Hokuto no Ken Fury Road

Canceled Hokuto no ken: Fury road 0.1.1

No permission to download
Project is halted prior to completion and will not receive further updates.
i see the game my friend.very nice. and good.
but there is somethings that i want to say to get better work ;)
first from sprites mean characters textures.
2-the run animation is very needed i think for the game
3-the high kick is very fast and the animation is break.make this little slower.
4-the super punches and kick is really good but just hit the enemy.in kenshiro's game and anime and in the beat em up fighting style games this moves must be some special moves or super moves or both.like the street fighter game.
i think if the enemy give all punches and kicks in hyper moves and then break it is really good and nice for game play tips.
5-the ultimate move is need for this good game.an ultra combo that break the enemy jaw ;)
i say these words because your game is very good and i think it has the potency to be one of the best open bor games.
but really my dear friend need these edits.
 
also there is something else:
when enemy hit with super attacks they must blow up and blast from within as in anime and comic series of kenshiro.
the anime you work in end of an chapter after boss fight is really really good .the stages is nice.
about some tips that i give to you in past post i can say some example:
the art of fighting remix III and final fight champion.
these two game is really good action open bor games and may help in your progress.
sorry for much talk.
 
behnam said:
i see the game my friend.very nice. and good.
but there is somethings that i want to say to get better work ;)
first from sprites mean characters textures.
2-the run animation is very needed i think for the game
3-the high kick is very fast and the animation is break.make this little slower.
4-the super punches and kick is really good but just hit the enemy.in kenshiro's game and anime and in the beat em up fighting style games this moves must be some special moves or super moves or both.like the street fighter game.
i think if the enemy give all punches and kicks in hyper moves and then break it is really good and nice for game play tips.
5-the ultimate move is need for this good game.an ultra combo that break the enemy jaw ;)
i say these words because your game is very good and i think it has the potency to be one of the best open bor games.
but really my dear friend need these edits.
thank you for feedbacks man  ;)
2- run animation will come soon
3-ok i'll fix that
4- i'll try street fighter mod, i admit, i mainly study and play "world heroes supreme extra" and "super fighting spirit"
5-blow up enemies, i think about that, but need more spriting edit, and i'm not sure i'm good enough to draw "bloody animation". But if i can i will make this.


For now, i'm not satisfied on matlock. i try to edit basics enemies, here examples i will make:
 
Minor said:
behnam said:
i see the game my friend.very nice. and good.
but there is somethings that i want to say to get better work ;)
first from sprites mean characters textures.
2-the run animation is very needed i think for the game
3-the high kick is very fast and the animation is break.make this little slower.
4-the super punches and kick is really good but just hit the enemy.in kenshiro's game and anime and in the beat em up fighting style games this moves must be some special moves or super moves or both.like the street fighter game.
i think if the enemy give all punches and kicks in hyper moves and then break it is really good and nice for game play tips.
5-the ultimate move is need for this good game.an ultra combo that break the enemy jaw ;)
i say these words because your game is very good and i think it has the potency to be one of the best open bor games.
but really my dear friend need these edits.
thank you for feedbacks man  ;)
2- run animation will come soon
3-ok i'll fix that
4- i'll try street fighter mod, i admit, i mainly study and play "world heroes supreme extra" and "super fighting spirit"
5-blow up enemies, i think about that, but need more spriting edit, and i'm not sure i'm good enough to draw "bloody animation". But if i can i will make this.


For now, i'm not satisfied on matlock. i try to edit basics enemies, here examples i will make:
very nice friend keep it up.i can wait for play this game.can you tell when you can release this game?
 
Good job on the edits, Minor.
Using KOF type sprite is a good idea, because there is  lot of characters you can mix up to create your own enemies.
Try to keep it simple in the editing process, so you will not discourage yourself and can focus on game progress (mechanics, gameplay, levels...) :)

behnam said:
very nice friend keep it up.i can wait for play this game.can you tell when you can release this game?

Minor said:
I began this 5 days ago, and i try to learn fast. (big thank you to Dc, magggas an O for all the doc, really.)

Behnam, Minor started working on this project really few time ago.
And he's still learning coding (like most of us I think)
It's a little early to ask for a complete day  ::)
 
nedflandeurse said:
Good job on the edits, Minor.
Using KOF type sprite is a good idea, because there is  lot of characters you can mix up to create your own enemies.
Try to keep it simple in the editing process, so you will not discourage yourself and can focus on game progress (mechanics, gameplay, levels...) :)

behnam said:
very nice friend keep it up.i can wait for play this game.can you tell when you can release this game?

Minor said:
I began this 5 days ago, and i try to learn fast. (big thank you to Dc, magggas an O for all the doc, really.)

