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Hornpipe2

Member Since 7 Feb 2007
OFFLINE Last Active Jul 13 2010 11:45 PM

Blog Entries

Hornpipe2's Blog > [KM] Poking Along

Posted 28 August 2009

Hey guys I haven't given up on this project! Still tweaking things here and there and trying to figure out what to focus on next. I altered things a bit so that the Jump now propels the character forward, while the Jumpkick does not. This leads to a little more player shuffling and much less jumpkick spamming.

Also,
* added more sound effects -...


Hornpipe2's Blog > [KM] (BIN) AI WIP

Posted 11 May 2009

Some beta testers you lot turned out to be! Nine people downloaded the binary and no feedback. I figured it's probably because you all have no friends, so I decided the AI was the next area to focus on : )

Try this one on for size. The AI player will now attempt to rough you up (this is super preliminary and I need to enhance it to defend itself...


Hornpipe2's Blog > [KM] (BIN) Collision Detection WIP

Posted 07 May 2009

Pixel-perfect collision detection should be working now. Since it's now possible to knock opponents around, please try out the attached binary (with friends if you've got 'em) and give feedback on initial move balance. Are some moves overpowered? Is it too hard to hit with others?

Three things to note real quick -
* the middle kick will be...


Hornpipe2's Blog > [KM] Collision Detection in progress

Posted 05 May 2009

Banging out some collision detection. Right now I can tell if the danger point (one pixel X/Y location where hits are checked) is within the 40 x (sprite height) area of an enemy. Next I'll need to write a small 'more precise' function to put on both banks with image data - this will check if the dangerous pixel does or does not collide with...


Hornpipe2's Blog > [KM] Title menu (re)done

Posted 04 May 2009

I'm pretty happy with the title screen now, everything's working except there's no Savekey-specific stuff. That's okay, I left 1360+ bytes free on this bank, so there should be lots of room for that later. The Handicap is a fun setting, you adjust the bar left/right to give one or the other player more starting points and help balance the...