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About: 
My stab at finally getting Katawa Shoujo Fighter from the ground.

Usage:
If you manage to get this working, play around with the jkli keys
for motion and the erty and dfgh keys for attacks. Although
things are far from working correctly.



License of the source code and program: the zlib license.

  ksf -- Katawa Shoujo Fighter
  
  Version 0.1 29 Februari 2012
  
  Copyright (c) 2012 Beoran (beoran@rubyforge.org)

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
  
  
Credits:
Idea from KS forums, by many, many people. I wouln't have started this 
otherwise.
Programmed by Beoran.
Placeholder art comes from paintown, opensourcegameart.org, 
and the KS forums. Ask about them and I'll credit you here however you like.
 


Making new fighters:

This program uses the "convention over configuration idea".
The idea is that it's possible to make new fighters or stages, by just adding 
images of the frames, in the right folders. The fighters, stages, etc can then 
be further customized by creating editing an xml file in the corresponding 
folder. But the xml file is optional and if missing, the engine will simply 
fill in everything with default values based on the sizes of the images, etc.

Every fighter goes in the data/fighter folder, and every move goes in a folder
named after the move under that. Every frame of the move consists of a single
file, of which the name  begins with the name of the character, and underscore, 
the name of the move, and then either numbers or an underscore and numbers. 
All file names are in lower case. 

For example for a fighter names "Moe", with moves idle, walk and kick you'll 
need the following data folder layout and files:

data/fighter/moe/idle/moe_idle1.png 
data/fighter/moe/idle/moe_idle2.png
data/fighter/moe/idle/moe_idle3.png
data/fighter/moe/idle/moe_idle4.png ...
data/fighter/moe/walk/moe_walk1.png 
data/fighter/moe/walk/moe_walk2.png
data/fighter/moe/walk/moe_walk3.png
data/fighter/moe/walk/moe_walk4.png ...
data/fighter/moe/walk/moe_kick1.png 
data/fighter/moe/walk/moe_kick2.png
data/fighter/moe/walk/moe_kick3.png
data/fighter/moe/walk/moe_kick4.png ...

The xml, if any file goes here: 
data/fighter/moe.xml

For a stage name "outside" you'll only need: 
data/stage/outside/outside.png OR data/stage/outside/outside.jpg
The optional xml file goes here: 
data/stage/outside/outside.xml




   
  


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