LavaLit
OpenBoR => Mod Center => Completed => Topic started by: Bloodbane on December 23, 2008, 12:43:58 pm
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Alright, it's released! Crime Buster v2.5 can be downloaded from the download section.
(http://i11.photobucket.com/albums/a177/DBloodbane/Crime%20Buster/CBuster25.gif)
Story : Crime Buster is Special Police Force. Their first task is to investigate illegal drugs that has plagued the city then stop its trade by defeating and arresting the boss dealer.
Heroes : Maxima, Ralf, Athena, Kula and Bao
Features :
1. Running ability
2. Offensive abilities:
- Various freespecials
- Slams and throws
- Airgrab and running grab (hero specific)
- Powerful special (ala SoR2)
- Running attack, running jump attack and running special (except for Maxima)
3. Defensive abilities:
- Special
- Dodge (ala SoR3) and dodge while rising (ala Guardians)
- Block
- Anti grab special (ala Guardians)
- Anti throw air recovery
4. Challenging enemies:
- Weak thugs to strong punks
- Various bikers
- Flying enemies
- Strikers
- Subbosses, bosses and boss master
5. Various levels and stages:
- Alleys, pier, bridges to truck ride, ship and subway train
- Long stages with select screen per stage
- Random enemies in certain levels
- Normal and Easy mode
- 3 Bonus levels
6. Alternate paths:
- Local branches
- Time based branches
- 4 different endings
7. Locked game modes:
Extra
- Extra stages!
- Extra enemies!
- Extra difficulty!
- Extra challenge!
Boss Party
- Single stage filled with bosses and subbosses
- Main Branches and Room Branches!
- Hidden bosses and subbosses!
Party
- All Bonus Levels from main game mode
- Extra Bonus Levels!
Don't forget to read README.txt and enjoy this mod!! ;D
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Can't wait to try. See a couple features in here that I want to add to my mini-mod.
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Gonna give this a go as well. Let you know soon Bloodbane on my adventure with Crime Buster
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Combined the RARs into one file and uploaded it again. Grab it while it's hot:
http://lavalit.com:8080/index.php?action=tpmod;dl=item232
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lol i've reuploaded them and did not notice you had done so already CE.... man your quick!
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Oh man, i must wait untill january the 7TH before playing your brand new version of Crime Buster :'( (bandwidth is also a problem of mine at home)
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lol i've reuploaded them and did not notice you had done so already CE.... man your quick!
Yeah, only took me five weeks to upload the Splatterhouse Trilogy... :-[
and MKK for Dreamcast is waiting for a description since about a year or so... :'(
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Downloading now...
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Just really gave Crime Buster a good play through for the first time, and I have to say it is quite a piece of work overall. It does have some sticking points, but defiantly takes some things to the next level.
I'll probably do a full review later, but here are the good and bad points in my opinion:
The good:
- Tactical Opponents: In a way I'm almost annoyed, as many of the ideas I am using myself are to be found here. But that's OK, it's nice to see them in action in a completed module. Enemies taking advantage of the Z plane, throwing aimed projectiles, and using tactical maneuvering (such as running away and trying to wear you down instead of going face first) are very welcome additions.
- Changing Characters: Another one you swiped before I could get mine out. ;)
This is a feature that AOTV could sorely use, and it helps keep the feel of a "party" as opposed to you being always one person and having the other goons show only show up between stages.
- Graphics: This isn't a very flashy module graphics wise, but what it does have is a very clean and crisp look. The sprite edits are also top notch. I love the expression and "flavor" of the various thugs roaming about.
- Moves: There could have been more, but there can always be more. In truth, the variety is enough to keep you going (and being able to switch fighters helps too). You'll have fun playing around with each fighter to see what kind of mayhem they can cause. 90% of modules out there have shown you everything by the time you take out the first 5 thugs. Not so here.
- Package: An oft overlooked detail is that a few months from now, no one will know what version of the engine works best with a given module, and even if they do it can be a bit frustrating for new users trying to get things going. I don't recall if CB includes anything motioning the recommended engine version, but I do like how the download has everything you need from the start.
And the bad.....
- Cheap Opponents: Considering what a big deal you make out of having good enemies, I was very disappointed with the number of cheap sections in the game. Mainly, the overuse of biker enemies. In the first few stages especially, it seems every other group involves dodging two or more bikers, often while dealing with a high level normal enemy.
It's almost like you wanted to "show off" the tricks you used making bikers, and to be honest it needs toning down. It's not so much a difficultly thing, it's just tedious and boring. no one wants to spend to spend half the game dodging bikers.
The other issue is being pinned down after a knockdown. The side dodge is OK, but not really all that effective. Since enemies usually have both sides covered and like to spam their attacks, it's about a 50/50 game of chance that the player has little control over. Reassess this so that the player is rewarded if they make a good decision and punished if they screw up. I would suggest adding an instant rising attack or dodge that only works if the player times correctly on hitting the ground. This way, the player has a viable option, but must apply some skill to use it.
- Screen Size: What in the world is a module of this caliber doing still using the old screen size? You need to configure for widescreen ASAP. There is no excuse not to.
- Story: Put simply, there is no way the heroes are an elite crime fighting force. Goodness help whatever municipality they work for because these are the dumbest police I've ever seen. What they are is a group of eccentric thugs wandering around until they run into someone to "arrest". Maxima is obviously the brains, and he seems to make his decisions based more on a coin flip then any coherent logic. It's almost painful the read the dialog.
