Way of Martial Arts

In Progress Way of Martial Arts 0.5

No permission to download
The project is currently under development.
Darknior: I'm agree with, this IK+ bonus stage is very well programmed, maybye I'll use deflecting projectiles to resolve enigmas in story mode ;).
Bloodbane: Thanks for your explanations, that's much clear for me now :D. Here's the result:
This is very good for me, the player must find the good timing to finish this.
I set temariT, the ball throwned with
Code:
facing 0
because when I use
Code:
shootM
it throws the projectile in the opposite way.
I think the temari balls can simply be invicible and killed offscreen.
Is it possible that the ball is deflected when it's been blocked or attacked? I will change also the block flash very soon :). Thank you once again for your great help.
 
Since all entity play fall.wav when they hit the floor, I'm wondering how I can use bounce.wav only for the bouncing balls. It's coded like this for now:
Code:
name				temariT #THROWNED
type				none
subtype				weapon
candamage			player obstacle
nolife				1
lifespan			6
remove				1
noquake 			1
gfxshadow			1 1
noatflash 			1
flash				flash
facing		0
bounce		1
offscreenkill	20
subject_to_wall 0
subject_to_hole 1
no_adjust_base  0
noquake		1
subject_to_gravity 1
subject_to_obstacle 0
subject_to_platform 0

##REMAPS
alternatepal	data/chars/misc/alt1.gif
alternatepal	data/chars/misc/alt2.gif
alternatepal	data/chars/misc/alt3.gif
alternatepal	data/chars/misc/alt4.gif
alternatepal	data/chars/misc/alt5.gif
alternatepal	data/chars/misc/alt6.gif
alternatepal	data/chars/misc/alt7.gif
alternatepal	data/chars/misc/alt8.gif
alternatepal	data/chars/misc/alt9.gif
alternatepal	data/chars/misc/alt10.gif
alternatepal	data/chars/misc/alt11.gif
alternatepal	data/chars/misc/alt12.gif

anim idle
	loop	1
	delay	6
	offset	16 34
	bbox 0 0 32 34
	bouncefactor 1
	hitfx	data/sounds/bounce.wav
	sound	data/sounds/bounce.wav
	attack1 0 0 32 34 5 0 0 0 0 0
	frame	data/chars/weapons/temari1.gif
	frame	data/chars/weapons/temari2.gif
	frame	data/chars/weapons/temari3.gif
	frame	data/chars/weapons/temari4.gif
	frame	data/chars/weapons/temari5.gif
	frame	data/chars/weapons/temari6.gif
	frame	data/chars/weapons/temari7.gif
	frame	data/chars/weapons/temari8.gif
	
anim follow1
	landframe 8
	loop	1
	delay	6
	offset	11 18
	bbox -3 0 28 23
	hitfx	data/sounds/bounce.wav
	sound	data/sounds/bounce.wav
	attack1 -3 0 28 23 5 0 0 0 0 0
	frame	data/chars/weapons/temari1.gif
	frame	data/chars/weapons/temari2.gif
	frame	data/chars/weapons/temari3.gif
	frame	data/chars/weapons/temari4.gif
	frame	data/chars/weapons/temari5.gif
	frame	data/chars/weapons/temari6.gif
	frame	data/chars/weapons/temari7.gif
	frame	data/chars/weapons/temari8.gif

A wip of the tutorial mode. New palettes: all characters have a white karategi, except for the playable character where you can choose any model or palette that you want to.
K0CrYED.png
 
Some development news, I attempted to create a kaginawa (= grappling hook) weapon/tool.
I wish to add to it 2 properties:
- it can pull the enemy if it hit him
- it can pull the player if it hit a wall or a platform

For example, I created a wall on the base of the roof and I'd like it pulls the player on this platform :)
In the Openbor manual, I can read this:
Code:
grabin {type} {distance}

    ~If this command is declared, next nonknockdown attackbox makes entity grab opponent in same manor as normal grab.
        0 = no effect (used to turn off grabin)
        1 = Opponent is pulled in while this entity doesn't move
        2 = Both entity and opponent are pulled each other splitting the distance
    ~{distance} controls how far entity and opponent would be when grabbing starts.
    ~Use this command with non knockdown attackbox of course.

