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Author Topic: Sega Brawlers Megamix  (Read 95219 times)

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Offline NickyP

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #480 on: September 05, 2010, 07:09:47 pm »
The problem is most likely script related; I scanned through the texts and as far as normal OBOR code, everything is fine.

When you leave these characters in the mod and it crashes, what does the script log say?

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #481 on: September 05, 2010, 07:16:55 pm »
Oh yeah, I forgot all about that thing since it's something I usually don't have to look at. If you can give me a minute, I'll need to run back home and make SBMM crash again.

EDIT:
Ok, I got it to crash again, and here's the scriptlog in the attachment.

X)
« Last Edit: September 05, 2010, 07:31:55 pm by DJGameFreakTheIguana »

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #482 on: September 05, 2010, 07:42:12 pm »
 Oh you posted scriptlog instead of openborlog.

 Anyways, like NickyP said, there's doesn't seem to be anything wrong with the nonscript stuffs. However regarding script, I discovered that Omega_B and Vector_B loaded animation script with animationscript command but didn't use any functions in defined there.
 I suggest that you remove that command. Dunno if that's the source of the bug though.
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 #483 on: September 05, 2010, 09:00:03 pm »
It's not the source at all. I've tried with and without it, but it doesn't bug the game. Actually, they never had them to begin with, which is weird that it bugs out now.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #484 on: September 07, 2010, 07:11:24 pm »
Ayo peeps. I've decided that I'm just gonna go ahead an finish the rest of this update with those files edited without the script, and once that's done, I spend the next update working on the 2D A.I. and fixing anything that needs fixing before I go on with what I originally planned before.

At the moment, everything so far is going smoothly with the newly implemented arcade mode, and the two stages I made. The only thing I still need help with now is setting 2 of the arcade stages to unlock a character after beating the stage I set them for. If I'm not able to get their icons done for the select screen, I'll try to handle it next time. So, anyone know how to do this? Skull king somehow pulled this off in his mod.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #485 on: September 08, 2010, 04:27:01 am »
 I think Skull Kingz simply uses load command in those 2 stages to load known heroes. This command works as long the level is loaded (doesn't matter if it's cleared or not).
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 #486 on: September 08, 2010, 05:00:52 pm »
The load command for a stage header? I saw this in the help tool, but I didn't know it was for this purpose. So what I think I'm going to do is load the character in the stage that comes after beating them. Thanks Blood, I was just going look in the manual for this.

EDIT:
Ok, so I got the load thing to work, so now the characters are selectable after the stage is completed, but uh, they are gone when I turn the mod off. Is there a way that I can load them, but then keep them permanently(or the save data gets erased)?
What I did was put the command "know" for these chars in the models, text, then "load" them in the stage.

X)
« Last Edit: September 08, 2010, 11:41:05 pm by DJGameFreakTheIguana »

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #487 on: September 11, 2010, 05:37:59 am »
 Hmmm... I think load command is level object.

Quote
Is there a way that I can load them, but then keep them permanently(or the save data gets erased)?

 The only way is with script and use the write to text function. When replaying the mod, the saved text is checked to see if the char has been unlocked or not. If it has been unlocked, the char is unlocked by script and made available for selection.
 I said unlocked not loaded which means ALL characters are loaded but some are locked. Damon Caskey has posted news about how to do this. I haven't tried these yet so you might want to ask someone else.
« Last Edit: September 11, 2010, 05:41:04 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 #488 on: September 11, 2010, 08:48:53 pm »
Quote
Hmmm... I think load command is level object.
Yeah, I found that out when I went back to the manual.

Quote
The only way is with script and use the write to text function. When replaying the mod, the saved text is checked to see if the char has been unlocked or not. If it has been unlocked, the char is unlocked by script and made available for selection.
 I said unlocked not loaded which means ALL characters are loaded but some are locked. Damon Caskey has posted news about how to do this. I haven't tried these yet so you might want to ask someone else.
I figured much of all this. So, any idea where DC posted this news? It's about the last thing I need before releasing this update.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #489 on: September 11, 2010, 08:56:29 pm »
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 #490 on: September 19, 2010, 09:19:30 pm »
While still having trouble with the selectable script for the secret characters:
http://lavalit.com:8080/index.php/topic,4751.msg69900.html#msg69900
I decided to just work on some more characters while I'm still figuring it out.

First up, suggested by Cybersoul-X, I've started work on Ranger-X. Since it has no sprite sheet that I could find, I ripped them myself, and a few EFX from enemies for free specials:

Current progress, I would say 20%.

Next up. the Sole hero of Alien Soldier, Epsilon Eagle. He has two sprite sheets, but none of his shots from the game, however, I ripped them a few months back and left the shots in folders until I got to them.

Current Progress around 45%

Last but not least, Enn, from Advance gurdian heroes. If you've played the last update, and used Ray, then you've mostly seen how Enn will be like, the difference is that his free specials are fire bassed. I finished all of his frame a few months back, with the only thing left to do was rip the fire beam for his special move using the No&GBA emulator, that way, I could see the entire beam since it stretches from the screen:

After going through many frames and ripping the entire beam, I now have the sprites set up for the move(Enn is on the right of this shot):

Just like Ray's electric special, Enn will spawn this beam, and when it reaches it's full length, it will shoot the full beam before reaching it's last frame and dieing.

No modding progress for this guy yet.

That's all for now.

