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KirbyCosmicChaos

Kirby Cosmic Chaos Team
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We're Moving

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(I think this is important, just maybe) Our account is moving to #AzurarokStudio (https://www.deviantart.com/azurarokstudio), for the convenience of DA's group system (not completely sure how convenient that'll be yet), and for the fact we have a few more projects than just KCCh, even if those others are still just ideas. That means we're gonna stop updating this account, so if you guys are still interested in this project, go watch the new group please.
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Yes, we're a little late getting the demo out this year, but it's finally here, so rejoice or some such.  Our booth is at http://azure.appalhost.com/SAGEbooth09/SageBooth09.html Thanks to the guys at http://sagexpo.org/ for letting us participate. Also, the current demo has a few bugs when it comes to music and helpers, though nothing gamebreaking.  Until we pinpoint the problem, though, you can make helpers but you can't take them outside of the helper making area.  Sorry for the inconvenience.
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New Forum

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Well, we had a forum area in which to post a while back, but the hosting for it kinda died.  Now, we have a new forum with more stable hosting, so if you want to talk with the team about anything - whether it concerns the project or not - please join our NEW FORUM at http://azure.appalhost.com/forum/index.php Hope to see you there!
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Profile Comments 37

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i wish it was finished
first off, id like to say kudos for this AMAZING fan game youre creating. Me and a good friend are going to make a kirby fangame, 'cept itll be more platform focused instead of an rpg. We're filled to the top with ideas and levels and characters, we're just desperately lacking on some very important parts... codes and scripts. we were wondering if you'd be willing to share sources or original codes? thnx :D
Can you help me?
The website you download the demo from does not work.
Please help ASAP.
I've just started playing the demo for Kirby Cosmic Chaos and I have to say it is superb it is great although I have 1 gripe the inhale should be instant kill or immobilize normal enemies and it can take longer to kill enemies than it does in other Kirby games with the abilities although I'm assuming you will change that on a later date and if not thats fine it's your game it will still be fun and great. I feel that the 3D HUB worlds show that the Kirby series can do well as a full 3D platformer.

Also the levels look great but could look with a bit of sub dividing, just wondering are you planning on improving the graphics for the finished game or keep the nostalgic N64 styled graphics all the way, and do you think maybe you might make updates or patches or Add ons should you ever feel the need to add to the finished game.

Keep up with the good work and I cant wait to see the finished game
The inhale isn't an instant kill early on because of the level up system the game has. As you defeat enemies, you level up both your character and your ability. Once Kirby's gained a few levels, you'll find that inhaling and killing enemies takes a lot less time. So we already fixed the "problem" before it existed and the real problem was that you didn't take the time to learn about how the game works.

The 3d Hub worlds show no such thing. One big reason that we chose to make the full 3d parts hub worlds instead of levels is because many of us didn't think that Kirby should have a full 3d platformer. This is our attempt at a compromise with the fans we disagree with.

We have already improved the lighting and rendering effects from the demo. I always take offense when people compare our models to K64, though, because those models were pretty bad and I feel as if ours are better than them.

Lastly, it would be helpful if you used better grammar. Your comment was incredibly difficult to make out.
Okay I can see why The Inhale inhale is not instant kill and the power ups are not that strong because of the level up system But I never said it was a problem.

I say that the HUB world shows that the series could be good as a full 3D platformer is because the controls work well and the camera control is good. I knew that you were not making it into a Full 3D platformer and that the HUB world were a clever way from getting from level to level.

Its good to know that you have already improoved the graphics, I'm sorry if I offended you although I was not really comparing the entire game to K64 but the character models to the 64 bit era in general, I think that the levels are beautiful and I loved getting to high parts of the level because I get to see a lot more of it at once and it shows that alot of effort was put into them and I do think that the levels are much better than in K64

And sorry about my poor Grammar I am dyslexic but I do try to improve my grammar.
Sorry for snapping at you; I've been a bit grumpy lately.

In any case, the leveling system will go much higher than just level 10 in the actual game, meaning that once you get farther in, any enemy from a past level will be an instant kill with the inhale. Also, I hope you noticed that the abilities gain more attacks the more you use them.

I'm glad you liked the hub world's controls and camera control, but the fact is that they don't show how the most important parts of any Kirby game - the inhaling and abilities - could be handled. I personally don't see how they could.

The models may feel like 64 because we're trying to keep them relatively low poly in order to prevent slowdown on as many computers as possible, but we have tried to make the models much higher quality than the pretty lazily done models of K64. The biggest reason that people think the game feels like 64, I feel, is just the fact that it is a 2.5D Kirby game, and 64 was the only one made ever.
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