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Author Topic: Sega Brawlers Megamix  (Read 95214 times)

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Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #165 on: June 23, 2009, 11:31:49 pm »
 :ru_sure:
I must've missed it then. thanks.

EDIT:
Ok people, here's the last of the 4 new comers to the next version!
« Last Edit: June 23, 2009, 11:38:00 pm by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #166 on: June 27, 2009, 10:49:23 pm »

Offline nedflandeurse

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Re: Sega Genesis Mega Brawler
« Reply #167 on: June 28, 2009, 05:46:48 am »
Great!
Really promising release :)

Offline maxman

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Re: Sega Genesis Mega Brawler
« Reply #168 on: June 28, 2009, 06:44:55 am »
I'm skipping watching the video, but I would say I like all the characters you got there, DJ. ;) Oooh I can't wait for the complete one! ;D ;D ;D ;D ;D Anyways, take your time on it. I'll "take" a demo. >:D

Even the stages, I like it too. ;) Keep up, buddy.
Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)
Captain Commando (in progress)
Unelmia: Dreamers' Fate (collaborating with contress/taskmaster) (in progress)

Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #169 on: June 29, 2009, 02:40:24 pm »
ANNOUNCEMENT:
Tails' and Shadow's sprite sheets are incompleate, so either I find some finished sheets or I have to rip them myself. regardless, I'm going to release the new version with new stages for Free for all and Mega Brawl, including the new 2D stage but since I didn't get the script to everyone yet, you may only have a few of the fighters to choose from.

Offline Bloodbane

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Re: Sega Genesis Mega Brawler
« Reply #170 on: July 06, 2009, 02:23:45 am »
Quote
including the new 2D stage but since I didn't get the script to everyone yet, you may only have a few of the fighters to choose from.

 I'm still working on other chars and have done with Espio, Vector and Sketch. Espio and Vector have different AI than ones you have seen. Sketch still use same AI.

 You should try studying the texts I've sent you before so you can set them yourselves without waiting for me.

 BTW I don't think Grinder's sprites are complete so I won't work on him.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #171 on: July 06, 2009, 06:56:15 pm »
Actually Grinders sheet was complete, it was a real small sheet, I even made 1 edit so he could punch and the rest was just blue effects that I recolored from a sheet.
about the AI, I'll look into that soon but I concentrating on getting the script to the players first.

also, the game was put on hold because as I said before, I rented Digital devil saga 2. the only progress I made in the six days of having that game, was getting a few more stages ready for the next demo. and after finally Beating Shinobi 3 the other day, I'm picking back up on getting this done.

X]

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #172 on: July 10, 2009, 08:08:25 pm »
Yo peeps. this is moving a bit slow again. I've been soul searching...... for new sounds to use in my music. I'm hoping to find a good amount of Instruments to use in FL Studio to start my own Music Project, which some tracks will be featured on SGMB other than the one's that are already there.

I have done some work tho, I've finally learned about the setweap and weapnum commands, thanks to Bloodbane's help, and now all the characters can adjust to the 2D levels with ease. also, I've made vs. screens for each stage in free for all, which will show every CPU you will fight and in order they will appear. you will fight through 16 other chars, 8 at a time, and how many players are playing will have no effect on the number of CPU's that will spawn.

I also have some good idea's for Arcade mode, like the Smash Bros. series, but with my own series, and I'll try to add a new set every other, if now all, new demos. Players playing a once will effect the number of CPUs.

no changes to announce about adventure mode. :cheers!:

With that said, I'm heading home to try these VSTs on FL Studio, but before I go, I'd like say that I've found a Mugen site with the characters from the Brutal: Above the Claw characters. expect to see a few of them at some point. ;)

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #173 on: July 19, 2009, 12:11:26 am »
I was doing a lot of thinking a few hours ago. I need to rip sprites for this project, I don't have the time to rip a full sheet of the Genesis games I wanna add, but I hate unfinished sheets. but the only way I'm gonna be able to rip sheets in a timely fashion is to rip the ones I'm actually gonna use, whoever wants to see the sheet complete will have ti finish it themselves. but If i'm playing a game for the hell of it, I'll rip screen shots and send them to whoever wants to put it to the sheet. I've downloaded a bunch of roms today so I don't know what I'm starting with, but I'll post about'em when the time comes.
Sheet's I may start:
Killing Game Show
Mazin Saga
Mega Turrican
Mystical Fighter
Probotector (Different version of Contra Hard Corps)
Rise of the Robots
Skeleton Krew
If any sprite sheets from these games exsits, please let a brotha know.

Also: I had the chance to play a really cool game called Dinosaurs for Hire, I really fun side scrolling shooter, and the sprites for all 3 characters are ripped!!! :cheers!:
Let's Play Dinosaurs for Hire 01 - Ninjas and Dinosaurs

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #174 on: July 19, 2009, 09:13:14 pm »
Quick Question: Can the same animation summon and kill it's last summoned entity at the same time? I need this for Specific moves from Sonic Battle.

Offline MCW

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Re: Sega Genesis Mega Brawler
« Reply #175 on: July 19, 2009, 09:18:17 pm »
Quick Question: Can the same animation summon and kill it's last summoned entity at the same time? I need this for Specific moves from Sonic Battle.

Yes. Summonframe at first frame and unsummonframe at last frame.


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Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #176 on: July 19, 2009, 09:21:51 pm »
What about the other way around? In sonic Battle, if A character used a bomb and had one out already, that bomb would blow up at the moment the same button is pressed. It's a move I was missing in chaotix rage, so I want to bring it to SGMB before I copy the chaotix back to their the original mod.

EDIT:
I might as well post this since I haven't posted any shots in a long time:
Spoiler
« Last Edit: July 19, 2009, 09:23:52 pm by DJGameFreakTheIguana »

Offline MCW

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Re: Sega Genesis Mega Brawler
« Reply #177 on: July 19, 2009, 09:30:09 pm »
Can you show the image or video of the move?


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Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler
« Reply #178 on: July 19, 2009, 09:37:56 pm »
Skip to 3:36, You'll see a bomb go underground, you'll notice it will explode when knuckles jumps in the air and throws it down again. That's the air version of the move but It's still about the same.
Sonic Battle Knuckles tutorial

Offline MCW

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Re: Sega Genesis Mega Brawler
« Reply #179 on: July 19, 2009, 10:19:48 pm »
You can do this by:

Non-script
- You need to join 3 of the explosion together in one image

The first explosion
1- Create an entity for the explosion
2- Input lifespan with exact timing to remove it

The bomb
1- Create an entity for the bomb
2- Use the explosion sprite in the anim attack1

Knuckles
1- Input spawnframe to spawn the explosion at the 1st frame
2- Input tossframe to toss the bomb at the 3rd frame

Script
- You do not need to join 3 of the explosion together in one image

- Check the animationscript of my scripted grabwalk test demo. Try to study about it

- The library.c contain scripts called void shoot and void bomb

The first explosion
1- Create an entity for the explosion
2- Use empty or blank sprite in the anim idle
3- Use the explosion sprite in the anim attack1

The bomb
1- Create an entity for the bomb
2- Use the explosion sprite in the anim attack1

Knuckles
1- Input 3 @cmd bomb at the 1st frame to toss 3 first explosion
2- Input 3 @cmd bomb at the 3rd frame to toss 2 first explosion and 1 bomb

« Last Edit: July 19, 2009, 10:22:18 pm by MCW »


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