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Author Topic: Sega Brawlers Megamix  (Read 95244 times)

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Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #405 on: March 03, 2010, 11:50:01 pm »
If I remember correctly, those failed loads are sound effects that are missing. I'm pretty sure their not making the game crash, because they haven't before, but you never know, plus it's hard to read that stuff the way it's jumbled up like that.

X)

Offline Plombo

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #406 on: March 03, 2010, 11:53:34 pm »
Well, you're right that those logs show nothing wrong.

Next question: what happens when OpenBOR crashes?  Does it freeze, code dump, or return to the Homebrew Channel?

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #407 on: March 03, 2010, 11:55:41 pm »
As soon as I spawn a character in a 2D stage, most of the time, it's vector, BOR just dumps codes, and resets when I push something on the GC controller. If the code is needed, I'll see if I can crash the game again, and type it up on a notepad to attach later on.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #408 on: March 04, 2010, 03:37:08 am »
1. Sparkster has a three hit combo, his third hit is a small forward jump while swinging his sword, for some reason, when the anim is done, he goes into his jump anim. It may have something to do with the animation script for going into the jump anim by the set frame(animpos), but I don't have it set in his attack, so I don't know what the problem is, and the enemy version of him is stuck in the animation. I'll attach his files for anyone who can help, spark and sparkB.

 You are correct. The script to change to jump animation is the cause of the bug.
 It's true that you don't set that script in the attack animation but the attack animation leaves altitude which is read when Spark returns to IDLE.

 Here's his FREESPECIAL2:

Quote
   
anim   freespecial2
   loop   0
   delay   12
   offset   122 137
   Jumpframe   0 2 1
   bbox   110 106 33 32
   frame   data/chars/Spark/A2-0.gif
   attack3   128 101 31 47 13 0 0 0 0 20
   delay   8
   frame   data/chars/Spark/A2-1.gif
   attack3   129 119 28 29 13 0 0 0 0 20
   offset   122 130
   frame   data/chars/Spark/A2-2.gif

 Sparkster jump in this animation. Unfortunately, he hasn't landed yet when the animation is finished. I could predict this simply by calculating animation delay and compare it to jump delay.
 Total animation delay = 12+8+8 = 28
 Estimated required time from jump til land = jumpheight * 20 = 2*20 = 40
 As you can see Sparkster needs at least 12 centiseconds more to land. Since there aren't enough time, he's still in air.
 To solve this either give more time such as this:

Quote
anim   freespecial2
   loop   0
   delay   12
   offset   122 137
   Jumpframe   0 2 1
   bbox   110 106 33 32
   frame   data/chars/Spark/A2-0.gif
   attack3   128 101 31 47 13 0 0 0 0 20
   delay   8
   frame   data/chars/Spark/A2-1.gif
   attack3   129 119 28 29 13 0 0 0 0 20
   delay   25
   offset   122 130
   frame   data/chars/Spark/A2-2.gif

 or add landframe to ensure sparkster landed before animation ends.

 HTH
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 Brawlers Megamix(Check first post for Char list)
« Reply #409 on: March 04, 2010, 09:22:36 pm »
Thanks Blood, If one of your solutions work, I'll have one problem out of the way. But I still need to figure out what it is that's causing vector to shut donw 2D levels when He joins.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #410 on: March 09, 2010, 12:15:52 am »
Since I still can't figure out why Vector is glitching SBMM Wii gameplay when joining, I figure I'll just get to work on some other stuff. So far, I've got 4 streets of rage related stages set up for battle mode, and started working on Hayate from Shadow dancer, He'll pretty much be an Alternate Joe, but he'll have two Ninjistsu specials like Joe as well:
Spoiler
This is it so far, works still been a bit slow, but I'm keepin' on with it.

X)
« Last Edit: March 09, 2010, 12:19:01 am by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #411 on: March 12, 2010, 04:48:57 pm »
Good News peoples! I fixed both of the bugs that kept messed up SBMM on the wii, and now it runs without shutting off. There's a few corrections I need to make but if there aren't anymore bugs that get in the way, I'm releasing the Wii version tonight!

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #412 on: March 13, 2010, 09:56:01 pm »
Just someone else to expect in SBMM soon:
SpoilerI have a sprite sheet of'em but it's got none of his other abilities on it.

