Power Rangers It's Morphin' Time

In Progress Power Rangers: it's morphing time! 1.0

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The project is currently under development.
Alongside reference animations from the game "Power Rangers Battle of the Grid," we've added some references from other games, such as Hayate, who comes from an obscure fighting game called Savage Reign – here in the form of Neo Geo Battle Coliseum.
(and I always loved those obscure SNK games - I've played them a lot back in the day)

Pixel art by Ramzaneko

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Alongside reference animations from the game "Power Rangers Battle of the Grid," we've added some references from other games, such as Hayate, who comes from an obscure fighting game called Savage Reign – here in the form of Neo Geo Battle Coliseum.
(and I always loved those obscure SNK games - I've played them a lot back in the day)

Pixel art by Ramzaneko

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Nice. I love taking reference from old games too. I did the same route for my SOR 1 Antonio.
 
Fans recognized several bases we used for the animations in this project, but there's one movement no one recognized: it's Foxy from King of Fighters.
Foxy made her first appearance as one of Kula's alternate attackers in King of Fighters 2000. Her first appearance as a playable character was in King of Fighters 2001.
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The only inspiration we took from Rita's Rewind*: the large, three-headed Putty. It's a slow enemy, but it can deal massive damage to the player because it can grab and throw them. The movement mechanic, however, came from Abubo Rao, from the Neo Geo game "Rage of the Dragons".
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*It's worth remembering that our project is much older than Rita's Rewind :)
 
In the original SNES game, Billy had a very "goofy" look (and moveset), and we decided to change that, transforming him into the grappler of the project. One of the cool things about him is that his Power Move has a random ending, where he executes one of the finishers.
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Incidentally, this is a trademark of mine: in the beat 'em ups I code, there's always something random. An example is the "combo enders"—moves that finish off a sequence of basic attacks—which are random. This helps make the combat less monotonous :)
 
One of the things we're working on in terms of game balancing is the number of enemies you face. The game already adapted based on the number of playable characters on screen, changing not only how many enemies you face but also introducing different types of enemies in certain areas, different items (the more players, the weaker the healing items become), the amount of health, and even how aggressive the enemies are.

But now the game is starting to adapt better to the number of NPCs controlled by the CPU as well. The GIF shows the difference between playing the same level alone or with CPU partners.

There's a possibility of adding a selector for the number of CPU partners, but this will probably have to be unlocked after you finish the game, either in normal mode or in the mode with only 1 CPU partner.

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Oh, one detail: notice that the plant color changes between frames? That's one of the many random elements in the game :)
 
For the Yellow Ranger, we were looking for a way for her to throw her daggers as projectiles... until we remembered a game called Tuff E Nuff, known in Japan as Dead Dance, a 1993 fighting game developed and published by Jaleco for the SNES.
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The pose was perfect for what we wanted to do, and our spriter RamzaNeko did a beautiful conversion :)
 
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