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Author Topic: Sega Brawlers Megamix  (Read 95256 times)

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Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #270 on: October 09, 2009, 03:27:34 am »
 I've seen the video and I understand your request. Using bind script is correct but you need to use attack and followups. In ristar's grab freespecial, set followup. In that follow animation, you set the bind scripts, damage script etc.

Quote
He jump in the air then zooms through the screen. is there a way I can get him to stay in the air during the animation and drop when it reaches a certain frame?

 Yes, with script but instead of subject to gravity, use 'antigravity' instead. Set this to 1 to make Ristar unable to fall. Don't forget to reset this to 0 or Ristar will never fall.
 Hmmm... you might need to use this too for Ristar's headbutt above.
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(Check first post for Char list)
« Reply #271 on: October 09, 2009, 11:36:15 pm »
Ok, I'll look at the script some more later (Made my own copy of it on my USB). But I don't think I'll need antigravity for the headbutt, I use the exact animation in the special, right before Ristar does his dash across the screen.

Also, I got a new screenshot, Planet Scorch from Ristar. Check it.

EDIT:
Oh yeah, here's the text:
Code: [Select]
anim special
loop 0
delay 5
offset 122 112
Jumpframe 0 2.5
Move -5
frame data/chars/Ristar/SP-0.gif
frame data/chars/Ristar/SP-1.gif
frame data/chars/Ristar/SP-2.gif
frame data/chars/Ristar/SP-3.gif
frame data/chars/Ristar/SP-4.gif
frame data/chars/Ristar/SP-5.gif
frame data/chars/Ristar/SP-6.gif
delay 3
move 12
        @cmd    shoot "SPFX" 20 0 0
Blast 95 87 55 24 20 0 0 0 0 20
@cmd changeentityproperty getlocalvar("self") "Subject_to_antigravity" 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
@cmd changeentityproperty getlocalvar("self") "Subject_to_antigravity" 1
Blast 0
frame data/chars/Ristar/JumpA-0.gif

I'm using the script you gave me for Cosmic damage as a summon command for Effects, but has nothing to do with the gravity thing I'm Posting about.  :)

Also, the method I just Posted caused BOR to crash.  :eyebrow_action:
« Last Edit: October 10, 2009, 12:16:38 am by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #272 on: October 12, 2009, 09:02:35 pm »
I was going to post this in the "Where is everyone" thread, but I have enough here for a small update

Other than Ripping the gun shots from Gunstar Super Heroes, I also ripped some fire sprites from that stage I posted from ristar for traps, Man that new Gens Emulator is the bomb! I'd rip the first stage of Earthworm Jim 1 & 2 but I need to study Bloodbane's A.I. Script before I can construct more 2D stages. I've got the frames for Lorenzo, Reese, Fang and Socket 100% done(Check the char list to see'em if you don't know'em), yet none but Reese has been worked on for modding yet. I've also Edited a new Idle for Socket and a freespecial. Socket only has one Kicking animation and it's his only move, but I'm gonna make it work.  ;)
I'll try to post some GIFs later on while I watch WWE(which is about to start now).

EDIT:
Ok, here's a GIF of one of fang's moves, and 2 GIFs of Socket:

Spoiler
Idle
Spoiler
FreeSpacial
Spoiler
FreeSpacial

« Last Edit: October 13, 2009, 12:04:36 am by DJGameFreakTheIguana »

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #273 on: October 13, 2009, 02:07:10 am »
Quote
Ok, I'll look at the script some more later (Made my own copy of it on my USB). But I don't think I'll need antigravity for the headbutt,

 No DJ, you really need to use antigravity in Ristar's headbutt. You could see clearly that he doesn't fall while headbutting enemy.

Quote
but I need to study Bloodbane's A.I. Script before I can construct more 2D stages.

 Well, I'm ready to explain if you need me.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Kormann

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #274 on: October 13, 2009, 05:47:15 pm »
...Man that new Gens Emulator is the bomb!

