In Progress Power Rangers: it's morphing time!

The project is currently under development.
A quick preview of the game's morphing screens, showing Zack and Kimberly's reworked faces, with a bonus at the end...

@O Ilusionista,

It might be too late in production now, but I could think of a couple of ways to avoid any color loss at all on these. One would be pretty simple - record the orginal sequences with webm. Another would be to load them as a series of 24bit background layers and use a modified version of my animated background script to play them as frames. It would use some more memory, but the sequences are so short I don't think it would amount to anything deleterious.

DC
 
but I could think of a couple of ways to avoid any color loss at all on these
ah, the color loss is intentional - we want it to look something like a pixel art, not a full image.

I've considered webm, but I would have to handle the music stopping (right now, I pause the music and the tune that you hear is a short .wav playing)
 
...oh, another one, might be simplest of all to implement. Composite the sequence with different models so that you can devote a full 255 colors to the faces, and use even use palette none on them.
 
ah, the color loss is intentional - we want it to look something like a pixel art, not a full image.

I've considered webm, but I would have to handle the music stopping (right now, I pause the music and the tune that you hear is a short .wav playing)

Oh, that makes sense if you're intentionally going for that sort of look.

DC
 
...oh, another one, might be simplest of all to implement. Composite the sequence with different models so that you can devote a full 255 colors to the faces, and use even use palette none on them.
Those faces already used palette none - they are a different entity.
The problem would be the icons, but now I remember that icons can have different palettes from the sprites - and since we won't have different palettes for each char, maybe this will work!
 
The somersault is different, but the kick is identical to Kyo's RED from KOF. Not sure if that's your base though.
Looks like it, but in fact comes from Garou's Gato jHK:
qlumglo.gif
 
Looks like it, but in fact comes from Garou's Gato jHK:
qlumglo.gif

Nice. One thing I do see is there's no landing animation. IMO it's really important to have a jump start and jump land animation, even if they're really short, or the characters look disconnected form the stage as they move.

DC
 
I worked on some things I always wanted to put in the project:

1) Added what I call "desperation moves", something I use in my Avengers project. When an enemy (Boss type) is low on energy, some of its moves change. The changes can be greater speed, attacking twice, making combos, calling for help or even new moves

Goldar, for example, already does this when it calls for help (which it only does if it has low energy, flashing red). Now, in normal form, if you are low on energy and throw a fireball, it fires a second one right after (notice in the image that there are two fireballs)

Minotaur has a cool move where he slams the ground and rocks falls from the sky, on random positions.From there, two things can happen:
  • If there are 3 or more players, he will make 3 rocks to fall*
  • If he has low health, he will repeat the move, spawning two more rocks.

  • The fights with Goldar's two forms are now a little more different from each other, as the giant version uses moves that the normal version does not use. For example, the giant version of Goldar uses double-fire fireballs as its main move, and when low on health, it can fire a third.
  • 1685973562462.png
2) The game takes into account the number of players on screen at the same time, making adaptations to the gameplay that include:

- Boost in the maximum amount of health of all enemies (the more players, the greater the boost)
- Increased number of enemies
- Possibility of new moves for enemies
- Greater amount of collectable items, such as power ups and life ups.
 
Preview of the battle against the Mighty Minotaur (which will not happen in this level). New enemy variations have been added, as well as new animations, to make the game more dynamic.

All bosses in the game have the "Desperation Move" system: as soon as they get low on health, they start using new moves and calling for reinforcements.

 
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