Behnam, Minor started working on this project really few time ago.
And he's still learning coding (like most of us I think)
It's a little early to ask for a complete day  ::)

Thanks for the support men  ;)
i already made 2 of them, and i'll improve them later.

to behnam: as you saw in the video, it's only the outline, so i'll make a demo when everything will be decent (not now yet lol)  ;)

And as i told you in your topic, it's not that hard to beginning, only work, patience, motivation and creativity. There is everything you need in this forum, damon, bloodbane etc made a huge work for you to understand openbor easily (trust me^^)
 
Sorry double post...

Here's some news.

-fixed lots of specials from main chars
-add 3 news enemies (edits hnk style)
-add a special more for each heroes (5 in total)
-add running animation for all heroes+ runattack and runkick animation
-add a new select screen but not convinced, tell me which one you prefer please, if no one tell me too  :P


-began the death animation too, it's not like that in game (palette, delay, and animation before) but i show you like that, tell me:
11ikg2r.gif
6pnixf.jpg
scrivs.gif
 
nice new enemies
i like both select screens
but i think you should change from 320x240 to a wide resolution 480x272 at least in your project
 
rafhot said:
nice new enemies
i like both select screens
but i think you should change from 320x240 to a wide resolution 480x272 at least in your project

hi rafhot

just two questions about resolution (noob question you'll see  ;D ):
-i must adjust every entities? (stage, etc) or it's just  the resolution?
-what's the benefit of changing this?

thank you  ;)
 
you need to do some adjusts on stages and image sizes

i think wide resolution for games that have running animations have more space to run and use the run jump attacks in the screen and such... its not a rule, more just like my personal gameplay preferences
 
rafhot said:
you need to do some adjusts on stages and image sizes

i think wide resolution for games that have running animations have more space to run and use the run jump attacks in the screen and such... its not a rule, more just like my personal gameplay preferences

i just tested it! and you're right that's more comfortable to play.
i don't know how i will change select screen in 480x272, i'm afraid of the width.
thank you rafhot for advice by the way. i will change and adjust all (lots of work extra for me :o )
 
I think you definitely need higher resolution because the chars are so big, at least widescreen.

It's shouldn't be that hard to change your select screen because it has a lot of the same color.

480.png


type2.png
type3.png


Or you could just have black margins.

 
BeasTie said:
I think you definitely need higher resolution because the chars are so big, at least widescreen.
It's shouldn't be that hard to change your select screen because it has a lot of the same color.

Hi beastie ;)
finally i changed everything on select screen.

What's new :
-everything adjusted for the 480x272 resolution (stage, image,video etc)
-complete bg done
-lifebars, timeicon, arrow, rush done
-changed the transition stage
-add some fonts
-worked on stages
-ripped lots of things from undercover cops arcade






I continue to work on anim death, and the story. i will make a bonus stage with bike after. And i'll need help on gameplay later, maybe i'll request you for advices ;)
 
Last edited by a moderator:
Good job!

That large character shot on title screen.  If you put it on the background as layer in photoshop and choose 'Blending Options' - you can add STROKE or inner shadow to hide the rough edges.  Gives it the inked look, or you could add glow like in this image below.

hokutonoken.jpg
 
beautiful screens!

2 more things i notice in video to you add to your to-do list:

1 -change the streets of rage(overused openbor sounds) to kof default sounds to match the sprite style

2- your fall animation could be more smooth, how many frames you are using in the animation?

i use at least 3 on my games, and the last frame is only triggered when enemy are in the ground

keep the good work the project looks great
 
Minor said:

Ken, survivant de l'enfer... Je le savais !

So you're a French fan  ;)

Some really nice progress on these screens and vid.

-Rafhot is right about falling anim and averused sounds or graphics.
I would suggest you to use some more anime oriented sounds (perhaps from PS2/arcade HNK games?)
-Same for trash can that should be replaced...

-Your new enemies are really good, I'm not sure for Duck King (you still can try to completly palette swap him)

-Your video sequences should be scalled or centred to be better displayed. Just a suggestion, because I have not yet experimented cinematics.

-Select screen looks better! Even if some details seems to me not really visible (player select text...)

-Gore death animation looks a little strange, particulary the one with leg falling appart.
Friends here will certainly comfirm it, but I suggest to use blood spart as a separate effect (entity) not part of the enemy anim. Also, when you "cut" enemies, try to avoid "perfect horizontal cut" you can slightly change it to make it more realistic for eye.

Title screen is badass. But it looks a little unstable or something.
I recommend scalling up the red title and put it a little on left part of screen (a little lower too...)
I know, Openbor title screens are not easy to make.

Mec, je kiffe !
 
Hi guys, firstly thank you for the support
I'm glad to see this community is always cool and motivating  :D
Well,


BeasTie said:
Good job!

That large character shot on title screen.  If you put it on the background as layer in photoshop and choose 'Blending Options' - you can add STROKE or inner shadow to hide the rough edges.  Gives it the inked look, or you could add glow like in this image below.
I'll give it a try!
i work with gimp but it's the same i guess.

rafhot said:
beautiful screens!

