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Devin

K.O. Cruiser - my first homebrew

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I can't seem to figure out how to punch yet. The clock seems to run twice as fast as it should.
To punch, hold down the button and press left or right. To block, hold the button and press up or down. Remember to block then counter punch.

It took me a few games to figure this out, too. I was trying to press fire and left or right at the same time. Basically, you just want to hold the fire button down, then punch and block with the joystick. Let go of the button only when you need to move your boxer.

 

Release candidate 3 (which I will have out later) will fix this issue.

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Release Candidate 3

 

This release candidate contains one bug fix (forgot to assign a pointer for TKOs) and an improved player input system. At this point, I cannot imagine anywhere I can make a change unless a bug is found.

  • Fixed a bug that occurred when the player was TKO'd.
  • I combined the color schemes for the "human knockdown" and "computer knockdown" for all the characters. The color schemes control the colors at the top of the fight screen - in particular, the clock and health bars. The new versions contain the same blue and red text. The health bars are grayed out. This also saved some bytes, though I don't need them.
  • I decreased the amount of health the computer loses when hit. This makes it a tad more fun since you can't knock the computer out in 30 seconds. Before the average hit damage was about 18. Now it is about 12.
  • I changed how the computer regains health after been knocked down. The game maintains a "spirit" variable for the computer and player. When the either lands a punch, it increases. It drops when hit. This all depends on a percentage of the punch power. Before, the computer recovered to this value alone. The game also used a "recovery bonus" to make it easier for the computer to recover - depending on the character. In this new version, the computer also gains the bonus as part of their spirit - and therefore their recovered health. The result is that the computer recovers just as it did before - but with more health.
  • The input system was revised slightly. Before you had to hold the button before hitting left, right, or down. The new version allows you to hit them at the same time.

post-17256-1235712005_thumb.png

RC3_2009_02_26d.bin

Edited by Devin

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This is by far my favorite homebrew ever, for any system, including anything currently in development. You really went all out for your first time, do you think you'll keep going after this one?

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This is by far my favorite homebrew ever, for any system, including anything currently in development. You really went all out for your first time, do you think you'll keep going after this one?

 

Thank you! :)

 

After this project is in the books... it is sequel time! I spent a long, long time working on a "Fight Engine" that it used to control all the computer's behavior. Really, its kind of a byte-code virtual engine with branching, looping and a various commands. The game doesn't contain any 6502 code that is dedicated to a character.

 

Anyway, we just need to update the graphics, sounds (also byte tables), and the scripts that run the boxers and *poof* we can have a new game with all new characters!

 

I would like to create "K.O. Homebrew" where yourself and other on these boards can create their own characters, moves, etc...

Edited by Devin

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I will have one more release candidate. I made a few minor changes to the computer recovery logic. I won't upload it until I am positive it is the last, final, done, complete, never-to-be-updated version. :)

Edited by Devin

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I will have one more release candidate. I made a few minor changes to the computer recovery logic. I won't upload it until I am positive it is the last, final, done, complete, never-to-be-updated version. :)

 

This is sweet! Have you discussed a cart release with Albert or anyone? I'd love to take a crack at the artwork... :) Can't wait to see the final version, since I like this one so much.

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I will have one more release candidate. I made a few minor changes to the computer recovery logic. I won't upload it until I am positive it is the last, final, done, complete, never-to-be-updated version. :)

I know my last post came in a split second after RC3, but adding the ability to skip the victory tune would be great, for those of us who prefer to keep maximum momentum in our gameplay. :)

 

By the way, I meant to say that I enjoy your transformation (arrangement?) of the little knockdown tune I wrote. It sounds good, and the more subdued feel works well with the atmosphere of your game.

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I will have one more release candidate. I made a few minor changes to the computer recovery logic. I won't upload it until I am positive it is the last, final, done, complete, never-to-be-updated version. :)

You realize, of course, that as soon as you upload anything and call it "final", you will immediately find something that needs to be changed again. ;)

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You realize, of course, that as soon as you upload anything and call it "final", you will immediately find something that needs to be changed again. ;)

 

Don't make me knockout punch you! :D ;)

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I don't have a binary yet, but the final release candidate will make the following changes:

 

  • Better recovery logic for the computer
  • Updated player sprites
  • You have one rematch against each opponent. The last version only let you have one rematch per game.
  • Some minor changes to sound

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Not sure if this is too late to include, but I was playing today and wondering the following: when you get up from a knockdown or begin the 2nd /3rd round, how is your new energy level decided? I remember that in the NES Tyson's punchout, between rounds, if you repeatedly hit B (or some other button) it would give you a little boost of energy when beginning the next round. Also, I was wondering if it would make sense that the longer you stayed down after a knockdown, the more energy you would have when getting up (like catching your breath). Does that make sense, and if so, would any of that be possible?

 

Also, would it be possible to have the opponents' names at the top when they are introduced at the beginning of each fight? I'd love to have the character names as part of the game.

 

Great work, once again.

 

:)

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Not sure if this is too late to include, but I was playing today and wondering the following: when you get up from a knockdown or begin the 2nd /3rd round, how is your new energy level decided? I remember that in the NES Tyson's punchout, between rounds, if you repeatedly hit B (or some other button) it would give you a little boost of energy when beginning the next round. Also, I was wondering if it would make sense that the longer you stayed down after a knockdown, the more energy you would have when getting up (like catching your breath). Does that make sense, and if so, would any of that be possible?

