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Author Topic: Sega Brawlers Megamix  (Read 95292 times)

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Offline Die_In_Fire

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #360 on: January 21, 2010, 10:45:54 pm »
looks very fun!!

ohh do't know who the starface char is, I think is ristar, but never played a game of him before.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #361 on: January 21, 2010, 11:03:14 pm »
Yeah, that's ristar, he appear in my last SGMB demo before I started the beta demo. If you have a Genesis emulator, you should try it, it's a good game.

X)

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #362 on: January 27, 2010, 09:14:13 pm »
Yo Folks!
After that last demo, I've finally gotten to work on the stage branch portals(I call them warp screens). I figured how to get them to work, and I already have all the stages branch together for endless play, unless you quite, which was my intention for this mod long ago. The Portals will spawn after all A.I. chars are dead, and that is where my two problems are.

1. I've got the Entities set up in groups like so:

Quote
group 8 8
at 0

*Entities*

group 100 100
at 0

group 4 4
at 0

*Portals*
^This is just a quick txt of what it looks like, this isn't the actual level file.

For some reason, the portals are still Spawning while the first group is still in screen. So did I mess on this somehow?

2. I just found this out while working on the last demo, but OpenBOR spawns entities according to where you are on the screen, making the portals spawn away from where I'm trying to place them. Here's the screen shot of the stage setup in OBeitor:
Spoiler
That's exactly where I want the portals to spawn, but they're not, so how can I get them to spawn where I'm setting them after all A.I. are gone.

Other then these two, Everything else is going quite well, like Hayate Musashi(Shadow Dancer), with all of his frames done and ready for modding, and E-102 Chaos gamma(Sonic Battle), who I am modding:
Spoiler

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #363 on: January 28, 2010, 12:26:08 am »
 Cool portals! They surely fits this mod! :cheers!:

Quote
For some reason, the portals are still Spawning while the first group is still in screen. So did I mess on this somehow?

 Yes, you should set it like this:

Quote
group 1 8   # <--- set minimum to 1
at 0

*Entities*

group 100 100
at 0

#group 4 4  <---- If they are nothing else to be spawned after the 1st group, these grouping could
#at 0                  be omitted

*Portals*

Quote
so how can I get them to spawn where I'm setting them after all A.I. are gone.

 Hmmm... I know the problem, that's why I have made spawner which spawns the portals AFTER every enemies are defeated. Buuut I think there's another way to solve this with spawnscript. Give me time to make it.
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 #364 on: January 28, 2010, 12:41:27 am »
Cool portals! They surely fits this mod! :cheers!:
Thanks! BTW, did you notice they're the same Screens you break in the old sonic games for power ups? I just made them bigger.

Quote
Quote
For some reason, the portals are still Spawning while the first group is still in screen. So did I mess on this somehow?

 Yes, you should set it like this:

Quote
group 1 8   # <--- set minimum to 1
at 0

*Entities*

group 100 100
at 0

#group 4 4  <---- If they are nothing else to be spawned after the 1st group, these grouping could
#at 0                  be omitted

*Portals*
The thing is, I want enemies to spawn in as soon as another dies, and there are 8 on screen from the start, with four more coming in on each death. Doesn't setting the group to "1 8" stop enemies from spawning until all of the first one's are gone?


Quote
Quote
Quote
so how can I get them to spawn where I'm setting them after all A.I. are gone.

 Hmmm... I know the problem, that's why I have made spawner which spawns the portals AFTER every enemies are defeated. Buuut I think there's another way to solve this with spawnscript. Give me time to make it.
[/quote]
Ok, thanks man!  :cheers!:

Offline Die_In_Fire

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #365 on: January 28, 2010, 12:44:25 am »
Quote
so how can I get them to spawn where I'm setting them after all A.I. are gone.

 Hmmm... I know the problem, that's why I have made spawner which spawns the portals AFTER every enemies are defeated. Buuut I think there's another way to solve this with spawnscript. Give me time to make it.

Robovine did that on River City Rage, but I don't know if he used script.

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #366 on: January 28, 2010, 12:52:27 am »
Quote
did you notice they're the same Screens you break in the old sonic games for power ups? I just made them bigger.

 Oh, I thought you edited Shinobi 3's mission screen for the portals. Should have noticed the 'feet' of the portals.
Quote
The thing is, I want enemies to spawn in as soon as another dies, and there are 8 on screen from the start, with four more coming in on each death. Doesn't setting the group to "1 8" stop enemies from spawning until all of the first one's are gone?

