Knights of the Round Revenge

Complete Knights of the Round Revenge project 2021-09-16

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Project is completed.
Today I managed to create the second stage for Knights of the Round Revenge, it wasn't really easy, but I actually managed to get it to work and decided to give a little test drive until I encountered this little problem.

 
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Jeremiah Cuff said:
So I decided to use the sprites of the boss character Phantom the Nightshade that I ripped from Knights of the Round on the Nebula emulator

Nice
BTW nobody has ripped Phantom from Knights of the Round yet? I found Masked Man's sprite sheet in spritedatabase but no Phantom's

Jeremiah Cuff said:
... a little test drive until I encountered this little problem.

If you're referring to dragon's frozen palette, that's simply because you set wrong map in the level. Some mods have frozen palette for every enemy in the mod

I should say that you need to fix couple things:
1. Just because enemy can do an attack, doesn't mean he/she should do it. Soldiers are weak enemies so they shouldn't have forward stab move. Or if they have it, at least make it non knockdown.
I suggest this cause I see that you keep getting stabbed by this attack
2. Swordman's offset is wrong. His shadow should be placed directly below his torso or between his legs

BTW aside of regular combo and special, what other ability heroes in your mod have?
 
Thank you for your feedback about the stuff I needed to fix Bloodbane, and as for the special moves for the rest of the heroes, I'm still working on that. Like for example, I gave Gawain (Mei Mei) a special move which involves her performing a hadouken from her feet while performing a somersault. Melodie, the amazon from dungeon magic has one special move called the gust slash which causes her to swing her knife upwards and her focus attack is a standing hurricane kick. I'll be sure to keep you guys posted until the rest of the special moves for Arthur, Percival, Lancelot, as well as Gawain, Melodie, and Mordred are finished.
 
Nice progress!!
So basically, this is KOTR with girls on it?
I can only be ok with that :) female characters haters will hate  ::)

I watched your Melodie gameplay, I have the feeling her blade attack "whiffs" a lot.
Are her attack boxes correct?
She's easily overpowered by regular enemies.
perhaps givinger her slightly more speed could make it?

She's based on a regular enemy from this arcade isometric Beat em up (I can remember the name). But it makes her move/sprites limited. Perhaps you could add some new moves? Does she have a grapple system?

Anyway, good luck with the characters. :)
 
Well to be fair, I played the Dungeon Magic arcade game myself and I when encountered two of the amazon female enemies on the first level, they had a unique but limited moveset which involves an upward slash, a backwards kick, a dashing leg attack, as well as a frontal flip dropkick. The female amazon enemies can also jump and block, but they can't perform grapple throws.

BTW, Melodie is an original main character from Light Bringer 2, a fan made RPG sequel of Dungeon Magic that I made using the RPG Maker 2003 engine.
 
I already watched some of your vids about it few days ago.
Pretty good quality!! I'm not into RPG at all, but I was like "D*mn, I want to play a beautiful game like that" :)

So you're going to keep the enemy type "limitations" as a base for your cahracter, why not? :)
 
If you're interested in the Light Bringer 2 RPG, you can always download it here if you want to Nedflandeurse.

Here the link for game from mediafire: http://www.mediafire.com/file/585ekqpoqava5jt/Light_Bringer_2_Demo_%5BFinal_Update%5D.zip

and i'm adding more content for Knights of the Round Revenge later on tonight, so stay tuned my friends.
 
If you want female knights, you can use sprites from Dancing Swords here:
http://spritedatabase.net/game/949
 
Jeremiah Cuff said:
Thanks a bunch for the suggestion bloodbane, like I said before you're a lifesaver my friend.

I feel the same about Bloodbane.
I think, my project would have been cancelled if I had not his help (and other great guys as well!)

Also, thanks for sharing your RPG project as well!
 
Last night and today, I've made some story cutscenes for Knights of the Round Revenge using adobe photoshop 7.0 on my laptop. I had trouble at first, but thanks to the background eraser tool, I was able to insert Arthur, Lancelot, Perceval, and Gawain (Meimei) into three of the backgrounds I ripped from Knights of the Round and King of Dragons on the Nebula emulator and I also have more that I have created.

[attachment deleted by admin]
 
I just made the third stage called Village under attack from Knights of the Round Revenge last night and added two brand new enemies in the form of the fat man from the original arcade game and Kojiro from captain commando. but I have a question to ask you Bloodbane, is how do I add running villagers into the level itself?
 
There are many ways to make running villagers, here's an easy way:
name ChildR
type none
speed 16
gfxshadow 1

alternatepal data/chars/misc/civilian/child2/map1.png
alternatepal data/chars/misc/civilian/child2/map2.png
alternatepal data/chars/misc/civilian/child2/map3.png


anim walk
loop 1
delay 10
offset 31 68
frame  data/chars/misc/civilian/child2/run1.png
frame  data/chars/misc/civilian/child2/run2.png
frame  data/chars/misc/civilian/child2/run3.png
frame  data/chars/misc/civilian/child2/run4.png
frame  data/chars/misc/civilian/child2/run5.png
frame  data/chars/misc/civilian/child2/run6.png

When this ChildR is spawned, he will keep running until he disappears offscreen

HTH
 
awesome sauce for the suggestion brother Bloodbane, this will help improved the third stage of Knights of the Round Revenge, since it's three areas long and it's end boss is going to be a dragon rider who is the ringleader of the rebels invading the village.
 
Today I added a three part third level on Knights of the Round Revenge called Village Under Attack and I also added a slew of brand new enemies within the stage itself including the shadow elves as well as the introduction of a formidable third boss named Garland. During the gameplay, you can see that Arthur has a brand new special attack which has a flaming dragon swirling around him, burning the enemies that come close him.

Check out the stage 3 gameplay here: https://www.youtube.com/watch?v=s0TxzoyUYTc&feature=youtu.be
 
http://www.vizzed.com/vizzedboard/retro/user_screenshots/saves15/150102/KNIGHTS--Knights%20of%20the%20Round%20World%20911127_Dec23%2019_34_48.png

Plz, use that sprite of the excalibur sword, which is the same as the game logo, on Arthur, please !?

http://reaper78.deviantart.com/art/KOTR-Poster-643546552
 
I think the animation timing on the ninjas and basic rebel soldiers is a little off. Are they on the same script as the armored enemies?

EDIT: Garland's lifebar isn't centered. It should be centered to show the whole bar.

And I think this would be a pretty awesome theme song for the game:


Songs from Sonic and the Black Knight could be pretty cool to hear in this game too:


If only to give the soundtrack more variety and maybe set up some crucial battles.
 
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