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Author Topic: RocketViper FinalEdition.  (Read 5703 times)
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Hanzo
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« Reply #30 on: March 16, 2010, 08:56:29 PM »

I tried the latest version of OpenBor and it runs great. Challenging and very fun but I will try to upload it for you on lavalit server.
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volcanic
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« Reply #31 on: March 17, 2010, 03:50:58 AM »

I tried the latest version of OpenBor and it runs great. Challenging and very fun but I will try to upload it for you on lavalit server.
Well.Thank you .I have fixed some color of Terry's frames.I'm going to upload it again.
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« Reply #32 on: March 17, 2010, 11:42:17 PM »

I like it, and it has really cool music! Can you post a soundtrack list, volcanic?

When I finish it, I'll submit a full review.
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Bloodbane
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« Reply #33 on: March 20, 2010, 09:56:48 AM »

 Challenging mod! It's nice to see 3D attacks implemented like this. It's getting boring to see enemies only use 2D attacks. Too bad only certain bosses have these attacks Sad.
 I don't know about your character selections but you modified the ripped ones to make them less cheap. And you do not force certain characters to grab. Good work!
 I can also see that you pick certain enemies from my mod. Makes me wonder why you leave the rest Smiley.

 Couple bugs:
1. Terry sprite is not properly remapped. Aside of his dodge, his power geyser sprite is also not remapped.
 Speaking of remap, you need to do something about icons. Some characters don't have their icon remapped.
2. Maxima's slams are not properly set and there shouldn't be any hitflashes during his slams. Also enemies don't have right pose set. You simply don't know how his grab system works, do you?
3. Some foods give score although player takes them not in full health.
4. Shen attacks out of his range.
5. You didn't set group and wait properly, causing 2nd level to work improperly when players run away from enemies instead.
6. This mod is missing block flash making it unclear if enemy blocks your attack. ATOV doesn't have block flash FYI.
7. Enemies could get stuck outscreen due to offscreen obstacles. You have to be careful with obstacle spawning.
8. Although you rip enemies from other mods, try to fix their bug if they have any. Kyosuke's WALK animation is too fast.

 About #4, it's ok if you want to change how he attacks but watch his offset. I set offset like that cause he is charging forward. And his offsetting is combined with 'moving shadow' technique I used before.

 Movelist is not complete. There are other stuffs which aren't listed in movelist IMO. I think Terry could perform Crack Shoot without pressing Special at the end of his combo.

 The levels are pretty much like this: walk, wait, beat, walk, wait and so on. Boring. Why almost every mod I played are like this?

 I can see that enemies could hit each other. I don't like this considering their stupid AI.
 Hitpause makes certain attacks look powerful but combined with above, it becomes a mess. I mean it's funny to see a blast-hitpaused enemy could kill other enemies who touch him/her.

 The dodge ability is nice but I find it inconsistent. Some characters move up or down but the rest left or right. It's not intuitive you know. The command Up,Up and Down,Down were not set like that without reason.
 Also IMO dodgerising while moving left or right is useless, since enemies could still attack players. This is very contrast to moving up or down which could put player away from enemies.

 Suggestions:
1. You should disable knockdown on player's respawn with 'nodropen'. It's useless to knockdown enemies considering player will be invincible after respawning. Rapp's movement broke and worst, against Zeroko, it invokes his riseattack.
 Speaking of Zeroko, how come there are lots of whirlwind when he's being slammed or grabbed?
2. Although it's more challenging to acquire foods from enemy, you should set more obstacles in levels. Don't treat them as item containers but as obstacles, literally Wink.
3. Don't hesitate to spawn enemies between waits. You have done some but you should do this even more.
4. IMO you shouldn't make Hugo and Andore regular enemy so early. Try wait until at least stage 3. They are challenging enemies but they don't need to be spawned so often.
5. If you think Maxima's Vapor Cannon is too cheap, why don't you give that move MP cost instead? just like Rock's double reppuuken.
6. Senna and Lina could use landframe to smoothen their FALL animation.

 Where did you rip Rapp? in Crime Buster v2.5, he's more responsive than in this mod.

