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Author Topic: Sega Brawlers Megamix  (Read 95261 times)

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Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #495 on: October 01, 2010, 10:48:20 pm »
Thanks blood, I'll try that out, but I gotta ask about this:
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"

Since those anims are attack3-4 now, I don't have to change Follow1-2?

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #496 on: October 04, 2010, 12:06:04 pm »
 Those @cmds aren't not required anymore. Those function is to change animation if opponent is within range. If they are declared in middle of animation, it might worth it but since they are not, range and rangea is enough to replace them.
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 #497 on: October 06, 2010, 08:31:11 pm »
Well, while setting up the animations for this, attack 2 and 3 wont be performed unless I use though @cmds, so I have to keep them. On another note, and this is something I knew would happen, the AI don't just follow up platforms now, but they use their super jump move every time I jump, which is something I need to fix. I'm thinking I can use the anti air animation(need to find the name of that) to keep them from doing that while someone is jumping.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #498 on: October 10, 2010, 06:55:40 pm »
 Oh that issue! Now I remember why I used script instead of range commands. Still... how did my some of enemies in Contra mod work then? ??? I make them act range based instead of simple and stupid one (hard to explain).
 Anyways, wasn't atchain used to solve this? I forgot the rest.

Quote
the AI don't just follow up platforms now, but they use their super jump move every time I jump, which is something I need to fix.

 Yeah, this issue too. I think this is only a matter of range or attack setting. Now I remember why the animation to switch platform both for going up and down uses attacking animation instead of just simple jump. The reason is so it can be used to as anti air attack.
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 #499 on: October 10, 2010, 10:41:08 pm »
Yeah, this is the problem I ran into, but this was somewhat fixed using anim upper, and using it to repeat their attack 1 anim while in the air. They will super jump while your in the air, but only when your right over them. Right now, it's perfectly fine.  :)

X)

Offline maxman

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #500 on: October 11, 2010, 05:17:45 am »
.. They will super jump while your in the air...

Almost like Crash Bandicoot style for super jump. :laughing:
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 #501 on: November 28, 2010, 03:07:53 pm »
Yo people. Just letten you guys know incase you start to wonder, my aunts PC is messed up at the moment, and until it gets fixed, I wont be able to use any internet, which is why I haven't been around in the past few weeks. I'm only here now because I'm visiting some family out of town and they have a working PC, so I've just been gathering up all kinds of stuff but I leave home sometime real soon.

As for SBMM, I'm still working on new stages, new chars, and updating chars from the main demo to the beta demo. I'll be able to let yall in on all that once my aunts PC is working again.

Until then, peace out.  :cheers!:

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #502 on: December 19, 2010, 12:23:20 am »
Yo people, guess who's back!?
My aunts PC is working again(somewhat) so I can come back here to lavalit again. Since I wont be here long though, I figure I can just post these shots. Each shot shows the newcomers to the beta demo. Some were edited from the main demo, and the others are new to the game.



Other updates on the beta demo will be soon.

Peace
X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #503 on: December 30, 2010, 08:49:53 pm »
Hey people. For a while I've been trying to work out a plan for sprite editing and maybe even get to it. today, for a few hours, I worked at this single idle sprite for a character I'd like to try getting in my game. With the help of sprites from Jump Ultimate stars and Photoshop, I made this happen:


I know the face, hair, and shading needs work, but what do yall think of the rest of it?

X)

Offline spawn

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #504 on: December 31, 2010, 01:02:51 am »
It looks epic, nice work :cheers!:

Offline Fightn Words

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #505 on: December 31, 2010, 03:50:53 am »
Other then those things you mentioned DJ I'd say you'd reached the goal you set for yourself, though I'm not really familiar with that style. One thing you might try that would be in keeping with the style is make the head's proportion larger, although it works just as well the way it is now too. Good luck with the rest of his frames.  :cheers!:

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #506 on: January 01, 2011, 07:10:00 pm »
It looks epic, nice work :cheers!:
Thanks Spawn.  :)

Other then those things you mentioned DJ I'd say you'd reached the goal you set for yourself, though I'm not really familiar with that style. One thing you might try that would be in keeping with the style is make the head's proportion larger, although it works just as well the way it is now too. Good luck with the rest of his frames.  :cheers!:
Thanks for the comments, and yeah, the head really needs work. Until now, I never realized how axel's face is so much like galsia's(or garcia's, whoever you call him). I'll be taking a better look at those jump sprites though. Besides' that guy from Yu-YU-Hagisho(I actually watched that back on Adult Swim) I also plan to use Train from Black Cat(anime series that came ON DEMAND):
http://www.spriters-resource.com/ds/jus/sheet/2018
I'll be getting back to Ethan's sprites in the near future to try reworking his face and trying to shade better.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #507 on: January 11, 2011, 06:39:31 pm »
Yo people.
I don't have much of an update right now, except for the fact that I'm getting close to releasing the next beta demo, featuring the new chars featured in the screen shots a few posts up. So there's that later, but more importantly, there's something I'm gonna be trying soon, and it may end up changing the mod up a bit. See, after getting a new Xbox, I started play Marvel: Ultimate Alliance again. After playing the simulation mod a few times, I started noticing how the action in the game is quick and barely slows up at all, and it's because there's barely any pain reaction from the heroes or villains unless there's a heavy attack or grab moves done. What I'm gonna try here, and this is gonna be in another separate demo, is use the command "noreflect 1" I think it is, with a lot of attacks from the heroes and villains to see how the game plays out, and hoping the action starts to pick up and stay constant like in Marvel. All that later though. One thing I'll have to get back to after releasing this next demo is setting up the script for unlocking chars, and maybe, I can soon get back to that music menu script.

X)

Offline O Ilusionista

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #508 on: January 17, 2011, 11:13:15 am »
It looks epic, nice work :cheers!:

Indeed, this REALLY looks epic!

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #509 on: January 25, 2011, 07:59:58 pm »
Thanks O Ilusionista  :)

Got some news people, I've finally got a rom to work on one of these Sega Saturn Emulators, and it's Three Dirty Dwarfs, the one saturn game I wanted play the most!  ;D
After figuring out some of the functions, I learned how to rip the sprites through the emulator itself rather then using animget. I started on one of them, and this is what I have so far:
Spoiler
X)

 



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