The above video goes away if you are a member and logged in, so log in now!




 
Would you like to get all the newest Gaming News from
QJ.NET in your email each day?




Want to learn more about the team who brings you the QJ news?

Read about them now!

 


Results 1 to 8 of 8

[Release] Battle Fantasy v0.1 Demo

This is a discussion on [Release] Battle Fantasy v0.1 Demo within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hi, I Dark_shark, member of Dark_Devs Team ( Dark_Shark, Dark_Wolf, Rafix, KBrunoF) release my first version of Battle Fantasy. In ...

  
  1. #1
    Points: 3,108, Level: 34
    Level completed: 39%, Points required for next Level: 92
    Overall activity: 0%

    Join Date
    May 2008
    Posts
    29
    QJ Pts
    3,108
    Level
    34
    Downloads
    0
    Uploads
    0

    Default [Release] Battle Fantasy v0.1 Demo

    Hi, I Dark_shark, member of Dark_Devs Team ( Dark_Shark, Dark_Wolf, Rafix, KBrunoF) release my first version of Battle Fantasy. In this first version, you can play with Naruto fighting with Goku. The movements are available to jump, punch, kick, teleport, defend and recover energy.

    -------
    Up to Teleport
    Triangle and 100 energy for special
    Down for Recover energy
    Circle to Kick
    Square to Punch
    Cross to Jump
    R to Defense
    Start for Pause

    Thanks to:
    drshnaps.com for sprite
    psp-news.org for help and my website (Portuguese/Portugal)





    Download
    Mirror

    Sorry for my bad inglish.
    Last edited by DarK_SharK; 04-07-2009 at 05:33 AM.

  2. #2
    Banned for LIFE
    Points: 18,744, Level: 86
    Level completed: 79%, Points required for next Level: 106
    Overall activity: 0%

    Join Date
    Oct 2006
    Location
    East London, England
    Posts
    2
    QJ Pts
    18,744
    Level
    86
    Downloads
    0
    Uploads
    0

    Default

    Looks really good, what's it coded in ? :)

  3. #3
    Points: 3,108, Level: 34
    Level completed: 39%, Points required for next Level: 92
    Overall activity: 0%

    Join Date
    May 2008
    Posts
    29
    QJ Pts
    3,108
    Level
    34
    Downloads
    0
    Uploads
    0

    Default

    Coded in Lua. Thanks for the Comment.

  4. #4
    Points: 2,126, Level: 27
    Level completed: 84%, Points required for next Level: 24
    Overall activity: 0%
    Achievements:
    First 1000 Experience Points

    Join Date
    Nov 2008
    Posts
    1
    QJ Pts
    2,126
    Level
    27
    Downloads
    0
    Uploads
    0

    Default

    this looks really cool

    are you using sprites from jump ultimate stars? because jus is awesome :Punk:

    this homebrew looks like it's going to turn out awesome.

    good work! :Jump:

  5. #5
    Lua guy
    Points: 10,655, Level: 68
    Level completed: 52%, Points required for next Level: 195
    Overall activity: 0%

    Join Date
    Jan 2008
    Location
    Wales, cardiff
    Posts
    1,442
    QJ Pts
    10,655
    Level
    68
    My Mood
    Blah
    Downloads
    0
    Uploads
    0

    Default

    Looks good, though my only suggestion is to use spritesheets, especially as this is a fighting game. When you add more characters, backgrounds, moves etc. your'll see your memory available just drop & drop. Though apart from that it looks really good

  6. #6
    Points: 3,108, Level: 34
    Level completed: 39%, Points required for next Level: 92
    Overall activity: 0%

    Join Date
    May 2008
    Posts
    29
    QJ Pts
    3,108
    Level
    34
    Downloads
    0
    Uploads
    0

    Default

    Quote Originally Posted by twilightlegacy View Post
    this looks really cool

    are you using sprites from jump ultimate stars? because jus is awesome :Punk:

    this homebrew looks like it's going to turn out awesome.

    good work! :Jump:
    It depends, I use the sprites that are more complete. The game's Jump Ultimate undoubtedly are the best, but I will not only there.

    Quote Originally Posted by dan369 View Post
    Looks good, though my only suggestion is to use spritesheets, especially as this is a fighting game. When you add more characters, backgrounds, moves etc. your'll see your memory available just drop & drop. Though apart from that it looks really good
    Yeah dan369, I had this problem, but I know how to avoid it, because it was my major obstacle to this game plan. I had the same problem with Poke Pokemon and quit to do so, bad time, because now I know resolve.

  7. #7
    Banned for LIFE
    Points: 18,744, Level: 86
    Level completed: 79%, Points required for next Level: 106
    Overall activity: 0%

    Join Date
    Oct 2006
    Location
    East London, England
    Posts
    2
    QJ Pts
    18,744
    Level
    86
    Downloads
    0
    Uploads
    0

    Default

    Well put it this way, you dont always need every sprite sheet loaded in memory do you?

    Just load the two you need for the fight each time.

  8. #8
    Points: 3,108, Level: 34
    Level completed: 39%, Points required for next Level: 92
    Overall activity: 0%

    Join Date
    May 2008
    Posts
    29
    QJ Pts
    3,108
    Level
    34
    Downloads
    0
    Uploads
    0

    Default

    Not quite, each character around 50 images, but when it is loaded another character, the character does not interfere with the old memory. The same can not be said of the backgrounds.


 

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  





All times are GMT -8. The time now is 06:18 AM.

Use of this Web site constitutes acceptance of the TERMS & CONDITIONS and PRIVACY POLICY
Copyright © 2013, Caputo Media, LLC. All Rights Reserved. Cluster C4.
Contact Us | Free Flash Games | Ad Blockers Suck! Why?