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Author Topic: Sega Brawlers Megamix  (Read 95251 times)

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Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #555 on: June 16, 2011, 08:48:57 pm »
It does, don't it? lol
There's a lot of enemies around but their health is low, so most of them will die quickly. This is my way to regulate my need to throw in a lot of enemies in one place.  ;D

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #556 on: July 26, 2011, 08:20:23 am »
New Zan anims:
Image Hosting FSP-6 gif based on SORRV5

FSP-7 color

Image Hosting FSP-7 gif

FSP-8 color

Image Hosting FSP-8 gif

X)
« Last Edit: July 26, 2011, 08:23:22 am by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #557 on: July 27, 2011, 02:50:16 am »
Here's a new attack for blaze, a Firey version of her special2:
Image HostingFSP9 GIF

Image HostingScreenshot of second wave

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #558 on: July 27, 2011, 07:42:48 am »
 :laughing: Soul Fire is really burning!

 BTW are you using sprites from Rage of the Streets or you ripped Blaze's and Zan's sprites yourself? I asked this cause the former has color loss due to use of BoR palette.
OpenBoR Manual

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"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 #559 on: July 27, 2011, 07:47:11 am »
SOrxxx, been usin' them since i started this mod.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #560 on: July 27, 2011, 08:01:00 am »
 My, you should refresh their sprites including other Streets of Rage characters. AFAIK they are using Beats of Rage palette and lose their original colors. Try ripping yourself or get ripped sprites somewhere and reconvert the sprites for this mod.

 You are using 16bit so there's no reason to force palette anymore.
OpenBoR Manual

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"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 #561 on: July 28, 2011, 05:21:42 am »
Yeah, I may do that, but SOR3 already has ripped sheets, so I just need to rip certain moves, like Blazes knife uppercut. I'll be doing the same thing with Vector and Vectorman, :laughing:, to.

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #562 on: August 17, 2011, 08:34:23 am »
Brawlers:
It's been a while, again, since the last update, and didn't do much around working on Demon's Hand, so after about almost week out of town to a family reunion, I'm gettin' back to brawlers. So far, to following chars in the screenshots have been updated for 2D gameplay:

I still have Mighty, Blaze, Zan to go, and then I can finally finish Alisia Dragoon. Once I'm done with them, I'm bringing back 5 stages from the main demo, you can already see tails on Planet Scorch from Ristar.

X)
« Last Edit: August 17, 2011, 08:36:18 am by DJGameFreakTheIguana »

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #563 on: September 04, 2011, 01:14:44 am »
Yo people. Work as been slow but I'm gettin' stuff done. other then getting all those chars ready for the next update, I got Alisia Dragoon done and her monsters, who will chase enemies while shooting their projectiles. I brought 4 stages from the main demo, and put on a new 2D stage I made from a Sonic CD stage. At the moment, I'm fixing problems within a few characters, giving Vector the Crocodile a new move, and finally put a blast hitflash on his bubble move, which was intended since I first made him in Chaotix Rage to be like it was in Sonic Heroes.  ;D I've given every Golden Axe enemy a jump animation, cause i found you could get stuck in stage 2 if they're on the other side of that hole offscreen, and the only to get to them is to have a homing weapon or screen filling attack, both attacks Earthworm Jim has. The last thing I'm thinking of is a new move for Adam, but I can't think of anything.  >:(

X)

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #564 on: September 07, 2011, 12:07:49 am »
Ran into an issue here folks. I'm doin' a little updating for Vector and I can't figure it out how to do this right. Since I first made him Chaotix Rage, one of his moves were shooting fire out of his mouth, but the sprites were just copy over to make the flames larger while vector turns left and right. Now I'm getting him to actually shoot those flames in short distances, but I'm having trouble trying to get the fire to shoot in certain detections. The flip x in drawmethod has no effect on the flames and the turn command can only be used once. I could try making the flames face a different direction, but if I do that, they will shoot in that direction regardless, and if done when vector is facing the oppisite direction of the flames, it's gonna look like he's twirling around and farting flames out his a**, which is funny to think about, but not what I'm trying to do. So, how am I gonna make this guy actually turn around multiple times in one animation?

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #565 on: September 07, 2011, 01:11:49 am »
Quote
So, how am I gonna make this guy actually turn around multiple times in one animation?

 Well, I believe you know what answer I'm going to say ;D ;D

Spoiler
Script solution!

void flip()
{// Flip to opposite direction
    void self = getlocalvar("self");
    int dir = getentityproperty(self,"direction");

    if(dir==0){ // Facing left?
      changeentityproperty(self, "direction", 1);
    } else {
      changeentityproperty(self, "direction", 0);
    }
}

This is one of useful basic functions :)
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 #566 on: September 07, 2011, 01:16:45 am »
And that's the answer I was counting on.  ;D
Thanks.

X)

Offline nsw25

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #567 on: September 07, 2011, 05:46:27 am »
will the next update be a PAK file ? i remember trying ti diwnload a demo of this prior and was just stacks of different folders and couldnt work out how to get it to work :(
My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

Offline DJGameFreakTheIguana

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #568 on: September 07, 2011, 10:09:14 pm »
Sorry about that man but know one ever told me about that and I found out for myself during a test where I downloaded it. Since then I've been working on this new update, but I don't know if I can pak it because the last time I tried, it failed because I reached the file limit. So unless certain limits are expanded, I may not be able to pak this again.

Anyway, that script with vector worked, so now is fire moves is handled, and I also gave him a new move to, he shoots music from his mouth.   :)


but I've ran into a snag again. For some reason, Vector's brawler A.I. file cause OpenBOR to crash now. The log said "can't compile script" but he has the header for it, but then I also found this:
Code: [Select]
Script compile error: can't find function 'attack1'

Script compile error in 'animationscript': attack1 line 9, column 12

********** An Error Occurred **********
*            Shutting Down            *

Can't compile script!

Of course, every characters has a attack1 animation, so I have no idea what's goin' on here. I'll attach vector's A.I. file and scriptlog encase their needed.

X)

Offline Bloodbane

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Re: Sega Brawlers Megamix(Check first post for Char list)
« Reply #569 on: September 08, 2011, 01:01:54 am »
 Well, the log said, VectorB can't find attack1 function NOT can't find ATTACK1 animation. I checked his text and found this:

Quote
animationscript data/scripts/escript.c
animationscript data/scripts/script.c

 Why he uses 2 animation script? I believe one is plenty.

 I can't tell the exact file to fix because of this but the error message means the animation script VectorB is using don't have attack1 function.
OpenBoR Manual

Basic OpenBoR Tutorials

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

 



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