Hokuto no Ken Fury Road

Canceled Hokuto no ken: Fury road 0.1.1

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Project is halted prior to completion and will not receive further updates.
Liked it up until the second level's protection mission. It's like protecting a suicidal wet tissue. I understand why the game is not very lenient about you letting her be captured, but her behavior is another story. She has a tendency to run TOWARDS the enemy, often with you unable to catch up without perfect timing. Maybe add the ability to run and jump in that section?
 
Miru said:
Liked it up until the second level's protection mission. It's like protecting a suicidal wet tissue. I understand why the game is not very lenient about you letting her be captured, but her behavior is another story. She has a tendency to run TOWARDS the enemy, often with you unable to catch up without perfect timing. Maybe add the ability to run and jump in that section?
Yes it s a very hard part ...
 
darknior said:
Miru said:
Liked it up until the second level's protection mission. It's like protecting a suicidal wet tissue. I understand why the game is not very lenient about you letting her be captured, but her behavior is another story. She has a tendency to run TOWARDS the enemy, often with you unable to catch up without perfect timing. Maybe add the ability to run and jump in that section?
Yes it s a very hard part ...
Yep, way too hard for my taste. Had to do it about 20 times until I finally managed to get through that part. My suggestion would be not insta-death and especially not starting the whole thing again after just one hit. Maybe just having the player lose a big chunk of health like 1/3 or 1/4.
I also didn't really like the Comix Zone part. Again because of the insta-death with the traps and I couldn't figure out how to get to a lower plane again.
Besides those two complaints I really liked your demo and the difficulty is just right.
 
I really like this. I like the potential you have in that mod. :) I have some suggestions you need to look at.

- Kenshiro's idle in the platformer style is out of place when it replays. Just add a couple of frames in reverse for smooth transition in replay like you have idle4 as 5th or last frame, and add like idle3 image as 6th frame, idle2 as 7th or last frame. I didn't extract your mod to see.
- I know that the projectile is from Ryu's Hadouken and I understand that Street Fighter had some inspiration from Hokuto no Ken and Dragon Ball Z. I don't wanna say this and I'm sorry if I would sound picky or demanding or whatever, but
- You need to add anim jumpdelay and anim jumpland 'cause when you use just jump anim, you only see him jump in air with the first frame looking like it's about to jump. You put that about-to-jump frame in both jumpdelay and jumpland anims.
- You also need landframe for anim fall. If player is about to fall, he will land on ground with landframe called. First, add landframe and insert which frame the entity will touch the ground. You give the first frame a little short delay. Then, give the second frame or second-to-the-last frame a little long delay before you give a frame to land and have it with some short delay before getting up (anim rise).
- I see you use move for Kenshiro to do the dragon kick forward. How about jumpframe? Or maybe @cmd move if you have that in your animation script?

Miru said:
Liked it up until the second level's protection mission. It's like protecting a suicidal wet tissue. I understand why the game is not very lenient about you letting her be captured, but her behavior is another story. She has a tendency to run TOWARDS the enemy, often with you unable to catch up without perfect timing. Maybe add the ability to run and jump in that section?

True. That's hard for me to complete even though I felt challenged of it. LOL But what's harder for me was the platformer part 'cause I especially got lost and confused in jumping on that "Jump" text platform.

Even though I never try coding NPC characters, I understand their behavior. It's meant to attack the enemy to help the player. Now that you said it, I think he needs to add subtype follow in the header.

