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Author Topic: Sega Brawlers Megamix  (Read 95258 times)

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Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #420 on: April 16, 2010, 06:25:37 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.
Well, you could just use my Beta demo for testing, since it uses branches and portals, and I'll try giving it a shot myself soon.

For the thread, I've done a little more work with all the stages, and added a few new ones to. four streets of rage stages and 1 sonic 3 stage. I've also been getting work done for guardian heroes, both the Saturn and the advance games. I've ripped magic effects from the advance game, and got most of the frame work done for one of the main heroes:
http://sdb.drshnaps.com/display.php?object=2295

For the Saturn version, I've found a few Mugen characters of the heroes, and got sprites for Randy, and combined them with what Burnking had in his warpath mod:
(Randy is the kid in the white rob with a staff)
Spoiler
X)

Offline stevie.forever

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #421 on: April 16, 2010, 06:45:22 pm »
hey DJGameFreakTheIguana do you know any good web sites i can get golden axe sprites from?

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #422 on: April 16, 2010, 07:08:11 pm »
hey DJGameFreakTheIguana do you know any good web sites i can get golden axe sprites from?
You can google for Spriters resource, or Sprite Database, but I don't know about enemies and all. If you want, I can send an open Copy of The golden Axe genesis remake through Email, since it's not here. It's got just about everything in it.

X)

Offline stevie.forever

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #423 on: April 17, 2010, 05:15:28 pm »
hey DJGameFreakTheIguana do you know any good web sites i can get golden axe sprites from?
You can google for Spriters resource, or Sprite Database, but I don't know about enemies and all. If you want, I can send an open Copy of The golden Axe genesis remake through Email, since it's not here. It's got just about everything in it.

X)
i sent you an message to your profile  :)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #424 on: April 17, 2010, 09:25:02 pm »
Good news people, I got the TV changing trick to work, thanks to Bloodbane. I was gonna post how it works but it seems I didn't copy the latest update on the txt file, so I'll have to go back home and get it. But now that this is done, I can get the rest of the TV's done, fix a few things, and the new demo could be out soon, maybe in less of a week, but because of past events, I'm not making promises.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #425 on: April 18, 2010, 07:40:14 pm »
Ok, Here's the stage select trick Blodbane helped me with:
Spoiler
Quote
name   Bridge_2(3D)
nomove      1
type       Enemy
nolife     1
score      0 -1
candamage     player
health   1000
facing 1
falldie    1
cantgrab 1
nodieblink 2


animationscript data/scripts/script.c

anim idle
   loop   1
   delay   150
        followanim 1
        followcond 1
   offset   50 93
          attack   42  0  18  93 0 0 1 1
           noreflect   1
   bbox  42  0  18  93
           hitfx   data/sounds/silent.wav
   frame   data/chars/Warps/SOR3-0.gif
   frame   data/chars/Warps/SOR3-1.gif

anim follow1
   delay   1
   offset   50 93
          hitfx   data/sounds/silent.wav
   frame   data/chars/Warps/SOR3-0.gif
        @cmd    jumptobranch "Brawl4" 1
   delay   150
   frame   data/chars/Warps/SOR3-0.gif
   frame   data/chars/Warps/SOR3-1.gif

anim   Pain
   loop   0
   offset   50 93
   delay   4
   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
   @cmd   spawn01 "Factory(3D)" 0 0 0
   frame   data/chars/Warps/Pain0.gif
        @cmd killentity getlocalvar("self")
   frame   data/chars/Warps/Pain1.gif
If you can't tell by the txt, the entity uses the same branch trick BloodB posted in his tutorial, except that this entity is an enemy, and can take damage from attacks, and when it does, it will spawn a new entity in the animation before dieing off, which will cycle through each entity that branch to the specific battle modes, and like in the tutorial, the entity attacks one you walk into the attackbox, which will go into another animation that uses a script command to branch player that walk into it.

I've been giving this some more thought and came up with an idea to make a real stage selecting menu, except the player(s) will be turned into a cursor, which will use different buttons to go to the next or previous portal entity using pain and attack#, and another button that will use a pain# with the branch cmd. I may test it someday.  ;)

EDIT:
Since this is a new page, I'll post a few shots from my tests. I wanna have at least a few on every page:



