Super Power Kick Demo 2 and why you miss kicks.


Demo 2 of Super Power Kick is up.

8 more stages, one new enemy and one new boss.


There is also one new power up that I bet Bubble Bobble players will recognize.

But before I go on, I want to share with you why you miss kicks.

When I first made Power Kick (with RustLang) all the frames of the character with his leg extended were making damage.



I was not satisfied by it. For some reason made me feel that there was not any sense of heaviness on it.
So when I ported (remade) the project for the MD with SGDK I changed that and made it to do damage only on the very first frame.
So damage is done only when this frame first appears.

This frame will go on for other more 5 game frames but, those game frames do no damage.
So that's why you may think that there is a problem with the collision detection when you do this kick.

So the question remains... why the previous implementation made me feel that there is no heaviness on the kick.

Well the answer is not in games but in a great anime and martial arts.

The Fist of the North Star movie (1984).


Yes. This kick when Kenshiro fights with Shin is what is hard coded in my brain as a heavy kick.
Only on frame does the damage, the first one.
And if you ever trained in martial arts, I bet you know that a heavy punch or kick is not something that is doing damage as the fist is moving forward or as long the hand or leg is extended, but only on a single instance, and the more you "calculate" the instance of impact the more damage is done.

The same thing is true with fighting games, but usually with the heavy attacks.

So why I am saying this?
The reason is that many gamers will come to Super Power Kick and expect the kicks to be like all the other Beat Em Ups. Like Final Fight, Streets of Rage etc. Where a flying kick does damage as long the leg is extended.
Well, that's not the case here.

Files

super_power_kick_demo_2.bin 768 kB
Jan 02, 2024
SuperPowerKick_demo_2_romBundler.zip 1 MB
Jan 02, 2024

Get Super Power Kick

Comments

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(1 edit) (+1)

I like all the improvements you have made, and I'm so glad someone is making high quality arcade style games for the Gen/MD.  Q: What is the number at the very top left of the screen?  It keeps twitching and pulls my eye away from the playfield.  Is it necessary for it to be there?  Sorry if it sounds like I'm complaining, I guess maybe it is just one too many things going on on the screen.

Thanks, I am very glad you like the game.

The number is the percentage of cpu usage. I left it there for the time being, because there is a little chance to help me if someone uploads a video with any problem. I will probably remove it with the next demo.

(+1)

Oh okay.  I thought it was something to do with performance. It didn't seem like a score counter or the frame rate.