subtype {type}

  •     ~{type}:
    • arrow: The entity flies from right to left off the screen. You can use the "flip" command when spawning it to make it fly left-to-right.
    • noskip: Used with text-type entities. It prohibits the player from using attack or jump to skip through text.
    • weapon: Used for player weapons which can be picked up and used.
    • biker: Used for Biker enemies. They fly left and right across the screen and must be knocked off their bikes to be stopped.
    • notgrab: Does the same thing as the cantgrab command: the entity can't be grabbed.
    • touch: For items. The item will be collected just by touching it. You won't need to press the attack button.
    • flydie: For obstacles. When hit, the obstacle will fly horizontally offscreen while playing it's FALL animation.
    • both: For endlevel items. If there are two players, both must be touching this item to end the stage.
    • project: For items. When picked up, this entity is treated like a weapon which doesn't actually change any of the character's attributes except for their projectiles. Works for both players and enemies (if they have a GET animation).
    • chase: For enemies and projectiles. If given to an enemy, he/she will walk towards player all the time. If player is far from the enemy, he/she will run instead. If given to projectile, it will become homing projectile.
    • follow: For npcs. Will cause an npc to attempt to follow the entity that spawned or summoned it (see below). Uses range setting in *idle* animation to determine how close it will follow. If the npc exceeds the minimum range and no entities it is hostile towards are nearby, it will move to the spawning entity normally. If it exceeds maximum range, the npc will instantly warp to the spawning entity regardless of what it is currently doing and play it’s respawn animation if it has one. An npc without this subtype will behave exactly like an enemy with the chase subtype. It can potentially follow a hostile across the entire level, and will wander randomly if no hostiles are available.


  • I'll come back for some more. I gotta get going now.
 
thank you all of you guys! really appreciate  ;)

for the "protect" stage, my bad, it was intentional. i wanted to recreate the hardness of some 8bits games, and i found the game overall too easy.
but i admit, i still loose myself one or 2 life in this level  :o so i'll fix that for sure soon. and maybe this diffuculty comes too soon in the game and kill the fun.

@nickokapo: thanks for the great link man, i was searching this kind of games! you saved me lots of time.

@maxman
thanks for the feedbacks and more! i'll read this calmly soon (i'm a bit tired right now  :P), and fix all of this! btw, the npc already have a subtype follow, it's kinda hard to fix the behavior, i'll make soon new test.

@soundof darkness: really good idea for the health, i'll fix that!
 
thanks for this great game,i love this game but the second stage(save the girl) is too hard for me,perphaps it's better to change him to a bonus stage and the game continue to stage 3 if the player fail.kenshiro is my favorite char and i like the idea of the screen freeze when he do his special fury attack.I think you could add a big punch or a big kick to finish is special fury attack.the design of characters(specially kenshiro) is great.it's a very good game.
 
A little issue is, in the first level when you run the game in "slow device" (like Rasbperry) it slow down a bit after about 1 minute of game play, i think that it start to load more characters sprites/background /etc, maybe you can try to compress graph using caesium in jpg more lighter, or try to preload in advance some parts....

The game is great anyway!
 
Awesome work my friend, I'm really glad this project is truely alive!
I'm in the middle of watching again HNK series (french dub) you know how much it can be funny to watch this particular version. Au couteau de cuisine...
 
Minor said:
thank you all of you guys! really appreciate  ;)

for the "protect" stage, my bad, it was intentional. i wanted to recreate the hardness of some 8bits games, and i found the game overall too easy.
but i admit, i still loose myself one or 2 life in this level  :o so i'll fix that for sure soon. and maybe this diffuculty comes too soon in the game and kill the fun.
Arg i can finish this level after 50 try :(
And my little girl too ... we stop to play your game with this level ... i really wish you will update your mod soon only for this level difficulty please :(

On my Raspberry PI i don't know why, your first level is really SLOW ... very SLOW ... and i don't understand why because i play more complicated games and i don't have this problem.
Only on the Stage 1 Level 7 of Art of Fighting Trouble in South Town.
I have think there is some thing in background, an animation mayby that hit the processor ?
Have you an idée ? Can you help me to found why your game is slow on first level ? Thanks
Because if i have the bug on PI many other little platform will have the same ...
 
darknior said:
On my Raspberry PI i don't know why, your first level is really SLOW ... very SLOW ... and i don't understand why because i play more complicated games and i don't have this problem.
Only on the Stage 1 Level 7 of Art of Fighting Trouble in South Town.
I have think there is some thing in background, an animation mayby that hit the processor ?
Have you an idée ? Can you help me to found why your game is slow on first level ? Thanks
Because if i have the bug on PI many other little platform will have the same ...
I have report the same issue on Allwinner Cortex platform (that as you know is similar to RPI)... i think that it start to load more characters sprites/background /etc, i think that he can compress graph (using caesium) in jpg more lighter, or try to preload in advance some parts....