 Sorry if I sound too nitpicky. Overall, this mod is better than most mods I've tried especially mixed mod like this. I could easily find the latter as BoR Clone with more moves but not this mod.
« Last Edit: March 20, 2010, 12:12:00 PM by Bloodbane » Logged

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"The more often enemies attack, the more open they are to counter attacks"
Damon Caskey
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« Reply #34 on: March 20, 2010, 03:50:09 PM »

I tend to agree with Bloodbane. There are a lot of nitpicky things I don't like, but it's not a bad start.

The grappling system needs work, and the characters are very unbalanced. Compared to Terry or the sword girl (can't remember her name), some of the others are outright useless.

There are also a LOT of offsetting issues, and they are inconsistent with each other. Terry looks great.. sword girl is a mess. Maki is overall decent, but she has the single worst example; her sprite moves halfway across the screen when performing a throw.

I could go on, but Bloodbane covered most of it. I do have to say, I find the enemies hitting each other to be amusing and kind of unique. They do need better AI to go with it though... it should be something that the player can take advantage of and actually has an impetus to do to. Right now it's just random.

A story would be nice too... what exactly drove this eclectic mix of wakos to start yet another right roaming rampage? Take a cue from the mod that seemed to inspire you. ATOV wasn't particularly advanced from a technical standpoint, but it had a good storytelling setup.

This is still a good start, and it stands out among the clones. With a little bit of TLC, it could be one of the better mods to play.

DC
« Last Edit: March 20, 2010, 03:52:05 PM by Damon Caskey » Logged

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maxman
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« Reply #35 on: March 20, 2010, 11:32:40 PM »

Quote
The grappling system needs work, and the characters are very unbalanced. Compared to Terry or the sword girl (can't remember her name), some of the others are outright useless.
... Senna. She's from probably... Big Bang Beat.
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Favorite mods from now:
A Tale of Vengeance
Art of Fighting: Beats of Rage Remix III
BurnKingdom
Denjin Makai Zero
Double Dragon Gaiden
Fire Emblem (by NickyP)
Rhythm of Destruction: Street Fighter Edition
Valdivia Ransom (demo)

Whoever doesn't understand text speaks, ask me and I'll translate (for you) to English.

Projects on WIPS (and not):
Dragon Duo (on WIP)
Captain Commando (MVC style, not yet started)
NickyP
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« Reply #36 on: March 21, 2010, 01:57:16 AM »

There are also a LOT of offsetting issues, and they are inconsistent with each other. Terry looks great.. sword girl is a mess. Maki is overall decent, but she has the single worst example; her sprite moves halfway across the screen when performing a throw.

Actually I'm at least half way through the mod and I haven't noticed any offset issues at all... then again, Maki and the half naked guy are the only chars I haven't used yet.
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volcanic
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« Reply #37 on: March 21, 2010, 05:41:42 AM »

Challenging mod! It's nice to see 3D attacks implemented like this. It's getting boring to see enemies only use 2D attacks. Too bad only certain bosses have these attacks Sad.
 I don't know about your character selections but you modified the ripped ones to make them less cheap. And you do not force certain characters to grab. Good work!
 I can also see that you pick certain enemies from my mod. Makes me wonder why you leave the rest Smiley.

 Couple bugs:
.....
Thank you for the bug reports and suggestions in great detail.
First I must admit there're some drawbacks in this MOD and certainly I'll perfect it.
And I also admit I borrowed too many from other MODs including your CrimeBuster.Little by little I'm going to add my own ripped chars such as Zeroko.
This MOD was published in a rush a little without too much test.As a begginer of OpenBor,my purpose to post it here is that I can hear something from the seniors of OpenBor.
But,perhaps,I should post a Wip or Demo first....
-----------------------------------------------------

1. Terry sprite is not properly remapped. Aside of his dodge, his power geyser sprite is also not remapped.
 Speaking of remap, you need to do something about icons. Some characters don't have their icon remapped.

Yes,a dozen of frames of Terry's were ripped in wrong color.I have already fixed this.
------------------------------------------------------
2. Maxima's slams are not properly set and there shouldn't be any hitflashes during his slams. Also enemies don't have right pose set. You simply don't know how his grab system works, do you?

Actually I do.I cann't figure out a better way without adding new fall animations.I should add new sprites for new fall animations of each enemy that's a lot of work.
So I still used my defaut fall animation.Besides the frame counts of the fall animations are not always the same.So it looked strange in Maxima's slam.
I'm going to fix this.
------------------------------------------------------
3. Some foods give score although player takes them not in full health.

