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Author Topic: Sega Brawlers Megamix  (Read 95237 times)

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Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #450 on: July 18, 2010, 07:36:34 pm »
 I can't understand what's the 1st stage is for. As for 2nd one, nice! did earthquake happened?
 You should smoothen the edges to make it more natural (it's tough work I know).

 BTW are you planning complex platform in that 2nd stage?
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 #451 on: July 19, 2010, 06:26:14 pm »
I can't understand what's the 1st stage is for.
I was actually gonna post what they were for, but I was at my uncles place for the weekend out of town, and his PC had issues with lavalit. That stage is a 3D field for battle mode, using the panel sprites from the metropolis level from sonic 2. I put some platforms to jump on in the corners, and I plan on putting lava in the middle. The first stage that will feature traps.  :)

Quote
As for 2nd one, nice! did earthquake happened?
Thanks! As for the stage design, it's for the sonic mod that follows chaotix rage, so you could say that or it's eggman's work.

Quote
You should smoothen the edges to make it more natural (it's tough work I know).
believe me, I tried to, but my uncles PC would turn the sprite around for me to do so. Don't worry though, I saved an extra copy of the panel sprites before I put them together in that image.

Quote
BTW are you planning complex platform in that 2nd stage?
Yeah, that's what I was going for. I will add spikes from the sonic game to poke in and out in certain places, and I added some holes there to. I was gonna have all the act 2 stages be 2D stages, but I decided to do this in 3D. I'll try making harder levels later on, but I'm not to sure with holes, they caused a lot of problems for me in BWWD's Battletoads mod.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #452 on: July 22, 2010, 08:38:03 pm »
He people, I've ran into another problem. I'm trying to ad water effects to a BGlayer, but it doesn't seem to be responding to the variables:
Code: [Select]
BGLayer data/bgs/Ristar0/BG3.gif 0 0.5 0 2 0 0 2000000000 1 1 0 1 1 1 1 0
While I'm posting this, here's a quick video of more new stages I'm working on. I simply uploaded because I don't upload videos as often as I really want to:
Spoiler
X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #453 on: July 31, 2010, 02:39:19 am »
 Cool stages! you could make full stage for 2D mods here, for adventure not for brawlers like this.

 Oh yes, it's been a while but I'll inform you anyways, although the enemies I made for you before (for 2D battle) use scripts, basicly their AI covers all possible opponent position and react based on this.

 Each character has attack animation for case in which opponent is:
- Right above
- Above and front
- Directly in front
- Right below
- Below and front

 For 'above' case, I simply use jumpframe to make character jumps. The main goal is to jump to higher platform. He/she can attack while doing this.
 For 'below' case, I use script to drop character from platform and reactivate it again so he/she lands on below platform (if there's any).

 I can't give strict jump speed for jumping up cause it depends on platforms altitude different. For easy reference, using character's jumpheight as jumpup speed is good enough.
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 #454 on: August 02, 2010, 12:48:24 am »
Cool stages! you could make full stage for 2D mods here, for adventure not for brawlers like this.
Don't sweat it blood, there will be 2D structured stages for adventure more in the future. Not too mention I planed long ago of adding 2D stages for cosmic damage as well.  ;)

Quote
Oh yes, it's been a while but I'll inform you anyways, although the enemies I made for you before (for 2D battle) use scripts, basicly their AI covers all possible opponent position and react based on this.

 Each character has attack animation for case in which opponent is:
- Right above
- Above and front
- Directly in front
- Right below
- Below and front

 For 'above' case, I simply use jumpframe to make character jumps. The main goal is to jump to higher platform. He/she can attack while doing this.
 For 'below' case, I use script to drop character from platform and reactivate it again so he/she lands on below platform (if there's any).

 I can't give strict jump speed for jumping up cause it depends on platforms altitude different. For easy reference, using character's jumpheight as jumpup speed is good enough.
Thanks for giving me that info blood, but I don't know if I still have the exact copies of them.... Actually, I might, because I never got around to updating cronus, one of the chars you fixed up for me, but I'll have to go into more detail with you later.

BTW, do you remember that old script you used to get character to do a free special, by holding one button and pressing another? I can't find the command for it. I wanna make more free specials with the Attack2 - 4 buttons, like how player entities have a special 2 command, that worked by holding forward and pressing special.

