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Electra Full Featured
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Topic: Electra Full Featured (Read 944 times)
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renzen
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Electra Full Featured
«
on:
February 06, 2010, 09:12:36 pm »
EDIT: THESE VIDEOS SHOW SLIGHTLY OLDER BUILDS.
GO TO PAGE 2 OF THE THREAD TO DOWNLOAD HER LATEST FILES!
http://www.youtube.com/watch?v=-HR273TtMU8
http://www.youtube.com/watch?v=TRLrNFqs1mE
Here are links to my videos of Electra with a full moveset. I just took the standard sor3 electra sprites that were floating around and hacked them up to create some more moves. Most of the stuff is from Rage of the Streets by Jedicho. I imported some extra sounds from Shiva and Lisa 3(masterderico), AtoV(AlexDC22), and SorXXX2010(relicx), and Final Fight Last Round(MrQ).
Anyway making the moves was a lot of fun! There's a couple of grabs, a run (or hop I guess), running attack, an energy stealing move gut punch (or ballbuster whatever it looks like to you
)), jump attack, dash punch, and my favorite- a biker summon
It's actually coded as a knife. Not in the video are the regular special which is her standard whip shock from the game, and also a move that pulls people in with the whip for close quarters combat. I made her move slow since she has big range. Fun to stand in one place and just handle business:)
I think I'm pretty much done with her, I also made a boss version and an energy version, both of which are waiting to drain massive amount of energy from you if you rush them. These versions not in the video...
Would be more than happy to upload just the character for those of you savvy on porting characters around. Not sure if it's worth releasing a whole mod just for her yet, maybe if some people want to jump in to create a story mode that'd be cool. It all depends on what the people want (and what's legal, lol)
«
Last Edit: February 16, 2010, 09:14:51 am by renzen
»
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Bloodbane
Hero Member
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Posts: 4178
Dark Dragon
Re: Electra Full Featured
«
Reply #1 on:
February 07, 2010, 04:07:37 am »
Nice work on Elektra! Couple moves look bad IMO but the rest are good.
The bad:
- Her running animation is bad. She should just make long leap forward instead of little hops like that
- Her catch n drag attack is too quick. There should be some pause to show the drag process
- Her suplex is bad. As if her hand slipped in the middle of suplex. There's better way to make suplex and it won't trigger hitflash at all like this one
- Her whip attack is inconsistent. Some jolt enemy while the rest don't. You should be consistent about this
The good:
- She has jumpattack and with her whip instead of her leg
- She has complete grabattacks + suplex
- She has riseattack. She could get rid any enemies waiting for her to rise
- Her dash freespecial is cool. She should use this as her runattack animation
IMO she doesn't need to summon biker. She's strong enough to kill every enemies by herself judging from the video.
Also from my judgement, Elektra is long range attacker. She should focus on long range attacks instead of short ones. In SoR3, she likes to jump away from you.
I said this cause with latest OpenBoR, you don't have to make players as Kula Gem clones anymore. You could make new style instead.
Anyway, she's good enough, I'd like to try her
.
Just a suggestion, she could have a long range powerful whip slash which throw enemies to her back or high up.
Quote
Most of the stuff is from
Rage of the Streets by Jedicho
.
Ahem! The author of Rage of the Streets is Axelblazeadam. Dunno if he changed his nickname though.
Quote
I made her move slow since she has big range.
Still quick enough for me. Or you are talking about the unrecorded moves?
Quote
Would be more than happy to upload just the character for those of you savvy on porting characters around.
Well, you could attach her here then.
Outside of Elektra, what's wrong with Ray Zorhand and Donovan? (the former is the guy with claws in case you don't know). Ray slides backward oddly and his 3D slash attack is not accurate. Donovan has same problem with his uppercut.
«
Last Edit: February 07, 2010, 04:18:28 am by Bloodbane
»
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
renzen
Newbie
Offline
Posts: 23
Re: Electra Full Featured
«
Reply #2 on:
February 07, 2010, 08:26:06 am »
Thanks a lot for the feedback! I'll take your advice on the consistent shock thing. I'll look into fixing the short hop as well. The suplex... man I don't know how to fix that. I've read the suplex thread and it looks like I'd need a lot of extra animations for each of the enemies, which is something that's not part of my scope
.
