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Poll

wich priest do you prefer?

21 (72.4%)
8 (27.6%)

Total Members Voted: 29

Author Topic: Dungeon Fighter: B.O.R.  (Read 3757 times)

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Offline Pierwolf

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Dungeon Fighter: B.O.R.
« on: November 11, 2012, 05:22:15 pm »


Hi everybody!

i think it's time to show you the demo of my new project codenamed "arena". after learning how to rip complete spritesheets from dungeon fighter online, i've decided to convert it in:

DUNGEON FIGHTER: B.O.R. EDITION

You can find it here:
DOWNLOAD LINK


What is in this demo:
- 2 playable characters (the fighter and the slayer)
- adventure mode: play the first act of the Campaign
- dojo mode: make practice with a dummy goblin


FIGHTER movelist
Nen Shot: down, forward + light attack (aviable at level 1)
High Kick: down, forward + strong attack (aviable at level 1)
Seismic Kick: forward, up + light attack (aviable at level 5)
Lion's Roar: down, up + light attack (aviable at level 5)

SLAYER movelist
Wave Sword: down, forward + light attack (aviable at level 1)
Upward Slash: down, up + light attack (aviable at level 1)
Gore Slash: down, forward + strong attack (aviable at level 5)
Mountainous Wheel: forward, down + strong attack (aviable at level 5)


IMPORTANT: FOR THE OTHER CONTROLS, SEE THE "HOW TO PLAY" IN THE GAME

download and let me know what you think!

enjoy
« Last Edit: November 11, 2012, 05:46:35 pm by Pierwolf »
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline nedflandeurse

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Re: Dungeon Fighter: B.O.R.
« Reply #1 on: November 11, 2012, 06:01:27 pm »
Looks awesome!!
I'll try it ASAP!

Offline NickyP

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Re: Dungeon Fighter: B.O.R.
« Reply #2 on: November 11, 2012, 06:27:16 pm »
 :cheers!: Awesome! I'm downloading it now, can't wait to play it on my PSP!!!

Which Priest do you plan on using? The old style with the long hair, or the one with the short haircut? If I may request, I prefer the newer one :blushing:....

Like I said in the Arena, I think we should all contribute to this and make it amazing!

Offline Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #3 on: November 11, 2012, 06:37:08 pm »
:cheers!: Awesome! I'm downloading it now, can't wait to play it on my PSP!!!

Which Priest do you plan on using? The old style with the long hair, or the one with the short haircut? If I may request, I prefer the newer one :blushing:....

Like I said in the Arena, I think we should all contribute to this and make it amazing!

thanks Nick, and no offense, but i prefer to work alone on my games.
other times i've tried to collaborate with other great members of lavalit, but some way or the other, it simply doesn't worked... it's probably my fault, but that's the way i do it.
hope you enjoy the game anyway!
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline maxman

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Re: Dungeon Fighter: B.O.R.
« Reply #4 on: November 11, 2012, 06:56:39 pm »
Looks pretty awesome! Thanks for this one, Pierwolf! :cheers!: Just downloaded this and I will try it out.
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 rafhot

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Re: Dungeon Fighter: B.O.R.
« Reply #5 on: November 11, 2012, 08:28:05 pm »
it is my kind of game, very cool and with lots of moves

the only minor lfaw game play related that i had is about the area clear msg and im unable to grab my loot that i left behind

i think would be cool if instead the area clear finish the stage  one exit apears or one of the items in the area must be picked to finish the stage

if the loot was only score points i think there is no problem to left some behind, but when it is our XP, we get sad when we left some behind.

the gameplay and his concept is amazing
congratulations

Offline magggas

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Re: Dungeon Fighter: B.O.R.
« Reply #6 on: November 11, 2012, 09:43:36 pm »
Everything is very well made and i like very much the game design and concept.The only flaw for my taste is the gameplay is like slow motion.Walk/run for me is too slow.And the player gets to long stun by every simple hit.
Maybe is only me but such spends+pain delays i have see only on OpenBOR games :P

Anyways,keep it up man  :cheers!:


