29 SEPTEMBER
As you may notice, we have a new email, erico@tecnopro.com.br , I also think we are gona move the page to a new location, there I will be able to make my files available without having to link it to aminet. I will let you know when that happens, probably around the next version release.
I also decided to make my own light-table instead of paying somebody, tonight I will add the light to it and work should start flying again.
I will try to place some new final gfx on this page on next update, see ya.
(NEXT UPDATE AROUND 8/OCTOBER)
15 SEPTEMBER
Well, I'd say it will take even a bitter while till next version, I decided a few more improves are needed, this time I will end up messing the main code itself, put the game will play even better.
Work on the new gfx is coming along quite slow since I decided to first put up a light-table. I'm making the project so I can pay somebody to assemble it for myself, this way I will end up with a more professional one.Meanwhile my other gfx mate is going on on his work.
I still have a few doubts about the final look of the game, wheter to go for a more obscure set of gfx or go on with the colorfull cartoon style ones, I think I will end up making a mix of both.On the gameplay, the standard moves are gonna have a great improvment and they will end up being a lot more usefull them they are now.While some of the specials are gonna be rewritten since I think they don't look too good.The final game play will feature a better way to pull off combos using normal moves, depending on your skills.
Not much more to say for now, I decided to run the survey after the next demo release as the game will look more like the finished version then now.
See ya, stay tunned,
(NEXT MOUST PROBABLE UPDATE: 22 SEPTEMBER)
6 SEPTEMBER
About the complain, thanks to the few that send something, I will run a survey here pretty soon to put up a bunch of users to contact, wait for that.
Guess what, new gfx is coming along, this stage will probably take a bit more time so it will be a while till next version release.
Whoa! a pic! Let's get to it:
As said before, the new gfx will be hand draw, I made an example set to give a try on the scan, BW pic, them, reduced size and adjusted pixel distortion, then, painted on the computer. The real final gfx will look a bit better then this, it is just an example but from here you can see that the sprites will get a bit bigger (I'm probably gonna work a bit bigger though...) and the number of colors will increase to give the player a more deth/3d notion, 2 tones per color.
I got a friend of mine who will help on the gfx, he is quite an impressive artist and he is really motivated to help me out on this, so I sent him the gfx documents and examples so he too can hand draw the stuff, he will make 3 players set and probably all the backgrounds since he is very good on that, I will place his works here as it gets complete, tha is probably something to wait for.I myself will make 3 more players set, on the likes of this one you see up there, and maybe a few backgrounds if it turns out good.
We are also gonna make two Light-Tables to optimize cartoon creation, I'm gonna assemble them today and them, the final stuff will be coming up.
I ran a test on this example set just to see how it looks like, after all players gfx gets done, I will get into the game speed, that is another thing your feedback will come in hand, on my A4000 everything runs fucking too fast and I have to make a loop to even see what is going on, not sure about other systems though...
Feedback on this pic will come in hand too, so lets get emailing people!
Also, it seems that not too many people are really interested on this project, I have got constructive feedback/help/gosiips from around 10 guys, the magazines won't even answer my emails even the ones that distributed old versions without me even getting to know.People from amiga online game magazines read my emails but didn't even care to give it a chance, am I getting this stuff right?Are my attempts beeing good to amiga comunity at all?Hope this new gfx get them all thinking again.I particulary don't give a shit about better gfx, playability and atmosphere comes high on top, I don't care if it has two colors, if it is addictivily playable, has strong atmosphere and longability, I'm into. I'm not saying I'm not having fun redrawing this all to look great, I'm just stating that I like this project because it plays good, not the gfx.Seems like people are expecting nice-gfx-pile-up-cd-unplayable-game from the amiga game's market. I would appreciate somebody telling me my game plays cool other then your game sucks couse the sprites are shitty.Thanks again to all of you who gave me constructive help or just spent some talk-time, this is wha t gets me going to even upload any of my creations.It is quite hard to put up all the work for a game myself (code,gfx,sfx,etc) so, feesbacks are great to help me out gather strenght when things fuck up.
Just an extra line on this, thanks to Vulcan fot their comprehensive support, we should really fell lucky for having soo professional companies on the likes of Vulcan,Click Boom and 5dl behind us.
Quit this moaning, lets get going...
I've come up with two new games, I'm afraid it will take some more time to reveal details on it
The first will be a super version of a classic everybody forgot, it will be great in terms of playability,atmosphere and longability. Hopefully it will be a hit just as worms were to tanks.Details on this great super project will be here as soon as I finish this Fight game.Another think, it will be a high resolution game, 640x400 stuff.
The second will be a fucking scary adventure game on the lines of the classic Beholder style.The plot will follow Night of the living dead style and the game will feature an impressive amount of atmosphere and depht.The style will not be any type of bash action stuff, it will be realistic and you will hang your time planning hiding preying and running in panic in a real scary way. For those who have experimented atmosphere of games like RESIDENT EVIL on the playstation, I promisse this one will beat it on atmosphere by infinite.
This next generation games will be assembled on BLITZ for a faster action and aga support.
About it for now, I'm gonna start leaving a 'next probable update date' because I think it is helpfull.
till next, see ya all.
(MOST PROBABLE UPDATE 11/12 SEPTEMBER)
25 AUGUST
Hi there , first goes a big complain of mine...
...How come the page has 300 hits and I only recieved feedback from 3 people? I mean , I need the feedback, if you played it send some comments, otherwise I could place a key on the game or come back to the old ordering system.Anyway, if you are interested on this free game 'Fight' why not send me some comments?