The catch and drag is tricky since it's using grabin which moves at its own pace. I guess you could add some type of pause when it catches, though.
I can't let go of the biker
Making more moves/sounds/edits than I thought I would, will upload a better version later on.
Oh, I downloaded the Rage of the Streets mod from Streets of Rage online which said it was the Jedicho edit. I didn't know I was supposed to trace back to the original releaser, sorry
«
Last Edit: February 07, 2010, 08:30:09 am by renzen
»
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renzen
Newbie
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Posts: 23
Re: Electra Full Featured
«
Reply #3 on:
February 08, 2010, 12:27:19 am »
oh, as for the enemy characters you asked about... part of me thinks that's on purpose. Donovan's uppercut looks pretty cool to me, there are a bunch of characters in the mod that glide around the screen in posing. I didn't do it, it wasn't me. It was like that when I got it. I think.
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Bloodbane
Hero Member
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Posts: 4178
Dark Dragon
Re: Electra Full Featured
«
Reply #4 on:
February 08, 2010, 01:14:12 am »
Quote
Donovan's uppercut looks pretty cool to me, there are a bunch of characters in the mod that glide around the screen in posing. I didn't do it, it wasn't me. It was like that when I got it.
So it was jedicho's edits? makes me wonder how many edits of Rage of the Streets.
Quote
The suplex... man I don't know how to fix that. I've read the suplex thread and it looks like I'd need a lot of extra animations for each of the enemies, which is something that's not part of my scope
The basic idea is simple. It's how to implement it which takes time. The extra animations for each enemies are for other slams or throws.
So where is Elektra? I'm going to try fighting Vehelits with her
.
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
Die_In_Fire
Hero Member
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Posts: 734
avatar by Maxman
Re: Electra Full Featured
«
Reply #5 on:
February 08, 2010, 04:10:15 pm »
I want to try her!!!
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renzen
Newbie
Offline
Posts: 23
Re: Electra Full Featured
«
Reply #6 on:
February 08, 2010, 09:44:36 pm »
Edit: video of version 2 moved to 1st post
Notice how it will improve your gameplay experience if you set up your enemies to show "spain" and shock anims. I made a special hybrid one that has them showing the elec.gif for the first half and the regular pain for the second half.
That jerk Donovan must have had some invincibility frame I didn't know about, but yeah that super in the middle of the video deals heavy damage to the target if all the hits connect (a bit over 80 I think) and an additional 40 to the target and the rest of the screen at the end.
I have since fixed the visual glitch on that super by delaying the call to the sweeping bolts until after electra is airborn. She jumps too late/summons too early in the video, didn't look right.
Yes, that's some KOF King sounds you're hearing. Though I know those originated from some copy of a KOF game, thanks to bigmenace's Ladies of Rage for making it easy to copy and paste them to this mod
I don't know how to fix those bikers who are just sitting there in the mod, I actually had to break the level and eliminate the 'wait' frames so I wouldn't get stuck. But you don't get those problems with the electra files
Still have to do a few more days of playtesting. Upload should come this week
«
Last Edit: February 11, 2010, 08:08:10 pm by renzen
»
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Plombo
Developer
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Posts: 440
Your source for useful modding tools!
Re: Electra Full Featured
«
Reply #7 on:
February 08, 2010, 10:16:37 pm »
Quote from: renzen on February 08, 2010, 09:44:36 pm
I don't know how to fix those bikers who are just sitting there in the mod, I actually had to break the level and eliminate the 'wait' frames so I wouldn't get stuck. But you don't get those problems with the electra files
Update to the newest build. You're using an old version with a bug that made bikers sit still without moving. That bug is fixed in Build 2637 and later.
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Also check out bor2wav and borplay!
renzen
Newbie
Offline
Posts: 23
Re: Electra Full Featured
«
Reply #8 on:
February 08, 2010, 10:48:39 pm »
Quote from: Plombo on February 08, 2010, 10:16:37 pm
Update to the newest build. You're using an old version with a bug that made bikers sit still without moving. That bug is fixed in Build 2637 and later.
Oh ok. I wonder if any of the other updates would have made a big difference for this build...
