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Author Topic: Sega Brawlers Megamix  (Read 95229 times)

0 Members and 1 Guest are viewing this topic.

Offline Vyck_St.Judas

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #285 on: October 18, 2009, 12:27:03 pm »
thanks kormann! Sir tigol's work looks amazing.
Is there any way he'd be willing to share his edits with us?

actually i was going to try and use the golden axe skeletons as a base to make the centurion from altered beast in the G.A. Style. a short sword and shield just looks right on a roman soldier.
he may still wind up looking too much like axe battler though. 

Offline Kormann

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #286 on: October 18, 2009, 12:53:01 pm »
thanks kormann! Sir tigol's work looks amazing.
Is there any way he'd be willing to share his edits with us?
I just found this project and it's forum when I was searching for eswat sprites, so that's why
I don't know anyone from their forum and I'm not a member from there eihter. =/

Maybe if you talk to him about this openbor project he can give you a hand and then he could also share his work, of course you have to mention about giving him credits as well.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #287 on: October 18, 2009, 08:53:50 pm »
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:
Coolio, can't wait to see what you do.  :)
Awesome stage you got here DJ. Really fits the mood. Never seen that Ristar stage ever
Ever? that was just the third stage.  :oops:
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.
OOOOOHH SNAP! NOOO THEY DIDN'T!! I GOTTA F***'n PLAY THAT!!! :yeah!_1:
Quote
Maybe if you talk to him about this openbor project he can give you a hand and then he could also share his work, of course you have to mention about giving him credits as well.
Maybe, but I'm not Fluent in the language of that Thread. Would Google translator work here?

Offline Kormann

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #288 on: October 18, 2009, 08:59:34 pm »
I speak portuguese, the language of Brazil, so if you want PM me and I'll translate your message.
But I recommend you to ask him if he speaks english so I don't need to translate for you every time :P

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #289 on: October 18, 2009, 09:17:13 pm »
Tru dat, but I need to play that Mugen game first. the only one I play these days is marvel Super Heroes, It's not as broken as the general engine.

EDIT:
Hey, do you know if there's a download of this game or is it still a W.I.P.?
« Last Edit: October 18, 2009, 09:29:07 pm by DJGameFreakTheIguana »

Offline Vyck_St.Judas

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #290 on: October 19, 2009, 07:37:36 am »
i think it's still a work in progress.
he doesn't have it available for download yet.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #291 on: October 29, 2009, 08:49:15 pm »
eh.... Ok then, guess I'll wait.

Ok people, I got some new screens here. all 4 feature 2 of the 8 new chars for the next demo:
Spoiler
Spoiler
Spoiler
Spoiler
« Last Edit: October 30, 2009, 08:15:11 pm by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #292 on: October 30, 2009, 08:15:47 pm »
Here's two new videos. nothing to do with the new guys though, just laggin footage for people to check out:
SpoilerSpoiler

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #293 on: October 31, 2009, 08:03:20 pm »
I decided to post my question in it own thread:
http://lavalit.com:8080/index.php/topic,3871.new.html#new
« Last Edit: October 31, 2009, 10:44:59 pm by DJGameFreakTheIguana »

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #294 on: November 01, 2009, 04:36:15 am »
 Nice shots!
 How do you balance the chars here? Shooter chars surely has range advantage over non shooter ones.

Quote
Is this for gravity or for the grab move?

 Forgot to answer this, the answer is for both.
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 #295 on: November 01, 2009, 06:00:52 pm »
How do you balance the chars here? Shooter chars surely has range advantage over non shooter ones.
Glad you ask, I've been having trouble. so far, each shooter has one attack and will on use it to knock down enemies in range, so far this is the how I set up Earthworm Jim, Vectroman, Fang, and the Dinosaurs. the thing is, for some reason, when I use range on there attack, they don't follow them. for example, Archie(the T-rex with the shades), has a attack with 46 pixel width(third number in attack box) so I set the range based on that, which is 42:
Quote
anim   attack1
   loop   0
   delay   10
   offset   113 114
        range   10  42
   bbox   100 67 26 48
   frame   data/chars/Archie/A-0.gif
   attack   114 91 53 19 15 1 0 0 0 20
   frame   data/chars/Archie/A-1.gif
   attack   122 70 46 39 15 1 0 0 0 20
   frame   data/chars/Archie/A-2.gif

but when someone is in range, he won't do it, instead, he just runs and jumps towards you and shoots in normal range like the other CPUs. I'd show you but I don't have a copy of the updated txt with me. but I set the range to (43 92), which is a three shot freespecial with the third bullet knocking you down, so he wouldn't spam the same shot until you die. but as I said, he won't shoot when in range. this has been a headache for me cause I've spent hours trying to fix this. but it may have something to do with aimove, which I set to ChaseZ.