- Moves: OK, I praised the variety, but there is problem. The PC characters just don't have any pizazz to them. As I mentioned in a past review, you should go never through a game always wishing you could play as the enemies.
And don't misunderstand; the PCs are plenty powerful enough to beat the enemies. It's just that the enemies are interesting and cool..whereas the players (aside from Kula) can't do much other then hit, hit, and hit some more, and even Kula just has her freeze ability. No real taking advantage of the Z axis, no tactical movement, no using the environment, no flair in general (slams don't count; they are expected in a fighting game, not an "extra"), and no real personality. Mechanically everthing is sound. They just need more flavor to stand up against all the cool opponents in the game, so spice it up a little next time.
Overall it is a great module, and highly recommended. The difficulty (sans the cheap spots) is just right and it's good plenty of extras to keep things fresh from start to finish.
DC
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Yeah, I'll have to give this a full playthrough as well; when it first came out, I ran into some bug partway through and didn't ever pick it up again.
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Thanks guys!
It's almost like you wanted to "show off" the tricks you used making bikers, and to be honest it needs toning down. It's not so much a difficultly thing, it's just tedious and boring. no one wants to spend to spend half the game dodging bikers.
Yeah, that's true. I spawned lots of bikers in levels with road floor. My purpose is to show ppl that there are many kinds of bikers we can make in OpenBoR
Screen Size: What in the world is a module of this caliber doing still using the old screen size? You need to configure for widescreen ASAP. There is no excuse not to.
I knew it someone would say about this. I didn't use widescreen cause I kept getting kicked out with widescreen so I used normal screen. Apparently I forget to check if that has been fixed or not.
Story: Put simply, there is no way the heroes are an elite crime fighting force.
Finally someone said it :laughing:. I realized that when watching the intro. TBH the background story is the part I cared less :blushing:.
I'll make better story next time.
As I mentioned in a past review, you should go never through a game always wishing you could play as the enemies.
You feel that too?
It's just that the enemies are interesting and cool..whereas the players (aside from Kula) can't do much other then hit, hit, and hit some more, and even Kula just has her freeze ability.
Hmmm... I guess it's because I tried to mimic my favorite games. Almost all of them are combo based. But I know, I'll design hero from zero next time instead.
Oh BTW Maxima can fight with less combo, his *** Breaker+Suplex Combo is deadly, the damage is bigger than his normal combo.
No real taking advantage of the Z axis, no tactical movement, no using the environment, no flair in general (slams don't count; they are expected in a fighting game, not an "extra"), and no real personality. Mechanically everthing is sound. They just need more flavor to stand up against all the cool opponents in the game, so spice it up a little next time.
Thanks! got your point.
I didn't give 3D attacks to heroes cause I'm afraid the gameplay would be more cheap. Maxima is the only one currently who has 3D attack with his slam.
An oft overlooked detail is that a few months from now, no one will know what version of the engine works best with a given module,
I forgot to say that although this mod is packed with certain version of OpenBoR, it doesn't mean that's the only compatible version.
Speaking of version, I picked this version cause it has 'didhitscript' for items. If you try picking foods with full health, you get points instead (Capcom style). Forget to mention this.
I ran into some bug partway through and didn't ever pick it up again.
What bug? probably something I missed.
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Still playing through this, I haven't seen everything yet but I will. I love the level branching and as Damon pointed out the character select before levels is nice. Of all the mods that are currently released I do beileve this is the one with the most amount of used features from the engine (arguably).
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Ziza of the enemy character seems to come out in BLEACH of Comics of Japan. By the way, does Mr. Bloodbane like Comic and TV animation of Japan?
:laughing:
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I try the Mod... :cheers!:
This Is really good work,but i think can be improved it many things ... ;)
-Animations to fix( example: ralf rise, slow runs, special moves...)
-Special Moves without sound effect (ARRRRGHHHHHHHHH :P )
-Bad Frame(example: Special Moves,Edit... )
-The Bgs is very good,but the palletes is poor.
-This is Streets of rage remake!!! why not there are the weapons? why not there are MP bar?
-The enemies they are strong but they use repetitive movements(example: Nina[why Nina? Shes is Blue Mary!]
it use only Low Kick).
-The Cut-Scenes without BGM and Poor.
-The Game is Repetitive( I think to change the enemies in more levels,palletes,boss,item...)
Overfall: It is was a Good Work,keep it up. ;D
I hope in new released! :cheers!:
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Amazing work.
I have liked the fist releases, and this last one is very fun with the multiple branch...
By the way, is it normal that the loading when you launch the game is really long!!
And freeze for a long time before to complete it?? :wow!:
I don't know why this mod is the only one do to it in spite of a low/medium mod size not a 150Mo like. :eyebrow_action:
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This Game Is Hard Battle!!!
SUPER GAMES!!!
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-Animations to fix( example: ralf rise, slow runs, special moves...)
I change Ralf's rise animation to roll forward one for cooler effect. I don't like the real one where he rises then turn around.
About slow runs, that's part of the gameplay. You can't have all heroes run in very fast speed.
-Special Moves without sound effect (ARRRRGHHHHHHHHH :P )
Some moves are edited so it's hard to find proper voice for them. But TBH I forgot :-[.