So I code the basic attack with the following lines:
Code:
anim	attack1 #kagi attack
	delay	6
	offset	50 136
	bbox 35 32 29 104
	cancel 0 5 0  A2 freespecial9
	followanim 2
	followcond 3
	sound	data/sounds/punch.wav
	grabin 	1 246
	frame	data/chars/karatedo/kagi/attack1.gif
	frame	data/chars/karatedo/kagi/attack2.gif
	frame	data/chars/karatedo/kagi/attack3.gif
	frame	data/chars/karatedo/kagi/attack4.gif
	frame	data/chars/karatedo/kagi/attack5.gif
	frame	data/chars/karatedo/kagi/attack6.gif
	attack1 182 40 40 34 5 0 0 0 0 0
	frame	data/chars/karatedo/kagi/attack7.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	attack1 214 40 40 34 5 0 0 0 0 0
	frame	data/chars/karatedo/kagi/attack8.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	attack1 246 40 40 34 5 0 0 0 0 0
	frame	data/chars/karatedo/kagi/attack9.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/karatedo/kagi/attackpull1.gif
	frame	data/chars/karatedo/kagi/attackpull2.gif
	frame	data/chars/karatedo/kagi/attackpull3.gif
	frame	data/chars/karatedo/kagi/attackpull4.gif
	frame	data/chars/karatedo/kagi/attackpull5.gif
	frame	data/chars/karatedo/kagi/attack1.gif
	
anim follow2
	delay	6
  	offset	50 136
	bbox 35 32 29 104
	attack1 246 40 40 34 5 0 0 0 0 0
	frame	data/chars/karatedo/kagi/attackpull1.gif
	frame	data/chars/karatedo/kagi/attackpull2.gif
	frame	data/chars/karatedo/kagi/attackpull3.gif
	frame	data/chars/karatedo/kagi/attackpull4.gif
	frame	data/chars/karatedo/kagi/attackpull5.gif
	grabin 	0 20
	frame	data/chars/karatedo/kagi/attack1.gif

Could anyone tell me what I've done wrong?  :-[
Later, the idea is to make a small weapon bonus stage like a mouse and a cat where player or enemy can escape up or down the roof...
 
Thank you Darknior, this weapon is good for a mid distance but vulnerable to short and long distance attacks.
This can be a good tool for the story mod to climb walls and trees.
 
New version is coming soon, it just need some scriptwork before the release.
I just wanted to show a quick look of charging kick and punch that will be unblockable, add a stun status 1 to 2 seconds, the time to escape :):
b9Mdc1W.gif
HxUoJiY.gif
oxVIwwf.gif
 
Shinmrgrill and Darknior: Thank you for your comment. I changed, two posts above, the punching and kicking execution; this is a little bit faster and the second arm participates to the down punch attack to equilibrate the posture.
 
WOMA 0.5 is out!

What's new?:
- 10 weapons in tournament + 2 in wip (Temari bouncing ball; kaginawa [thank Kratus!] can be tested in its set): tonfa, nunchaku, bo, kusarigama, katana, tanto, shuko, shurikenhankyu and tetsubo
DvfJAMv.gif

- 2 bonus stages: breaking boards and beat the temari throwers
- Added 1 more frame to static jump kick and a totally new static jump punch (thank you stin for the suggestion)
- New duck moves: duckpain, duckbackpain, duckblock and duckblockpain
- 2 new anti aerial kick and punch (down, block + kick or punch)
- News Loading, Intros and Game Over animated screens
- Enemies has taken some vitamins thanks to Bloodbane so you'd better be prepared ;)
- Stages has been reworked (Dohyo and Spirit by Marko, Hebikai and Snow by Cosmobuggi)
aYoN9BE.png

- Sunset stage is slightly animated, new Zen Dojo Garden stage:
DfDCkYk.png

- Better data loading and more random in watch mode thanks to msmalik
- A tutorial mode to learn some basic moves:
https://www.youtube.com/watch?v=ZDgAOKq-yvg

Download link of the update:
https://drive.google.com/open?id=1TSqjeD-_eFiVaj8aN3dGDe8YX1kfiNDV
Davpreec: Can you please make a 1P Tournament weapon playthrough please (if you dare :p)?
 
kimono said:
WOMA 0.5 is out!

What's new?:
- 10 weapons in tournament + 2 in wip (Temari bouncing ball; kaginawa can be tested in its set): tonfa, nunchaku, bo, kusarigama, katana, tanto, shuko, shurikenhankyu and tetsubo
DvfJAMv.gif

- 2 bonus stages: breaking boards and beat the temari throwers
- Added 1 more frame to static jump kick and a totally new static jump punch (thank you stin for the suggestion)
- New duck moves: duckpain, duckbackpain, duckblock and duckblockpain
- 2 new anti aerial kick and punch (down, block + kick or punch)
- News Loading, Intros and Game Over animated screens
- Enemies has taken some vitamins thanks to Bloodbane so you'd better be prepared ;)
- Stages has been reworked (Dohyo and Spirit by Marko, Hebikai and Snow by Cosmobuggi)
aYoN9BE.png

- Sunset stage is slightly animated, new Zen Dojo Garden stage:
DfDCkYk.png

- Better data loading and more random in watch mode thanks to msmalik
- A tutorial mode to learn some basic moves:
https://www.youtube.com/watch?v=ZDgAOKq-yvg

Download link of the update:
https://drive.google.com/open?id=1TSqjeD-_eFiVaj8aN3dGDe8YX1kfiNDV
Davpreec: Can you please make a 1P Tournament weapon playthrough please (if you dare :p)?