Where is GENS official site now? I went to www.gens.ws and to gens.consolemul.com and it was offline. :(

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #275 on: October 13, 2009, 07:50:35 pm »
DC said it was Ok for me to link to Emulators, so here it goes:
http://www.emuhq.com/emulators/console/genesis/gensgs/news/2009/07/30/10533

Scroll down to find it.

Quote
No DJ, you really need to use antigravity in Ristar's headbutt. You could see clearly that he doesn't fall while headbutting enemy.
I don't think I'll need it for the ground attack, but I Think I will need that if I decide to make as a freespecial in the air. but then how can I get Ristar to stay airborne during that Animation I posted?

Offline ryomaneo

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #276 on: October 14, 2009, 03:05:50 am »
new charecter list suggestion

dynamite dux
kid chamelion
shadow dancer
ex mutants
toxic crusaders
turtles tournament
castlevania
aero acrobat
contra
dyanmite headdy
El viento
general chaos
light crusader
landstalker the treasures of kingcole
megaman
mega turrican
wonderboy 3
ranger x
rocket knight adventures
target earth
cyborg justice
wonder boy v
valis
strider
decap attack
eswat
cool spot
« Last Edit: October 14, 2009, 03:13:13 am by ryomaneo »

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #277 on: October 14, 2009, 06:40:48 pm »
new charecter list suggestion

dynamite dux - (He might just work)
kid chamelion - (He might work, I'm trying to figure out how he would fight)
shadow dancer - (I already plan on adding him)
ex mutants - (Will need to rip the sprites)
toxic crusaders - (I need to play this myself first)
turtles tournament - (The turtles don't belong to sega, but I'll think about'em)
castlevania - (Yep)
aero acrobat - (He doesn't have a lot of sprites, I'll need to think)
contra - (Working on them now. Probotector to)
dyanmite headdy - (Yep, adding him)
El viento - ( Same chick here: http://www.spriters-resource.com/other_systems/annetfutatabi/sheet/25442 and yes, she's in)
general chaos - (I played this before, it was pretty good, they may work)
light crusader (Maybe)
landstalker the treasures of kingcole - (Maybe)
megaman - (non sega char, plus he's had many more games since the genesis era. If I decide to bring in more guests, I'll think about him)
mega turrican - (Hell yeah)
wonderboy 3 - (Maybe)
ranger x - (He might make it)
rocket knight adventures - (I planed on adding him a long time ago)
target earth - (this may work)
cyborg justice - (I'll need ti rip the sprites)
wonder boy v - (if it's like 3, then maybe)
valis - (This may work)
strider - (He hasn't had too many games outside of the Capcom vs games. I'll think about him)
decap attack - (He might work, I dunno)
eswat - (maybe)
cool spot - (lol, I just may add him for the hell of it, if his sprites right)

Thanks for your suggestions man.  ;)

Edit:
Expect to see Enemies and Backgrounds from this:
http://www.spriters-resource.com/snes/earthworm/index.html
« Last Edit: October 14, 2009, 07:14:22 pm by DJGameFreakTheIguana »

Offline Vyck_St.Judas

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #278 on: October 15, 2009, 01:35:51 am »
i was working on the centurion for play on the golden axe genesis mod, i figured maybe you'd like to see what i was doing. he's still buggy and no transformations yet. i would have sent him in a PM but i can't add attachments there.

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #279 on: October 17, 2009, 02:10:32 am »
Quote
but I Think I will need that if I decide to make as a freespecial in the air. but then how can I get Ristar to stay airborne during that Animation I posted?

 Well, like I said before, use antigravity.

Quote
anim jumpattack3
   delay   1
   offset  35 95
   bbox   23 8 34 53
   frame   data/chars/ralf/jumpA01.gif
   delay   7
        @cmd    stop
        @cmd    degravity 1
   frame   data/chars/ralf/jumpA01.gif
   frame   data/chars/ralf/jumpA02.gif
        delay   8
        offset   40 129
   bbox   45 64 49 39
        @cmd    degravity 0
        @cmd    dasher 4 -4 0
        sound   data/chars/ralf/dive.wav
   frame   data/chars/ralf/jumpA03.gif
        delay   100
   shock   61 81 46 48 20 1
        forcedirection -1
        dropv   3.5 1.5 0
   bbox   41 55 52 46
   frame   data/chars/ralf/jumpA04.gif

 If you pay attention, Ralf in Crime Buster v2.5, pauses briefly in air before he dives. I set antigravity to 100% before he dives and deactivate it (antigravity to 0) when he dives.