2 more things i notice in video to you add to your to-do list:

1 -change the streets of rage(overused openbor sounds) to kof default sounds to match the sprite style

2- your fall animation could be more smooth, how many frames you are using in the animation?

i use at least 3 on my games, and the last frame is only triggered when enemy are in the ground

keep the good work the project looks great
1-i didn't know your ears can't stand anymore these sounds, i'm new here  :P
i'll change every basics sounds for the ps2 hkn sounds

2-I admit, i was lazy of that.  :P
For now there is an amount of animations incredibly wonderful : 2 per characters!
thanks for advice, i will put 3 for all.


nedflandeurse said:
Minor said:

Ken, survivant de l'enfer... Je le savais !

So you're a French fan  ;)

Some really nice progress on these screens and vid.

-Rafhot is right about falling anim and averused sounds or graphics.
I would suggest you to use some more anime oriented sounds (perhaps from PS2/arcade HNK games?)
-Same for trash can that should be replaced...

-Your new enemies are really good, I'm not sure for Duck King (you still can try to completly palette swap him)

-Your video sequences should be scalled or centred to be better displayed. Just a suggestion, because I have not yet experimented cinematics.

-Select screen looks better! Even if some details seems to me not really visible (player select text...)

-Gore death animation looks a little strange, particulary the one with leg falling appart.
Friends here will certainly comfirm it, but I suggest to use blood spart as a separate effect (entity) not part of the enemy anim. Also, when you "cut" enemies, try to avoid "perfect horizontal cut" you can slightly change it to make it more realistic for eye.

Title screen is badass. But it looks a little unstable or something.
I recommend scalling up the red title and put it a little on left part of screen (a little lower too...)
I know, Openbor title screens are not easy to make.

Mec, je kiffe !

je savais bien que cette musique d'intro allait me griller :(

-i will change all trash and sounds  ;)

-duck king won't be here anymore (as matlock). He's here only to make test, and my next edits are not made  ;D

-video sequence: i agree with you, centred no problem, but the scaling...hard to obtain something good. I will try.

-select screen: agree again, you see everything  >:( ( long time i want to remove it, but it was one of the first things i made, i feel kinda nostalgic) I will remove the select text.

-gore death: i will fix that, i don't know how using blood as an entity, if you can tell me. But nice idea i have some palettes problems making this part of drawing.

- ok for select screen, you really see everything lol.
 
Hey man, I saw the last video. The game is going on a good direction.

I have few tips to improve it:

- Try to match the colors of the background with the ground. The sky is too dark to have the floor that bright.

- Work a little more on the fall animations. The enemies are falling like logs, because they lying down while they are still on air. Use those sprites only when they touch the ground (landframe).

Let me show you an example:

While on air, the enemies should be on a position that (or in a more downward angle, but never a "flat line" like they are resting on the ground)
Agebh9J.png


and when they touch the ground...
cWdMYi0.png


See what I mean?

-i must adjust every entities? (stage, etc) or it's just  the resolution?
-what's the benefit of changing this?
 
+1 for fixing the fall anim this way :)

Minor said:
-select screen: agree again, you see everything  >:( ( long time i want to remove it, but it was one of the first things i made, i feel kinda nostalgic) I will remove the select text.

-gore death: i will fix that, i don't know how using blood as an entity, if you can tell me. But nice idea i have some palettes problems making this part of drawing.

- ok for select screen, you really see everything lol.

You can keep player select text.
just try to give it the same style that the one used by the title HNK (in select screen too)
Yes, giving it the slight black shadow will make it far better and it will match with HNK logo

For blood effect.
You have to declare a new entity in models.txt
Code:
load   blood        data/sprites/blood.txt

The entity can look like that:
Code:
# Hit flash

name	blood#blood
type	none
shadow	0
toflip 1
subject_to_gravity 1
no_adjust_base 0
lifespan   3#auto destruct time(en secondes)

anim idle
	jumpframe	1 3.5 0.4#1 3.1 0.6#frame Y X
	loop	0

	delay	3
	offset	39 27
	frame	data/sprites/blood1.gif
	delay	4
	frame	data/sprites/blood2.gif
	frame	data/sprites/blood3.gif
	delay	5
	frame	data/sprites/blood4.gif
	frame	data/sprites/blood5.gif
	delay	9
	frame	data/sprites/blood6.gif
But obviously you can make any delay anim you want

Then in enemy special killed anim you spawn the blood entity this way
Code:
anim pain22

	subentity		blood
	spawnframe	2 27 1 92 0#{frame} {x} {z} {a} {relative} # position est par rapport a l'offset du perso
...
...
...

Using a separate entity for blood will save you an amount of memory (I guess) because you will need less frames in death anim. Also blood can be spawned for all enemies or players. :)

HTH
 
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