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878376 Posts in 32918 Topics- by 24331 Members - Latest Member: Swifty

May 21, 2013, 06:34:43 PM
TIGSource ForumsDeveloperFeedbackKATAKIJIN is back on track with a final demo.
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Author Topic: KATAKIJIN is back on track with a final demo.  (Read 3435 times)
ultim8p00
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« on: June 25, 2008, 07:37:22 PM »

I made a katakijin topic a while ago, but people must have probably forgotten about the game, so I just decided to make a new topic.

Anyways, Katakijin is back on track. I have restarted seriously working on it again, but at this point, I honestly can't tell when it's going to be done. I'll basically work on it when I have the time and the motivation, seeing as it's becoming increasingly hard to find time with all the other stuff I have going on. The progress I've made is superficial, but there have been enough changes to warrant a new and final demo. Here are some of the changes that have been made:

+Revamped collision code
+Revamped enemy AI
+Flying Swallow is no longer spammable
+HUD is complete, including Ninpo stocks and everything
+Some environment touches here and there
+Ki bar prevents spamming. Some moves can only be performed with a certain bar level. Powerful moves deplete the energy bar a lot faster.
+A new counter system. Before, you had to press the attack button right after blocking to counter. Now, you have to ANTICIPATE an attack. Pressing an attack button while blocking will make you go into a countering animation. If your timing is off, you will get hit and you take slightly more damage than normal.
+Memory footpring has been reduced a little bit, good news for older comps.

It doesn't sound like much, but the game is a lot tighter now, a true representation of the final game. The only think missing is a pause menu with a move-list and an inventory.

Download KatakijinDemo(final).zip link#1


Download KatakijinDemo(final).zip link#2

Check it out and tell me what you think, especially if you played the last demo.

This game will be FREEWARE.
« Last Edit: June 27, 2008, 08:15:20 PM by ultim8p00 » Logged
Melly
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« Reply #1 on: June 25, 2008, 07:58:38 PM »

I'll definitely be trying out.

No longer upset about the decompiler?
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« Reply #2 on: June 25, 2008, 09:37:34 PM »

 Beer!


how to use this?
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J.W. Hendricks
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« Reply #3 on: June 26, 2008, 05:52:11 AM »

I never forgot about it, I was just waiting for it to be completed.
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The artist formally known as "Javet."
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« Reply #4 on: June 26, 2008, 09:32:02 AM »

Fuck no I didn't forget about it. Evil
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
ultim8p00
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« Reply #5 on: June 26, 2008, 09:44:44 AM »

That was just my excuse for starting a new topic hehe.

The yellow dots on the top represents essence. You use essence to buy items, but its mainly for upgrading your weapon skills and stuff.
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« Reply #6 on: June 26, 2008, 11:11:28 AM »

I remember when this was on the main page.  I still had the old one on my desktop Tongue
I never got to give you any feedback, so here goes:

I love the graphics, especially the animations.  Nice work on those!  The controls are also great, and I was able to get the control menu to work this time.  It'd help if I could see what keys I set the controls to, though.  If you could incorporate that into the move list, it would be great.

A couple minor things:
  • More documentation.  There was a bunch of stuff I was missing (like angled shuriken throws) that were actually possible; I just didn't realize it until much later.
  • I'd like to be able to load my default keys, or maybe just have them remembered by the game (even better).
  • The intro stuff doesn't have to play each time I die - that started to annoy me.
  • Esc to exit from the menu

I don't know how much more you'll be adding as far as attacks go, since it sounds like you're almost done, but there are two I kept wishing for (maybe they're even there now and I just couldn't figure it out):
  • Some kind of throw type move, or just more knockback on the standard attacks.  When I was fighting one guy I really enjoyed the combat, but once a second arrived it degenerated into button mashing.  Maybe I just can't think fast enough, but positioning became a big issue for me.
  • I'd love a double jump or some sort of ninja teleport/hover thing, Dhalsim-style.  I was rarely off the ground long enough/high enough for air shurikens to be useful, but when I was I really liked them.  I'd like to be able to use them more.