---------------
Now, it's time to give yall some news. First off, I haven't been upating much because I didn't wanna be spamming this with everything each post at a time. SO here's the deal so far"
I've decided to see if I can upload patch files for the beta demo, so if you have the data folder, you can just copy what I upload over it, so i don't have to upload the new versions in full zip files.

I'm currently working on more pain animations. Two for getting hit upwards, where you will jump to a certain height in your pain anim, just like enemies in SOR when adam would uppercut them before kicking them away. The other will have to jumping in the same height, but moving backwards. There's another made for the battletoads. In Bwwd's mod, the toads had grabdown attacks that layed enemies on the ground while hitting them. Turn out he was using fire pain for this, so I'm changing it to pain number, and other character may make use for this, like sonic, who will start laying enemies down while spinning over them.

Other that working on Silver the hedgehog and Saul, I've also started work for Guardian heroes advance characters, and Ray is the first I've worked on. The plan is to get the three main heroes and their elemental powers, so I can use the sprites for those powers on the original Guardian heroes, who you've seen in Burnking's Guardian heroes Warpath mod if you've played it yet.

Other than the stages I've shown you in the videos, I've also made two adventure stages that will be in the beta demo when updated, 1 streets of rage level and 1 battletoads level.

I don't have any shots with me at the moment, but If I remember, I'll try making some tomorrow, cause I gotta show yall what I did with Ray's special.  ;D

That's all for now, peace.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #455 on: August 02, 2010, 01:19:29 am »
Quote
BTW, do you remember that old script you used to get character to do a free special, by holding one button and pressing another? I can't find the command for it. I wanna make more free specials with the Attack2 - 4 buttons, like how player entities have a special 2 command, that worked by holding forward and pressing special.

 Which one? I don't remember.
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 #456 on: August 02, 2010, 01:26:42 am »
Quote
BTW, do you remember that old script you used to get character to do a free special, by holding one button and pressing another? I can't find the command for it. I wanna make more free specials with the Attack2 - 4 buttons, like how player entities have a special 2 command, that worked by holding forward and pressing special.

 Which one? I don't remember.
It was an earlier script you wrote for 2D stage players. Before I used slide, and ended up using cancel, there was the script where I had to hold down the attack button and press down in order to do the Follow animation. I'll have to search this thread or my PMs.

EDIT:
Hey wait a minute. Can cancel work with walking and running animations? all I wanna do is hold forward and press the A# buttons to perform more free specials, so i don't have to use directional inputs(like D,F,A). If this is the case, I may not need that script after all, and just use cancel commands on said animations.  :hmm:

X)
« Last Edit: August 02, 2010, 01:30:55 am by DJGameFreakTheIguana »

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #457 on: August 02, 2010, 01:51:06 am »
Nope, cancel doesn't work with WALK and RUN.

Quote
It was an earlier script you wrote for 2D stage players. Before I used slide, and ended up using cancel, there was the script where I had to hold down the attack button and press down in order to do the Follow animation. I'll have to search this thread or my PMs.

 Oh that one! I use slide actually since your characters don't have slide attack so it doesn't matter if I use it for drop down platform.

 If you want something like Forward+Attack2 or Forward+Attack4, I might be able to make that with 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 Brawlers Megamix(Check first post for Char list)
« Reply #458 on: August 02, 2010, 02:13:03 am »
Nope, cancel doesn't work with WALK and RUN.
Dizzam....

Quote
If you want something like Forward+Attack2 or Forward+Attack4, I might be able to make that with script.
That's it, and thanks. Another reason why I should look at script more often(still didn't finish the music menu yet), but this is what the beta demo was made for: working on new features.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #459 on: August 03, 2010, 02:43:50 am »
What's up yall? Now that I've put the time in to do it, I wanna show yall 2 things I've done recently.
First off, if any of yall saw that video I posted in the last page, you'll see silver's cancel combo attacks shot waves from his hand, damaging enemies.
SpoilerAfter making an enemy copy of him, I had to figure out how to make it work, since enemies don't use cancel, and wont progress since it's a projectile doing the damage. So, I made a copy of the Projectile, and removed the attack box numbers from it, and copied them to Silver, and extending the attack to fit the wave, looking as if the wave is still doing damage, but it's actually the enemy:
Silver's Player attack anim:
Code: [Select]
anim attack1
loop 0
delay 8
offset 114 138
bbox 105 104 16 34
cancel 3 7 0 a freespecial
Move 5
frame data/chars/Silver/A1-0.gif
Move 0
@cmd shoot "A-FX" 0 0 0
frame data/chars/Silver/A1-1.gif
frame data/chars/Silver/A1-2.gif
frame data/chars/Silver/A1-3.gif
delay 2
frame data/chars/Silver/A1-3.gif
frame data/chars/Silver/A1-3.gif
frame data/chars/Silver/A1-3.gif
frame data/chars/Silver/A1-3.gif