What's a good method to cancel one sound with another? That noogie taunt sound is long as part of her grabattack, and I'd rather it stop and cancel into the next sound if I do another attack quickly. I tried using empty.wav as a second sound in the animation but it didn't cancel out the first sound (noogie). I thought the documentation said the second sound always cancels the first...
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Bloodbane
Hero Member
Offline
Posts: 4178
Dark Dragon
Re: Electra Full Featured
«
Reply #9 on:
February 09, 2010, 01:22:25 am »
Ah, her special attack is cool. Too bad she only shoots forward. I thought she shoots in 8 direction.
As for animation, I think it would be cooler if she shoots the electric ball by smashing her whip to the ground. The balls are shot out from the spot she smashed. Another way would be, she jumps then she slashed downward and electric balls are shot out from ground she once jumped from.
Hmmm... since when 'unleashed' bike doesn't knock down like in this video?
And can you attach donovan's text? I wonder what's the reason behind his sliding uppercut. I'd like to check his text to find out.
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
nedflandeurse
Sr. Member
Offline
Posts: 311
Re: Electra Full Featured
«
Reply #10 on:
February 09, 2010, 11:14:52 am »
Why not.
Good idea to play with another enemy like "shiva and lisa mod"
But you have to improve some animations.
Good luck
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masterderico
Hero Member
Offline
Posts: 1026
Re: Electra Full Featured
«
Reply #11 on:
February 09, 2010, 02:18:47 pm »
Here you can download all WHIP (kof) sprites, ready to use, with 255 0 255 background ;
http://infinitymugenteam.com/Uploads/KONG/Sprites/KoF2K0/KOF_2K0_Whip_Sprite.7z.zip
You now can do amazing edits for this mod!
Electra + whip = win.
«
Last Edit: February 09, 2010, 02:21:03 pm by masterderico
»
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renzen
Newbie
Offline
Posts: 23
Re: Electra Full Featured
«
Reply #12 on:
February 09, 2010, 06:58:20 pm »
Thanks for the link, masterderico! I agree a fully animated whip would be very impressive.
Edit: Originally attached a broken file. Fixed attachment is on page 2
«
Last Edit: February 11, 2010, 08:07:10 pm by renzen
»
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Bloodbane
Hero Member
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Posts: 4178
Dark Dragon
Re: Electra Full Featured
«
Reply #13 on:
February 10, 2010, 12:57:27 am »
Thanks renzen, I'm getting her right now.
About Donovan, nothing seems wrong in his text. Maybe it's a bug. I mean, there's no move or jumpframe in his attacks yet he move while doing any of those.
ONE DAY LATER:
I can't get her to work. OpenBoR crashed everytime she's loaded. Well, the regular enemy version works but the boss version crashed too.
Anybody got same problem?
I have tried fixing her text but no result
.
Anyways, nice work on Elektra! I'm glad to see more ppl using
knockdowncount
. Her leap back move is good but she shouldn't be using aimove chase in the 1st place IMO.
Her counterattack is cool but I think it's too limiting if she counter just after getting 2 hits.
While fixing her text, I noticed lots of mistakes mostly about placement of
followcond
,
followanim
,
throwframe
and
quakeframe
. These commands are supposed to be placed at the start of animation instead of middle.
And about the 'frame' commands, you should learn to use
jumpframe
to replace
move
command you used. This is one of useful commands. Too bad it's limited to once per animation, just like any frame commands.
«
Last Edit: February 11, 2010, 12:51:02 am by Bloodbane
»
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
renzen
Newbie
Offline
Posts: 23
Re: Electra Full Featured
«
Reply #14 on:
February 11, 2010, 11:09:20 am »
I see, the other was trying to reference files outside the folder. Fixed file is in next post.
Yeah I didn't quite get the usage of followcond, followanim, throwframe and quakeframe at first. Still, it helps during animations to have them right next to the frame that triggers them.
About the countermove for the enemy I guess it depends on the speed of your attacking character- slower attack chains didn't trigger it, ever. I lengthened the escapehits by 1.
Dropping aichase is cool, especially with the above average aggression, so that's done.
Will have to look into jumpframe. Is it smoother than move?
«
Last Edit: February 11, 2010, 08:06:49 pm by renzen
»
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