29/04/2008 by Mû


After some problems with our old webspace :

Welcome to our new server

Sorry, no time for more news yet :(



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08/03/2008 by Mû


Galaxian wars project section updated, some shots + training stages pages



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28/02/2008 by Mû


Return of the forum !

   No no, nothing new sorry, just a better way to get news. ;)
   And for the more courageous, we begin with a little contest with nothing to win, or maybe a stage before everybody else...



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15/12/2007 by Mû


Return of the downloads !

   No no, nothing new sorry, just the old files for now.



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05/12/2007 by HDP


First Stage report : COLISEUM

   As did last time, let’s take a look at the work on the first GALAXIAN WARS stage, The Coliseum, the main place for our Saints to fight !

   At the beginning, McCready did a first version of the stage, speed-coded by . Based on what you can see in the anime, the layout is one vision of this famous place, as it changed a bit between each episode.


From the anime ...



   From this one , they “duplicate” it in two different stages, showing two opposite views.

  Those stages are made, like this, one big layer of the coliseum with stairs..., the “fake sky” above, an animation of the crowd, and then the ring.



   As it supposed to be the most played stage in GALAXIAN WARS, we think it deserve more. So I try to make from the previous works two more stages, in a different spirit, darker, with light effects...

   Then here comes the third and fourth version, with giant spotlight upon the ring, the main lights of the stadium is turned down, so we can see emergency (I think^^) lights on the stairs, as in the anime. I also added camera flashes from the crowd and corrected a few things in the four versions.



   Basically we’ll have in the release of the game :
      - 4 different stages
        Playable in all mode
      - 4 different BGM
      - High jump capabilities (810x465)
   Unseen before and of course only available in the GALAXIAN WARS full-game.

   Next time, the training stages...



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01/12/2007 by Mû


First char of the first game (Seiya)

   This report comes too late, I wanted to make it since month (years ?) but it seems i’m kinda lazy. The goal is to keep some history of the char, we can’t forget somebody who work on it, on one move, ones fix etc… basic way of respect in my opinion …. Unfortunately, like I said before, it’s comming too late and now, I’m not sure to remember all, but I’ll try to do my best.

   The base of the char is the spritepack sent by Mim to our team (I’ll never be able to thank him as much as I want). Then it is the « helmeted » version, but not the helmets drawn by Saga:!^_^!;. There are some new moves we couldn’t find in the public beta, but some required ones (at least required for our standards) were still missing.
The need work on this char was :
      - Completing missing moves
      - Restyling frames
      - Programming

First of all, we got authorization to use a crouch kick (6 sprites) from a guy named Josue. All other things are ours.

Zahori made :
      - a new intro with cloth (was before we see The Spakka made one)
      - new pandora box
      - new armor
      - poisonned state (We use that for Ichi … will be used for Ankoku Pegasus later, maybe more)

Me() : all other new moves (crouch punches, air punches, air kicks) + random sprites to complete some anim due to the code + missing get hits sprites + remake of the run (changed all legs and added a frame).

   All sprites have been restyled too, Pioshin recoloured arms on most of the sprites (some moves came after that) and i restyled all other things, to be more clear :



   Eyes are red to not use white of armor. Clothes are blue to not use Red of the armor. Black of hair is never used for cloth or other things. Arms are green to prepare a base for Ankoku Pegasus (will be mainly frankensprited from Seiya but different anyway) . Not hard, but long work.

   With that, I made some different palettes (most will never be used in games), for example Seiya won’t have Black Pegasus palette, neither Promo palette (screenshot) or manga colors or Tenma ones etc …  :



   All cosmo sprites and almost all other effects have been changed in order to fit our other chars, mainly McCready and me worked on that, McCready wanted to make and change more but …

   About the programmation, I tried to respect the old Microcosmo gameplay but I rewrote all, one of our old members done that a first time but he choosed to quit us, then all his work has been changed on the char.
For now, the char we make is the « Galaxian-Wars-version » of Seiya… it means that we can’t see attacks with gold cloth of Sagitarius for example, would be silly. Then more complete versions of Seiya will be done in the future, according of the games requirments. Sounds are all japanese (ripped from anime of course, almost all by Glory, other by HDP). Like palettes, sound file is all structured :
      - Group 1 (0 to 9) for body moves (walk, run, jumps etc)
      - Group 2 (0 to 9) for attacks
      - Group 3 (0 to 9) for hits
      - Group 4 (0 to 9) for all crying sounds
      - Etc etc etc…
In the same order of things, sff is completely structured too based on KFM structure of course but with :
      - Group 1000, 1100, 1200 … to 1900 for special moves or combos
      - Group 3000, 3100, 3200 … to 3900 for hyper moves
      - Group 4000, 4100, 4200 … to 4900 for effects

Groups 2000 to 2900 aren’t used for now, we keep for interaction between chars (special situations seen in the manga)

Then we have 8 special moves and 3 hypers for Seiya(All chars have 3 in Galaxian Wars to equilibrate).
Hypers are Pegasus Ryu Sei Ken in two different forms, level 1 and level 2 (same than beta ones, reprogrammed of course) and Pegasus Rolling Crash. All chars have some common moves too, like Superblock or Cosmo Explosion (Level 3 move, gain slowly life against energy loosing stop when opponent hit or when we release buttons). All the moves arent amazingly powerfull to make fights equilibrated and long. Seiya like other bronze saints begin with 1500 life points and his kicks and punch are equilibrated (For example Geki has more powerfull punches than kicks and Jabu more powerfull kicks than punches).

   To finish, the char will never been released out of a complete game (enpacked and closed). Elecbyte developped M.U.G.E.N to let people create games, and thats exactly what we do, we create games, then don’t expect single chars releases.

Oh and one last thing, I’m totally unable to give a % for chars, seems this one is something like 99% done but … how can we judge that with precision ??




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