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0.9.2

Changelog:

0.9.0

Changelog:

Development release: 0.8.91

Changelog:

For archlinux-based linux distribution users, Hikou no mizu has been published on the AUR!
https://aur.archlinux.org/packages/hikounomizu

0.8.9

Filemd5 sum
hikouNoMizu-0.8.9_sources.tar.bz2 1065240278b371b1f7c3d8c72cda6550

0.6.2

Graphical key bindings !

0.6.1

A functional AI !

0.6

That's some kind of a jump in version numbers here, justified by the almost-playable state of the game right now.
Here is the changelog:

TO-DO:
utf8 characters management ?
AI
Jump animations
... :)

0.1-dev

Snapshot of revision 87 :)

New animation handling

That's the first task I worked on after 0.1 was released. Back then, animations used to have a fixed origin point (bottom left of each frame), which made lots of characters' positions impossible. (Eg. If a character puts an arm left, his arm will become his left origin and his body will move right as a consequence).
Now, each frame both have a content box, containing all the pixels data to be shown on screen, and a body box, only containing the body of the character, thus, the animation is fixed bottom left of the body box, and the overall image isn't fixed anymore (if a character puts an arm left, the arm will go left and the body won't move, as expected).

New attacks handling

Along with the new animations format, I also added more flexibility to attacks handling, one can now specify precise hit boxes for characters attacks, at a given time and of a given strenght (hit strength is multiplied by character's strength). Thus, a single attack can damage multiple times, at two different points, ...
Configuration for attacks & animations is done in data/gfx/characters/[name]/data.xml.

New physics

The physics engine was completely redesigned due to a conception issue: It was manipulating graphics coordinates, which allows any kind of evil (!) collision. The system is now reversed: physics objects have independant coords that only them can modify, graphics just match them. As a consequence, physics should be perfectly reliable now (at least I wasn't able to cause any unwanted collision). Also, physics object can now change their width & height safely (try to jump on takino ;)).
That's it for physics. Oh ! And you can enable the "debug" mode in the options screen to see boxes yourself :).
p.s: Characters' physics boxes are characters' body boxes. (see "New animation handling").

New GUI / option screen

I improved the GUI system and added new widgets. These new widgets are used in a new "options" screen, where you can edit the configuration in game (currently, only resolution and debug mode can be configured that way). There is still work to do although: Better widgets graphics, spinner, in game players keys cfg...

Graphics ! - Title screen background / New hikou

This snapshot features a new Hikou, you can see him in the banner above.
You can find mypaint and synfing animation files on the download repository (link to come). Also, a title screen has been added ! It's a nod to a well-know anime, the first one who writes its name in the forums wins a free beer ;).
I'll now try to draw walking, kicking, walk-kick and walk-punch animations for Hikou, and redraw Takino as well. Anyway, graphics really are a sensible part of Hikou no mizu (It's the kind of project which needs lots of graphics), so, if you like anime drawing, I'll really appreciate any (even small) help :).

Last but not least

0.1

All the core modules are implemented and cleaned up in 0.1, the first versioned release. 0.1 announces the ~end of the development for the base of the game, allowing to start adding new features & real gameplay to it :)
Some new features were added anyway !

Changelog:

Revision 6

This is the 6th release of Hikou no mizu.

Changelog:

Feel free to edit the configuration, create new characters, arenas, menus... by editing cfg/xml files ;-).

Revision 5

This is the fifth release of Hikou no mizu :-).
It includes lots of new features compared to the fourth release (+1200 code lines), especially about the game structure:

It is also noticeable that this release uses actual last revision of SFML 2.
In this revision, the ATI bug was fixed.

Revision 4

This is the fourth release of Hikou no mizu, it includes lots of new features:

Graphics
Programming