I agree about second level, it's much harder! :(
 
zanac said:
I have report the same issue on Allwinner Cortex platform (that as you know is similar to RPI)... i think that it start to load more characters sprites/background /etc, i think that he can compress graph (using caesium) in jpg more lighter, or try to preload in advance some parts....

I'm not sure it is a size problem, because some other games are bigger, with more enemies and working fine. I think it is a background animation so heavy, or a script that loop and heat the proc. the problem is i'm not a coder and i don't know how to test this ...
 
, or try to preload in advance some parts....
We never use JPG in OpenBOR games. I think the engine doesn't even supports it.

About the slow, I can try to take a look on it when I have time, but I can't promise anything.
I remember I had some issues when coding a stage - in windows, it works perfectly, but on a 4GB ram android, the water effect was making it to run slow. The culprit was the size of the image I was applying the effect - more than 4000px wide.
 
O Ilusionista said:
I remember I had some issues when coding a stage - in windows, it works perfectly, but on a 4GB ram android, the water effect was making it to run slow. The culprit was the size of the image I was applying the effect - more than 4000px wide.
It's exactly what i think, an effect with a too big image ...
 
thanks for all your feedbacks and support guys!

i'm very busy right now, so i don't forget all the feedbacks outhere (huh maxman :p )

here's a small patch where i fixed the difficulty in the 2 levels concerned (platform and protect). it should be ok now for the protect stage.(i hope ::) )
i need to rework a lot the platform stage, i'll make it soon.

i tried to clean the 1st level, but i don't have a raspberry, only a gpd xd, so i can't test it properly, tell me if it's always a problem for you. but Ilu has a beginning of the answer, if it don't work for you now, i'll try to fix the "px" of the background soon.

i can't do more for now, but more will come soon!
 
Last edited by a moderator:
Minor said:
here's a small patch where i fixed the difficulty in the  2 levels concerned (platform and protect). it should be ok now for the protect stage.(i hope  ::) )
i need to rework a lot the platform stage, i'll make it soon.

Excellent i have pass the second stage ;)

Minor said:
i tried to clean the 1st level, but i don't have a raspberry, only a gpd xd, so i can't test it properly, tell me if it's always a problem for you. but Ilu has a beginning of the answer, if it don't work for you now, i'll try to fix the "px" of the background soon.

Perfect, all is working fine now, and with two players :p
So cool, thanks a lot for this fix :D

I have the same problem on an other game, i will try to fix it myself.
What have you change please ? I'm sure it is the same problem with a big image.
 
glad it works for you  ;)

i didn't do so much, and didn't expect it would have worked.
- i cleaned all the unused background in my files (but it doesn't affect anything imo)
- i changed my .gif stage to .png
- and i removed 3 "steamer" in the .txt of the stage (don't affect so much the design, so worth it)

nothing more  ;)
 
Minor said:
- i changed my .gif stage to .png
- and i removed 3 "steamer" in the .txt of the stage (don't affect so much the design, so worth it)

Ok streamer maybe make the trick ;)
I don't know what is it, and how it affect the CPU ? Is there a doc for this ? I will try to understand more OpenBOR engine to update some games ...
I think it will be hard for me :(

I have finished the game demo and it is excellent :)
I know you will polish it to make it near perfect next time :p
If i can give some ideas :
- In two player mode, when one is using Super Move, is it possible to not freeze the game 2 sec ? It is bad for the other player :(
- Maybe you miss some characters animation to add some more moves to make the game more fun to play ... but on PSX, there is a KEN game in 3D i love a lot.
And the good idée of this game is that enemies are only dying normally when we kill them. To make them explode, we must use a finish move and execute a command show on screen like U, D,L,R,A,B ... and boom, the head explode :p
It is really fun, or maybe using a Mortal Kombat system for this ? ... I really love the Ken universe and i think we can found some good ideas to make it more fun to play :D
 
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