 Here's the function:
Quote
void degravity(int Ratio)
{// Changes antigravity effect
    void self = getlocalvar("self");
    changeentityproperty(self, "antigravity", Ratio);
}

 However, since Ralf is not invincible in this animation, it's possible that he got hit before his antigravity is reset. To solve this, either reset antigravity manually in every FALL animation or just use takedamagescript and reset it there.

Quote
@cmd   changeentityproperty getlocalvar("self") "Subject_to_antigravity" 0

 Hey, I just noticed! there's no 'subject_to_ antigravity'!
 It should be like this:

Quote
@cmd   changeentityproperty getlocalvar("self") "antigravity" 1
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Orochi_X

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #280 on: October 17, 2009, 03:25:02 am »
Using antigravity like that is kind of redundant now.

Code: [Select]

@script
if(frame == 3){
void self = getlocalvar("self");
changeentityproperty(self, "tosstime", getentityproperty(self, "tosstime") + 32);
}
@end_script



Using tosstime is much more simple. You don't have to reset anything and you don't need extra scripts for when you get hit whilst using antigravity.  Change the 32 to match the length of the delays in that section of the animation.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #281 on: October 17, 2009, 11:27:45 pm »
Don't think it came out right, He still came down:
Code: [Select]
anim special
loop 0
delay 5
offset 122 112
Jumpframe 0 2.5
Move -5
@script
if(frame == 7){
void self = getlocalvar("self");
changeentityproperty(self, "tosstime", getentityproperty(self, "tosstime") + 5);
}
@end_script
frame data/chars/Ristar/SP-0.gif
frame data/chars/Ristar/SP-1.gif
frame data/chars/Ristar/SP-2.gif
frame data/chars/Ristar/SP-3.gif
frame data/chars/Ristar/SP-4.gif
frame data/chars/Ristar/SP-5.gif
frame data/chars/Ristar/SP-6.gif
delay 3
move 12
        @cmd    shoot "SPFX" 20 0 0
Blast 95 87 55 24 20 0 0 0 0 20
# @cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
# @cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 1
Blast 0
frame data/chars/Ristar/JumpA-0.gif
Is this for gravity or for the grab move?

@Vyck_St.Judas
Whoa! nice sprites son! are you gonna have him turn into the were animals as different moves? I was gonna have each animal in the game as it's own characters, but this may be even better. May I ask that you do these edits with Cent's second form? where his shirt is ripped but he has boots on. I'd like to have him as the main char rather than his other two forms.
« Last Edit: October 17, 2009, 11:37:00 pm by DJGameFreakTheIguana »

Offline Vyck_St.Judas

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #282 on: October 18, 2009, 03:19:42 am »
I'll get right on it.
I may wind up changing a few things. actually I may be able to go one better... :yeah!_1:

Offline bozeefus

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #283 on: October 18, 2009, 11:05:22 am »
Awesome stage you got here DJ. Really fits the mood. Never seen that Ristar stage ever
http://theostlobby.net/lobby/index.php

Welcome to TheOSTLobby, delivering nostalgia since 2010. We have moved to a new server, and stayed at an old home, we hope you enjoy your stay!

Offline Kormann

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #284 on: October 18, 2009, 11:10:53 am »
I'll get right on it.
I may wind up changing a few things. actually I may be able to go one better... :yeah!_1:
If you are looking to add more moves to Centurion take a look into this topic here. The guys from mugen are doing a great job there with Sega Mugen Project. Here is one of many examples spread in that topic.

Wanna more Altered beast sprite sheets? Link#1 / Link#2

 ;)

EDIT: Hey guys I found an interesting site that has full stages ripped in pngs/gifs from many console systems. Take a look at http://vgmaps.com/ if you want make your life a little easier when creating background stages. Good luck!
« Last Edit: October 18, 2009, 11:21:32 am by Kormann »

 



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