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Battle Kid 2 - tentative release information & trailer Due out Friday, 12/14

Aug 6, 2010 at 12:58:12 PM
Sivak (44)
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(Sivak -) < Kraid Killer >
Posts: 2371 - Joined: 05/04/2007
Ohio
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Huzzah for enemies appearing now.  And I haven't corrupted the stack this time around either!


- Just need to make 'em recognize solid walls now, but the appearance is the main thing.

Update:  I might have a demo video later today.  Just need to get the balls to hit the walls.

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My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list


Edited: 08/06/2010 at 01:17 PM by Sivak

Aug 6, 2010 at 1:47:09 PM
bigjt_2 (17)
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(Yeah, I'm a fat bastard.) < Meka Chicken >
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You need to put the balls to the wall!

...couldn't resist.

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Every thread on this forum is very offensive.  Please lock every last goddammed one of them!

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Edited: 08/06/2010 at 01:47 PM by bigjt_2

Aug 6, 2010 at 4:07:01 PM
Sivak (44)
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(Sivak -) < Kraid Killer >
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Ohio
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Speaking of enemies and objects, got another very important part of the game implemented just now:

- Password or continue quantity will be written under the message, but that time won't come for a while now.

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My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list

Aug 6, 2010 at 4:51:34 PM
Benihana (154)
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(Don't Stop Believin!) < Master Higgins >
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Originally posted by: Sivak

Huzzah for enemies appearing now.


Have you been to the Excalibur in Vegas?
Huzzah for Midevil times....

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Aug 6, 2010 at 8:21:54 PM
Sivak (44)
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(Sivak -) < Kraid Killer >
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Video now available to be seen.



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My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list

Aug 6, 2010 at 8:26:34 PM
Firamir23 (32)
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(Firamir Zulkifli) < Eggplant Wizard >
Posts: 450 - Joined: 10/17/2009
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saw the vid..damn awesome. I can't wait for the release. Any chance it'll be CIB?

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Aug 6, 2010 at 8:37:02 PM
udisi (88)
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< King Solomon >
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God, I didn't think it was possible, but that looks harder than the first already. Hopefully that's just some testing screens and not the first level. If, not I'm scared to see where this game goes in later levels.

Awesome non the less

Aug 6, 2010 at 8:48:22 PM
BulletHell (0)
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(R4ph Stryker) < Tourian Tourist >
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Originally posted by: arch_8ngel

I doubt he was actually involved with much of the details on the later games you dislike.
Those early star programmers have all gone on to be managers more than anything else.


Lets call it a tie http://en.wikipedia.org/wiki/Keij...


Originally posted by: Sivak

Video now available to be seen.



Holy shit! cant wait "..I'm squealing like a little girl"


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Proud French Canadian! http://www.youtube.com/user/MrBul...
My last game purchased was back in 1997 with the sony playstation...everything goes downhill since this era of gaming...then Battle Kid: Fortress of Peril arrive with a N.E.S. PowerPak...now im living with POWER  for the rest of my life! lets not forget those sexy  new shmups shall we!?



Aug 6, 2010 at 11:33:10 PM
Elijah (161)
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(John (JD) Heins) < Wiz's Mom >
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Nice video Sivak, looks pretty cool, I was like viewer 129 or something

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Edited: 08/06/2010 at 11:33 PM by Elijah

Aug 6, 2010 at 11:50:54 PM
Enslaved (106)
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(Edd Showalter) < Master Higgins >
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Game looks to be coming along nicely

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http://www.nintendoage.com/forum/...



Aug 7, 2010 at 2:05:47 AM
Kreese (4)
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(Robert Kreese) < Little Mac >
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Wow, you really have made progress with BK2! I have a quite important request for the gameplay. Alot of people that saw the first game said that the physics of Timmy seemed a little bit to unreal. Even though I agreed with those comments I defended your game with "It's supposed to be like that". But after playing the game more and more I have to agree with those people. A little bit of "jumping up and when starts falling you fall little slower first and then fall at full speed after a short while". I tried to find something to demonstrate what I was meaning on youtube and something like this:

.

I have also played the game on my PAL system, just to make it a bit easier, and every time I try it on my NTSC system I think the game is too fast! Perhaps even som accelerating physics would take away this feeling. I mean that you gets to the fastest speed after running a little bit. Now you run at the same speed all the time. I am not talking about that it should take like 5 seconds to gain speed, just a short time, to make it feel a little bit more like in Mario etc.

Another thing that would be great in some places would be a sneak function, holding down a button or something, alowwing you to go forward at half speed. Taking it easy sort of...