Offline Vyck_St.Judas

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #296 on: November 01, 2009, 06:33:50 pm »
have you tried setting aggression instead of chase?

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #297 on: November 01, 2009, 07:07:07 pm »
Yeah, All of the CPU versions of the roster have aggression 20 in their headers.

Offline Vyck_St.Judas

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #298 on: November 01, 2009, 09:18:58 pm »
now bear with me as this is just a wild guess. it doesn't even border on hypothesis.
do you have grabdistance set. if so, then whats the range in pixels that they're actually shooting from? they may be defaulting to something else. maybe its dumb but try it out.
stranger bugs have been reported.
And BTW, CV is just short for Castlevania. I've been wanting to change the title of my thread as no one seems to know what the hell it is, and therefore no idea what the visual basis of my mod is.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #299 on: November 01, 2009, 09:24:51 pm »
You could be on to something, after all, the close attack range is based on the width of the attack, and I have range set to 92, this way they won't shoot from from too far back. I actually spawned an entity 92X away from me and it was about half the screen away from me. as for Grabdistance, I don't have one set since they don't grab at all.

And I figured CV stood for Castlevania, but like I said, I don't know to much about it nor am I interested in it, but I look forward to your work. It's the same way I feel about Splatterhouse, not interested in the original but the mods were the bomb. :)

EDIT:
Ok, I got the txt I updated for Archie:
Header:
Spoiler
Quote
name   Archie_B
health   500
mp 150
mprate 5
speed   8
type   Enemy
aimove   chaseZ
icon   data/chars/Archie/iconE.gif

running 18 4 2 1 1
makeinv  4
riseinv  1
gfxshadow 1

palette       data/chars/Archie/Pal


com a2 Freespecial
com a3 Freespecial2
com a4 Freespecial3
jumpmove  3  2
hostile Player npc Enemy
candamage enemy npc Player
aggression 20
animationscript data/scripts/script.c

Attack:
Spoiler
Quote
anim   attack1
   loop   0
   delay   10
   offset   113 114
        range   5  40
   bbox   100 67 26 48
   frame   data/chars/Archie/A-0.gif
   attack   114 91 53 19 15 1 0 0 0 20
        move    3
   frame   data/chars/Archie/A-1.gif
   attack   122 70 46 39 15 1 0 0 0 20
        move    0
   frame   data/chars/Archie/A-2.gif

Shooting anims, DinoS are the bullets they shoot. 1 is the smallest and 3 is the biggest, and only 3 knockes you down:
Spoiler
Quote
anim   attack1
   loop   0
   delay   15
        range   41  82
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS1" 0 0 0
   frame   data/chars/Archie/Idle0.gif
   @cmd   shoot "DinoS1" 0 0 0
   frame   data/chars/Archie/Idle0.gif
   @cmd   shoot "DinoS2" 0 0 0
   frame   data/chars/Archie/Idle0.gif
Spoiler
Quote
anim   attack2
   loop   0
   delay   15
        range   41  82
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS3" 0 0 0
   frame   data/chars/Archie/Idle0.gif
Spoiler
Quote
anim   attack3
   loop   0
   delay   15
        range   41  82
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS2" 0 0 0
   frame   data/chars/Archie/Idle0.gif
   @cmd   shoot "DinoS3" 0 0 0
   frame   data/chars/Archie/Idle0.gif

EDIT2:
These two wont make it in the upcoming release, but they will next time:
Chakan Frames: 100%
Silver Frames: 85%
« Last Edit: November 01, 2009, 09:44:46 pm by DJGameFreakTheIguana »

 



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