Can't wait for the finished version!  If you can fix some of these little things or I can get used to them, it'll be a great game.  Keep it up!
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« Reply #7 on: June 26, 2008, 11:34:56 AM »


    • I'd love a double jump or some sort of ninja teleport/hover thing, Dhalsim-style.  I was rarely off the ground long enough/high enough for air shurikens to be useful, but when I was I really liked them.  I'd like to be able to use them more.


    There is a double jump move. You have to do a little bit of exploring to find the double jump skill, but once you have it, you can double-jump out of any air shuriken throw. You can also shuriken cancel most if not all air-combos, and you can air combo after a double jump. Connect the dots.

    Yeah, this needs more documentation.

    EDIT:
      But, it was hard.  I found it so hard, in fact, that I've begun to doubt whether I've lost some of my gaming skill  Sad

      YES!!! That means I'm on the right track. Just like Ninja Gaiden.

      [/list][/list]
      « Last Edit: June 26, 2008, 01:14:59 PM by ultim8p00 » Logged
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      « Reply #8 on: June 26, 2008, 11:56:33 AM »


        • I'd love a double jump or some sort of ninja teleport/hover thing, Dhalsim-style.  I was rarely off the ground long enough/high enough for air shurikens to be useful, but when I was I really liked them.  I'd like to be able to use them more.


        There is a double jump.  You get it later on...

        So, here goes:

        Presentation:  Wonderful.  Excellent, art, effects.  I loved it.  I even liked the menu that popped up when I got the double jump.

        Sound:  Sound effects were appropriate.  I don't remember what I thought of the music, however.

        Gameplay:  I liked it.  Like someone said above, fighting one on one was awesome.  Fighting against other people turned into a me-trying-to-block-all-their-attacks-and-do-a-combo fest.

        But, it was hard.  I found it so hard, in fact, that I've begun to doubt whether I've lost some of my gaming skill Sad

        Comment:  I liked how you have extra moves like the charge attack.  But, I wasn't ever able to use it Sad

        And, I'm a big fan of big monster bosses.  I never got to any in your game.  (Actually, I never even got to a save point.)

        Overall:  Amazing game.  I'd definately pay for that!

        Does it have a story?  Will it be freeware?
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        J.W. Hendricks
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        « Reply #9 on: June 26, 2008, 12:47:00 PM »

        Please be freeware... I can't afford anything that needs to be payed for over the internet...
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        Inane
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        « Reply #10 on: June 26, 2008, 12:53:29 PM »

        He said it's gonna be shareware, I'm pretty sure.
        You've done a great job improving and balancing it, ultim8.
        I was sad when the demo still ended after level 1, though Cry.
        I did get a crash bug when I tried to load after I lost against Udamomma:
        Code:
        ___________________________________________
        ERROR in
        action number 1
        of  Step Event
        for object checkmus1:


        Went away when I re-opened the game though.


        Also, for those having trouble with eet: the wind powers clean out the exit-block trap inside of the building in a jiffy. And for Udamomma, jump then down+heavy attack, with some aerial dash attack thingies thrown in, works wonders.
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        real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
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        « Reply #11 on: June 27, 2008, 12:11:31 PM »

        Bandwidth limit exceeded. Cry I will try again later, as per request.
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        « Reply #12 on: June 27, 2008, 04:28:44 PM »

        Bandwidth limit exceeded :\ please put on some mirrors at fileshare
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        ultim8p00
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        « Reply #13 on: June 27, 2008, 08:13:29 PM »

        Damn, 300 downloads. That was kinda fast. I have -605.25 MB of bandwidth left :D

        Here's a 64digits link. That should last a while.
        http://64digits.com/users/ultim8p00/KatakijinDemo_final_.zip
        « Last Edit: June 27, 2008, 08:16:45 PM by ultim8p00 » Logged
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        « Reply #14 on: June 28, 2008, 11:41:58 AM »

        I need to play this game with a controller. It's quite difficult with the standard keys.

        Also this is amazing. The fighting system is really quite beautiful, the best I've seen in a 2d game maybe, and it's obvious you've put a lot of love and care into it.
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