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Author Topic: Sega Brawlers Megamix  (Read 95235 times)

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Offline Fightn Words

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #345 on: December 16, 2009, 03:19:35 pm »
Quote
Not brilliant, but had a lot of animations per char.

That's a huge understatement.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #346 on: December 16, 2009, 05:47:42 pm »
Hi, there. This is one hell of a rad game. I read that there's a Contra Hard Corps stage to this. Is there a way I can access it quicker? If not, how do I get to that stage, through story mode or somehow through free for all?
I've already sent you the PM, but for anyone else whose confused, The contra stage isn't in my last demo because I didn't get the 2D stuff set for all the characters. It will be featured in the new demo I'm working on now.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #347 on: December 17, 2009, 05:46:32 pm »
Yo guys, I've been trying to post this for some time but now Imageshack is loading my stuff now. These screen shots will show the Super Jump and Drop attacks that will be used to go up and down platforms in 2D levels.

First is the Super Jump: Pressing the jump button while Ducking will cancel you  into a jump almost 2 times the normal jump height, there may also be attacks:
Spoiler

Next is the Drop attack: Pressing the attack button while ducking cancels you to an attack that causes you to fall down one platform at a time, and most likely hitting anyone under you. You can also do this on the ground(where the Z is set), but there really isn't any need to it unless you wanna get down a platform.
Spoiler
Hope you guys look forward to this. Peace.
X)

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #348 on: December 18, 2009, 09:59:57 pm »
Well the demo I'm working with is almost done, just a few things here and there. I do have one problem I haven't been able to fix.
Spoiler
Quote
Wall  0     400  0  0  315  315 3 63
Wall  510 400  0  0  315  315 3 63
Wall  670 400  0  0  315  315 3 127

The lowest Platform is where the Z axis is set up, the others have walls around them, so there's no need for Super Jumps and drop attacks on this level. All the walls are set up so you can jump on the platforms, but the last one that's highlighted in yellow isn't working. I can jump on top of that platform but for some reason, I can walk through. I've been changing the numbers for days and I either get the same results or it doesn't work at all. I don't know why it's doing this but if anyone can figure it out, please let me know, the txt for the wall is the last wall command highlighted in red . It's becoming a real pain.

Offline ALUCARD2009

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #349 on: December 19, 2009, 10:58:21 am »
 your demo works with an slim psp 5.50 GEN D3,but we must wait 6 mn for the loading of the mod. ;)

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #350 on: December 21, 2009, 12:08:20 am »
 Hmmm.... have you tried this?

Wall  670 400  0  0  315  315 13 127

 Just guessing. I don't understand why either.
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 #351 on: December 22, 2009, 09:45:59 pm »
Thanks Blood, I'll try that later on.

Since I couldn't get the demo to run for the past 2 days, I started editing sprites of a Mid-Boss from Sonic advance 3, Gmel, that I'am going to use in chaotix Rage, as well as SGMB. He's the black robot in this video:
Sonic Advance 3 Final Boss(not EX-Boss Final Zone)

I was going to use his original sheet for one sprite attacks, but I want him to do more than that, some I'm taking another robot from Sonic Battle, Emerl, Who copies the abilities of the rest of the characters in the game:
http://www.tsgk.captainn.net/index.php?p=showgame&t=dt&dt=2004-02-04&ga=78&sec=25

Now I'm editing Emerls sprite for new Gmel moves. Here's what I've got so far:
http://img193.imageshack.us/img193/5622/shotstretch.png
So far they're coming out good.  ;)

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #352 on: January 04, 2010, 01:24:26 am »
 BTW DJ, I assume that you have got the patch for Cosmic Damage. Samus' air shooting is an example of what I said before about using 'type none' for projectiles. You can control the speed just from 'shooter2' command. The sideeffect about this is that horizontal speed doubles so if you set 1 for x speed, the projectile moves at 2 actually.

 Bad news is latest version has bug which break this technique :(.
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 #353 on: January 12, 2010, 01:06:16 am »
I think I have it, but I don't think I've played it yet, the new one anyway. I was too busy with this, lol.

Since the Beta release: http://lavalit.com:8080/index.php/topic,2609.0.html (Second Link posted)
I've gotten to work with the next beta. I haven't done much yet but work on new characters and figure out how to mod faster and I think it's working, but I'll turn my focus on A.I. and Stage portals soon. If you didn't know, my intent for SGMB was for you to pick a stage from portals after all A.I. are beaten, but I never got to that, You'll actually start in a hub or portals as soon you pick your char, when I get to that. Anyway the Characters:

For Joe, I'm working on his Special move, the one from Shinobi three where the dragons come out, and I almost got it, after that, he'll be ready for 2D combat.


Chakan's pretty much done, just need to get him ready for 2D combat as well.


Just so yall know, I'll making more sonic characters after these two guys for my upcoming mods.

X)

Offline DARK HAYABUSA

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #354 on: January 12, 2010, 02:34:40 am »
Updated great DJ! It is incredible how to evolve your game. Just continues to surprise! :laughing:
My strength comes from training not from some curse in my blood.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #355 on: January 12, 2010, 09:36:11 pm »
Thanks for the comment DH.

Now that I've got Chakan and Joe done, I'm gonna concentrate on some other stuff, but I need some help with something. I tried to set the range for one of the A.i. chars to jump over the walls in the Battletoads and double dragon 2D stage, but I just couldn't get the A.i. to jump unless I stepped close enough into it's jump attack range for it to do it:
Quote
anim   jump
   loop   0
        range   0 320
        rangea 30 70
        rangeZ -4 4
   dropframe   2
   delay   5
   offset   122 137
   bbox   115 106 24 34
   frame   data/chars/Spark/Jump-0.gif
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   delay   500
   frame   data/chars/Spark/Jump-0.gif
   delay   15
   bbox   112 106 29 31
   frame   data/chars/Spark/Jump-1.gif
   delay   1
   frame   data/chars/Spark/Jump-2.gif
I saw the default range numbers for it and made the jump range longer, but I'm still getting nothing. Anyone think they know what I should do?

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #356 on: January 13, 2010, 11:55:49 pm »
 Yeah, I was thinking about that but without checkplatform, there's no decent way to tell enemies to jump on their own. And they really need to jump on their own cause they can't wait for opponent to stand close to them.
 That's why the AI I've given you before is not-so-generic simply because they can't deal with higher platforms. Better than nothing though.

 Maybe you can widen 'rangea' to say '30 200'.
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 #357 on: January 14, 2010, 12:21:13 am »
Maybe, and yeah, I should look at your scripts. I didn't include them only because they kept jumping around for no useful reason at all, but I still saved copies of them. I've given all the characters, in the beta, moves just for going up and down platforms, I just need to make them do it now.

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #358 on: January 14, 2010, 12:27:44 am »
Quote
they kept jumping around for no useful reason at all

 That's the flaw of default jump AI. It would be smarter if they measure wall's height before jumping but that would require script.
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 #359 on: January 21, 2010, 10:34:19 pm »
Quote
they kept jumping around for no useful reason at all

 That's the flaw of default jump AI. It would be smarter if they measure wall's height before jumping but that would require script.
I see. I actually read a post from DC about Dev C, so I downloaded, and I'll install later, hopefully i helps me with script so I don't have to come here asking for it all the time.

Any who, I just recorded a new video of the SGMB beta demo. It's just showing two stages as well as the new guys, but the FPS on hypercam is very sucky, and made my video lag a lot, so I'll replace it when I find a better recorder. If you've played my last demo, you don't need to watch this, unless you wanna see Joe and chakan in lagged action:
Spoiler
X)

 



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