Way of Martial Arts

In Progress Way of Martial Arts 0.5

No permission to download
The project is currently under development.

kimono

Well-known member
Hi everybody, I'm coming here with a dream, a tribute to the Way of Exploding Fist/International Karate/Karate Kid and more...
I've got the agreement of Steve Day for using his sprites as a base and here is what I've done with it:
HiF6bjd.png

wdFEIEM.png

BDTsbrl.png

I'm a beginner with openbor so I've made only mock up so far because, I don't know how to make a lifebar with 8 units.
There will be 4 modes if I solve some technicals problems:
1) Tournament: 8 stages and 1 bonus stage every two stages. 1 player fights 3 others (2 randoms and 1 special guest).
Fighters will change outfits according to the stage:

2)Strip Fight: 1 versus 1, players are losing some clothes each time they are hit:
maybye into spoilers?
I'll introduce the 2 others modes soon, excuse me for my poor english. I hope that you're enjoying this idea of a reboot, thanks for your attention!
 
I'm sometimes inclined to ask politely to avoid hosting images on photobucket because I'm getting this error message everywhere.  :-\
 
The concept looks interesting. It reminds me of some other karate games and movies like Karate Kid, Spartan X (Kung-Fu), Karate Champ, and stuff.

Let me guess. The upper diagonal in the block part is for dodging in air, right? Also, I see the forward+block is for evading (in somersault).

I love what you have. I'm looking forward to a great result though you are learning. :) Best of luck to you.
 
Not a fan of clothes falling off but this mod looks awesome especially the ninja costumes but also the art work in general cant wait to see more. 
 
That's a good concept kimono! :)
I'd like to see how it's going to be made

I'm a beginner with openbor so I've made only mock up so far because, I don't know how to make a lifebar with 8 units.

I've shown an example on making such lifebar in this demo

https://www.mediafire.com/?au1dhpswm8h9hd1

It has Double Dragon based lifebar

If you don't mind paxploding, you can learn how I made it in these two mods:

Cherry On Top

LIFT
 
@Kurisu: screens updated ;)
@maxman: There are also Budokan, Chamber of Shaolin, aesthetic but hardly playable. Direction + block makes a ducking, mid or air dodge move, you are right! 
@msmalik681: I'll be thinking of making this mode more interesting in this case. Maybye you have some suggestions :)
@Bloodbane: The DDMini Demo will be very useful for me fot the object interaction and lifebar thank you so much!

Thanks for your support, it's very important to stay motivated! :)

Just a quick overview on the two other modes:
- Ninja Mission (see Ninja Mission arcade): The Orochi clan have stolen 7 dojo emblems. You must retrieve all of them and set the fire to the evil castle. Some smoke bombs, kunai and shuriken may help during your mission (there will be 16 screens to clear and come back to the beginning):

- Kumite: 1 versus 1 championship. Fighters become bloodier each hit they're taking and we can make them suffer during their dizziness (here is a nose break):

More to come soon ^^
 
Cool! For the enemy HP, you can do it similar to the DD Mini but it's not going to be in update.c or updated.c.

http://www.chronocrash.com/forum/index.php?topic=3121.msg42410#msg42410
 
Nice work :) i have sprites from ST version , i like how they look and maybe they could be useful for you :
2zjfD.png
 
@bWWd: Thanks bWWd for the spritesheet!

@stin: Thanks for your support, I'm busy to learn to code for Android platform. The graphical part is almost done.
Openbor is still the best software for this kind of game, 4161 crashes on my 7.0 android phone.
 
4161 crashes on start? On my default 7.1.1 run without problems (with mostly magggas Mod DDRA).

PS: and my previous SD800-5.0.2 Lollipop

Edit: @kimono, try this; open your borpak folder, if you have a multiple paks, copy and past these files in another temporary folder.
Put a specific single Mod (example, DDRA) and play the build.
 
I discover your mod today, i love the original game and your idea :)
I really wish you will found all the solutions to your problems and release it ;)
Thanks
 
Here is the first demo 0.1 of the game:
I add the kicks at all moves with the cancel command but the jumping kick attack isn't very good because it stops the forward jump.
I need to fix some things:
- the select intro
- crouching, jumping and standing block command

Here's the demo:
https://drive.google.com/open?id=15x9Qe9tiBtSJTeW2A7kEqK_CiVH24qbY

I'm a simple apprentice and I think I need one or several masters to learn the art of the openborjutsu...
I've got a good story to tell with this project, so please keep an ear and an eye near this :)
 
Interesting :)

I add the kicks at all moves with the cancel command but the jumping kick attack isn't very good because it stops the forward jump.

