Legend of Korr

Canceled Legend of Korr v1.3

No permission to download
Project is halted prior to completion and will not receive further updates.
project kraken is frozen again...maybe later with an update or in part 2 or 3...dont know...got  a better idea yesterday...i paint a new section on the worldmap and add a new stage...i also change some little things on korrs blocking system and add a lot of new sounds and music...sry for the video...it lags a little bit...here comes sir dawn the guard of the bridge...check it out;)

 
O Ilusionista said:
That boss needs a transition frame from his idle to walk. It's too much abrupt.

this would be looking better yes...will check the frames...i have also the frames to animate the background but this i will add later when i am done with the rest...
 
showmaker, instead of making transition frame, why not change boss' IDLE animation to make it more similar to WALK animation?
IIRC Living Armor from Night Slashers is standing with sword ready as its IDLE instead of pointing it downward

Speaking of boss, I can see blood and neck remains from its DEATH. If the boss is a living armor, it shouldn't have blood nor neck. If it's a human, it should at least show a face on the helmet
 
Bloodbane said:
showmaker, instead of making transition frame, why not change boss' IDLE animation to make it more similar to WALK animation?
IIRC Living Armor from Night Slashers is standing with sword ready as its IDLE instead of pointing it downward

Speaking of boss, I can see blood and neck remains from its DEATH. If the boss is a living armor, it shouldn't have blood nor neck. If it's a human, it should at least show a face on the helmet

i will change the whole idle animation with 2 frames from walking...thats more easy and will look better...i dont know how to make a animation between idle and walking...next thing with the helmet, yes its a human in my game...your right but could it also be a shadow over his face from the helmet;) to paint him a face will take hours:/
 
yesterday i try to find a good mage in the internet that match with my other chars but found nothing good so i play a bit around with the frames from a mage from the D&D r.o.w. game...here is the result...i make new sounds and effects and the idea was to place him as druid to the barbarians...i know that the d&d game have some more cool mages but this here looks more wild :-D he comes with 3 attacks...spawn skelets, magic stick slap and electro punch.

 
another gameplay video, show'n you the barbarian camp level with that druid boss. i change the title music because the game is not legend of conan lol and i change some sounds and music in that level and jey! there is a very gory fatality at the end...hope you like it;)

 
the goal is in reach! just the final stage with the final boss but i have no idea at the moment what enemy, background...must think about it...
i will take a break the next days...here another little gameplay video...

 
Can I make a suggestion?

When he changes from the idle to the walk animation, he changes the way he holds his sword (from one-handed to two-handed), but there's no transition between them. I think you could add a frame or two in there as he starts walking, to smooth things a little better.  :)
 
erf_beto said:
Can I make a suggestion?

When he changes from the idle to the walk animation, he changes the way he holds his sword (from one-handed to two-handed), but there's no transition between them. I think you could add a frame or two in there as he starts walking, to smooth things a little better.  :)

wich character you mean? if you mean that knight on the bridge this is fixed...i change the idle animation here with a move frame and a smooth up and down "breath" but if you mean korr...jear man...this is what pierwolf have...check out pierwolfs weaponlord video from korr...there you see 1 or 2 frames between idel and walk...this frames where you can see the left hand moves to the sword just before he start walking...i have this 2 frames here thats not the problem but if you can tell me where i must add this animation in  the chars.txt would be helpfull... i only have idle and walking in the chars.txt but there i cant add the 2 frames...must be something between?

this is the frame...its just one:
 
hmm...seems to be that nobody can help here...anyway...last days i add some new death animations, sounds, mix some music together, change the icons on the worldmap and overwoked some more stages...here we go...

 
Nice work so far!  I'm looking forward to playing when it's done.

For the transition between one and two handed pose, you can add that frame in the beginning of your walk animation.    You'll just have to tweak how the animation loops:

loop {bi} {start} {end}

~Determines how loop effect is applied in current animation
~{bi} toggles looping on or off.
0 = looping off
1 = looping on
~{start} determines the number of frame the animation loops to. Defaults to 0 or 1st frame.
~{end} determines the number of frame which starts the loop. If left blank, the animation will loop at the end of animation.
~Some animations should NOT be set to loop (loop temporary at least). Examples include most attacks and injured animations.

 
hmm...seems to be that nobody can help here..
Sorry if I sound rude, but I need to be very honest:

Avoid posting things like that, because you will be harmed.
We are a small community, where everyone helps as he can. If nobody answered yet, it's because they did not have time available.
For example, you sent me a private message about it. As I explained, I can not access the forum during the day because it is blocked, I can only respond at night or when I am on my cell phone.