Second, here goes a curiosity , I have been playing with the MAME emulator on my PC , playing Year Kung Fu , and I copied the graphics from the main player to my fight game.Added the specials and made a new player, cool uh? Of course just for test as the Year sprites are quite smaller than my games'one.I might realease this file to someone if anybody is interested in seeing it.
On the AI stuff, I'm gonna make every player the hardest of all on its style , dosen't matter wheter it will be impossible to get pass the first, I find it more funny. Also , the AI of the enemy has four levels of analysis, they are: Close range, Middle range, Far range and Jumping. On each of this situations the enemy acts different according to what is going on. The enemy does not rob at anytime! Everytime he is to perform an action based on the other player , he first has to see it and then make the move, as far as possibility goes , he could end up seeying too late or not seeing at all. I believe the AI has achieved a good level.
I will now start leveling the bob sizes to stop speed variation and add a few moves and colors to it. I will also start the new gfx too, when I get some examples done I will place it here.
That is about it, feedback please?
20 AUGUST
Everything on the download is fine now , I've just uploaded the version 0.4 to aminet , allow a few days for update or download the older one.
First , the adds on this version are VERY significant , I replaced the keys control to the usual joy 1 button style , I think I got the right combination on the joy this time , thanks to Evert , I realised there could be more people with the joy-between-the-knees problem.Please , feedback on the joy control is important!
I've also added a new way of pulling out special moves , the one I told you before , with power up position and so on. It may sound difficult but it is incredibly easy and a hell lot faster (Combos got a bit bigger!)
Fixed the falling-back-to-workbench bug , it seems to be ok now but if someone out there happens to see it again , tell me.
Added AI (Artificial Inteligence) for one player game , to give it a try , set the game to '1 player' and pick the first player to the computer and any player for yourself. It will only work with enemy being player one. He may look easy but this is only the AI test. Since the AI structure is complete , It is just a matter of personalising it to each player. I pretend to make every player incredibly hard on its style.
FUCK! just playing now I found a 'bar' bug that will make the game fall when protecting sometime , I will send an update very soon for that...
I'm also going to get a scanne HP 4c and I will start remaking the gfx hand draw , it will take a while but it will look cool.
The files are also ready to download from aminet , go there or follow the download link.
Also , I'm gonna move this page soon and get apropriate space for my files , I will let you know when that happens.
I will add more to the news tomorrow as today is thusday and we will have to go out soon.(the usual pub stuff) see ya!
2 AUGUST
First , the AMINET main site seems to be down , so since the download option links to there , it may not work for a while , you should look at the AMINET UK under the directory games/2play for the file called fight.lha to download it.
This have been very worky days and I have added a whole lot of stuff to the fight game , I hope you all enjoy it!
Here goes a list of stuff I have added to the game:
-One button joy control , it changes the playability a lot and it is subtle to change from feed back of the next version , I myself like it a lot , I think it is very unique!
-New way to pull out special moves. Now here is that stuff starts to rock! Remember I said I was going to make street fighter/king of fighter's a like? So , I made it different , for example , to make a special move , first you press the button and push the joy up , the player gets into the special move position(really cool) where he stands there for a few seconds and can't do anything , after these seconds he gets back to normal again. When in the special move position , you them place the joy to the special move desired direction and press fire to execute it! It can be done very quick and this boosts the combo situation!! Another thing now is that if you try to do a special move and you don't have enough power , the player gets into this tired position where he sits vulnerable for a few seconds till he recovers.Hope you all like it as I just love this new way!
-Fast addvance and retret. Like king of fighters , if you push the joy twice forward or backward , the players execute a fast approach or retret jump.Now you can scape from moves in a better way! Making this available , means that it is quicker to get around the screen , so the bouts and the playability now are even more furious!!!
-Fixed a few grabbing routines.
-The grabs does not require the special move position.
It dosen't look like much add , but all this has made the game a new one! You can now make very tricky moves like approach fast and grab the unnatention player!Make new combos and so on!
All this stuff will be available on the newer version 0.4 which I will make available soon.
I'm also thinking about if someone could write me an amos extension to use the four buttons from the sega transformed pad.I have tryed the hercole extension but it dosen't work with my joypads as mines are transformed to be used by the Hired Guns game.If you think you can help me with that , email me and I will tell you how to transform your joy too so you can write it. I really would appreciate this as I want to make a four buttons pad standard to all my games.
Well , see ya next update!
30 JULY
Hi there again , I'm sorry it took so long for another update on this page , first I would like to apologise the people who ordered the game and recieved the file twice , my server went down for a while at that time and I recieve a message that my stuff didn't make it.
On the good side now , this page will be based on all the games we will be making and not only about the fight one as it was before. I am to recieve my BLITZ in a month or so and them I will be telling details on the new stuff.
The current version of the Xfight game is just a small update to the last version , the following stuff has been added:
-2 new background images
-Player special moves samples have been added (not the voices yet , just the FX)
-Changed the second player keys as it was buggy on the last version positions (A1200's keyboard fault!!)
-Newer GFX for the table of energy
-A powerup animation when player perform the super special move
-Energy bar gets red when low
-Now you can perform the super pecial move without power when the energy is red (low)
-3 rounds
-The winner of the round's energy does not get completed when you win (like King of fighters)
-Newer pic and music fade
-'ESC' quit back to main menu at anytime
-After-bout pictures (just an example for now)
I'm now working on artificial inteligence and a better way to pull out special moves , I'm also going to work something about the control , like I'm going to try to make it use one or two buttons.
That is it for now , I'll be updating this once a week so keep in touch.
If you have any comments or suggetstion on the game or this page , drop me a line at tecnopro@sp.dglnet.com.br
See ya!