How many pixels are Timmy moving each frame right now?

Anyway, keep up the great work, and I am really excited about this sequel!

In-game maps are really good ideas.

Aug 7, 2010 at 9:30:35 AM
Palcom (29)
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(Mergim M.) < Lolo Lord >
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I really like the new terrain changes like the laders and ice. The only thing I found dissapointing were the screen changes. I'd prefer scrolling or quick fade-outs/ins over those annoying "black-out/in" transitions.

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Aug 7, 2010 at 9:35:06 AM
Firamir23 (32)
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(Firamir Zulkifli) < Eggplant Wizard >
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same here with the screen change. It's kinda dizzy sometimes..

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Aug 7, 2010 at 10:23:11 AM
Sivak (44)
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(Sivak -) < Kraid Killer >
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Originally posted by: Palcom

I'd prefer scrolling or quick fade-outs/ins over those annoying "black-out/in" transitions.


Can't be done feasibly.

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My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list

Aug 7, 2010 at 1:09:15 PM
RASK1904 (196)
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(Roger D.) < Ridley Wrangler >
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Man you are cookin. Looks great. The ice looks to be working fine. Everything looks awesome.

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Aug 7, 2010 at 5:34:19 PM
casperdj777 (0)

(. .) < Meka Chicken >
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damn bk has killer balls!

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Aug 7, 2010 at 7:35:22 PM
Nephasth (1)
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(Quote Butcher) < Eggplant Wizard >
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Will Timmy be able to climb up and down the wall grip walls? Or will he only be able to hold onto one point without jumping or dropping off?

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Aug 7, 2010 at 7:47:38 PM
Sivak (44)
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(Sivak -) < Kraid Killer >
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Originally posted by: Nephasth

Will Timmy be able to climb up and down the wall grip walls? Or will he only be able to hold onto one point without jumping or dropping off?


They won't be like ladders, no.  You CAN hold the directional button into the wall and tap jump to ascend in a weird way though.

-------------------------
My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list

Aug 8, 2010 at 12:10:19 AM
Sivak (44)
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(Sivak -) < Kraid Killer >
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Double post, but I uploaded an NSF of some of the soundtrack that's been written.

http://famitracker.shoodot.net/fo... - This forum post elsewhere has info about it.

-------------------------
My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list

Aug 9, 2010 at 12:27:03 PM
NintendoTwizer (172)
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(Aaron N) < King Solomon >
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Looks great so far. I can't wait. As far as the map goes if you had something simple like this:
http://media.photobucket.com/imag...
It would work great, I would think that if you ended up doing branching pathways in the game, something similar to the above map would be helpful. Maybe just brought up by the pause screen.

I like the idea of the grip walls as an upgrade in the game. In my opinion a ladder like grip wall would work better, example would be Metriod Fusion or Metriod Zero Mission. I only say this because of the amount of precision most of the jumps in Battle Kid take, this would allow adjusting your height to exactly where you want. Just a thought though...

Aug 9, 2010 at 12:55:15 PM
Sivak (44)
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(Sivak -) < Kraid Killer >
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Well, we'll see.  I think just having it so each sector has its own map piece would work best.  There are 7 sectors of the main mountain planned.  I'd leave secret areas off the maps though. 

-------------------------
My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list

Aug 10, 2010 at 10:29:34 PM
Sivak (44)
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(Sivak -) < Kraid Killer >
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Ohio
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I had a design choice question here...  What do you guys think about this situation:

In BK1, the save rooms had their own music track.  I was thinking of removing this for BK2 and just have the area's theme continue on.  Save rooms are also indicated by stars outside the entrance.

You think this is a good move or do you prefer having some calming music in-between sectors?

-------------------------
My website: Here

Battle Kid 2 demo videos: Playlist
Battle Kid demo videos: Playlist

Check out my current: Want list
Check out my current: Extras list

Aug 10, 2010 at 10:32:58 PM
arch_8ngel (68)
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(Nathan ?) < Mario >
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I thought the calm music was kind of nice (reminiscent of the silent comm rooms in Bionic Commando)

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Aug 11, 2010 at 3:23:11 AM
Firamir23 (32)
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(Firamir Zulkifli) < Eggplant Wizard >
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i prefer the calm music..it feels really good reaching the save point after you manage to pass the level

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Aug 11, 2010 at 3:55:35 AM
NESHomebrew (21)
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(Brad Bateman - Strange Brew Games) < King Solomon >
Posts: 4266 - Joined: 04/28/2008
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Honestly, I like the different music, but I found it a little grating.