-Bad Frame(example: Special Moves,Edit... )
Hey, I'm just beginner sprite editor.
-This is Streets of rage remake!!! why not there are the weapons? why not there are MP bar?
This is NOT Streets of Rage remake nor any other game remake! This mod is inspired by Streets of Rage instead so I don't care if it's not same with SoR.
The heroes are already strong without weapons, so why do they need one?
Sorry about no MP bar, setting MP system takes long time cause I have to rebalance everything.
-The enemies they are strong but they use repetitive movements(example: Nina[why Nina? Shes is Blue Mary!]it use only Low Kick).
You should be happy they are like that. If they have more moves, this mod would be harder. Also if you've played other brawler games, you could see that most enemies have limited moves and repetitive. The idea is the same.
Oh Nina is alias, silly :).
-The Game is Repetitive( I think to change the enemies in more levels,palletes,boss,item...)
How long have you played this mod? the early levels are quite repetitive but it's deliberate cause I need to introduce enemies one by one. In latter stages, there are more enemies and you get more boss fights.
Overfall: It is was a Good Work,keep it up. ;D
Thanks ;D.
Ziza of the enemy character seems to come out in BLEACH of Comics of Japan.
Huh??? That must be coincidence. I hardly watched Bleach nor read its comics. I don't even like Bleach.
Ziza was actually inspired by Zamza from SoR2. I designed her moves myself.
By the way, does Mr. Bloodbane like Comic and TV animation of Japan?
Not fans though, just watching animes. Mostly curious about story and actions.
is it normal that the loading when you launch the game is really long!!
Hmmm.... I really don't know the cause. Maybe it's related to what Orochi_X said about technique I'm using. I read newspaper while waiting for loading time to finish ;D.
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Hmmm.... I really don't know the cause. Maybe it's related to what Orochi_X said about technique I'm using. I read newspaper while waiting for loading time to finish ;D.
Me too! :laughing:
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wow gak nyangka ternyata ada orang indonesia bisa nge-mod...bagus lagi btw salut buat km.... :applauding:
hem ada orang indonesia lagi gak selain bloodbane.....
sorry i just wanna say hai to mr. bloodbane... ;D
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Just played this now, I'm very impressed, one of the best mods I've played defiantly keeping this on my hard drive, plays like a professional game the only thing I don't like is the music, would of liked to hear something more original. great work Bloodbane.
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Finally, i downloaded and played it. I must say that, as always, Bloody works are exciting and brilliant.
The good:
3D attacks where expected and works as they should be: that running girl (running Mary, for example, but if i remember well names are scripted so not indicative :)) is absolutely brilliant.
The sunshine effect in (east ;)) bridge is something of completely new and i have liked it a lot!
There's a tangible effort on makeing player moves original: Ralf "running bulldog", Bao "air pressure", Maxima "dynamite spin" are excellent (that Atena "super physic throw" reminds me Hyoga throw move from mine SSDR mod ;D).
Scripts presence is tangible here, and this makes the game fresh.
The bad:
Are there a little too much bikers? Also, that jumping girl (Inneke - Irene) makes me crazy... when she is close to you, becomes frustrating (probably she needs a reduction in "aggression").
I must add that the game, as always, is a little too difficult for me (i do not reached the big boss on the second bridge)... at easy level :dunce: but this is probably a problem only for me. Also, music should be changed (just to avoid the risk to be labelled as "Streets of Rage remake"); i know that you have a slow net connection so i do not expect variety on music... i am only asking for a change in the main themes ;)
Finally, this mod is very good, as expected. Bloody is a perfectionist and it was difficult to find out problems in this game :-[ :cheers!:
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The command of dynamite spin of Maxima is not understood at all.
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wow gak nyangka ternyata ada orang indonesia bisa nge-mod...bagus lagi btw salut buat km....
hem ada orang indonesia lagi gak selain bloodbane.....
Don't underestimate Indonesian please!
You didn't come here just to post that did you :)?
Are there a little too much bikers?
The bridge stage is biker party level so to speak. I spawn lots of biker there to fit the roady level theme.
I still need to learn level design TBH. I made bridge stage before the alley branch. I forgot that if players go through alley, they'll meet bikers too often combined with ones in 3rd stage.
Also, music should be changed (just to avoid the risk to be labelled as "Streets of Rage remake")
I know. Music aren't like pictures, I have to hear them not just look at them so it's hard to get good selection of music.
Also, that jumping girl (Inneke - Irene) makes me crazy... when she is close to you, becomes frustrating (probably she needs a reduction in "aggression").
She's one of enemies which can't be attacked from close. I designed her based on Poison/Roxy from Final Fight. She's best attacked by counter attack.
The command of dynamite spin of Maxima is not understood at all.
It's not? OK, the command is Down,Up,Attack while grabbing an enemy. After you grab an enemy, press direction keys to move him around.
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I'm still playing through this, Bloodbane. The last few versions I zipped through it, but this one I'm taking my time and only playing one or two levels at a time. I just defeated the main game (Bane is monstrously hard!), but I've only just started with the other features.
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Yep, Bane is monstrously hard. The regular bosses are hard so Bane, as boss master, has to be harder.
There is small but important feature. His tornados are blockable but only by Ralf and Maxima. That means Athena, Kula and Bao will need to rely on dodging alot to survive his tornados.
