King of Rage

In Progress King of Rage v 0.1

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The project is currently under development.
Actually she's a cutom Original character from a chinese Mugen Fan game project. Kof Wing - Kof Zillion.
Just like Cao Long and Sima Li. (see picture...)
This chinese woman is really created with chinese audience "taste" (very long skinny legs, baby feet... ^^;)
To me, Sima Li (in blue) is their only fitting to KOF design in term of pure spriting work (proportions, color work etc.)
Lu Mei have a good base, but... And Cao Long could have been great but they messed up on some stufs in term of proportions, animations etc.
View attachment 10142
Lumei's illustrations look like real people.
 
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The King of Rage 2025-06-24 23-58-14-10.png

I'll tell you about the part I'm working on to tell you the news.
First of all, my motivation is much lower than before.
While making Kunio-kun, I found out that I can make the slam production simpler,
and I'm applying it to King of Rage as well.
Since it's been a while since I started, the game is so messed up that it won't run,
so I'm fixing it.
I found out that the character colors are very bad due to the change in monitor.
The palette will also be changed for this work.
As for Kunio-kun, I'm not good at drawing these days,
so I think I'm proceeding depending on my condition.
 

Here's a test video after a long time. John is progressing more smoothly than expected and will be completed by adding more special moves in the future.
The fireball pulling the enemy towards the player is a dope idea.
I would just suggest you consider droping the speed of the players slightly since it could be exploited.
Otherwise I like the stages and John's moveset.
Keep it up.
 
View attachment 10914

I'm working on a new look for John.
He used to look like Ralf or Clark, but the one on the right is exactly like the one from Art of Fighting.
When the update for custom characters came out, I thought I should make him again someday.
Ah I see you moved from using the EvilOrochi version of John to the Art of Fury version by IronMugen. Good choice, the EO version can always be repurposed to be an enemy character now.

Im just curious, with all these characters being added, will there ever be an expansion to the overall story of the game?
 
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Ah I see you moved from using the EvilOrochi version of John to the Art of Fury version by IronMugen. Good choice, the EO version can always be repurposed to be an enemy character now.

Im just curious, with all these characters being added, will there ever be an expansion to the overall story of the game?
My plan is to make up to stage 8, but I'll start from stage 0 and actually work on stage 9. I've already decided how far I'll go, so I don't know yet if the story will be expanded.
The character selection range is for the player's enjoyment and will not affect the story.
 
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You right, I was going to use her father from CVS but his move set is uninspiring when compared to her's in Kof 99.
She had some cool combo strings and counter throws.
 
You right, I was going to use her father from CVS but his move set is uninspiring when compared to her's in Kof 99.
She had some cool combo strings and counter throws.
I also like Kasumi's special move because it's refreshing.
There's a grappling technique that counters an opponent's attack, but I'm not sure how effective it is in Openbor, so I'm making it so that it counterattacks when the judgment box touches.
Other than that, I'm making it without much difficulty.
 
I also like Kasumi's special move because it's refreshing.
There's a grappling technique that counters an opponent's attack, but I'm not sure how effective it is in Openbor, so I'm making it so that it counterattacks when the judgment box touches.
Other than that, I'm making it without much difficulty.
I want to do the same with Geese but as a boss, where he can counter players and pick em up of the ground.
Bosses are really a pain to make for a beat em up, give me a 2D landscape and i can reference a ton of bosses but when it come to 2.5D. The number decreases.
I got an idea of how to implement it but it will need custom scripts.
The counter grab can be effective against jump in attacks.
I'm trying to make some as simple as the original Final fight but with a but more tools at the players disposal. In that game if they over crowd you, you done. Cool thing of Openbor is that there just about no limit to what can be done. Keep it up
 
I want to do the same with Geese but as a boss, where he can counter players and pick em up of the ground.
Bosses are really a pain to make for a beat em up, give me a 2D landscape and i can reference a ton of bosses but when it come to 2.5D. The number decreases.
I got an idea of how to implement it but it will need custom scripts.
The counter grab can be effective against jump in attacks.
I'm trying to make some as simple as the original Final fight but with a but more tools at the players disposal. In that game if they over crowd you, you done. Cool thing of Openbor is that there just about no limit to what can be done. Keep it up
If it's a boss-only skill, how about using "block"?
Enemies or bosses will have a lot of opportunities to defend against player attacks if you set it.
How about implementing a slam in a defensive-only hit response?
 
Finally finished Kasumi Todoh.
Looking good. But I suggestion I want to make it to either randomized the hurt sound on Shermie (with an empty sound file, so the grunt will happen sometimes, sometimes not) or just remove it. It grows repetitive pretty fast and starts to get annoying.
 
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