easmith Posted January 17, 2019 Share Posted January 17, 2019 (edited) see most recent post for latest file ASM 4k 2 player: Controls: jump up up jump forward ( in direction facing only) diagonal UP ( in direction facing) punch button +forward high kick button + diagonal UP (in direction facing) low kick button + diagonal down ( in direction facing) walk left left walk right right change facing direction down ( can only punch,kick or jump in direction facing) scoring : punch = 3 , high kick or jump kick = 1, low kick = 2 TV Type color = player positions reset after score TC type B&W = players remain in position and keep fighting after score Edited January 25, 2019 by easmith 1 Quote Link to comment Share on other sites More sharing options...
easmith Posted January 18, 2019 Author Share Posted January 18, 2019 (edited) fixed a few graphical glitches where the player colors were not correct for certain moves. Current file uploaded in first post Edited January 18, 2019 by easmith Quote Link to comment Share on other sites More sharing options...
easmith Posted January 18, 2019 Author Share Posted January 18, 2019 I added the following: -- Sound when player is hit --- now the moves are worth different points: punch = 3 pts ( you have to be close to opponent) high kick = 2 pts low kick = 1 pt jump kick = 1 pt I think I will stop now for a while . I would appreciate feedback if anyone is able to play against someone else ! 1 Quote Link to comment Share on other sites More sharing options...
easmith Posted January 20, 2019 Author Share Posted January 20, 2019 made a few more refinements. For now calling this finished unless I hear feedback from anyone who has a chance to play against an opponent. Quote Link to comment Share on other sites More sharing options...
Dionoid Posted January 21, 2019 Share Posted January 21, 2019 Nice, this reminds me of International Karate on the C64. This looks promising so far. I didn't have a change to play against two players though. A few suggestions: - Add sound effects for kicks and punches. And a special one for if you actually hit your opponent and score a point. - Add animation (this would make moving left/right more realistic) - Add AI so you can play this in single player mode. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
easmith Posted January 22, 2019 Author Share Posted January 22, 2019 (edited) I added some sounds for moves. Also centered the players vertically a bit more. I also added a "fight to death mode " where the player positions do not reset after a score. This is done by setting TV type to B&W. I was able to play against a coworker today for a bit. I think it plays pretty well. It was pretty fun. It took him a minute to get the moves down , but once he did the gameplay seemed pretty good.I hope a few people will give this a chance even though it is 2 player. I have tried to post a decent screen shot or video, but none do it justice , because the players being drawn on alternate frames. Edited January 25, 2019 by easmith 2 Quote Link to comment Share on other sites More sharing options...
Kiwi Posted January 23, 2019 Share Posted January 23, 2019 (edited) My suggestion, you probably can switch from .dodraw to fixed height tables. That way you can have all 4 1pixel height mobile objects with multicolor on one scanline screen without flickering. You can use a table for the missile too. Just fill the player GRP0 GRP1 first before missiles(those usually ok.).2 1pixel .dodraw sprites isn't possible for me, so I went 2 pixels, or 3 pixel multicolor for the sprite. A lot of game that have "place player anywhere" are usually 2 pixel high. Those have fixed height have higher sprite resolution. There's several kernels. The kernel between the mountain the hole is the 2 pixel height for the 2 enemies and a missile from the player. In the hole above the hole, is fixed height kernel. It has multicolor background color, 1 pixel height players and missile. I used reposition routines and hmove in the dark green part between those 2 kernals. 1 pixel with multicolor .dodraw would be possible if you're using 256 byte table for the sprite/missile image. Have image with mostly 00. Cookie Monster I believe uses this technique. No need to have the karate player to jump that high. You can probably use a crane or roundhouse kick move with holding fire and up. Maybe use a short hop to dodge a sweep kick. I think this method would work better. This game is looking better than the original Karate that came out for the system. Hopefully my advice will help you. I can provide source code via PM if you want. Good luck. Edited January 23, 2019 by Kiwi Quote Link to comment Share on other sites More sharing options...
easmith Posted January 24, 2019 Author Share Posted January 24, 2019 (edited) I added a one player mode set P0 difficulty to A (expert) and fight against computer Edited January 25, 2019 by easmith 2 Quote Link to comment Share on other sites More sharing options...
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