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Sorry to go a little off-topic here, but which version of OpenBor is best for playing this mod on the DC? I tried the latest version, but the game just froze on me after I picked my character. Thanks for the help!
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Very nice BB! CrimeBusters was an awesome mod to begin with but this version is off the hook, I didn't think things could get any better. In particular, Maxima and Ralf kick some major arse. Their grab and throw system is on point.
And now some of the enemies seem tougher like robert garcia, he throws knives all over the place now!
thanks for this mod, its great.
Sorry to go a little off-topic here, but which version of OpenBor is best for playing this mod on the DC? I tried the latest version, but the game just froze on me after I picked my character. Thanks for the help!
I think this mod may consume more ram than the DC can handle but I can't say for sure and I don't wanna get your hopes down so maybe someone can tell you what the issue is for sure.
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I Like Music
U.C.COPS's HIYA UNIT Yeah !!!!! :laughing:
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A long time since I've been here. I doubt if anyone remembers me though. I took up an interest in OpenBOR about a year ago, and since then work and my screwing around with Adobe Premier and After Effects have curved my interest. What brought me back was the Golden Axe Remake and happening to check out this page again to see a Splatterhouse mod (Splatterhouse is one of my very favorite franchises).
I played this for a bit, and I have to commend you: The A.I. and enemy variation are superb. Almost all BOR mods (except Golden Axe remake) suffer from a very limited A.I. that's far too predictable. I have to echo the sentiments of Damon, in that the move set of your character is a little too limited, and the enemies are truly unfair sometimes. I personally think you should have called this game 'Biker Attack' because that was just cruel dude. How many biker enemies can you have in a single level? :eek:
But I do commend you for one other thing, one thing that I don't think any BOR mod has done, by actually having a power bomb move. Okay, you cheaped out a bit by having the command be just jump and up, as opposed to jump and attack like in all beat 'em ups. But I commend you for it and the branching paths.
Really good work. When I get the chance, I'd love to combine the A.I. for this game with my own Splatterhouse game.
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Thanks guys!
U.C.COPS's HIYA UNIT Yeah !!!!!
Yeah, I have trouble finding proper music but after I played that game, I decided the musics could be used in this mod. I really loved Nasty Loud Quack (boss fight theme), it fits the situation well and it also boosts spirit not just give serious and deadly atmosphere.
In particular, Maxima and Ralf kick some major arse. Their grab and throw system is on point.
Yep, time to show ppl that slow chars can kick arse too. Their grabs and slams mimic my favorite slams. Maxima's grabwalk mimic Haggar's ability. Power Bomb and Super Maxima Lift mimic Haggar's Piledriver, especially Maxima's cause he can move while jumping. Maxima's Dynamite Spin mimics Punisher's ;).
Ralf's Running Bulldog mimic Girulian's (from Guardians). Ralf's Napalm Stretch doesn't mimic anything (aside from Clark's) but I wanted him to have air grab.
in that the move set of your character is a little too limited,
Well, I rely on counterattacks that's why I don't feel like I need more.
I personally think you should have called this game 'Biker Attack' because that was just cruel dude. How many biker enemies can you have in a single level?
:laughing: :laughing: I spawn bikers alot cause they are mood breaker. Bikers have different AI giving refreshment when they appear.
Okay, you cheaped out a bit by having the command be just jump and up, as opposed to jump and attack like in all beat 'em ups
At first, I simplified the command cause I don't know how to set 'jump 1st then attack later'. But now although I know how to make that, I decided not to. What I don't like about Haggar is that he doesn't have alternate slam after jumping with enemy. Punisher OTOH has alternate moves i.e front throw, back throw, izuna drop and critical izuna drop. Since Ralf and Maxima have same case like Haggar, I decided to simplify the move to just Jump. This command is similar to what Denjin Makai series have.
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Is the setting of Heroes of five people that appears in this Crime Buster the same as original KOF
or is it quite different setting?
And, part to Bosses
Robert→Jack
Vanessa→Jill
Yamazaki→Wayne
Brian→Bruno
Heavy D!→Sopir
Leona→Mari&Juana
K9999→Shin
Rugal→Bane
Was this named in which reason and the order?
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I tried the new version yesterday, it's really good, I love how the gameplay is quite complex and interesting, quite a deep combat system. Very nice and tidy graphics.
A lot of good improvements, kula and athena are much better characters now.
And the improvements to Ralf, Maximan and bao are pretty neat too.
I like the game, and I see you added an easy mode, but it's still gets pretty brutal later on, the block and dodge maneuvers help but damn , game is just cruel later on, still like it though, you do have a lot of options but still way to brutal for me.
still a very good game. My friend was watching me play and laughing, :( kinda like the unfair platformer of beat em ups.
Still quite a cool game though.
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Thanks Crimefighters! Making easy is not as easy as I thought. The hardest part is getting my mood up cause I have problem getting mood for dropping the difficulty.
Is the setting of Heroes of five people that appears in this Crime Buster the same as original KOF
or is it quite different setting?
No, not related to any story of KoF at all. They all chosen by me and my sisters. It's good thing that my younger sister loves agile chars while I love powerful chars.
Was this named in which reason and the order?
No special order. I picked Jack and Jill from Jack n Jill.
Wayne is alias for Barbon in SoR2.