The score system is like this:Given score = (hp given by item - your lost item)*50 (if below zero then zero) .And if you're full hp :Given score =hp of items*100
------------------------------------------------------
4. Shen attacks out of his range.

I'll check and fix this.
------------------------------------------------------
5. You didn't set group and wait properly, causing 2nd level to work improperly when players run away from enemies instead.

I'm going to fix this.
------------------------------------------------------
6. This mod is missing block flash making it unclear if enemy blocks your attack. ATOV doesn't have block flash FYI.

You got it right.To be fixed.
------------------------------------------------------
7. Enemies could get stuck outscreen due to offscreen obstacles. You have to be careful with obstacle spawning.

Could you tell me in which level?
------------------------------------------------------
8. Although you rip enemies from other mods, try to fix their bug if they have any. Kyosuke's WALK animation is too fast.

To be fixed..
------------------------------------------------------
Movelist is not complete. There are other stuffs which aren't listed in movelist IMO. I think Terry could perform Crack Shoot without pressing Special at the end of his combo.

Yes,Terry can use pressing forward and up to perform specials in the final of his combo to implement air combos.
------------------------------------------------------
I can see that enemies could hit each other. I don't like this considering their stupid AI.

Yes,some stupid enemies can hurt each other but only a few.I think this could make the MOD more fun and interesting.Players can take advantage of this.
------------------------------------------------------
Hitpause makes certain attacks look powerful but combined with above, it becomes a mess. I mean it's funny to see a blast-hitpaused enemy could kill other enemies who touch him/her.

I really like hit pauses because I like the feeling that the attacks look powerful like Sor2.
------------------------------------------------------
The dodge ability is nice but I find it inconsistent. Some characters move up or down but the rest left or right.
Also IMO dodgerising while moving left or right is useless, since enemies could still attack players. This is very contrast to moving up or down which could put player away from enemies.

Well,to distinguish the abilities of characters I set this deliberately.And I don't think moving left and right are useless. They're very useful in close combats esp in boss battles.
------------------------------------------------------

 Suggestions:
1. You should disable knockdown on player's respawn with 'nodropen'. It's useless to knockdown enemies considering player will be invincible after respawning. Rapp's movement broke and worst, against Zeroko, it invokes his riseattack.
 Speaking of Zeroko, how come there are lots of whirlwind when he's being slammed or grabbed?
 
To avoid infinite air combos considering the wall of her stage,I set her max air combo count to 7 when being attacked in the air.If she is attacked more than 7 times per turn she'll call the wind...Sorry abt that I'll fixed it.
------------------------------------------------------
2. Although it's more challenging to acquire foods from enemy, you should set more obstacles in levels. Don't treat them as item containers but as obstacles, literally Wink.
3. Don't hesitate to spawn enemies between waits. You have done some but you should do this even more.
4. IMO you shouldn't make Hugo and Andore regular enemy so early. Try wait until at least stage 3. They are challenging enemies but they don't need to be spawned so often.
5. If you think Maxima's Vapor Cannon is too cheap, why don't you give that move MP cost instead? just like Rock's double reppuuken.
6. Senna and Lina could use landframe to smoothen their FALL animation.

Thanks again with these suggestions.I took it.

Sorry for my bad English.... Smiley

« Last Edit: March 21, 2010, 05:44:35 AM by volcanic » Logged

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volcanic
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« Reply #38 on: March 21, 2010, 05:48:32 AM »

I tend to agree with Bloodbane. There are a lot of nitpicky things I don't like, but it's not a bad start.

The grappling system needs work, and the characters are very unbalanced. Compared to Terry or the sword girl (can't remember her name), some of the others are outright useless.

There are also a LOT of offsetting issues, and they are inconsistent with each other. Terry looks great.. sword girl is a mess. Maki is overall decent, but she has the single worst example; her sprite moves halfway across the screen when performing a throw.

I could go on, but Bloodbane covered most of it. I do have to say, I find the enemies hitting each other to be amusing and kind of unique. They do need better AI to go with it though... it should be something that the player can take advantage of and actually has an impetus to do to. Right now it's just random.

A story would be nice too... what exactly drove this eclectic mix of wakos to start yet another right roaming rampage? Take a cue from the mod that seemed to inspire you. ATOV wasn't particularly advanced from a technical standpoint, but it had a good storytelling setup.

