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Author Topic: Capcom Pocket Brawl  (Read 9049 times)

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Offline talic

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Capcom Pocket Brawl
« on: March 03, 2011, 11:52:43 am »

Talk:
Hi, i am making this alone. (now)
The basic idea is to making some sort of simple brawl game using the Pocket Fighter Sprites.
For now is only a 1 Player Game. (When i learn how to  make a 1p vs 1p i will add 4p support)

I also hope that this game came out to be a good example of how to do this kind of games.

Info:
Project Name: Capcom Pocket Brawl
Players: 1
Resolution: 480x272
Colour Depth: 16bit
Console: PC and PSP, more...
Based on: Pocket Fighter by Capcom
Credits:
BloodBane for all his amazing scrip help.

Basic Moves:
Jump = Press it to jump
Attack = Normal Attack (hit 3 times to make a combo)
Special 1 = Special Move Number 1 (Cost MP)
Special 2 = Special Move Number 2 (Cost MP)
Down = Duck (in plataform keep presing duck to jump down)

Screenshots:
Beta Version






Videos:

Alpha Version

http://www.youtube.com/watch?v=DCavzpdxPfs#ws

Beta Version

http://www.youtube.com/watch?v=HH28GUSowRk#ws

Download: (when the mod got more decent i will upload it here in lavalit)

Alpha Version: (Old)
File Size: 22.99 MB
Link: http://www.mediafire.com/?ds8p3ffmyp19vpz

Beta Version: (New) [Fixed level 2 bug]
File Size: 29.4 MB
Link: http://www.mediafire.com/?s9tqsfn60l56noq

« Last Edit: March 09, 2011, 07:15:33 pm by talic »

Offline rafhot

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Re: Capcom Pocket Brawl
« Reply #1 on: March 03, 2011, 12:01:36 pm »
wow, 3 projects at the same time?

you plan on this one is to make soemthing like supersmash bross?

Offline talic

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Re: Capcom Pocket Brawl
« Reply #2 on: March 03, 2011, 12:53:05 pm »
wow, 3 projects at the same time?

you plan on this one is to make something like supersmash bross?
Well here i am only doing the programing part and the characters.
My friend is making the levels and platforms. (the hard and long part)
Once i have the basic engine (the AI and a basic character template) it will be easy to finish it.

The prinny mod is on kind of on hold, because i need some sprites and the guy who is ripping the sprites at The Sprite Resource is taking too much time.

i don't know about supersmash Bros is more based in some brawls i play like Medabots AX for GBA and digimon rumble arena etc...
« Last Edit: March 03, 2011, 12:54:50 pm by talic »

Offline NickyP

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Re: Capcom Pocket Brawl
« Reply #3 on: March 03, 2011, 02:16:02 pm »
You know what I always thought was funny about the beach scene in Pocket Fighter? How Felicia is actually wearing more clothes at the beach, than when she's fighting.  :laughing:

Offline talic

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Re: Capcom Pocket Brawl
« Reply #4 on: March 03, 2011, 05:33:45 pm »
You know what I always thought was funny about the beach scene in Pocket Fighter? How Felicia is actually wearing more clothes at the beach, than when she's fighting.  :laughing:

 :laughing: jejeje
Have you tried it yet? any feedback? or help.

here is a video i add more thing like animated backgrounds stuff and crouch attacks and i fake the IA a little more.
http://www.youtube.com/watch?v=DCavzpdxPfs#ws

Offline Bloodbane

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Re: Capcom Pocket Brawl
« Reply #5 on: March 03, 2011, 10:40:25 pm »
 Ah another mod, ok Prinny is on hold then how about Guardian Heroes? is it on hold too?

 Anyways, I know how to set AI properly for 2D battle like this. Give me time to download this mod (currently mediafire keeps processing my download request). I'll edit the AI to show you how.

