Way of Martial Arts

In Progress Way of Martial Arts 0.5

No permission to download
The project is currently under development.
thank you very much for this, i have a slight request,

as i prefer playing a 1vs1 battle (ik original) is it possible to drop players 3/4 in a vs mode?

Once again thank you very much for putting the time and effort into your creaation
 
horse:  It already possible if you choose 3P Tournament and don't press start for player 2 and 3, so you fight versus 1 computer;
or you select 4P Tournament and press start only for player 2, 3 or 4 and you can play 1 vs 1.
Thank you for your support, more goods things will come during this next weeks ;)
 
What I like the most in this project, is the reference to oldschool movies with characters names and design.
Pure gold for oldtimers like some of us! ^^
 
stin and nedflandeurse: Thanks for your support, I'm working this fews days to integer weapons, redone stages and bonus stages.

A good new is that I managed to scale2x all the sprites ( around 4000) with imagemagick (I can write a tutorial if someone is interest in).
So you can see here, "HD characters" (what a good joke but you can compare with the previous video), new bamboo interface, new wip hitsparks and stage:
If someone can show me a good way to correct the perspective of the central tatami (the white ground), I will owe him/her one :) :
nwwj0h.jpg

So, a little patience and good things will come ;)
 
Dear kimono,

i am very happy with the improvements you have made.

But in my opinion, they are not enough for this wonderful dream you want to achieve.

The animations continue to be too slow.

I understand, however, that you want to nostalgically anchor yourself to the first Exploding Fist.

But I keep repeating, that perhaps it would be better to concentrate on an IK+.


I hope immensely, that mine is only a constructive criticism for your beautiful dream. :)
 
stin: No problem to me, I wanted to ask you if you want to be the beta tester of the game so we can find the appropriate speed of the anims and adjust some parameters?
If someone can show me how to make a crouching block, it would be nice.
I plan to make two anti aerial move (rising kicks and punch) with down + block + kick or punch button because I think that jump attacks are too strong.
 
Just a quick video showing the player name requested at select screen (works as expected, except the unwanted gfx shadow on letters), the new nunchaku weapon.
AI has got a funny reaction, he's not hostile until I hit him :) :
stin: FYI, I set speed 25 running 50 antigravity 15 turn anim delay 6, I hope this is a bit better like this.
 
stin: Thank you for your feedback ;). I changed static jump kick (added one intermediate frame) and jump punch (inspired by "superman punch"). Duck block is ready but not functionnal, here you can see anti aerial punch and kick (I think I will change the AAkick for something better and use this anim in a other way in the game). Attackboth (punch+kick) is now easier to perfom also:
The superman punch inspiration at the beginning of the video:
 
Nice work, i dont want to be an asshole and suggest something like this at this stage of development but i wish i would share sprites from atari version here cause they look the best IMO.
795dc7d6.png


db10c359.png

5efee1e7.png

Anyway maybe someone else would like to make use of them, i ripped them long time ago and wanted to do remake in openbor.
 
bWWd: Thank you for sharing these spritesheets, some sprites and stages are very nice and I especially like some of the pain anims. I don't think I will use this material but if you want to contribute to this project, any help is appreciated :). I suggest you to test the 0.4 version of the game and tell me what you think about it  ;D.

New loading screen and the little quizz of the day: do you recognize where this warm up routine comes from :)?
15zo6wz.gif

Edit: I've an error loading background (PIXEL_x8/PIXEL_32) (I'm in 32bits colors). I think that loadingbg doesn't support animated gif...
Is there a way to consider loadingbg and loadingbg2 working as a scene like intro, ending, gameover etc..?
 
kimono i played the game and i like a lot that you included referee  and all the logic , many backgrounds and fighters, you even left that annoying turnaround stall that i hated as a kid, IMO without it game would be so much better, each time i played IK and i had to turn around then i reminded myself why im not coming back to the game that often.
I found out you can easily beat the game with duck punch or duck kick, maybe some cancels are needed in enemy animation and detections if near enemies are in duck punch anim, thats what i would try.
Your game has more stuff than i would of done, great work.
FOund interesing article about making IK
https://www.retrogamer.net/retro_games80/kenseiden/
For example the game was made in a way that after attack is complete and player keeps pushing button then his character is not going back to idle animation but to next attack, that could be done with cancels , i do that as well in my games.
cool stuff:
“I used a slow motion, steady frame VHS player and watched the end scene of Grease with some bloke doing a sideways-on back-flip in a fairground. I laid cellophane on the TV screen and shrunk the size to match the pixel height needed on the computers, then just traced around the arms and legs. Using a pixel editor on the computer I would draw the player’s outline before filling in the details. Another one I remember doing was the jump up double face kick. That came from a scene in The Cannonball Run where Jackie Chan is kicking the crap out of a load of bikers. He was wearing a white jump suit which kind of made it easier for me to draw around!”
 
bWWd said:
Nice work, i dont want to be an asshole and suggest something like this at this stage of development but i wish i would share sprites from atari version here cause they look the best IMO.
795dc7d6.png


db10c359.png

5efee1e7.png

Anyway maybe someone else would like to make use of them, i ripped them long time ago and wanted to do remake in openbor.

They are all fat and have a big nose similar to a potato! ;D
 
bWWd: Thanks for your kind words and this IK making of was interesting. I plan to make a charged kick and punch that throw the opponent at the other side of the screen, so keep pressing one button will be used in a another way :)
Here is a Kendo girl and and snake tatoo man (I think I need to find models for him):
jzfju0.png
 
New Game Over screen:
2ciij7.gif

Quizz #1: Where the warm up routine (loading screen) come from?
Quizz #2: There are 2 references in this Game Over screen; can you find them? :)

The winner prize is your avatar/ whatever you want appear in the game ;)
So, I will try to adapt the animated title screen from Bloodbane with no loop (7 images) or maybye there is a solution with a background level scene with a npc character.
What is, according to you, the best alternative?
 
I'm not good enough to find this. :)

But The gameover screen looks great! I'm pretty sure some people here can help you with some way to add this feature to your game.
Of course without a loop.

Also, nice to see a girl in the characters!
 
kimono said:
Quizz #1: Where the warm up routine (loading screen) come from?
Quizz #2: There are 2 references in this Game Over screen; can you find them? :)

The 2 references for this game over screen could be :
1. "Budokan" for the background graphics.
2. "Karate Champ" for the way the fellow walks away from the building when game over.

I have no idea of where the loading screen comes from, but it looks great, and its a nice idea.
 
maximux: Congratulations, you've got 1 point with one of the Karate champ game over :
2i91kps.jpg

The second reference is on the character animation.

For the warm up routine, it comes from a manga  :)
 
Back
Top Bottom