Shin is just some evil name picked at random. Same goes with Bruno and Bane.
Sopir actually means Driver in Indonesia language.
Mari and Juana was inspired by Mona and Lisa. Since Mona and Lisa came from Monalisa, I think the twin bosses in my mod should come from a word too and I picked Marijuana (Mari and Juana).
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Thanks Crimefighters! Making easy is not as easy as I thought. The hardest part is getting my mood up cause I have problem getting mood for dropping the difficulty.
Sure no prob Bloodbane, you def deserve the credit, It's cool I understand, but I def want to try and edit your mod and make a spinoff off or something if I'm allowed? Will def try and make it easier, maybe add weapons, very interesting mod, can only get better with more editing.
Some of the Boss characters are really cool and would make great playable characters, so that could help make it different.
I probably just want to make some sort of mega survival mode type game, maybe just for me at first If I think it's good enough I might release it?
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[...] can only get better with more editing.
I dont think so. Adding something to the game do not guarantee an improvement. Bloody mod is great because everything is balanced by his taste / sensitivity.
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but I def want to try and edit your mod and make a spinoff off or something if I'm allowed? Will def try and make it easier, maybe add weapons, very interesting mod, can only get better with more editing.
Sure, but don't release it please cause I don't want ppl pointing me for something you did. I don't want the opposite to happen either.
Some of the Boss characters are really cool and would make great playable characters, so that could help make it different.
I'm not sure if they have all required animations for a hero. You might need to rip the missing sprites yourself.
I probably just want to make some sort of mega survival mode type game, maybe just for me at first If I think it's good enough I might release it?
See above.
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Sure, but don't release it please cause I don't want ppl pointing me for something you did. I don't want the opposite to happen either.
:(
What if I call it a different name? or call it: Crimefighters blah blah?
I guess I understand.
I'm not sure if they have all required animations for a hero. You might need to rip the missing sprites yourself.
Sure shouldn't be an issue.
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Well, if you still want to release it, at least include text named 'Whatsnew' or something. The text includes every changes you have made to your edit.
And of course, add something to name like:
Crime Busterv2.5 [CrimeFighters edit]
That would be better.
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Well, if you still want to release it, at least include text named 'Whatsnew' or something. The text includes every changes you have made to your edit.
And of course, add something to name like:
Crime Busterv2.5 [CrimeFighters edit]
That would be better.
Cool will do, Thanks very much Bloodbane, really appreciate it boss.
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You are THE man!!!!
It works perfectly on Dreamcast :)
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Hm...Honestly...
From my point of view this mod doesn't quite get the credit it deserves.
I tried every mod that looked at least marginally interesting to me, in the past few days. (I am picky...No NES-era games for me! :no!: )
This is the only one that actually plays and feels like professional material.
I would not want to say it is perfect or without flaws.
But unlike most other mods it is brilliantly polished!
Many chars and many moves per char. The move-sets are not identical. Great variety of opponents. Varied and challenging AI. Exciting use of the z-axis. Bosses and mid-bosses using unusual tactics (i.e. gameplay = not just button mashing but use of brains). All entities and backgrounds match graphically. No moves or animations that look unfinished or awkward. No weird graphical flaws/bugs/etc. Humor that makes fun of the genre. Branching paths. Many unusual and unexpected features.
Really amazing!
To my perception it only lacks one feature to make it marketable - original graphics.
Regarding music, I couldn't care less. My opinion is, if a game isn't enjoyable without its music, it simply isn't a good game. My own music collection is always big enough to quell my beat-needs, so to say.
Regarding criticism, DC covered pretty much everything worth mentionable, IMO. But let me stress again: Too many bikers! :laughing:
I should add, though...Bloodbane...I don't like your sisters! They almost ruined the game for me.
Just kidding, of course ;)
But when I browsed through all the mods, looking for anything that might interest me, I skipped your mod twice...because I don't like any of the main chars (regarding concept).
I totally favor fast/agile fighters over heavy hunks, but these 3 fast chars are unbearable to me.
Bad luck on my end. The character roster isn't actually bad.
Bao should rather be a girl, though (I only assume it's a boy...I was never quite sure), so that Kula may have been K' instead or Jhun or Kim (or even any of his sons)...or at least Ramon, Shen Woo or Yashiro instead of Ralf.
*sigh* :(
I find it so hard to enjoy playing chars that I don't like.
And indeed...your mod lacks a char focusing on kicks. :taekwondo:
Anyway...Many thanks for a brilliant BoR-mod! :thumbs_up:
I sure hope there will be a v3.xx with new characters!? :)
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From my point of view this mod doesn't quite get the credit it deserves.
Thanks Senter!
IMO that happens because most ppl here focus on heroes. So they don't see the hardwork I did on enemies.
OTOH it's possible they wanted to finish this mod 1st before saying anything :).
Bosses and mid-bosses using unusual tactics (i.e. gameplay = not just button mashing but use of brains).
Yep.
But let me stress again: Too many bikers!
Now I remember the reason behind that. I am bored with regular enemies who only walk then attack. Bikers are different, they don't walk around and they are already in attacking mode when they are spawned. They bring different atmosphere when they appears.
because I don't like any of the main chars (regarding concept).
I'm aware of that. I deliberately avoid favorite chars like Terry Bogard, Kyo Kusanagi and Ryu.
