Alright, after nearly two years, I've finally really
gotten started on Cobra again. It's being completely remade from scratch, and now, done in FreeBasic. The name is also subject to change, since I literally thought of "Cobra" as I was typing it into the Main Menu screen.
The original game had 30x30 sprites, with no varying dimensions. No sound. Stages that were completely composed of graphical statements, instead of actual images, 100% hardcoded movements and attacks, sloppy collision detection, no
fighter to fighter collision detection (well, that part was mainly just laziness), retarded keyhandling, a really, really lame character select screen, and animations that were all limited to five frames. Basically, all that can be rolled up into, "Was made in QB".
As of now, the game currently has sprites with multiple height and width dimensions (with Koby's current stance sprite averaging at 113x152), completely scripted attacks, and movements, so that I can add little details like footsteps to walking animations, sound, stages made of images, and layered, fighter on fighter collision detection, waaaaaaaaaaaaaaaay better keyhandling, a nicer character selectscreen, and animations that are pretty much unlimited in terms of length. Attacks and stuff currently haven't been made however, but it'll be awesome, trust me.
Also, the characters themselves are going to go under some redesigns, now that I have more than a 30x30 space to work with. The Koby in this demo looks pretty much the same way he did in Cobra, but his sprite will probably get worked over. His design will probably stay somewhat basic, and he won't be decked out in chains and stickers or something, just for the sake of him having them, but... look at him... yeesh.
In fact, here's a comparison, Koby from the old Cobra, and Koby from the new Cobra:
As you can see, Koby is nearly FIVE TIMES his original size, meaning this game will be FIVE TIMES as awesome, only it won't be five, it'll be more, like 750432hghg037250tg423t07327 or something.But anyway, I guess this is the official announcement. I have no idea how long it'll take, but, now that QB's mean limitations are out of my way, I'm a lot more confident in this one getting done.
And lastly, I have a demo of the current game. It contains 2 executables, one takes you to the game engine when you select story mode, and the other takes you to the character select screen. The menu is controlled through Player One's controls (minus the Enter and Spacebar, to select options). I'm still trying to figure out how to handle the main menu's controls, since I want it to feel arcade-ish, with player one and player two being able to take control of the main menu, but still have a natural Key Selection, like the Up-Down-Left-Right keys. I'll probably end up just going with the latter.
Player 1: A,S,D,W
Player 2: Up, Down, Left, Right
That's right, at this point, all they can do is move, and jump. But, I can assure you, they'll be doing a little bit more next time.
[ur]Link no longer works[/url]
EDIT: Forgot. The music in there is temporary. The songs I used are from Tekken 5 and Guilty Gear Isuka. They'll be there until I eventually make my own music.