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Author Topic: Get in the ring mod with FEW Wrestling mechanics (please, move it to WIP)  (Read 3489 times)

0 Members and 1 Guest are viewing this topic.

Offline Vyck_St.Judas

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Re: Get in the ring (Fake shot) mod project?
« Reply #15 on: May 23, 2012, 07:48:41 am »
http://www.mediafire.com/download.php?be3xl7qclz1wyld
All of them. In mugen format. I was actually thinking of using them to make a final fight mod. Never got around to ripping the FF enemies. I hate ripping arcade games.

Offline nedflandeurse

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Re: Get in the ring (Fake shot) mod project?
« Reply #16 on: May 23, 2012, 08:14:29 am »
Yes arcade rips is pain in the @$$.
I might try to rip the referee too so I can use him as a NPC character during wrestling stages.

Offline BeasTie

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Re: Get in the ring (Fake shot) MOD with some Wrestling mechanics
« Reply #17 on: May 23, 2012, 08:49:57 pm »
Yeah sorry I looked for arcade ones first (know I had em somewhere) I could help if you need with ripping stuff if you need, just send me all the arcade  screenshots and I'll get the sprites out.

Offline nedflandeurse

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Re: Get in the ring (Fake shot) MOD with some Wrestling mechanics
« Reply #18 on: May 24, 2012, 01:23:59 pm »
I've checked the referee in arcade game, but he's still too short!
I'll found something else later...

Offline Vyck_St.Judas

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Re: Get in the ring MOD with some Wrestling mechanics
« Reply #19 on: June 17, 2012, 11:08:24 pm »
Um, Dude the mediafire link I put up for you is ALL the Characters from saturday night slammasters (arcade). You dont need to rip them now. I think your referee is in there too.

Offline esn23

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Re: Get in the ring MOD with some Wrestling mechanics
« Reply #20 on: June 18, 2012, 12:01:00 am »
can you pm me the link for all the slam masters characters?

Offline Mrgrill247

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Re: Get in the ring MOD with some Wrestling mechanics
« Reply #21 on: June 18, 2012, 12:01:58 am »
Can you upload it also.
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline Vyck_St.Judas

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Re: Get in the ring MOD with some Wrestling mechanics
« Reply #22 on: June 19, 2012, 01:17:47 am »
I have no earthy idea what happened to the file. I don't remember deleting it.
Any i converted all of them from SFF to PCX. You can use irfanview to put it in whatever format you want guys  ;D. I also included pals.
By the way, I didn't rip these myself, but i figure since nobody else has them, the right thing to do is share. If you want to post these in full sheets to "The Spriter's Resource" That'd pretty awesome. If you add some kind of tag saying you ripped them yourself... That'd be pretty lame.   
Anyway http://www.mediafire.com/?96b0z4sg9qi2ug2 Enjoy!

Offline esn23

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Re: Get in the ring MOD with some Wrestling mechanics
« Reply #23 on: June 19, 2012, 01:39:40 am »
ty

Offline Vyck_St.Judas

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Re: Get in the ring MOD with some Wrestling mechanics
« Reply #24 on: June 19, 2012, 04:33:10 am »
No worries!  ;)
  :cheers!: Here's to hoping you guys get some good use out of them! :cheers!:

Offline nedflandeurse

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Re: Get in the ring MOD with some Wrestling mechanics
« Reply #25 on: June 19, 2012, 07:30:31 am »
The project is in the works.
some screens:
BTW I use "Super fightin' spirit" training stage as a base for the moment.
I'll edit everything in the future. (lifebars, menu, select...)


Offline BeasTie

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Re: Get in the ring MOD with some Wrestling mechanics (WIP)
« Reply #26 on: June 19, 2012, 08:17:14 am »
Looking good dude!   :thumbs_up:
This ring works better than the other one. Only thing missing is a steel chair (hmm... got sprites for one somewhere, will get back to you ;D )

I haven't messed with them much, but you could probably just make the turnbuckles platforms so you can just jump up and do moves off them. 

Something else you could try too if you haven't already set it up, is different moves could cause different levels of screen shaking using quakeframe.