 Oh if that's the case, use this:
Quote
group 8 8
at 0

*Entities*

group 1 1  #<---- added this group to prevent the next group from being activated until all enemies are defeated
at      0

group 100 100
at 0

#group 4 4  <---- If they are nothing else to be spawned after the 1st group, these grouping could
#at 0                  be omitted

*Portals*

 I use that 'group 1 1' alot in my mod. Very useful to seperate enemy groups or any spawn groups actually. I have posted that trick somewhere. Maybe it was buried in BoRRev forums.

 Oh yes about the spawnscript, it's done, check the attachment below. Put the script in scripts folder.

 Here's an example on how to use this spawnscript:
Quote
spawn   portal
spawnscript data/scripts/noscpos.c
coords   25 155  #<--- This coordinate defines the exact location of the portal measured from leftmost edge
at   0

 This spawnscript removes the scroll effect and replacing them back in their defined coordinate.

 HTH
« Last Edit: February 01, 2010, 03:40:19 am by Bloodbane »
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 #367 on: January 28, 2010, 01:06:17 am »
Bloodbane, your life saver homie! :cheers!:
BTW, speaking of scripts, I read a thread where DC mentioned the program called Dev C, used to edit .C files, and I downloaded on my Flash drive. If you know about it, you think you can give me some pointers some time? I still have two important scripts I need. Changing entity's header commands like hostile and candamage, and I need a spawnable menu for changing music, and I'm hoping Dev C can help with that.

X)

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #368 on: January 28, 2010, 01:36:31 am »
 I don't have Dev C, sorry. I simply use notepad to edit .c files.
 Changing 'candamage' should be simple, dunno if hostile is changeable though.
 For making menu, I don't know how. Maybe Orochi_X could help you.

Quote
Robovine did that on River City Rage, but I don't know if he used script.

 IIRC, the branch entities in that demo is active on the start of level allowing players to access them  before defeating all enemies or clearing level.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Plombo

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #369 on: January 28, 2010, 01:52:56 am »
I use either Notepad++ or SciTE to edit scripts.  A full-blown IDE like Dev C is major overkill for OpenBOR script in my opinion because it contains a compiler and other superfluous stuff.

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #370 on: January 28, 2010, 08:41:00 pm »
Thanks for letting me know that before I installed Dev C, Plombo. Since I have time, I'll go download one of those and see what my scripts look like on them.

EDIT:
I applied the spawn script to the portals last night and they work just fine now. But what I don't get is, I've always used "group 100 100" to seperate groups, and I'm wondering why that doesn't work now, and I have to use "1 1"?

X)
« Last Edit: January 28, 2010, 08:45:20 pm by DJGameFreakTheIguana »

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #371 on: January 29, 2010, 02:00:06 am »
 group 100 100 is to disable the previous grouping. group 1 1 is mainly for seperating groups.

 What do you mean with 'that doesn't work now?
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 #372 on: January 29, 2010, 02:05:01 am »
Quote
What do you mean with 'that doesn't work now?
Because in the past, when I've first started modding till now, I've always used 100's to stop the groups, but now that I think about it, I never actually separated groups, I just disabled them, and in this case didn't work, so that was just an error on my part.

X)

Offline DJGameFreakTheIguana

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #373 on: February 01, 2010, 12:54:08 am »
Yo people, I just did a rough design of one of the adventure stages for the next demo. It's my first full 2D stage design so let me know what you think:
http://img442.imageshack.us/img442/3826/panal.png

The BG sprites were taking from Sonic advance 3's, Route99 stage.

EDIT:
I forgot to mention this is act2 of the first stage for Project Sonic rage, called Escape square, the name is a combo of City Square and City Escape, the first stages from sonic Adventure 1 and 2, and since I'm posted that last panel, I'll go ahead and post this panal for act1:
http://img6.imageshack.us/img6/3826/panal.png

The panel ground were tile rips from City Escape I got from Dark Hayabusa, and the Buildings came from a custom sheet of City square.



X)
« Last Edit: February 01, 2010, 01:06:35 am by DJGameFreakTheIguana »

Offline Bloodbane

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Re: Sega Genesis Mega Brawler(Check first post for Char list)
« Reply #374 on: February 01, 2010, 02:56:51 am »
 Ah, the act2 panel looks nice. It looks simple, with just simple platform setting. I assume the main ground is flat meaning the metal bars are just decorations? I mean if they have platform set and have to be jumped over, I can imagine it would be unpleasant to jump over small gaps.

Quote
The panel ground were tile rips from City Escape I got from Dark Hayabusa, and the Buildings came from a custom sheet of City square.

 The buildings look odd. The white lines on the road are too big.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

 



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