EDIT:
At the request of outside forum users, Alex Kidd and Wonder boy will make an appearance. I forgot who it was, but someone ask requested valis here on this topic. I have a bunch of sprites form the first game, but I'll be ripping from the 3rd game. BTW, Valis 3 is pretty cool.  :)

X)
« Last Edit: September 19, 2010, 10:55:38 pm by DJGameFreakTheIguana »

Offline maxman

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #491 on: September 19, 2010, 09:57:22 pm »
Damn, son! You got some new progress there! I like the fact that you add more characters in your mod. A lot of characters come along nicely. ;D SOOO.... this mod is getting tight and pimpy, yah!
Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)
Captain Commando (in progress)
Unelmia: Dreamers' Fate (collaborating with contress/taskmaster) (in progress)

Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #492 on: September 19, 2010, 10:53:13 pm »
Damn, son! You got some new progress there! I like the fact that you add more characters in your mod. A lot of characters come along nicely. ;D
Thanks for the comments.  :)

Quote
SOOO.... this mod is getting tight and pimpy, yah!
Those are two good words to describe it.   :laughing:

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #493 on: September 29, 2010, 11:28:40 pm »
Yo folks. After putting the finishing touches on Epsilon Eagle, I went to work finishing the sprites for Enn to shoot that big red beam I have posted above. After that, I wanted to see if I can work those jumping scripts that bloodbane did for me some time ago, using vectorman as a test subject. He's reacting to the script, but I can't get him to super jump or drop down while I'm standing right over or under him. If anyone can understand this script, or Bloobane drops by, I could use some pointers with this:
Quote
(@cmd commands also added to walk and run anims)
anim   attack1
   loop   0
   delay   3
   offset   42 95
   bbox   19 51 45 45
   attack3   56 49 70 26 12
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"
   frame   data/chars/VMan/A1-0.gif
   frame   data/chars/VMan/A1-1.gif
   attack   0
   frame   data/chars/VMan/A1-2.gif
   frame   data/chars/VMan/A1-3.gif
   frame   data/chars/VMan/A1-4.gif
   frame   data/chars/VMan/A1-5.gif
   frame   data/chars/VMan/A1-6.gif
   frame   data/chars/VMan/A1-7.gif

(Gave a range to test)
anim   attack2
   loop   0
   delay   3
   offset   42 95
   bbox   19 51 45 45
           Range     0 5
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"
   frame   data/chars/VMan/A1-7.gif

anim   follow1
   loop   0
   delay   6
   offset   42 95
   bbox   22 34 44 60
   Jumpframe   0 6
   frame   data/chars/vman/jump-0.gif
      attack1  21  75  43  35  15  1  0  0  0  20
   frame   data/chars/vman/jump-1.gif
   frame   data/chars/vman/jump-2.gif
      attack1  27  78  37  37  15  1  0  0  0  20
   frame   data/chars/vman/jump-3.gif
      attack1  32  73  27  32  15  1  0  0  0  20
   frame   data/chars/vman/jump-4.gif
      attack1  0
   frame   data/chars/vman/jump-5.gif
   frame   data/chars/vman/jump-6.gif
   frame   data/chars/vman/jump-7.gif
   frame   data/chars/vman/jump-8.gif
   frame   data/chars/vman/jump-9.gif
   frame   data/chars/vman/jump-10.gif
   frame   data/chars/vman/jump-11.gif

anim   follow2
   loop   0
   fastattack   1
   delay   7
   offset   42 75
   bbox   7 33 73 40
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 0
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #494 on: October 01, 2010, 07:27:39 pm »
 I think the @cmd attack1 is not needed anymore. rangea and range can do it too. I used that command cause I was pretty much script freak that time.

 So you could do it like this:

Quote
anim   attack1
   delay   3
   offset   42 95
   bbox   19 51 45 45
   attack3   56 49 70 26 12
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"
   frame   data/chars/VMan/A1-0.gif
   frame   data/chars/VMan/A1-1.gif
   attack   0
   frame   data/chars/VMan/A1-2.gif
   frame   data/chars/VMan/A1-3.gif
   frame   data/chars/VMan/A1-4.gif
   frame   data/chars/VMan/A1-5.gif
   frame   data/chars/VMan/A1-6.gif
   frame   data/chars/VMan/A1-7.gif

anim   attack2
   loop   0
   delay   3
   offset   42 95
   bbox   19 51 45 45
           Range     0 5
   frame   data/chars/VMan/A1-7.gif

anim   attack3
   range 0 95
   rangea -10 250
   delay   6
   offset   42 95
   bbox   22 34 44 60
   Jumpframe   0 6
   frame   data/chars/vman/jump-0.gif
      attack1  21  75  43  35  15  1  0  0  0  20
   frame   data/chars/vman/jump-1.gif
   frame   data/chars/vman/jump-2.gif
      attack1  27  78  37  37  15  1  0  0  0  20
   frame   data/chars/vman/jump-3.gif
      attack1  32  73  27  32  15  1  0  0  0  20
   frame   data/chars/vman/jump-4.gif
      attack1  0
   frame   data/chars/vman/jump-5.gif
   frame   data/chars/vman/jump-6.gif
   frame   data/chars/vman/jump-7.gif
   frame   data/chars/vman/jump-8.gif
   frame   data/chars/vman/jump-9.gif
   frame   data/chars/vman/jump-10.gif
   frame   data/chars/vman/jump-11.gif

anim  attack4
   range 0 95
   rangea -250 10
   fastattack   1
   delay   7
   offset   42 75
   bbox   7 33 73 40
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 0
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif

 The @cmd to change entity's reaction to platforms is still necessary so I leave them be.
 The idea is ATTACK3 will be played when opponent is higher than him, 250 pixels above while ATTACK4 will be played when opponent is lower than him, 250 pixels below.

 You may need to expand ATTACK animation number with maxattacks though cause there are more attacks IIRC a 2D brawler needs.
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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