Code: [Select]
name A-FX
health 1
type None
speed  5
shadow 0
Remove 0
#alpha 5
#setlayer -1
candamage enemy obstacle

anim idle
loop 0
delay 4
offset 120 137
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
           attack1 126  114  9  12  8  0  0  0  0  20
frame data/chars/Silver/AFX-0.gif
attack1  121  109  18  21  8  0  0  0  0  20
frame data/chars/Silver/AFX-1.gif
attack1  117  108  26  23  8  0  0  0  0  20
frame data/chars/Silver/AFX-2.gif
attack1  111  100  40  38  8  0  0  0  0  20
frame data/chars/Silver/AFX-3.gif
@cmd killentity getlocalvar("self")
frame data/chars/Silver/AFX-3.gif

Silver's Enemy attack anim:
Code: [Select]
anim attack1
loop 0
delay 8
offset 114 138
bbox 105 104 16 34
Move 5
frame data/chars/Silver/A1-0.gif
Move 0
@cmd shoot "A-FXE" 0 0 0
attack1  126  109  18  21  8  0  0  0  0  20
frame data/chars/Silver/A1-1.gif
attack1  122  108  26  23  8  0  0  0  0  20
frame data/chars/Silver/A1-2.gif
attack1  116  100  40  38  8  0  0  0  0  20
frame data/chars/Silver/A1-3.gif

Code: [Select]
name A-FXE
health 1
type None
speed  5
shadow 0
Remove 0
#alpha 5
#setlayer -1
candamage Player enemy obstacle

anim idle
loop 0
delay 4
offset 120 137
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/Silver/AFX-0.gif
frame data/chars/Silver/AFX-1.gif
frame data/chars/Silver/AFX-2.gif
frame data/chars/Silver/AFX-3.gif
@cmd killentity getlocalvar("self")
frame data/chars/Silver/AFX-3.gif

Next, Advance Guardian Heroes', Ray and his special move:
SpoilerIn the game, Ray summons lighting and I guess he absorbs it, so I ripped the animation, and even made it bigger, so you don't see the end of it in 2D stages:
SpoilerAfter this, he shoots the lighting with a no move command on it, because spawning doesn't count the hits towards him, so I had to put nomove on the projectile:
SpoilerThis projectile uses extending frames, and when the lightning reaches the end of the full animation(of frames), it goes into a black frame, and shoots the same beam, except it actually moves, before it dies in the frame after it:
Spoilerand here the text files for how it's done:

Code: [Select]
anim special
loop 0
delay 15
offset 118 359
bbox 0
drawmethod 310 330 0 0 0 -1 -1
frame data/chars/Ray2/SP0.gif
delay 5
frame data/chars/Ray2/SP-0.gif
frame data/chars/Ray2/SP-1.gif
frame data/chars/Ray2/SP-2.gif
frame data/chars/Ray2/SP-3.gif
frame data/chars/Ray2/SP-4.gif
frame data/chars/Ray2/SP-5.gif
frame data/chars/Ray2/SP-6.gif
frame data/chars/Ray2/SP-7.gif
frame data/chars/Ray2/SP-8.gif
frame data/chars/Ray2/SP-9.gif
frame data/chars/Ray2/SP-10.gif
frame data/chars/Ray2/SP-11.gif
frame data/chars/Ray2/SP-12.gif
delay 10
frame data/chars/Ray2/SP-13.gif
delay 8
frame data/chars/Ray2/SP-14.gif
frame data/chars/Ray2/SP-15.gif
frame data/chars/Ray2/SP-16.gif
delay 7
@cmd shoot "RaySP0" 0 0 0
frame data/chars/Ray2/SP-17.gif
frame data/chars/Ray2/SP-18.gif
frame data/chars/Ray2/SP-19.gif
frame data/chars/Ray2/SP-20.gif
frame data/chars/Ray2/SP-21.gif
frame data/chars/Ray2/SP-22.gif
frame data/chars/Ray2/SP-23.gif
frame data/chars/Ray2/SP-24.gif
frame data/chars/Ray2/SP-25.gif
frame data/chars/Ray2/SP-26.gif
frame data/chars/Ray2/SP-27.gif
frame data/chars/Ray2/SP-28.gif
frame data/chars/Ray2/SP-29.gif
frame data/chars/Ray2/SP-30.gif
frame data/chars/Ray2/SP-31.gif
frame data/chars/Ray2/SP-32.gif
frame data/chars/Ray2/SP-33.gif
frame data/chars/Ray2/SP-34.gif
frame data/chars/Ray2/SP-35.gif
frame data/chars/Ray2/SP-36.gif
delay 20
offset 118 137
frame data/chars/Ray2/FSP-10.gif

