Cobra

Announce and discuss the progress of your various programming-related projects...programs, games, websites, tutorials, libraries...anything!

Moderators: Pete, Mods

Post Reply
Rokkuman
Newbie
Posts: 5
Joined: Thu May 26, 2005 6:03 pm
Location: NW Florida

Cobra

Post by Rokkuman »

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 $$$, Koby from the old Cobra, and Koby from the new Cobra:

Image

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.

The Controls:

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]

Enjoy. =]

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.
User avatar
Pete
Site Admin
Posts: 887
Joined: Sun Dec 07, 2003 9:10 pm
Location: Candor, NY
Contact:

Post by Pete »

Very nice demo!

Although you haven't gotten very far yet, everything you've done so far feels very polished. The character animation was very nice, and it controlled well. I liked the menuing system too.

I'm looking forward to the next version!
Rokkuman
Newbie
Posts: 5
Joined: Thu May 26, 2005 6:03 pm
Location: NW Florida

Post by Rokkuman »

Thanks for the reply :). The character animation you see in that demo's actaully going to be replaced later, because I think it looked a bit too awkward, and I have to redesign the character himself (although if a redesign wasn't necessary, I'd probably just leave him the way he is).
User avatar
Pete
Site Admin
Posts: 887
Joined: Sun Dec 07, 2003 9:10 pm
Location: Candor, NY
Contact:

Post by Pete »

Yeah, the standing stance was kinda awkward, you're right... but I really liked the jumping and walking cycles.
MystikShadows
Veteran
Posts: 703
Joined: Sun Nov 14, 2004 7:36 am
Contact:

Post by MystikShadows »

Wow, yeah like Pete said, you really do have the gift of refinement Rokkuman. Everything really does look polished and well defined. I can't wait to see the real thing :-). Like Pete the jumping cycle and the walking cycle are pretty good :-)
When God created light, so too was born, the first Shadow!

MystikShadows

Need hosting? http://www.jc-hosting.net

Interested in Text & ASCII development? Look no further!
http://www.ascii-world.com
Dreams
Newbie
Posts: 1
Joined: Wed Feb 09, 2011 8:27 am

Post by Dreams »

Hi! I saw your cobra movie on Youtube and it looks really great! Smooth scrolling graphics and a fun game too. I am maintaining welovedosgames(dot)net and i would love to add an article about your game (and maybe several other qbasic games).

Do you still have a copy of the original game, source code or compiled?

Cheers
Post Reply