King of Rage

In Progress King of Rage v 0.1

No permission to download
The project is currently under development.
Thanks DDToki, Krizalid is my favorite KOF character, I'll be really happy to play with him ;).

What do you think about having a version with a coat and one without a coat?
Maybe the coatless version would make him even stronger?
A version wearing a coat was tried to appear in the beginning, but it lacked movement, so it became the current Krizalid.
Since Power Instinct's Oume has attempted to change, you can consider the option of transformation.
 
Thanks DDToki, Krizalid is my favorite KOF character, I'll be really happy to play with him ;).

What do you think about having a version with a coat and one without a coat?
Maybe the coatless version would make him even stronger?
Yes, it's cooler without a coat. Can also be made into two forms.
 
Thanks DDToki, Krizalid is my favorite KOF character, I'll be really happy to play with him ;).

What do you think about having a version with a coat and one without a coat?
Maybe the coatless version would make him even stronger?
There are two types of coats. Is the coat you want the one shown in the video? Or is it the 99 version coat?
 
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It suddenly occurred to me why I didn't choose Krizalid wearing a coat.
It's not my place to say this, but I think I left out this sprite's Krizalid because I didn't feel like the details on the shoulder fur were neat.
To be honest, it doesn't look like a sprite taken by a professional.😥

This will take some time, but I think I will do it while also modifying the sprite.
 
Excellent work on Krizalid, he was a memorable boss. Which reminds me:

Are you open to suggestions for the composition of the Boss roster or have you already decided?
I was thinking about Zero from King of Fighters 2000, he had such an impressive moveset, Super in particular.s And my God his music.

Anyway, I'm just curious. Keep it up @DD Tokki, it's a joy to follow this thread.
 
Excellent work on Krizalid, he was a memorable boss. Which reminds me:

Are you open to suggestions for the composition of the Boss roster or have you already decided?
I was thinking about Zero from King of Fighters 2000, he had such an impressive moveset, Super in particular.s And my God his music.

Anyway, I'm just curious. Keep it up @DD Tokki, it's a joy to follow this thread.
thank you. The boss has already been decided and the icon work is nearing completion. I've already collected materials such as sprites, so I'm focusing on creating characters.
 
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This seems very serious if it came out like this in the actual game. Or maybe I'm just aiming for perfection and can't get past it

The coat of this design sometimes combines the outside and the inside, the length keeps changing, the white lines disappear, etc., so the level of difficulty is so high that I can't handle it. I guess I'll have to give up this time.😰
 
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Today's video is Angela Belti.
A total of 6 playable characters have been completed and we are getting closer to the demo version.

GREAT news! I'm not so familliar with Angela, but I'm glad she joined the roster.
Her spriteset is pretty well matched with your game just like the character White from PIM.
time 0:43 something strange appeared here.
Seems like Oswald counterd the throw but is still held by Angela.
 
GREAT news! I'm not so familliar with Angela, but I'm glad she joined the roster.
Her spriteset is pretty well matched with your game just like the character White from PIM.
time 0:43 something strange appeared here.
Seems like Oswald counterd the throw but is still held by Angela.
Oswald can use riseattack, but for some reason, it happened while the player was catching it.
 
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Today, even Athena was completed by modifying it to the latest structure. We are working on previously completed characters first, so we are shortening the time.
I swear it look as if you went to a KOF Arcade cabinet and cut the character out the screen.
That's how on point things look but those sprites used for the specials, l like how Athena's special clear the screen. Amazing work
 
This Chris is awesome. A few remarks:

1- I've watched the whole vid and didn't see one of Chris' signature move, Step Turn:
It's throw in which Chris grabs the enemy and slugs him with 3 kicks in the face, very satisfying (youtube). Has this throw been implemented or do you plan to?
It's not important, I just felt compelled to mention it,

2- Do the Stats on the select screen have any impact on characters attributes? I mean take "Agility" for instance: Robert has more Agility than Chris which seems a bit off. Chris is way faster than Robert. Same thing for John Crawley who should have a higher agility score considering he's super fast,

3- I feel the mauve particle effects that show up when Chris is doing some of his Specials/Supers take too much space on screen. I mean sometimes we don't even seen Chris when he does that. The visual effects are over the top but I would have wanted more subtlety.

Same deal for the sound used for some of these moves: some sound like an bomb explosion, which might be overkill.

Hope I wasn't too harsh. Anyways I have a smile on my face each time I watch a new vid of yours. Keep it up!
 
This Chris is awesome. A few remarks:

1- I've watched the whole vid and didn't see one of Chris' signature move, Step Turn:
It's throw in which Chris grabs the enemy and slugs him with 3 kicks in the face, very satisfying (youtube). Has this throw been implemented or do you plan to?
It's not important, I just felt compelled to mention it,

2- Do the Stats on the select screen have any impact on characters attributes? I mean take "Agility" for instance: Robert has more Agility than Chris which seems a bit off. Chris is way faster than Robert. Same thing for John Crawley who should have a higher agility score considering he's super fast,

3- I feel the mauve particle effects that show up when Chris is doing some of his Specials/Supers take too much space on screen. I mean sometimes we don't even seen Chris when he does that. The visual effects are over the top but I would have wanted more subtlety.

Same deal for the sound used for some of these moves: some sound like an bomb explosion, which might be overkill.

Hope I wasn't too harsh. Anyways I have a smile on my face each time I watch a new vid of yours. Keep it up!
I wrote this a long time ago, but it's probably gone now.
I mentioned that actual character abilities may differ in openbor. Speed, power, etc., or the performance of special moves may differ from the original.
While implementing technology, not only original but also reinterpreted new technologies may be included.
 
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