In Progress Kof The Fighter's Ambition

The project is currently under development.
I believe I'll have to make more enemies to vary more and that wasn't the initial intention so as not to make it long, there are already 3 stages and the proposal is to make 5 being longer

Well, you should make more enemies to make it interesting. Two or three new enemies per stage is good start. However, you'd need to reduce enemies health especially in early stages. Make it fun beating and defeating enemies in first levels. If player is hungry for more, the latter stages will provide the meatier enemies ;).

I remembered the Simpsons game and put this hotdo that can be knocked down to pick up!

Hotdog? oh you mean the apple tree? yes, I love that apple tree in Simpsons beatmup.
 
Well, you should make more enemies to make it interesting. Two or three new enemies per stage is good start. However, you'd need to reduce enemies health especially in early stages. Make it fun beating and defeating enemies in first levels. If player is hungry for more, the latter stages will provide the meatier enemies ;).



Hotdog? oh you mean the apple tree? yes, I love that apple tree in Simpsons beatmup.
Yes, I will review the stages, yes, I will make some more enemies, as I made the robot version of them for stage 3 onwards, this idea of apples is cool, I love apples, I will try to put them in stage 4, I will try to make these last ones longer, but I still haven't thought about how to make them only in their bosses.
 
Hello friends, look this!
Well, I had made Ryo, it just needs a few adjustments. I haven't given up on finishing the game. I started a new level a while ago on top of a truck, I'll show it soon. Give me your opinions so I can improve the game. I'm taking all the criticism that can help. Thanks, greetings to all the creators of this wonderful hobby of ours.
 
You really should post a warning for headset users when opening your videos, that intro is really pretty loud.

As for feedback, the first stage (Shibuya Crossing) looks off, looks like they fighting on, in front of an oil painting, probably due color loss when indexing the image. Maybe cut it up a bit into sections to preserve a more crisp look that doesn't clash with the character sprites.

Some of the background character sprites also clash with the overall player and enemy sprites. Since you are using KOF sprites, having characters that are shaded in an anime style (looks like Pokémon trainers I think the sprites are?), makes it look mashed together.

The dropped items are in a disproportionate size to the player, its a bit too large, unless that is a conscious design decision?

Ryo seems to play ok, I did notice he has some invincible frames in some of his attack animations. Landing the attacks look satisfying, seems to be enough pause to show the impact of an attack.

Also his throws, I'm guessing are still being worked on, but some of the enemies are a bit misaligned, in particular with the grapple throw.
 
I thought you canceled this mod because your YouTube channel is not appear.

You really should post a warning for headset users when opening your videos, that intro is really pretty loud.

As for feedback, the first stage (Shibuya Crossing) looks off, looks like they fighting on, in front of an oil painting, probably due color loss when indexing the image. Maybe cut it up a bit into sections to preserve a more crisp look that doesn't clash with the character sprites.

Some of the background character sprites also clash with the overall player and enemy sprites. Since you are using KOF sprites, having characters that are shaded in an anime style (looks like Pokémon trainers I think the sprites are?), makes it look mashed together.

The dropped items are in a disproportionate size to the player, its a bit too large, unless that is a conscious design decision?

Ryo seems to play ok, I did notice he has some invincible frames in some of his attack animations. Landing the attacks look satisfying, seems to be enough pause to show the impact of an attack.

Also his throws, I'm guessing are still being worked on, but some of the enemies are a bit misaligned, in particular with the grapple throw.
1- It was good that you warned me about the sound volume; in the next ones I'll reduce the opening sound by half.
2- I'll try to fix the background, but at the time it was the best I could do.
3- The characters are really contrasting; I'll fix that too.
4- In the case of the items, I thought it was better to use this size; smaller ones reduce the visibility of what is intended to be seen.
5- You noticed that Ryo will still undergo a revision so that his combos don't end up too weak compared to Kyo. Remember that the idea is to have different strengths for each character. To recap, the finishing attacks are random; Ryo can knock down normally, stun the enemy, or land a Koouken causing more damage. These random occurrences differ for each character.

6- Actually, what happened with the female character's sprite being misaligned is a bug that only happens to her. There's another enemy that uses the same animations and the bug doesn't occur (in this case, it's the same character with a difference).

DatKofGuy, thanks for the observations, thank you very much for taking the time to see these things, that's how we improve.
 
Vídeo das mecânicas do jogo KOF Fighters Ambition.

I made some improvements, but this video is to show how to play the game.
Each character can have more than one finishing move in combos that are further away and closer, also in their runnattacks, etc...
I adjusted the Z that Bloodbane and another member here told me, now it's better, thanks for the feedback.
 
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