I sure hope there will be a v3.xx with new characters!?
No. I'd rather make sequel than upgrading. I've hit the levels limit in this v2.5 so if I want to make mods with SNK chars like this, I should start new story.
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Im tryin to run this on psp with the newest version of OpenBOR and it wont start. It goes back to the XMB and the log file only shows "An Error has occurred" nothin about what that error is. Infact the ONLY mods and I get the psp to run are the 3 Splatterhouse mods. Any ideas or is it just the psp?
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What I like about this mod is the enemies' design and AI, its not the typical hack n' slash, also the enemies have non typical weapons as grenades, also flying enemies (each with his own attack pattern and AI!!!). the only thing I don't like is the difficulty level, it just too much... this factor can do players to don't want a replay, wth the exception for the challenging ones
it took me about 4 or 5 credits to beat that Skystar bitch, and Rugal is even harder, mainly because of his whirlwind attack
the stages are nice, those stage full of holes are awesome
aghhh those badai guys are annoying!!! :laughing:
very good work, I wonder what we can expect on a another mod or a sequel
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Any ideas or is it just the psp?
One thing I know for sure is that this mod has 'forcemode 1' set which is unknown to latest version of OpenBoR.
Thanks Die_In_Fire! :)
aghhh those badai guys are annoying!!!
Badai means hurricane in english.
it took me about 4 or 5 credits to beat that Skystar bitch,
She requires 'outside the box' strategy. She can't be defeated by getting underneath her and hit her cause she'll fly back and shoot.
The best way to attack her is to wait for her to drop down and shoot. While she's shooting, jump over her shots and hit her!
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Please teach command of **** Breaker&Suplex Combination that is Grab Throw of Maxima.
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Finally someone ask about it. You need to perform *** Breaker 1st (Down+Attack), then when Maxima pauses while lifting the enemy at highest point, quickly press Down,Up,Attack combination. Yes, like normal freespecial. It takes some practice but you'll get there. Remember: wait until the enemy is lifted at highest point before inputting that combination.
Nice avatar you have BTW Shin ;D!
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;) This game is AWESOME. REALLY difficult, but still a really good game.
Is this a glitch or something? At random times, when I'm playing as Athena, when I lose a life she just stands there and doesn't move or attack or anything, and the enemy doesn't do damage to her.This doesn't happen with any other character >.<
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Ah, that bug! I've seen it before but it's so rare so I can't tell why. IIRC it happened when she was killed while shooting Crystal Shoot.
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Grr...that's the only way I can *try* to kill Bane
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Sorry, I didn't design Bane to be defeated by projectiles. You have to figure out other way to defeat him ;).
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I- I actually WON IT! :D *dances*
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Great, did you get good ending or not-so-good ending?
There are 4 endings in this mod ;).
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hmm ... *is tired* I got the good ending, I think. I thought there would be a secret character, though...
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I didn't put any secret chars cause I don't have time to work on him/her. I don't want to include rushed character.
I got the good ending, I think.
The one with screenshots in credits right?
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Yep.
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Finally, a mod challenging enough to send the player to the gameover screen if he doesn't use all the available abilities of his character.
I had read your tutorial on Challenging enemies before trying your mod, so I knew what I was about to face...I just didn't know I had to face it all at once!
My first attempt looked like this (me on the left) :kendo:
Then I restarted on Easy mode and it was ok. (still got utterly destroyed later on)
Your mod really show the true potential of OpenBOR and I'm grateful for all your hard work.
I'll be looking forward for your next mod.
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Is this mod still being worked on BB? Or have you started a new secret project?
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I feel this!
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:nervous:
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:oops:
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DARK HAYABUSA, stop spamming up the forum. Now.
DC
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Is this mod still being worked on BB? Or have you started a new secret project?
No, I'm not working on this mod anymore aside of small updates.
I'm working on new mod currently.
What's wrong with you Dark Hayabusa? ;D
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I'm tempted to ask what your working on- but instead I'll ask what genre it is in case you want it to be a surprise.
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I must have slipped my tounge here. Anyways, hacking Pierwolf's mod give me inspiration to start 2D mod. I won't say anything more until I can make screenshot of this mod.
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I can't get this to work completely with the newest engine version. What devbuild should I use to play this?
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You should use this
OpenBoR v2.2011, Compile Date: Nov 22 2008
Pretty old but this mod is one year old.
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hey bloodbane i am wondering if you can reupload this on megaupload if you have the time ty.
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Hmmm... it would take some time but I'll upload it somewhere than MegaUpload.
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um, got a bit of problem here.. (and, sorry, im a pretty much newb of this stuffs)
i played this mod with PSP-2000, with OpenBOR v2.2068.
during stage 3 (the road stage with lots of bike), the pitfalls are strangely misaligned, like i can move at the floor which is supposedly the hole. the real hole is somewhere near the "supposed hole".
then after stage 4 (after the ninja boss), the openBOR crashed.
is there any suggestion which ver. of openBOR to play crime buster in psp? and links to download would be very appreciated ( i cant find the link of OpenBoR v2.2011, Compile Date: Nov 22 2008)
thanks
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Sorry for the incompatibility. This mod should only use that old OpenBoR version.
BTW that old OpenBoR is packed together with the mod so you should have it.
then after stage 4 (after the ninja boss), the openBOR crashed.