Offline nedflandeurse

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Re: Dungeon Fighter: B.O.R.
« Reply #7 on: November 12, 2012, 02:38:46 am »
Amazing!
The atmosphere of this game is very good...
I like the map system and the talking with NPC.
But, it's true the gamplay can be a little fast and dynamic! :oops:

Also. It's some kind of great system you're creating here. It's a shame to see the infinite possibilities of DFO limited to 4 characters.
So, I really hope your mod can become a standard/base for other moders to create a lot of alternative stories with 8 or 10 different characters, more enemies.
Keep up the good work :)

Offline Nozomi

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Re: Dungeon Fighter: B.O.R.
« Reply #8 on: November 12, 2012, 06:52:34 am »

Offline Die_In_Fire

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Re: Dungeon Fighter: B.O.R.
« Reply #9 on: November 12, 2012, 07:05:41 am »
I just played 1 stage so far (busy busy) but I really liked!! The presentation, as your signature, very professional!

I had a problem, when two goblins hit me, one in front and one behind player, they just hit me until the player dies, and pressing buttons, specially the block button, is not effective at all, they just keep taking your health

Offline NickyP

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    • Personal OpenBOR site.
Re: Dungeon Fighter: B.O.R.
« Reply #10 on: November 12, 2012, 10:00:01 am »
It BSOD'd on my PSP  :( So I had to play it on my PC..

But, wow. It was A-MAAAZING! It felt like DFO and everything! Congratulations big time on this mod, Pierwolf!  :cheers!: I really can't wait for more! This is only a demo and it's already starting to put Dungeon Fighter Live to shame!

thanks Nick, and no offense, but i prefer to work alone on my games.

No problems.  :) I understand.

Offline DJGameFreakTheIguana

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Re: Dungeon Fighter: B.O.R.
« Reply #11 on: November 12, 2012, 01:31:04 pm »
Just played this, and it's pretty well made. The Goblins can be pretty cheap with their attacks, plus having a bbox set for the fall animation doesn't help. I fixed that myself in Sega Brawlers by going through every character and setting a Dropv for every attack, usually "1 2" for normal or weak attacks, but left it alone for the last attack in the combo, or changed it for certain combos or magic attacks, like Ray's & Ginjiriou's Special attack here from Advance Guardian Heroes. The attack uses 2 txt files actually, the first summons the attack which will die:
Code: [Select]
anim idle
loop 0
delay 4
offset 118 369
bbox 0
           fastattack 1
frame data/chars/Ray2/SPFX-0.gif
offset  118  373
attack1 139 330 74 41 1 0 0 0 0 30
           Dropv     1 0
frame data/chars/Ray2/SPFX-1.gif
offset  118  365
attack1 0
frame data/chars/Ray2/SPFX-2.gif
attack1 142 327 115 35 1 0 0 0 0 30
           Dropv     1 0
frame data/chars/Ray2/SPFX-3.gif
attack1 0
frame data/chars/Ray2/SPFX-4.gif
attack1 142 329 157 35 1 0 0 0 0 30
           Dropv     1 0
frame data/chars/Ray2/SPFX-5.gif
attack1 0
frame data/chars/Ray2/SPFX-6.gif
attack1 141 330 210 31 1 0 0 0 0 30
           Dropv     1 0
frame data/chars/Ray2/SPFX-7.gif
attack1 0
offset  118  363
frame data/chars/Ray2/SPFX-8.gif
attack1 142 332 259 32 1 0 0 0 0 30
           Dropv     1 0
offset  118  366
frame data/chars/Ray2/SPFX-9.gif
attack1 0
frame data/chars/Ray2/SPFX-10.gif
attack1 141 333 298 34 1 0 0 0 0 30
           Dropv     1 0
offset  118  368
frame data/chars/Ray2/SPFX-11.gif
attack1 0
frame data/chars/Ray2/SPFX-12.gif
attack1 142 335 344 29 2 0 0 0 0 30
           Dropv     1 0
frame data/chars/Ray2/SPFX-13.gif
attack1 0
frame data/chars/Ray2/SPFX-14.gif
attack1 141 336 383 31 2 0 0 0 0 30
           Dropv     1 0
offset  118  372
frame data/chars/Ray2/SPFX-15.gif
attack1 0
offset  118  374
frame data/chars/Ray2/SPFX-16.gif
attack1 142 336 394 35 2 0 0 0 0 30
           Dropv     1 0
frame data/chars/Ray2/SPFX-17.gif
attack1 0
@cmd shoot "RaySP1" 0 0 0
frame data/chars/Ray2/SPFX-18.gif
@cmd killentity getlocalvar("self")
frame data/chars/Ray2/SPFX-18.gif
Which at that point, the next attack is shot:
Code: [Select]
anim idle
loop 1
delay 4
offset  118  374
           fastattack 1
blast      142  337  395  31  35  0  0  0  30
frame data/chars/Ray2/SPFX-16.gif
frame data/chars/Ray2/SPFX-17.gif
This way, you save the juggling for certain attacks, and not just getting juggled all willy-nilly. Hope this helps, but hey, maybe you or someone else will come up with something better.  ;)
Quote
thanks Nick, and no offense, but i prefer to work alone on my games.
At the very least, would I be able to extract your materials? I plan to add DFO stuff to another mod idea of mine. Originally a crossover with DFO and Guilty Gear, but I'll just add the idea to my mod, once I get to it.

