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Author Topic: Sega Brawlers Megamix  (Read 95238 times)

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Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #315 on: November 14, 2009, 11:10:02 pm »
 Ah, sorry for not being clear before. My internet connection lags so I can't explain clearer.

 Anyways, the shooter function above has extra parameter to set speed. You can use the spawn function you mentioned in that thread but if you do so, the projectile will be static. With this shooter, you can set speed, allowing you to set how fast it'll fly.

 Example:

 @cmd Shooter "Shot" 20 10 0 2 0 0

 Shot will be spawned 20 pixels in front of entity and 10 pixels above ground and flies at x axis with 2 pixels/centisecond speed.
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 #316 on: November 14, 2009, 11:21:06 pm »
Quote
Anyways, the shooter function above has extra parameter to set speed.
Example:

 @cmd Shooter "Shot" 20 10 0 2 0 0
So with this paremeter, I can also set the speed of the shot to? cool.
Quote
You can use the spawn function you mentioned in that thread but if you do so, the projectile will be static.
What do you mean by "Static", and how's it different from using "Spawnframe", are I just don't use spawn at all.

Another thing, Can I set more than one shooting @cmd per frame, or can I only use one at a time? I'd like to see if I can use this to make "Spreading shots", or 3 or 4 bullets going in different Z directions, like in Contra or Dinosaurs for Hire.

Offline Damon Caskey

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #317 on: November 15, 2009, 09:47:07 am »
You can have multiple instances of "@cmd" per frame. I be live at one time Utunnels said the limit was 8 each, but I'm not sure if that's true anymore.

In any case, there is no practical limit, as you can always use a @script/@end_script tag and then call your function as many times as needed within.

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline maxman

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #318 on: November 15, 2009, 05:13:53 pm »
[off-topic i think] Well, for the script, I don't know if it's limited with 8 or not, as DC mentioned. But all I do know is with non script use in using over 8 characters. I'm not so sure about scripts yet.
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 Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #319 on: November 16, 2009, 11:27:53 pm »
Quote
What do you mean by "Static", and how's it different from using "Spawnframe", are I just don't use spawn at all.

 Sorry for the confusion, it's tough to explain clearly. Static means it doesn't move at all. Notice the 'nomove 1 1' in the header of that projectile text above. That means the projectile is static if it's spawned normally with spawnframe. However, as I said in Wiki, nomove setting can be overriden meaning you can give velocity to projectile. That's why I can add velocity control.
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 #320 on: November 16, 2009, 11:41:23 pm »
Ok, I just wanted to be sure.

Offline Urien71

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #321 on: November 21, 2009, 11:26:50 pm »
How about Tyris Flare from Golden Axe 2, as a character suggestion? The sprites were much cleaner and more interesting in that game, and I don't see a lot of GA representation on the roster. :)

http://sdb.drshnaps.com/sheets/Sega/GoldenAxe/GoldenAxe2/TyrisFlareGA2.gif

Sprites are easy to access from SDB, as well from the above link, but I think there were a few more in game as well.

Just a suggestion.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #322 on: November 22, 2009, 08:16:21 pm »
Tyris Flare from GA2 is in the roster, along with the rest of the playable cast from 2&3. Check my latest demo in the download section.



Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #323 on: December 02, 2009, 10:31:17 pm »
Ok, after the last demo release, I took some time off, mainly messing with emulators and doing some small work in other mods. But for the past few days, I've gotten back to work. In the last updates, I worked on Pain# and 2D features that I haven't finished for the game yet, So now I'm working on them again, along with new stages. here's one of them:
Spoiler
Spoiler
Spoiler
Spoiler

Yes, the platforms are moving. ;)
This new demo will be a small one, it will have 5 2D stages(2 are done) and 4 3D(been meaning to make more stage anyway). It will only feature 8 characters, 7 of them are in the screen shots, and to give you more reason to try this out, the 8th char will be new to the mod. Hopefully, I'll be get this this out in a week at the least, as long as I don't run into anything to delay me, like the walls around the rock(3rd screenshot) that took me hours to get right, setting those up are very confusing. I also plan on ripping backgrounds from Battletoads/Double Dragon: The Ultimate team (that should be a hint on 2 guys I've been wanting to throw in  ;)), not to mention I already ripped a stage from Vectorman. I'll also need to work on the A.I scripts for 2D levels, and I'll try to give characters attacks for jumping higher or jumping down Platforms.

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #324 on: December 03, 2009, 12:30:44 am »
 Great! stages from Sonic is added. Aside of Sonic, which games whose background you are going to use as stages in this mod?
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 #325 on: December 03, 2009, 12:36:32 am »
Quote
I also plan on ripping backgrounds from Battletoads/Double Dragon: The Ultimate team.
not to mention I already ripped a stage from Vectorman.
I Still have the comix zone stage, and the two stage I already finished: stage 1 from contra hard Corps, and The Flying mole stage(I think it's an edit of Flying fortress from Sonic 2). There's also I ristar stage I Want to rip. I'll post shots of those in the future.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #326 on: December 04, 2009, 09:20:23 pm »
Another update. I started this new stage this morning and finished it a few hours ago. Reclaimation Center from Vectorman 2:
Spoiler
Spoiler
« Last Edit: December 07, 2009, 12:53:13 am by DJGameFreakTheIguana »

Offline UKLN5245

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #327 on: December 06, 2009, 08:39:25 pm »
 :laughing:

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #328 on: December 06, 2009, 08:52:44 pm »
:laughing:
What's funny? You'd think someones first post would be a little bigger.  :laughing:
Oh, and welcome to lavalit.  :cheers!:

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #329 on: December 07, 2009, 09:50:19 pm »
Another stage update. Stage 3 of Battletoads and Double Dragon, I had to zoom in to make it bigger.

 



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