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0.9.2
Changelog:
- Fixed text rendering glitches which occured on some platforms
- Added an option to enable vertical synchronization, or cap frame rate
- Significantly reduced loading times and data size by compressing spritesheets with pngquant
- Added support for color and emphasis on the command line output
- Fixed an issue in the saving and loading of joystick key bindings
- Ported the xml code from the unmaintained TinyXML1 to pugixml
- More robust xml parsing
- Switched to C++11, modernizing source code
- Replaced pthread with the standard std::thread library
- Fixed cast and float comparison warnings
0.9.0
Changelog:
- Audio & Sound
- Added a flexible sound effect system
- Sound effects are described for each animation
- Variation of pitch to increase realism
- Footstep sounds depend on the ground material
- Added weapon hit, ground hit, and air friction sound effects
- Added several musics for fight scenes
- Added UI sounds for character & arena selection
- Added a flexible sound effect system
- Graphics
- Automated scaling of the framesets generated from source animations
- Animations regenerated, scaled up for a 1080p gameplay
- Smooth movement of the dynamic fight camera
- Takino: Redrawn default punch animation
- More flexible display mode option, especially windowed
- UI elements scale to match the display mode
- Gameplay
- Added a jump state, with its own attacks and hit animations
- Added a versus mode, two players always facing each other
- Added a specific camera zoom level per arena
- Added a remaining throwable weapon interface counter
- Physics of throwable weapons improved
- Starting position of players improved
- UI & Options
- Added sound volume control sliders
- Moved key binders to a new tab
- Removed 'apply' button in the options
- Pressing escape resets the main menu
- Text height computation fixed
Development release: 0.8.91
Changelog:
- Initial throwable weapons support (5 wooden shurikens per player)
- Takino's crouched hit animation
- Fixed window creation when multisampling is not supported
- Fixed some physics related issues
- Clarified and centralized license description in COPYING
- Introduction of a data building mechanism from data sources (backported to 0.8.9)
For archlinux-based linux distribution users, Hikou no mizu has been published on the AUR!
https://aur.archlinux.org/packages/hikounomizu
0.8.9
Sources
- Migration to SDL2 (benefits include joysticks hot-plug support)
- New and improved characters selection menu (with graphics and preview)
- New and improved arena selection menu (with graphics and preview)
- Key binders added
- Joysticks support
- Takino animations drawing completed
- Added four arenas: Konomachi, Longyear, Ísui, and Järvi
- New musics: VHSailing Rally by Riverwave and Hai by Insan3Lik3
- Dynamic fight camera adapting to the position of players in the arena
- Improved fight interface, character icons added
- Hit-able platforms
- Better text rendering (kerning support)
- Switch to the CMake building system
- Haiku support!
File | md5 sum |
hikouNoMizu-0.8.9_sources.tar.bz2 | 1065240278b371b1f7c3d8c72cda6550 |
0.6.2
Sources
Graphical key bindings !
0.6.1
Sources
A functional AI !
0.6
Sources
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:
- Threaded Music handling
- Fighting music
- Threaded Playlist handling (+ graphics notifiers)
- Menu playlist with epopsan's song (many thanks to him)
- More fighting sounds
- Support for looping sounds: repeating step sounds
- New configurations items for sound & music volumes.
- Coherent GUI Art guidelines in options / menu screens...
- Structured GUI: Sound / image on focus
- Support for crouched characters / kick animations.
- Support for hit animations.
- Hikou: default kick, moving default & punch & kick, crouched default & punch & kick, default hit, crouched hit.
- New Takino: default.
- Notification on fight-ends: winner, choice to replay or exit to main menu
- Debug mode: red squares on hits
- Prettier screens
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
- Playability adjustements (jump, gravity, arena size)
- Better handling of different resolutions
0.1
Sources
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 !
- Hnm now uses sdl, opengl, openal instead of sfml. (freetype, libogg, libvorbis, libvorbisfile)
- Time-based movements, animations...
- New sprites-based format for arenas and animations, greatly shrinking the size of the game and some of the RAM usage.
- Arena's size, the camera is adapted to the size of the arena. (for large battles ;))
- Players KO, returns to main menu at end of fight.
- Improved Makefile, gcc default optimization set to -O2
- Source code cleanup.
- Clarified data/COPYING file.
Revision 6
Sources
This is the 6th release of Hikou no mizu.
Changelog:- Configuration system (cfg saved in a file in "[your home directory]/.hikounomizu/", data format: "key value")
- Sound engine
- Arena system (configurable; "data/conf/arenas.xml", have fun ;-)) with custom gravity, ground level and players spawn position. You can even add textured platforms in it (which are subject to physics engine) to make beautiful trees or stairs ;-).
- Improved player system, it now supports Human and AI.
- Rewritten player class (improved sourcecode).
- New animation system (improved sourcecode), it shows every frames.
- Added a font manager.
- Resized default window size to 16:9 resolution 1024x576 (previous one was 1000x600)
- GraphicsEngine class removal (useless and binding).
- Fixed most of g++ warnings.
- Minor bug fix in the physics engine.
- Characters jump energy is now configurable outside (see "data/conf/characters.xml"). Have fun ;-)
- Improved Makefile (Variables)
- Minor directories reorganization: removed "fond.png".
Feel free to edit the configuration, create new characters, arenas, menus... by editing cfg/xml files ;-).
Revision 5
Sources
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:
- Screen system (Menu, Options, Fight, etc...)
- Menu, character selection, and fight screen
- Minimalist GUI (Buttons: text and image)
- Complex GUI elements (Menus: text (image in the next release))
- Directories reorganization (Tools/ removed)
- English translation (Sourcecode + directories translated from french to english)
It is also noticeable that this release uses actual last revision of SFML 2.
In this revision, the ATI bug was fixed.
Revision 4
Sources
This is the fourth release of Hikou no mizu, it includes lots of new features:
Graphics
- A walking animation was added.
Programming
- Physics
- The characters cannot leave the arena anymore.
- The characters can now jump (using the 'w' key).
- Others
- Reorganisation of engines directory.
- The characters lives can now reach the '0' value.
- Fighting interface improved.