Code: [Select]
quakeframe {frame} {loops} {intensity}

~Used to make screen shakes with certain intensity.
~{frame} determines at which frame the quake/shake starts.
~{loops} determines how many quake this animation will make after quake starts. Bear in mind that if the animation ends, there won't be another quake. And you have to provide a frame for each quake.
~{intensity} determines how strong the quake would be. Technically it is how far the panel would go down in pixels.
~Negative value works for this and the quake will be new style extreme quake.

Some moves like slams/suplexes could cause more dramatic effects.  This could really help simulate the feel of a wrestling ring.  Enemies/Players like that fat masked guy would cause more shaking than others too.  You can have different pain animations for each attack, so attack5 will cause pain5, it would probably be needed to really make it work. They could also help setting up enemies for certain moves etc.

Looking nice already, not sure how much you're into wrestling, but this is looking like a wrestling match already.
In Mexican wrestling the bad guys are called Rudos and are usually bigger/fatter/stronger style wrestlers and break the rules, the 'good guys' are called  Technicos and are the smaller sized high flyers and they follow the rules/code. (in western wrestling referred to as Heels and (baby)Faces )

So looks like a typical wrestling match :)

Offline nedflandeurse

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Re: Get in the ring MOD with some Wrestling mechanics (WIP)
« Reply #27 on: June 19, 2012, 02:13:30 pm »
Thanks for the suggestions.
Actually the ring was in the mod I used.
But I'll add changes after it.

About different pain animations. I use it already for Low ans High attacks.
But I have a problem to give some pain animation to the liedown enemies...
Yes, I've started giving stomps, people elbow...

If you can help me on this...
http://lavalit.com:8080/index.php/topic,6774.msg93383/topicseen.html#new

Once I have the basic features, I'll add the ring specific features, and of course I'll add chair and other weapons.

Offline BeasTie

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Re: Get in the ring MOD with some Wrestling mechanics (WIP)
« Reply #28 on: June 19, 2012, 10:17:58 pm »
I had a look other day but was stumped too, I put OTG attack move in a mod I was making and pretty much had the same problem I think.
Was leaving to see what Bloodbane or someone might say. 

Offline Vyck_St.Judas

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Re: Get in the ring MOD with some Wrestling mechanics (WIP)
« Reply #29 on: June 20, 2012, 06:39:35 am »
In the "Double Dragon" style mod I'm doing. Every character can stomp you by just jumping and landing on you. (attackbox with OTG, followanim and followcond in jumpland anim, so they hop off or roll back after.) It works kind of like the Virtua Fighter stomp. I also use a wheel kick that hits both standing and lying opponents.
For the wheel kick I use 2 different attack boxes. attack-X connects while you're airborne, attack-Y connects in landframe. The standing opponent will get knocked down with fall-X, the downed opponent will play their fall-Y animation (hold stomach, pop-up, flail, whatever you want). It could also be used for Pain-X and Pain-Y as well.

Personally i'd set the diving moves (moonsault/elbow/senton) as jumpattacks. Unless you want them to follow a preconceived unwavering flight path with jumpframe. That could work too. You can't really change course in the air in real life. Maybe you could make the animation include a painful landframe (where they hit the mat and pop up holding their stomach, maybe?) by default. Add a followanim for a safe landing or roll through, but only if you connect. That's generally the formula for a high risk move in-ring.

That's more than likely not what you need though. You really need a smart attack/reaction system that knows (by checking flags or some such?) which context (standing/walking/idle, jumping, ducking, running, downed.) the receiving entity is in and performs the proper pain animation accordingly. I'm sure Something like this can be done with script. It'd just be nice if we had a "BBOX2/BBOX3/BBOX4," or "anim thrown/thrown2/thrown3 etc." or maybe even an integer flag or "downframe" command thing that determines whether or not the entity is standing or lying on the the ground at the end of the animation. A set of commands that came with the engine right out of the box. That would make your project really shine.

Man, I had to edit myself just now. I must've deleted like 4 text walls of raw soap-boxing. Waiting around, begging for scripts is a really hot button for me. :eyebrow_action:
That being said, Bloodbane, Matman and some of the others are freaking awesome for the amount of patience and generosity they show people. Daily. For no better reason that just being cool stand-up guys. The real problem is that feeling in the back of my head, that by requesting scripts for everything (I'm terribly guilty of this myself :dunce:), we wind up overlooking what could be highly useful features that might have been out of the box standard by now.
« Last Edit: June 20, 2012, 07:06:18 am by Vyck_St.Judas »

 



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