Hokuto no Ken Fury Road

Canceled Hokuto no ken: Fury road 0.1.1

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Project is halted prior to completion and will not receive further updates.
Thanks guys  :)

i've got a question.

don't know why, i have a perspective problem today with the background...which of these 2 images have the "best/correct" ratio in term of perspective? the big building or the small one? maybe none of them.

 
@Minor: There was Road Rash Revolution created by Predator002 that may help you even it was poorly coded. I'll made one day this kind of stage on Mad Max's theme.

I prefer the second image, the buildings need more contrast, they clash comparing to the other sprites.

 
Mmmm.... the second image feels like it has best ratio but it gives impression that the area between playing field and building are very far.
First image would be better if the buildings were bigger
 
kimono said:
@Minor: There was Road Rash Revolution created by Predator002 that may help you even it was poorly coded. I'll made one day this kind of stage on Mad Max's theme.

I prefer the second image, the buildings need more contrast, they clash comparing to the other sprites.
Thanks for the feed man!
i already have the predator version, interesting work  but i prefer the coding in "eternal champions" mod.

Bloodbane said:
Mmmm.... the second image feels like it has best ratio but it gives impression that the area between playing field and building are very far.
First image would be better if the buildings were bigger
Hi bloodbane!
you're right for the second image and that's the main problem for me.

It looks ok when my characters fight at the bottom of the screen, but when they're on top, they look like "giant" or something like that, and feels terrible...

i put the following image to see it more clearly, and i'll try soon to put bigger building too.



maybe a lack of depth somewhere, but i'm not very familiar with perspective  :-[
 
Slowly but surely, this project continue  :-X
Still a lot of things to fix and improve, but i'm on my way  :)

https://www.youtube.com/embed/LdqbTw6qrbc
 
Thanks for the feedbacks nsw25  :)

this video is mainly the outline of my first chapter for the game. lots of things will change!

make all players and objects use same shadow type. (some enemies have no shadows)
i'll fix that.

fix perspective in first person boxing. the players hands are too small compared to enemy and the enemy animations are missing some stuff.
this boss is a "giant" in the anime,  but 'll give it a try.
for the missing animations, to be honest, i didn't remember how i ripped these sprites on mame, the game (hokuto punch mania) does not work for me anymore  :-[

Try and give the game more flair. its very bland at the moment (maybe have a dust storm for the levels foreground? some light/filter effects?)
sure!
have you got an example (in another game) for the dust storm, i don't really see the result  :-[

make more gory/bloody. Long delayed blood splurts and delays before enemies fall and hit the ground for their death to accentuate the anime aesthetic.
i'll try to fix that soon


i'll put soon a demo soon to have feedbacks like that  :)
 
The road rash stage is cool, I like the way you spawn enemies from front and behind.
I think you should simulate a centrifugal force when the players and enemies ride curves.
Ex: When the curve turn left, a wind effect push you at the right side .
You can add some bump also that makes the moto jump, some 4 wheels vehicles..

Keep up the good work, your project is interesting  :)
 
kimono said:
The road rash stage is cool, I like the way you spawn enemies from front and behind.
I think you should simulate a centrifugal force when the players and enemies ride curves.
Ex: When the curve turn left, a wind effect push you at the right side .
You can add some bump also that makes the moto jump, some 4 wheels vehicles..

Keep up the good work, your project is interesting  :)

thank you kimono  :)
the road rash stage is only a "test" stage for now, i'm open about everything.
the centrifugal force is a nice idea! i don't know yet how executing this, but i'll try it for sure.
i planned to put a 3 wheels vehicules instead of 4, but not done yet  :P

Otherwise, i just changed the shadows of all game, thank you nsw25, and i begin to improve inside (animations, palette, music volume, delay...)
 
Good to see you're back to this project.
I would suggest to color swap Eartquake, so he will look more original.
 
nedflandeurse said:
Good to see you're back to this project.
I would suggest to color swap Eartquake, so he will look more original.
thank you ned! i just changed the palette for earthquake  ;)
(merci du soutien et bon courage pour ton projet aussi!)
 
zanac said:
The game is "closed" or exist a demo playable?

hi!
the game is not released yet. maybe i'll put a small demo soon in order to have feedbacks, but the gameplay is not good enough for me right now, so wait and see  :)
 
darknior said:
WOAW excellent video, your game seem pretty cool :D
thank you for the support man  :)

nsw25 said:
For your first person boxing levels you may find some cool sprites to modify from this game. I stumbled across it recently and love the artwork

https://youtu.be/jfCL3YIkI9Y
thank you for the link and the idea man  ;)

maybe editing the "super punch out" sprites on snes would fit better in my opinion, but nice idea!
i planned long time ago to rip level from" crossed sword" on neo geo too. but so much things to do, i'm lost!

to be honest, the gameplay of the punch boss feels very bad for now. (my bad, very poorly coded  ;D )
by the way, i replaced the sprites you told me to change, they were misaligned, and i'll scale the punch of the heroes size too, as you adviced me.


but for now, i'm on the jagi road, and try to improve the main gameplay and fix lots of "small" things and bugs (level design, bike stages, branch, palette, die anim, fall anim etc)


here's a video of the outline of the jagi road, by the way
i ripped new animations for the heroes and add one button counterrange too  :)
https://www.youtube.com/embed/HtkkJgi74Uc

edit: ouch, the fall animation were not fixed, done  :o
 
Jagi road looks fun. You don't need to tell player that a thug is coming IMO. Let thug(s) appear and by hit by player ;D. Similar to Cadillac ride in Cadillacs & Dinosaurs where player aren't notified about incoming thugs but whether player hit some thugs or not, doesn't affect much to player ;)

I see Jagi fight there. May I ask why you use sprite edit of Jagi instead of using scaled down sprites of Jagi?
 
Bloodbane said:
Jagi road looks fun. You don't need to tell player that a thug is coming IMO. Let thug(s) appear and by hit by player ;D.

For my part i like this feature ;)
Maybe you can not tell the player that a thug coming, but let it for the wall ... we don't have many time to avoid them :p
 
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