This looks awesome downloading now :) and kimono sure thing buddy i will give it a shot hahaha  ;D
 
Heres some gameplay of the updated version . Great work buddy :) https://www.youtube.com/watch?v=KzTPI8P5TtM&feature=youtu.be
 
Glad to have contributed. I admit, when I began the Hebe Kai background, I didn't know if I could actually pull it off, but it was one of those moments where I just kept going, and then finally had something. I am glad I began more fully discovering how one of my programs works, because some of this would have been a LOT harder to do had I not done so. Helps a lot to have layers, and automatic dithering options, as awkward as using it can feel. I am also glad you can make it so you can just change the colors in the palette, so I don't have to use the eraser tool and go over it with a fine tooth comb. I am also glad you liked it well enough to use them. I showed the Hebe Kai BG to a friend as well, and he was blown away by it.
 
Davpreec: Thank you for this gameplay video. The tournament mod is hard to finish isn't it? :) That's cool that you use anti aerial attacks, runattacks are also efficient against the enemies ;)
And thank you for this bug report:
Code:
Assertion `name' failed in function 'makelowercp' at source/gamelib/models.c:20.
This is an OpenBOR bug.  Please report this at www.chronocrash.com.
Edit: Bug partially corrected, makelowercp refers to a missing weapon model but there's another thing that makes the game crashes.

CosmoBuggi: Thanks for this nice HebiKai background, I like it and corresponds exactly with the game theme. I hope you'll continue to support this project  8).

Currently, I've got hard time to integer charging kick and punch. Chargeattack works correctly but the charge anim is not correctly displayed.
Here's what I try to set:
Code:
anim	attack1 #Punch
	delay	8
	offset	42 110
	bbox 30 6 27 104
	cancel 1 6 0 A freespecial21
	@cmd	keyint "ANI_FREESPECIAL9" 0 "A2" 0
	sound	data/sounds/punch.wav
	frame	data/chars/karatedo/punch1.gif
	frame	data/chars/karatedo/punch2.gif
	attack1 67 19 59 23 8 0 0 0 0 0
	frame	data/chars/karatedo/punch3.gif
	attack1 67 19 59 23 8 0 0 0 0 0
	frame	data/chars/karatedo/punch3.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/karatedo/punch2.gif
	frame	data/chars/karatedo/punch1.gif

anim freespecial21 #Charge
	offset	44 102
	bbox 26 2 32 100
	delay	3
	sound	data/sounds/yossha.wav
	frame	data/chars/karatedo/chargingpunch1.gif
	frame	data/chars/karatedo/chargingpunch2.gif
	frame	data/chars/karatedo/chargingpunch3.gif
	
anim chargeattack
	offset	44 104
	bbox 26 4 32 100
	chargetime	0.4
	delay 13
	frame	data/chars/karatedo/chargepunch1.gif
	attack5 42 0 45 42 10 1 1 0 0 0
	frame	data/chars/karatedo/chargepunch2.gif
	attack5 0 0 0 0 0 0 0 0 0 0
	attack5 81 12 40 42 10 1 1 0 0 0
	sound	data/sounds/yossha.wav
	@cmd	dasher 1 0 0 1
	frame	data/chars/karatedo/chargepunch3.gif
	attack5 0 0 0 0 0 0 0 0 0 0
	attack5 80 26 30 38 10 1 0 0 0 0
	frame	data/chars/karatedo/chargepunch4.gif
	attack5 0 0 0 0 0 0 0 0 0 0
	@cmd	stop
	frame	data/chars/karatedo/chargepunch5.gif
 
kimono No problem buddy :D hahaha yeah its quite a challenge but nothing wrong with that its fun. The anti aerial attacks was a nice edition :D
 
Davpreec: Thank you Dave, charging kicks and punches will be also fun to use.
Sorry for this bug in weapon spirit stage, I hope it will be resolved soon.
A wip of a custom title screen with several subtitles (selected option will be in yellow colour):
CeDQ7yz.png

New basic hitfx sound attack (beat1.wav), thanks stin for the suggestion of a whiplash sound :) :
 
kimono You are welcome, man. Glad to help. If you want anything more from me down the road, let me know. ;) I might even ask on how to use these types of things so I can make stuff on my own. I already have my own editor and OpenBOR, so maybe I can learn some things as well. I like that you can make vs fighting games in OBOR as well, rather than just beat em ups, so that should be interesting.
 
Funny enough, the original game is turning 32 years old http://hbvideogames.com/game/international-karate-c331d8b9-9d09-4534-af51-2b28b1ecb6d0
 
O Ilusionista: I like these old game covers :). I hope I am able to surpass one day IK+ in term of fun and 32 years later lol.
The first screen of the story mod:
FftcFKv.png

A beginning of a great adventure against the Orochi Clan :)
 
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