you.


BOR - 0002.png
I remembered the Simpsons game and put this hotdo that can be knocked down to pick up! I like this!
 
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