This is still a good start, and it stands out among the clones. With a little bit of TLC, it could be one of the better mods to play.

DC


Maki's throw has been fixed.But the story really beats me.
Thank you for your post.
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volcanic
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« Reply #39 on: March 21, 2010, 05:52:46 AM »

I like it, and it has really cool music! Can you post a soundtrack list, volcanic?

When I finish it, I'll submit a full review.

Sorry I missed you post.I don't have the soundtrack list because many of them are from my Mugen games and the rest from ATOV.Sorry for that.
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maxman
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« Reply #40 on: March 21, 2010, 08:49:14 AM »

I suggest you fix your mod completely before uploading (if you want to upload to LavaLit in the downloads section. You can complete everything of what Bloodbane and DC suggested). Test it before uploading.
You can put credits if you want.
You're like me, I rushed in uploading mine before. Now, I'm starting from scratch to good colors for my main mod.
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Favorite mods from now:
A Tale of Vengeance
Art of Fighting: Beats of Rage Remix III
BurnKingdom
Denjin Makai Zero
Double Dragon Gaiden
Fire Emblem (by NickyP)
Rhythm of Destruction: Street Fighter Edition
Valdivia Ransom (demo)

Whoever doesn't understand text speaks, ask me and I'll translate (for you) to English.

Projects on WIPS (and not):
Dragon Duo (on WIP)
Captain Commando (MVC style, not yet started)
Bloodbane
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Dark Dragon


« Reply #41 on: March 21, 2010, 10:18:25 AM »

Quote
Actually I do.I cann't figure out a better way without adding new fall animations.I should add new sprites for new fall animations of each enemy that's a lot of work.

 It can't be helped. Every grabbable or slammable characters must use different animation for slammed animation.
 And there shouldn't be any hitflashes during slam.
 Oh whatever way you use, don't forget to seal enemy's special! Enemies with special could break out of slam. Maki once performed slam 'alone' while Eagle breaks free.

 About Maxima's grabwalk, you need to set anim GRABBEDWALK and GRABBEDBACKWALK for every enemy. This will make grabwalking look nicer and Maxima will look strong to lift enemies instead of dragging them.

Quote
7. Enemies could get stuck outscreen due to offscreen obstacles. You have to be careful with obstacle spawning.

Could you tell me in which level?

 3rd stage and 1st level. Couple walks from start.
 Generally you have to make sure obstacle are visible and accessible to players when they are spawned.

Quote
Yes,Terry can use pressing forward and up to perform specials in the final of his combo to implement air combos.

 Thanks! This could spare me from accidentally performing the move.

Quote
The score system is like this:Given score = (hp given by item - your lost item)*50 (if below zero then zero) .And if you're full hp :Given score =hp of items*100

 Interesting!

 BTW I have sprite edited enemy to replace Vanessa by the name Lilis. If you like, I'll share her for you.
« Last Edit: March 24, 2010, 02:05:03 AM by Bloodbane » Logged

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« Reply #42 on: March 24, 2010, 10:03:21 PM »

One of the weirdest mod i've played.

In a side throws some new possibilities for players: special moves during grabs(finally!!!!), enemies hit themselves by mistakes. Also some juggles, always funny to make, well this is not new in the mod ambient though.

On the other side, it seems something unfinished; some character can't even grab! I'm talking about the little girl dressed like Goenitz. Terry lost his aura during burning knuckle(that can't be called "burning" no more..  laughing) and no story or dialogues are in.

If it is a demo, very cool job, if not, it needs improving in my opinion.  Grin
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Best OpenBOR games:
1) Art Of Fighting - Beats Of Rage: Remix III
2) Night Slashers X
3) A Tale Of Vengeance
4) Infection (DEMO!!!)
5) Saint Seiya: Death & Rebirth
6) Captain Commando & the Avengers
7) Vampire Hunter (DEMO!!!)
just like Don that crazy pig from guangzhou China.
ore ga kowaii no ka?
volcanic
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« Reply #43 on: April 06, 2010, 06:01:54 AM »

V3.0 has come!Need your supports!
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Hanzo
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« Reply #44 on: April 06, 2010, 06:21:57 AM »

Nice job volcanic Gonna download this after work.
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