Canceled Streets of Southtown series

Project is halted prior to completion and will not receive further updates.
i separated this project in 3 releases milestones

release 1  aof1 most stage part by mrq,
- with updated dialog system
- updated enemies
- lvl up system with progressive stances, moves, life, spirit
- more character animations
- ryo and robert playable only
- Ai tweaks, agression
- random palettes
- wall jump
- kof style burn animations


finishing all those i start the aof2 release as a new game mode

- add yuri and takuma playables
- add random spawn animations for enemies
- more different enemies
- sprite swap for john, lee, jack, micky with their aof2 look
- add missing stages for aof2 plot

then release and start
streets of southtown game mode

- world map
- secret characters
- more stages
- king´s plot
- todoh´s revange plot
- burning fight plot
- more enemies
- some fuzzy systems

release and prepare for fatal fury streets of southtown series as a new project using this one as base and some core gameplay changes to become less aof style and more fatal fury style

the first release is very close




 
@ ned
i will talk to metal warrior about lucy without hand on hips when he start do yuri
i paid for robert sprites today, the good thing metal warrior price is more affordable than the other gods of kof sprite, and the quality is the same
i will have money to the next walk animation only next month

god aztec gave me his mr karate sprites, he is more like the classic one instead the svc one and have the xiii stance to become evolutive as playable

2zf52kl.jpg


also robert is walking on the street

[attachment deleted by admin]
 
i did a gameplay video to show how the new things work

the stages and dialogs are the same from mr.q yet but i will update to use the most recent dialog system to give a fresh look to the aof1 plot

this video shows the level up system the stance changes and new moves (punch evolution) on each 5 levels, also some of the swaped enemiy sprites

https://youtu.be/QDue2VwZXAk

also i created this youtube channel called misterkarate gameplays and me and some friends will play local multiplayer sections of openbor games so if you enjoy those kind of videos subscribe and like :)
enjoy
 
rafhot said:
i did a gameplay video to show how the new things work

the stages and dialogs are the same from mr.q yet but i will update to use the most recent dialog system to give a fresh look to the aof1 plot

this video shows the level up system the stance changes and new moves (punch evolution) on each 5 levels, also some of the swaped enemiy sprites

https://youtu.be/QDue2VwZXAk

also i created this youtube channel called misterkarate gameplays and me and some friends will play local multiplayer sections of openbor games so if you enjoy those kind of videos subscribe and like :)
enjoy

Glad to know you're brazilian too.
 
Great Mod Raf Hot, looking forward to the new demo, I am also of Brazil, congratulations on the project. :D
 
I like how the fighting styles are changed if they are in a high level, as you explained in your post. Clever work there.
 
he uses all stances 4 or 5 stances in total changing every 5 levels and his attacks will becoming different too

i stil have to add variation to his projectiles moves too
 
well, how i can say it...?

i like the concept, i liek the idea, the sprites, i like a lot! the intro. (man how demons do you that!, it was starting from zero taking kof sprites, very good!)

but saddly, i dislike the playability. i means... wich the first group of chars, on the left, the need of keep pressed the block button to perform a special move, fails a lot!.

thye should be implemente much better. being easily to do one of those moves.

just like happen on street fighter 2 or warriorsof fate compared with the complicated and hard specials on the kof saga by snk.

the playability will result much more fun than this.

apart, i like the desings but i miss there the classics ryo and robert from aof1 and aof2 too. :P. and the same with yuri.

if you at least could do the performing of the specials, the game then will result much better and interesting.

greetings. and again well done with that intro. it surprises me. that sure could take you many time and is very professional for me. looks or remenbers me a bit to the streets of rage remake intro or something. ;)
 
thanks i will try to make a simple way to do most moves, and i will do shortcut commands to do the default more complex moves too

the easy commands will be:

forward forward  atk or special or jump

down up atk or special or jump

down forward atk or special or jump

forward down atk or special or jump

i will add a move list inside the game and the complex moves like
forward back down forward atk or jump or special  will have a single button shortcut if you are using a 6 button controller alongside other 4 more complex moves

i think the player falls too much too, i will try to fine tune it, adding more pain animations with a push back to avoid some struck into agressive enemies punching until player die.

that cool intro was made by mr.Q i love that scene too i will keep it to the release version but i will make changes in the dialogs system and some parts of the plot

like king restaurant will be in a different location from chinatown and because of this the aof1 plot will get another stage

 
friends, i need a little help to comission metalwarrior to do at least 40 sprites for Jack Turner

KvLdJKM.gif


his work is awesome and i think it will give a nice look to the character and kof style assets fot the community

any amount of donation will help a lot to pay to his sprites
i need reach at least 60usd to pay for a sprite swap from actual jack turner (sega genesis sprites to kof) any value up to 60 will be used to put more frames on him too

if someone has some coins to help pm me
thanks
 
Good news.

IMO, it's not a good idea to start editing from genesis sprite.
Metalwarrior already started editing from Neogeo/arcade AOF2 Jack.
It would be better to continue with these big sprites.

Genesis sprites have a rescale and a weird XY ratio.

If you find Jack too big for other KOF chars, you still can rescale it with openbor feature.

Anyway keep it up.
 
rafhot said:
genesis sprites is the current one from mr.q game

i want to change it to metal warrior version

OK, I remember these gen sprites in MrQ mod.
So, MetalWarrior will naturally continue Jack based on AOF2 bigger sprites. :)
 
another thing i forget to say the last time, (after that of when perform an special is so hard and my char tends to do the block instead) is the fact of the chars also spend a lot of time for get an item from the ground and move again. they are so slow for me. (is like they have problems in their back).

"wait a moment, i will take this... ohhh my back!. uggggh". LOL ;)

apart like you said, is so slow too for recover you being in the ground fallen, after one enemy hit. the game needs urgently to be faster. like on those explendid capcom games... cadillacs and dinosaurs, alien versus predator, warrior of fate... etc.

on those games, specials are so easy. down down button, up up button, down + up +button, etc. in fact, warriors of fate and avsp are 2 one my biggest favourites along the streets of rage franchise. ;)
 
i think you mistake my game from jon silva game both are the same theme but with different gameplay style
jon silva game you have to press attack to pick food on ground

in this one you just need to walk to the food and it do not have the crouch animation

my game is streets of southtown

jon silva game is trouble in southtown

:)
 
j7q8uv.gif
  comissioned one more walk animation from metal warrior

the next is yuri,
if there is a kof spriter or someone who want to contribute with resources for this project is always welcome

 
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