5th stage is branched so I'm not sure which path you are talking here but either path has ninjas in it.
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5th stage is branched so I'm not sure which path you are talking here but either path has ninjas in it.
oh sorry. it is the twin ninja boss that spams big meteors.
and i forgot to say earlier. Your mod is great! I really enjoy it. :)
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On Monday some friends of mine got to play the original version of Crime Buster. Calling the difficulty brutal seems an understatement. I'll echo everyone else's "too many bikers" and a lot the things Damon said mirrored our sentiments. They found the Jetpack boss especially hard, potentially harder than the final boss. The saving grace of the playthrough was that the older version of the game had save/load that refreshed lives and continues. Intriguingly, most of the frustration came from regular enemies as opposed to bosses. I think the biggest annoyances with bosses were the Jetpack boss and Jack.
Sitting down and playing v2.5 today I see a lot of improvements over the older version like freespecials not costing life and a bigger variety in the character movesets. I think they would like the newer version more though I'm not sure if they'd play it. While they can respect the work that went into it, they were annoyed by specific enemies and were doubting the ability to beat it on the standard amount of credits.
As far as the new version, blocking feels sort of useless. Either you're locked down by enemies or moves are unblockable. Move variance helps with fighting enemies because there's more ability to control space which is the very thing you need to succeed. Maxima's throws do a great job of clearing enemies off him despite his slow speed. Then again, I like the big slow guys so his update is nice. However, I've got a feeling Kula may potentially be the best character in the game. Attacks that hit far away from her, a counter move (though the command is difficult to do sometimes), and re-freeze infinite combos.
In my opinion, I think the biggest issue with the difficulty isn't the fact that it's hard--that's fine. The problem is that it gets hard too soon into the game. Know how I mentioned blocking? You can block Jack's knives but Jill can just low punch through your guard. If he had a slower rate of knife tosses his zoning would be easier to deal with. Then, later in the game you could have a version the throws knives at the current speed. The other issue is the number of enemies on-screen and thus the ability to get locked down. I noticed a small delay on the invincible specials that can be fatal in some situations.
However, I discovered there are ways to locked down enemies after you've knocked them down that can be used to turn the tide of battle.
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I couldn't deny your points. I noticed couple stuffs are too much. This is my first mod and balance is my biggest issue. Not to mention, I don't know people's playing skill so I can't tell if a boss or fight is too hard or not.
Also another thing which bother me aside of blocking usability is that I spam the invincibility from slams alot while playing this mod. As player, it's okay but as game designer, it's not okay, it means there's something wrong in the design.
I have plan on making beat'm up with better concept but now I'm still in 2D world ;).
About Jetpacks, I noticed that players have tendency to spam credits and lives to beat bosses instead of finding strategy. To counter this, I created Jetpacks squad. Their low vulnerability makes it hard even for special spammer to kill them. However, just like original Jetpack from Streets of Rage 2, they require counter attack strategy to defeat. Each has her own attacks and how to counter them.
The tough bikers are easy to beat since they'll go after player instead of going randomly so I don't need to tell how to defeat them. However, the single hit bikers requires a trick. I'll share it here:
When you see a single hit biker (their remap varies but IIRC it's always different than tough ones), run to screen edge opposite their direction i.e if biker goes right, run to left edge. Continue running even tough player is on screen edge, wait til biker reenter screen. Once he/she enters, move up/down to put player in same z with biker. When biker is close enough, perform running jump attack. If done correctly, the biker will be hit by that attack and player will be safe.
This require some practice but it's worth it.
Jack and other shooters have one obvious weak spot: they can't shoot to front and back so if you meet one immediately get close either to their front or back or just grab them. This is how I defeat shooters in the mod.
Oh about blocking, there's one aspect you should know. Character's blocking defense is not same. Kula and Bao have lowest blocking defense while Maxima has the highest. Maxima can block Bruno's ramming attack. Kula and Bao can block knives and bullets but not grenades and Skystar's beam. Kula and Bao are agile characters so they are supposed to dodge more instead of blocking.
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The issue with the bikers isn't the difficulty (I discovered the running jump trick) but the sheer numbers.
She requires 'outside the box' strategy. She can't be defeated by getting underneath her and hit her cause she'll fly back and shoot.
This is slightly incorrect. My friends used a Maxima + Athena combo where Maxima sort of acted as bait due to the high HP and Athena strafed a bit until she was under Skystar and then hit her with Psycho Sword.
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About Skystar, that's possible but I can't tell players to play as certain character in order to defeat certain boss. Every character can defeat any boss on his/her own but each has its own way.
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The game works with the included old engine but the loading times are so long. Would it be worth revisiting this mod into to get it working with newer engine releases where load times are instant? I ask because it looks like a great mod.
The game crashes if I press the special button with any character using OpenBOR v3.0 Build 3436. This is the only crash bug I notice so it would seem like a quick fix to get it compatible. The special attack uses script.
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For some reason entity defense property is broken.
I know DC has changed that to support 4 parameters, but for some reason the array bound is not fully checked so if you gives only 3, the engine crashes without leaving a message.
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Would it be worth revisiting this mod into to get it working with newer engine releases where load times are instant? I ask because it looks like a great mod.