x)

Offline lirexpatrio

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Re: Dungeon Fighter: B.O.R.
« Reply #12 on: November 12, 2012, 04:07:47 pm »
Exelent demo,i hope that the full version coming soon!! ;)

Offline Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #13 on: November 12, 2012, 04:35:39 pm »
thanks to you all for the feedback, i will try to answer you now:


the only minor lfaw game play related that i had is about the area clear msg and im unable to grab my loot that i left behind

i think would be cool if instead the area clear finish the stage  one exit apears or one of the items in the area must be picked to finish the stage

if the loot was only score points i think there is no problem to left some behind, but when it is our XP, we get sad when we left some behind.


i liked the area clear concept, and i think that this way add a little strategy; take everything before times up, but i will think about this.

Everything is very well made and i like very much the game design and concept.The only flaw for my taste is the gameplay is like slow motion.Walk/run for me is too slow.And the player gets to long stun by every simple hit.
Maybe is only me but such spends+pain delays i have see only on OpenBOR games :P

Amazing!
The atmosphere of this game is very good...
I like the map system and the talking with NPC.
But, it's true the gamplay can be a little fast and dynamic! :oops:

keep in mind, guys, that i never played the original dungeon fighter online (here in italy we can't play it). i only played the "live" version on xbox360 (and i know it's more limited that the original game, but i like it anyway) so i don't know how the original game's dinamics are. anyway i will think about making the action more fast.

Is this project instead of this project?
http://lavalit.com:8080/index.php/topic,7070.msg97249.html#msg97249

yes it is.

I just played 1 stage so far (busy busy) but I really liked!! The presentation, as your signature, very professional!

I had a problem, when two goblins hit me, one in front and one behind player, they just hit me until the player dies, and pressing buttons, specially the block button, is not effective at all, they just keep taking your health

i wanted it this way, actually you can evade the attacks at the cost of some MP points (in the HOW TO PLAY you can find the commands), i think that this way the game is a little more technical that the standard beat'em up. even if maybe i should make the evade moves cost a little less MP, at least in the beginning.

Just played this, and it's pretty well made. The Goblins can be pretty cheap with their attacks, plus having a bbox set for the fall animation doesn't help.

same as up, it's something wanted. you can evade the attacks even in air.


thanks again everybody, and continue with your feedbacks!

bye
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline maxman

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Re: Dungeon Fighter: B.O.R.
« Reply #14 on: November 12, 2012, 05:50:56 pm »
I have a suggestion here. When you go to any individual there to talk in the beginning of the first scene, do you think you can make them talk again even though if anyone couldn't understand or get what they say? Any individual only talks once and that's it, and then you move on. Looking at the non-fighting scene reminds me of playing an any type of RPG game.

EDIT: There's one thing I found. I don't know if I'm going to say this right, but the enemies, the goblins, throw rocks and shoot arrows at the character while he's falling in air and yes, that's juggling. I did try to jump and kick to them though.
« Last Edit: November 12, 2012, 05:57:15 pm by maxman »
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

 



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