Re: International Karate Preview We're still waiting for the official party release pack unfortunately (along with Jobbatro and Retrogods). Stay tuned!
Re: International Karate Preview Very advanced preview! The core around the gameplay runs is the collisions detection, and it works quite in a fair way! Also, the opponent's AI is all there!
Re: International Karate Preview Ati Really great surprise and very cool demo. Fighting games are my favourite. Do you want to share some infos about the demo and the challenges you faced? I hope you will finishe it one day and make it even better than the original
Re: International Karate Preview Ok, some tech info.
First, i didn’t want to work with color clash, i dropped red color. Murphy’s idea was the shadows in pepita.
In the game are 50+ animation phases for white player, and 50+ for black player. All i stored with a small cruncher. The sprites can use two modes, first is 7x7 chars, second is 10x7 chars. So big! The engine isn’t fast, but complex. It depacks actual phase on the fly, next it mirrors if necessary, it shifts, it calculates negative mask, it masks. All in realtime. Of course i use double charsets and screens.
c64 version has some bugs, i fixed this things. In c64 version the hit detection is very professional, i will develop that yet.
I think, it is more than a demo. The main game is 90+% ready, the minigame 1 is 100% ready, the minigame 2 is 50% ready (disabled in preview).
The computer AI was the bigger problem for me. Finally i wrote a small routine for this, cca 30…40 assembly lines. I was very happy, when i could fight with computer first time.
Re: International Karate Preview Great release. All the big sprites and gameplay and graphics converted at least 1:1. However this is done. Great work.
Re: International Karate Preview @Ati Thanks for the info, really great game. Is there any reason, why the soundseffects are missing, when hitting an opponent? I remember the C64 had these and i find that they contribute to the atmosphere of the game.