 While waiting, let me explain something about the AI. For 2D battle, enemy must be able to react if opponent is:
1. In front
2. Right Below
3. Below and front
4. Right above
5. Above and front

 I merged back case with front case cause enemy normally turns which makes opponent always in front.
 You can choose any attack or action for any of these cases. However for #3 and #5 case, you might need script to allow enemy to drop off platform. It's simple script work, don't worry :).

 I have showed DJGameFreakTheIguana about the AI, dunno if he has released the mod or not though.

 (A minute later)

 I've watched the video and it's great work! especially the select screen. It's hard to believe if this is OpenBoR mod with that select screen :).

 For the AI, Morrigan's AI is off. Her long range attack misses alot. I can see how her UPPER work though. I won't be using this animation though when I edited this demo.
 Oh yes, since the screen is still scrolling down when battle starts, I suggest giving ALL characters long SPAWN animation. The purpose is so no one can attack each other while the screen is not in right place.
« Last Edit: March 03, 2011, 11:03:52 pm by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline NickyP

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Re: Capcom Pocket Brawl
« Reply #6 on: March 03, 2011, 10:41:54 pm »
Oh..  :-[ Sorry Talic, I didn't see you actually uploaded something. I'll try it soon, then.

Offline talic

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Re: Capcom Pocket Brawl
« Reply #7 on: March 03, 2011, 11:26:08 pm »
Bloodbane you are a life saver.  :cheers!:

*I check the DJIguana mod, but there is a lot of entitys. (i only find the 2 scrips i use for players)
*I try adding spawn animation for the enemys but no luck, it never plays. (but it did work for the players)
*Yea Morrigan is really cheap sorry about that.  :blushing:
here is a test using "anim turn" for making Morrigan jump more: (but the problem is that it gets too predictible)


======================
EDIT:
===========
Updates:
*Add Alot of sound for the current characters.
*Add Dust wile running.
*Add Lei-Lei.
*Change the SelectScreen but i still have no idea what to do with the main menu.
« Last Edit: March 04, 2011, 11:05:59 am by talic »

Offline bWWd

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Re: Capcom Pocket Brawl
« Reply #8 on: March 04, 2011, 01:31:10 pm »
Game looks nice but i dont feel it really,where is pause when you hit enemy ? Its capcom's signature feature in fightin games.Without it gameplay is stiff and not dynamic.

Offline ALUCARD2009

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Re: Capcom Pocket Brawl
« Reply #9 on: March 04, 2011, 04:23:59 pm »
great game,my friend!you game work perfectly on psp slim 5.50 gen d3.your game respect pocket fighter spirit but it's differant with the fighting style like smash melee.it's a great start,i think it will more tactics with fireball fighters like ryu or ken (you can escape with platform),perphaps a blocking button can update the gameplay and you can also install bomb in stage.and it will be interesting if you add an funny fury attack for each fighters.you have also the posibility to create a funny story with joke for each chars.your game is a masterpiece,it's very beautifull and funny,congartulation!good luck for the mod!

Offline Bloodbane

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Re: Capcom Pocket Brawl
« Reply #10 on: March 04, 2011, 05:45:23 pm »
 Here you go talic, get the attached file below. It contains script file and texts for enemy version of Felicia and Morrigan.
 Both uses ATTACK10 so don't forget to increase maxattacks to 10.
 Oh yes, I forgot to say something about this AI yesterday. Although enemy can chase you wherever you are, it's predictable allowing players to exploit it. Well, at least the basics are right and the AI can be expanded to make it less predictable :).

 I disabled atchain cause it stops enemies from acting. I think I misunderstand how that command work. Let me try this command again.

Quote
*I check the DJIguana mod, but there is a lot of entitys. (i only find the 2 scrips i use for players)

 Ah, I don't remember if he has released that mod I'm referring. Even if you get it, I don't know if he has copied the AI to all characters. I only set 2D AI for a handful of them, less than half of what he has now.