Code: [Select]
name RaySP0
health 1
type none
shadow 0
candamage enemy obstacle
animationscript data/scripts/script.c
remove 0
setlayer 1
nomove 1

anim idle
loop 0
delay 4
offset 118 369
bbox 0
           fastattack 1
frame data/chars/Ray2/SPFX-0.gif
offset  118  373
attack1 139 330 74 41 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-1.gif
offset  118  365
attack1 0
frame data/chars/Ray2/SPFX-2.gif
attack1 142 327 115 35 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-3.gif
attack1 0
frame data/chars/Ray2/SPFX-4.gif
attack1 142 329 157 35 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-5.gif
attack1 0
frame data/chars/Ray2/SPFX-6.gif
attack1 141 330 210 31 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-7.gif
attack1 0
offset  118  363
frame data/chars/Ray2/SPFX-8.gif
attack1 142 332 259 32 1 0 0 0 0 30
offset  118  366
frame data/chars/Ray2/SPFX-9.gif
attack1 0
frame data/chars/Ray2/SPFX-10.gif
attack1 141 333 298 34 1 0 0 0 0 30
offset  118  368
frame data/chars/Ray2/SPFX-11.gif
attack1 0
frame data/chars/Ray2/SPFX-12.gif
attack1 142 335 344 29 2 0 0 0 0 30
frame data/chars/Ray2/SPFX-13.gif
attack1 0
frame data/chars/Ray2/SPFX-14.gif
attack1 141 336 383 31 2 0 0 0 0 30
offset  118  372
frame data/chars/Ray2/SPFX-15.gif
attack1 0
offset  118  374
frame data/chars/Ray2/SPFX-16.gif
attack1 142 336 394 35 2 0 0 0 0 30
frame data/chars/Ray2/SPFX-17.gif
attack1 0
@cmd shoot "RaySP1" 0 0 0
frame data/chars/Ray2/SPFX-18.gif
@cmd killentity getlocalvar("self")
frame data/chars/Ray2/SPFX-18.gif

Code: [Select]
name RaySP1
health 1
type none
shadow 0
candamage enemy obstacle
Speed 15
remove 0
setlayer 1

anim idle
loop 1
delay 4
offset  118  374
           fastattack 1
blast      142  337  395  31  40  0  0  0  30
frame data/chars/Ray2/SPFX-16.gif
frame data/chars/Ray2/SPFX-17.gif

That's the only significant things right now, but I'll have more to show later.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #460 on: August 03, 2010, 08:15:49 pm »
I have a quick question folks: Isn't there a command for grab attacks, that let go of the opponent during the attack? Cause I'm making grab attacks with pain anims that make the victim slide, but then the character is still holding them from a distance away.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #461 on: August 05, 2010, 12:21:47 pm »
 AFAIK there's none. The only way to let go is by knocking down opponent.
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 #462 on: August 05, 2010, 08:04:31 pm »
Really? I thought there was a command for that. Guess I've been holding out for it for nothing then. I'll just and start making the attacks knockdown then.

X)

Offline CyberSoulX

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #463 on: August 08, 2010, 06:31:22 pm »
Yo DJ! You should add ranger X on the roster.
http://www.youtube.com/watch?v=DYMD-hyEECk#

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #464 on: August 08, 2010, 06:47:18 pm »
Yo Cybersoul! No need to seat it, I know full well of that game, and I already have plans of adding him(Regardless that I think he's suppose to be a giant robot).  ;)

X)

 



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