Both the player and the computer have a variable called spirit. When you land a punch, you gain 1/4 the punch power in spirit. When you are hit, you lose 1/2 of the punch power.

 

When you are knocked down, the system uses the spirit variable to determine the difficulty. Basically, each time you hit the button, you add to a recover variable. When Spirit + Recover = 255, then you can get up. The idea is that it is harder to get up if your spirit is lower.

 

When you get up, or a round starts, your health increased to your spirit (if spirit is larger).

 

Overall, the idea is that you can a great comeback. If you are knocked down twice, for instance, your health and spirit will be pretty low. If you make a epic comeback and land a ton of punches (maybe even knock down the computer), your spirits will be high. If you are knocked down, it will be easier to get back up.... and if the round ends, you will recoup the health.

 

Also, would it be possible to have the opponents' names at the top when they are introduced at the beginning of each fight? I'd love to have the character names as part of the game.

 

Great work, once again.

 

:)

The clock doesn't use the 48-pixel trick. I also don't have the space. :(

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Final suggestion before you close the door :

 

Tomato Ken is too easy even on level 3. I think his special punch could be unblockable ;)

 

You have one rematch against each opponent. The last version only let you have one rematch per game.

 

Nah, keep the game harder! 1 rematch per game is enought :)

 

Or : 3 in easy mode, 2 in mediun and 1 in hard mode....

Edited by LS_Dracon

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Both the player and the computer have a variable called spirit. When you land a punch, you gain 1/4 the punch power in spirit. When you are hit, you lose 1/2 of the punch power.

 

When you are knocked down, the system uses the spirit variable to determine the difficulty. Basically, each time you hit the button, you add to a recover variable. When Spirit + Recover = 255, then you can get up. The idea is that it is harder to get up if your spirit is lower.

 

When you get up, or a round starts, your health increased to your spirit (if spirit is larger).

 

Overall, the idea is that you can a great comeback. If you are knocked down twice, for instance, your health and spirit will be pretty low. If you make a epic comeback and land a ton of punches (maybe even knock down the computer), your spirits will be high. If you are knocked down, it will be easier to get back up.... and if the round ends, you will recoup the health.

 

 

The clock doesn't use the 48-pixel trick. I also don't have the space. :(

 

Got it. That makes a lot of sense, and is pretty cool. That would be cool to put in the eventual manual (in a slightly less technical way) and I love the idea that your fighter can stage a rally based on performance. Cool. Too bad about the names. That would be cool.

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Not sure if this is too late to include, but I was playing today and wondering the following: when you get up from a knockdown or begin the 2nd /3rd round, how is your new energy level decided? I remember that in the NES Tyson's punchout, between rounds, if you repeatedly hit B (or some other button) it would give you a little boost of energy when beginning the next round. Also, I was wondering if it would make sense that the longer you stayed down after a knockdown, the more energy you would have when getting up (like catching your breath). Does that make sense, and if so, would any of that be possible?

 

Also, would it be possible to have the opponents' names at the top when they are introduced at the beginning of each fight? I'd love to have the character names as part of the game.

 

Great work, once again.

 

:)

 

For Punch Out, once per match you could press the select button to gain some energy back if you pressed it between rounds 1 and 2, or rounds 2 and 3. It'll only work once. I don't know if repeatedly pressing it makes any difference however ,as I'll usually just hit it once and see different results.

 

As an aside, if you pressed select before the first round your energy is dropped to half for those who wanted more challenge. ;)

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I am curious to get everyone's feedback one last-minute change I can make. I leaning away from this, but what about displaying the computer and player spirit?

 

I've attached a mockup.

post-17256-1235886226_thumb.png

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I am curious to get everyone's feedback one last-minute change I can make. I leaning away from this, but what about displaying the computer and player spirit?

 

I've attached a mockup.

 

Not a bad thing, necessarily, but does it serve much of a purposed if you can't alter it? Seems a little redundant next to the power meter. It also clutters your clean upper half up a bit. But I could go either way, I suppose.

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I am curious to get everyone's feedback one last-minute change I can make. I leaning away from this, but what about displaying the computer and player spirit?

 

I've attached a mockup.

 

Sure, why not?

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Just wanted to chime in and congratulate you on this game.

 

It's just great, and I do want a cart!

 

And we are getting the Kangaroo right?

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I am curious to get everyone's feedback one last-minute change I can make. I leaning away from this, but what about displaying the computer and player spirit?

 

I've attached a mockup.

How about making it an option (using a difficulty switch). Personally, I can live without the extra bar. Too distracting.

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I am curious to get everyone's feedback one last-minute change I can make. I leaning away from this, but what about displaying the computer and player spirit?

 

I've attached a mockup.

 

maybe you could change the health bar color intensity, to (roughly) reflect the spirit value

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I think I would color cycle it only when the spirit is high.

 

That way, when the player is on a roll, they hit the color cycle, and that reinforces that. Nailing one of the computer opponents can really be great this way. As can that awesome come back. You are at the end of your energy bar, just getting after it, and you see the color cycle, and just pummel your way through!!

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