In case you missed it, the new Wii beta demo is uploaded here:
http://lavalit.com:8080/index.php/topic,2609.0.html

Be sure to let me know of any bugs you run into while playing it on the wii, if you have one to even play it on.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #413 on: March 20, 2010, 10:29:31 pm »
Yo folks, I've been playing SBMM myself and found it hard for some the streets of Rage and Golden Axe chars to fight with the rest of the roster, so I've been trying to improve their gameplay more, making them faster with better animations, etc. you can't really tell from the screenshots though, I'm just posting them up for people to see:
Spoiler
Spoiler
Spoiler
Spoiler

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #414 on: March 21, 2010, 09:40:54 am »
 Hmmm... I'm not sure why you say SoR chars are like that but IMO it's because they don't have shoot ability. Most other characters have at least one allowing to attack from safe direction.

 I could suggest one way to solve this. Make them immune to shot's effect. They receive normal damage from shots BUT they won't be knocked down nor put in pain state by shots. This will help them closing in to attack from close range.
 You need to use defense command to make this.
« Last Edit: March 21, 2010, 10:42:20 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 Brawlers Megamix(Check first post for Char list)
« Reply #415 on: March 21, 2010, 03:57:56 pm »
I did think about the issue of projectiles, but then I noticed that the Rick taylors are actually good against them, because they have moves that slide them over, so they're able to close that gab. So I decided this is now I'm going to fix the streets and Ax chars, giving them moves that slide them towards opponents, which, all I have to do is add move commands, but I'm also trying to make the anims better why I'm at it. I've even been adding DropV to some of them to.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #416 on: April 14, 2010, 12:33:09 am »
Yo people, ever since the last time I've posted here, I've got a lot of work done, mostly stage design related. One of the last new features I'm trying to put in is stage selecting, using those modified sonic TVs you may have seen in battle mode from the beta demo. Bloodbane has been giving me pointers, but I think I got something twisted. Anyway here's his qoutes:
Quote
the TVs have bbox of course and player could hit them. They only have one HP so they die on one hit. In their DEATH animation, you run the random entity spawner or to be exact random portal spawner so they drop another portal on their death.
 This is only theory and still need to be tested 1st.
Quote
you could just made a TV spawn specific TV in DEATH animation. You need to make list for this then such as:

 TV A drops TV B
 TV B drops TV C
 and so on...
 finally the last TV drops TV A so the cycle repeats.
 If you have 4 types of TV then you need to have different spawn list for each type.
Quote
use enemy type for the portals so you can hit them.
I can kind of see what he's saying with this, but if I made an enemy who dies in one hit to spawn something else that does the same thing, what will happen to the portals that are there? Also here's how the txt looks like for the TV's:
Spoiler
name   Chaotix_Club(3D)
health   1
facing 1
subtype both
type   Endlevel
branch CR-S2

animationscript data/scripts/script.c


anim idle
   loop   1
   delay   150
   offset   50 93
   bbox  42  0  18  93
   frame   data/chars/Warps/CR2-0.gif
   frame   data/chars/Warps/CR2-1.gif

anim   death
   loop   0
   offset   50 93
   delay   6
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   @cmd   spawn01 "Bridge_2(3D)" 0 0 0
   frame   data/chars/Warps/Pain1.gif

It would just PM Bloodbane again, but it's hard to catch him during afternoon hours, so I'm posting it here.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #417 on: April 15, 2010, 02:35:09 am »
 DJ, I was referring to this portals:
 
http://lavalit.com:8080/index.php/topic,67.msg57674.html#msg57674

 This alternate portals could use enemy type allowing characters to hit them. Hacky I know but might work with your channel changing idea.
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 Brawlers Megamix(Check first post for Char list)
« Reply #418 on: April 15, 2010, 08:51:05 pm »
Oh, I see. So turning that into an enemy will let me hit it, but about spawning a portal, I'm still at a loss about what's going to happen to the portal that there, cause it looks like it'll still be there, unless the death animation can kill it off with the command used to kill off summoned entities?

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #419 on: April 16, 2010, 02:00:25 pm »
 You don't understand it do you?
 The alternate portals work differently than endlevel entities. The former only trigger the effect when it hits player so it should be safe to kill them.

 Maybe I should try it myself buut I don't have many levels for branch. Ah, I'll use my Contra mod.
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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