Yeah, that's why I prefer to use keyscript for air attacks
 
@Bloodbane: Thanks for the tip! Can you explain me how I can code this forward jump kick attack?
I wish also configure anim slide with Down+Forward, is it possible to assign these triggers?
 
I have the simultaneously tapped/pressed Down+Forward (diagonal down and forward) made in script. You don't have to copy the whole thing and paste to replace everything but copy some lines if you need. (Try to understand the logic how I put some scripts.) (Courtesy of Damon Caskey for the button diagonals)

(Here is mine:)
Code:
#define KEY_MOVE_DOWN       openborconstant("FLAG_MOVEDOWN")
#define KEY_MOVE_RIGHT      openborconstant("FLAG_MOVERIGHT")
#define KEY_MOVE_LEFT       openborconstant("FLAG_MOVELEFT")

void main(){
	int pIndex = getlocalvar("player");
	void self = getplayerproperty(pIndex, "entity");
	void vAniID = getentityproperty(self,"animationID");
	int iDir = getentityproperty(self, "direction");
	
	//Presses
	int iUp = playerkeys(pIndex, 1, "moveup");
	int iDown = playerkeys(pIndex, 1, "movedown");
	int iLeft = playerkeys(pIndex, 1, "moveleft");
	int iRight = playerkeys(pIndex, 1, "moveright");
	
	int iAttack = playerkeys(pIndex, 1, "attack");
	int iAttack2 = playerkeys(pIndex, 1, "attack2");
	int iAttack3 = playerkeys(pIndex, 1, "attack3");
	int iAttack4 = playerkeys(pIndex, 1, "attack4");
	int iJump = playerkeys(pIndex, 1, "jump");
	int iSpecial = playerkeys(pIndex, 1, "special");
	
	//Holds
	int iUpH = playerkeys(pIndex, 0, "moveup");
	int iDownH = playerkeys(pIndex, 0, "movedown");
	int iLeftH = playerkeys(pIndex, 0, "moveleft");
	int iRightH = playerkeys(pIndex, 0, "moveright");
	
	int iAttackH = playerkeys(pIndex, 0, "attack");
	int iAttack2H = playerkeys(pIndex, 0, "attack2");
	int iAttack3H = playerkeys(pIndex, 0, "attack3");
	int iAttack4H = playerkeys(pIndex, 0, "attack4");
	int iJumpH = playerkeys(pIndex, 0, "jump");
	int iSpecialH = playerkeys(pIndex, 0, "special");
	
	//Releases
	int iUpR = playerkeys(pIndex, 2, "moveup");
	int iDownR = playerkeys(pIndex, 2, "movedown");
	int iLeftR = playerkeys(pIndex, 2, "moveleft");
	int iRightR = playerkeys(pIndex, 2, "moveright");
	
	int iAttackR = playerkeys(pIndex, 2, "attack");
	int iAttack2R = playerkeys(pIndex, 2, "attack2");
	int iAttack3R = playerkeys(pIndex, 2, "attack3");
	int iAttack4R = playerkeys(pIndex, 2, "attack4");
	int iJumpR = playerkeys(pIndex, 2, "jump");
	int iSpecialR = playerkeys(pIndex, 2, "special");

	int key_hold = getplayerproperty(pIndex, "keys"); // Player key hold
	int key_press = getplayerproperty(pIndex, "newkeys"); // Player key press

        // Holding Down + Forward command
	if(key_hold & KEY_MOVE_DOWN && key_hold & KEY_MOVE_RIGHT && iDir == 1 || key_hold & KEY_MOVE_DOWN && key_hold & KEY_MOVE_LEFT && iDir == 0){
		performattack(self, openborconstant("ANI_FOLLOW1"));
	}
}

I don't use anim slide for this at all. You can change the name anim slide to anim follow1 for it. Anim slide is only used for pressing down+jump. Anim follow is a follow-up especially for after attacks (with given condition), but you can use it for anything with scripts. I'm not trying to discourage you. I'm letting you know it's very possible to use. You can expand any script you want in like some triggers and stuff.
 
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