X)
« Last Edit: April 18, 2010, 08:23:41 pm by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #426 on: April 18, 2010, 11:51:22 pm »
Dev news folks. While surfing through this forum, I finished the frame work for Emerl. I put some GIFs for yall to see:
http://img441.imageshack.us/img441/8568/emerlspecial.gif
http://img44.imageshack.us/img44/5859/emerlrun.gif
http://img171.imageshack.us/img171/5638/emerlcombo.gif
He wont be in the upcoming demo, but expect him in after it.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #427 on: April 20, 2010, 07:15:27 pm »
 Ah, nice! we have different battlegrounds from each character's world :). BTW are you hacking Splatterhouse mod? The last shot of the 5 shows Vectorman fighting zombies.
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 #428 on: April 20, 2010, 07:43:15 pm »
Ah, nice! we have different battlegrounds from each character's world :). BTW are you hacking Splatterhouse mod? The last shot of the 5 shows Vectorman fighting zombies.
Dude, I hacked splatterhouse a long time ago, how do you think the 4 Rick Taylors got in?  :laughing:
EDIT:
Dev news folks: Most of the major stuff I wanted to add to SBMM is now finished. Before I release the mod, I'm gonna take the rest of these week to make some tweeks for some of the characters, and I still have to test it on the wii, but if all goes well, the new demo will be released this weekend.
 :boxing:

X)
« Last Edit: April 20, 2010, 09:31:33 pm by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #429 on: June 10, 2010, 11:39:02 pm »
Yo guys, I took a small break from demon's hand and went back to the SBMM beta, and here's some shots from the new development:

These first two shots show off two new charaters: Silver from the sonic series, and Saul from wolfchild. Silver uses a lot of effects, his attack animations don't even do damage, it's the split second waves he shoots out of his hands using the cancel combo trick, and he also uses hid powers to move objects from the back of the screen that fly across the stage. Saul has a three hit combo, but his main focus is shooting. He has a normal, multi-hit, chase, 3-way, and big blast shot. I also edited new sprites for jump attacks and pain.


This shot is from a new stage, mushroom hill from sonic three and knuckles. The first 3D stage I made with walled platforms. I'm surprised that the enemies will actually jump up them to chase you, cause they don't on the 2D level.



This is just a test. You know how in BWWD's battletoads mod, where the toads' grabdown attacks may enemies lie down while being hit? He used the burn commands for that, but I'me adding it for my mod, and made it attack and pain 4. Rash as been updated on it, and so has sonic.



A mix of a panal and BG from SORXXX. I did this because I got this hip-hop mixtape, and there's a track on it called "Subway surfing" by Talib Kweli and Rakim, and I lately got the idea to make a stage based on it, and the song will play on this level. You can also see I added axel to the beta demo, because it's purpose was to update all the characters I have in the main demo with the new animations and 2D gameplay. I also plan on add a Golden Axe 3 stage for adventure and battle mode.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #430 on: June 11, 2010, 03:06:21 am »
 They look good. You should show more shots from Silver and Saul to show their abilities.

 The subway stage looks weird. The background looks too small compared to scaled subway train. About the latter, you should use original size and fit z settings with it.

Quote
I'm surprised that the enemies will actually jump up them to chase you, cause they don't on the 2D level.

 That's funny.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline esn23

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #431 on: June 11, 2010, 03:23:01 pm »
why not add valis if you havnt already?

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #432 on: June 11, 2010, 08:22:34 pm »
They look good. You should show more shots from Silver and Saul to show their abilities.
Once I get back to work, I'll try to remember that, but it's easier to understand through video, once I get my stuff copied to this HD.

Quote
The subway stage looks weird. The background looks too small compared to scaled subway train. About the latter, you should use original size and fit z settings with it.
Your right, but I'd rather it looked weird, and I wanted to be able to give players a background they can see.

Quote
Quote
I'm surprised that the enemies will actually jump up them to chase you, cause they don't on the 2D level.

 That's funny.
lol, yes it is. They will only jump when I'm in jump attack range ont he 2D level, but on Mushroom hill, they actually use their jump animation to clear the wall, the even jump on a Z axis to.  :laughing:

why not add valis if you havnt already?
I haven't, and I didn't like the game very much, but she at least appeared on a Sega console though, but she's gonna need some type of magic efx or projectiles with that sword, but I'll come up with something when I get to her.  ;)

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #433 on: June 13, 2010, 12:51:48 am »
Yo people, I was able to record and upload a video to youtube. It shows both of the new stages, and the two new characters for the next demo. The music playing is "Subway Surfin" by Talib kweli and Rakim from the 2006 Fundation mixtape. It's what inspired me to make that subway stage, and it will play on that stage to.
http://www.youtube.com/watch?v=HHsmxKDyWpU#

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #434 on: June 14, 2010, 08:06:37 pm »
 Saul looks small but he plays nice. Silver seems like another shooter to me. And where's his hid power where he throws object from back of screen?
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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