Quote
*I try adding spawn animation for the enemys but no luck, it never plays

 That's because you spawned enemy in wrong place. You spawned them like this:

Quote
spawn   Morrigan2
health  300
coords   394 0 1
at   0

 which should be:

Quote
spawn   Morrigan2
health  300
coords   394 385 1
at   0

 The former puts the enemy outside of playing area and we can't see their SPAWN animation.
« Last Edit: March 04, 2011, 08:06:17 pm by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline nedflandeurse

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Re: Capcom Pocket Brawl
« Reply #11 on: March 05, 2011, 06:00:58 am »
I'm not in the pocket-thing :), but your project is just amazing.
It like a real game.

Good start! :cheers!:

Offline talic

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Re: Capcom Pocket Brawl
« Reply #12 on: March 05, 2011, 07:43:48 pm »
Game looks nice but i don't feel it really,where is pause when you hit enemy ? Its capcom's signature feature in fightin games.Without it gameplay is stiff and not dynamic.

pause when you hit a enemy?? is brilliant i will try that.
Edit:
Pause when you hit in every attack?

great game,my friend!you game work perfectly on psp slim 5.50 gen d3.your game respect pocket fighter spirit but it's differant with the fighting style like smash melee.it's a great start,i think it will more tactics with fireball fighters like ryu or ken (you can escape with platform),perphaps a blocking button can update the gameplay and you can also install bomb in stage.and it will be interesting if you add an funny fury attack for each fighters.you have also the posibility to create a funny story with joke for each chars.your game is a masterpiece,it's very beautifull and funny,congartulation!good luck for the mod!

Glad to know that is working in psp.
it is not a demo is more like a alpha test thing, so don't worry it will be better.
I like the idea of making the game funny i will see what i can do.


Here you go talic, get the attached file below. It contains script file and texts for enemy version of Felicia and Morrigan.
 Both uses ATTACK10 so don't forget to increase maxattacks to 10.
 Oh yes, I forgot to say something about this AI yesterday. Although enemy can chase you wherever you are, it's predictable allowing players to exploit it. Well, at least the basics are right and the AI can be expanded to make it less predictable :).

 I disabled atchain cause it stops enemies from acting. I think I misunderstand how that command work. Let me try this command again.

Quote
*I check the DJIguana mod, but there is a lot of entitys. (i only find the 2 scrips i use for players)

 Ah, I don't remember if he has released that mod I'm referring. Even if you get it, I don't know if he has copied the AI to all characters. I only set 2D AI for a handful of them, less than half of what he has now.

Quote
*I try adding spawn animation for the enemys but no luck, it never plays

 That's because you spawned enemy in wrong place. You spawned them like this:

Quote
spawn   Morrigan2
health  300
coords   394 0 1
at   0

 which should be:

Quote
spawn   Morrigan2
health  300
coords   394 385 1
at   0

 The former puts the enemy outside of playing area and we can't see their SPAWN animation.
Bloodbane you win a big space in the main credits scene.  :cheers!:  :cheers!:
Intersting i will check every thing and tell you how it came out.

Offline Bloodbane

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Re: Capcom Pocket Brawl
« Reply #13 on: March 05, 2011, 08:38:03 pm »
Quote
Pause when you hit in every attack?

 bWWd meant hitpause parameter in attackbox:

Quote
attack{#}   {x}   {y}   {right}   {down}   {damage}   {power}   {block}   {noflash}   {pausetime}   {z}

 The 9th parameter if you lost track :).

Quote
Intersting i will check every thing and tell you how it came out.

 Okay, I'll be waiting :).
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline talic

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Re: Capcom Pocket Brawl
« Reply #14 on: March 06, 2011, 05:46:45 pm »
It works like a charm BloodBane.  :cheers!:
Great work and huge Thanks.
I will make some more tweaks and i will post a video showing the new IA and the new stuff.

EDIT: NVM
Question:
i created a item that gives you Hp if you touch it, my question is if there is any way that the enemy also could grab it and get HP?
« Last Edit: March 06, 2011, 06:57:00 pm by talic »

 



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