You post something like that sounds pretty ungrateful. And again, who will be harmed is you, because ungrateful users are often ignored by moderation and other users - and this happens in all forums.

I remember that the last time someone decided to give you feedback, you got angry and gave ragequit, asking to delete the topic. You opened a new topic (where we see the same mistakes) and post something like this ...

I'm not your father to give advice, but this kind of thing only hurts your reputation, because people will choose not to comment here. And being honest, that's what I intend to do, for example.
 
Please excuse me but please show me where I was ungrateful at somebody here sometime. what do you mean should i say more then to say thanks for feedback? I deleted the old topic because I started the project again... this was not because of the discussion with pierwolf if you mean that. pierwolf just says what he was thinking at that point and for me it was okay. as you may have seen there, I was always friendly to pierwolf even though his criticism was sometimes a bit hard and drops my motivation to zero. if someone here feels wrongly attacked by me should say so please. my english skills are not the best so i am sry when I have expressed myself on a wrong way sometimes. any kind... if positive or negative feedbacks are absolute okay for me anytime!

Thank you for your feedback O Ilusionista. I have taken this to my knowledge. have a great weekend.
 
handsnfeetface said:
Nice work so far!  I'm looking forward to playing when it's done.

For the transition between one and two handed pose, you can add that frame in the beginning of your walk animation.    You'll just have to tweak how the animation loops:

loop {bi} {start} {end}

~Determines how loop effect is applied in current animation
~{bi} toggles looping on or off.
0 = looping off
1 = looping on
~{start} determines the number of frame the animation loops to. Defaults to 0 or 1st frame.
~{end} determines the number of frame which starts the loop. If left blank, the animation will loop at the end of animation.
~Some animations should NOT be set to loop (loop temporary at least). Examples include most attacks and injured animations.

thanks a lot mate! You save me today  ;)
 
showmaker said:
can somebody please explain how to make that transition maybe as turn around?

Sorry for the late reply, my brain was so full yesterday and I needed refreshing
Anyways, for turning around you need TURN animation and turndelay command set at header.
 
Bloodbane said:
showmaker said:
can somebody please explain how to make that transition maybe as turn around?

Sorry for the late reply, my brain was so full yesterday and I needed refreshing
Anyways, for turning around you need TURN animation and turndelay command set at header.

thx bloodbane;) the transition is working fine with that code from handsnfeetface...it looks now way better from idle to walk:-)

i think about to release a public alpha...alpha because the story is not ready at this stage and i need to change some things like a button for grab and a lot of death animations to paint...the levels are done, also the final stage with the final boss is ready...i think a public alpha would be good to become more feedback and bug/ performance reports.
 
Legend of Korr Alpha Build

a few words what you get:

- you can play all 12 levels. some levels have more stages so all in one there are 25 stages + the final level, that only apears on the worldmap when you have finished all other levels. there is no intro, no outro and no story or dialogs at this stage. the game ends when your done with all levels.

- you can check the movelist under how to play. a kill move is only possible when the enemy is near death so check his energy. the decapitions work on the most enemys and also some bosses. the only enemy where you can make 3 diffrent killmoves is the bandit. its easy to figure out. the normal moves are slash, jump, block and one special. you also can grab some enemys but this works automatic when you are near enough. i hope i found out how to place the grab attack on a button...when you grab an enemy you can kick him away or make the decapitator killmove but only when the enemy is near death.

- the taverns that apears after every finished level are placeholders at this stage...atm you only can change korrs colour. i will add diffrent weapons to korr like a battle axe so you can take your choice in the taverns.

known bugs: the game crashes when you have lost all your lifes. borlog: Fatal: can't find any player models!

what is planned for the future?

- new enemys
- places to unlock on the worldmap where you will find new weapons
- many kill animations
- new moves
- a complete story with dialogs
- new levels with new sounds and music

i hope you have fun and make a big bloody massacre  ;D
please give me feedback, ideas and bugreports if you will find.

https://drive.google.com/open?id=10N5Xo_oCXccUlYSz-H4Q8Cq2mwAeMtlt



 
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