I don't know. I'm busy at the moment and would rather focus on my current projects than this mod. But if many ppl requested it, I'll consider :)
@utunnels: IIRC the defense rule is different and this mod uses the old rule. Even if defense code is working, I would have to fix the defense settings.
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My vote for a update.
This great mod of yours was a usefull reference on coding with openbor (for me) so it be good to keep it fresh :)
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I add my vote as well. While I understand things take time, "simply" updating it for the faster engine plus script changes would be great. Plus any adjustments to things you noticed after the fact could now be made.
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+1 for update. :cheers!:
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Hmmm... If I were to update this, I would only fix the compatibility issue. But I also would like to insert new enemies I've made before.
Oh yes, anyone willing to give me a hand editing Robert? I want to replace Robert and Vanessa with edited enemy. Currently I only finished with Vanessa but not with Robert yet.
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Hmmm... If I were to update this, I would only fix the compatibility issue. But I also would like to insert new enemies I've made before.
If I could make one comment on new enemies, it might be good to replace some (or most...) of the bikers.
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I don't have time for that. The only things I want to update to fix compatibility issue is the defense check script and replacing robert.
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Is this project still not finished?? I thought this project is finished....
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It has been finished years ago. We're just discussing about compatible update :).
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How about adding Freddy Kruger as a boss? An updated version would be a blast.
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How about adding Freddy Kruger as a boss? An updated version would be a blast.
Freddy Kruger ? this is not even a horror game !
i have not completed this mod yet last time i played it on psp it crshed when i used a special so i need to check a updated build.
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played this on a updated build on psp loading is faster and the game did not crash until I got to a sewer level and there are 2 bosses near 3 barrels as soon as they spawn they jump in the air . . . . . and don't come back down :( I'm going to try to edit their spawn animation and see if it fixes the issue.
I only play mods on my psp so i now really been getting into this game and i love 5/5 it only thing i can say is the boss on the bike who can throw grenades is tooooooooo cheap no real method to defeat him just attack and hope you don't get a grenade in the face. This is a very tough and enjoyable mod.
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Boss on motorcycle which throws grenades... oh that guy! He is tough boss. The best strategy to defeat him is to wait for him to come to you and hit him with running jump attack. Be careful though, if you miss, be ready to block cause he will shoot you :).
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Just browsed this quick and nooticed someone saying it has long load times being an older mod. Has anyone tried repacking it with new updated borpak ?
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Its not really the pakker that decreases the load times its the fact that the latest engine has improved or active caching now for other system whereby it used to have it only for windows and I think linux.
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Boss on motorcycle which throws grenades... oh that guy! He is tough boss. The best strategy to defeat him is to wait for him to come to you and hit him with running jump attack. Be careful though, if you miss, be ready to block cause he will shoot you :).
Do you mean Benimaru? If itīs him, yeah very hard to defeat, also when he appears with his girlfriend or I donīt know what is she of him, but they are so annoying.
By the way when do you think to update this amazing game, I love it Bloodbane.
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Ah ok, I just read it improved load times was all. I skipped a years worth of releases, until recently, last time I had openbor even a little script heavily increased load times.
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Do you mean Benimaru? If itīs him, yeah very hard to defeat, also when he appears with his girlfriend or I donīt know what is she of him, but they are so annoying.
By the way when do you think to update this amazing game, I love it Bloodbane.
Thanks! I don't have time for this sorry.
Anyways, the correct name is Topan. BikerT means biker Topan if you paxplode this mod. The boss version name is Taufan.
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OH yeah of course, Topan I forgot his name, by the way BB, where did you find all those names? specially for the muay thai guys (Joe Higashi), all those names are so difficult to say, hahahahaha :laughing:
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I simply used my native language :).
For instance, the long haired bikers in this mod has name Lesus which means hurricane. Topan and also Taufan means typhoon. I picked these names cause the bikers in Streets of Rage 2 uses similar names such as Tornado and Hail. Same goes with their aliases.
Joe Higashi's alias is ... ;D ... inspired from how Senile Team did in Beats of Rage i.e by giving bird names. Some of the names are from my language :).
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This game is so good I still get the need to play it every now and then.
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Yeah it's an awesome mod just played it yesterday and it's a lot of fun and quite a challenge. Thanks!
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download link pleaseeeeee
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i still have not completed this mod as the psp version crashes on the underground stage bosses :teary_eyed:
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i was re playing this great game today and notice that in the sewer stages the boss disapears on his spawn animation and dont come back...
and the player got struck
anyway to fix it to run with newer releases?
it is one of my gavorite mods and i dont want to remove it from my little roster of good games
:)
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i was re playing this great game today and notice that in the sewer stages the boss disapears on his spawn animation and dont come back...
and the player got struck
anyway to fix it to run with newer releases?
it is one of my gavorite mods and i dont want to remove it from my little roster of good games
:)
same problem as me :(
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anyway to fix it to run with newer releases?
it is one of my gavorite mods and i dont want to remove it from my little roster of good games
:)
Why remove it if you enjoy it? I'd just keep different folders with different builds. It's not like exiting out of one game puts you back to a game selection menu and despite backwards compatibility, newer build can sometimes drastically change how some mods play.
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Yes but all supports have not all versions :(
On xBox we only have an old 2.0 or the last 3.0 :(
If the bug can be fixed, it is cool for everybody :p
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i was re playing this great game today and notice that in the sewer stages the boss disapears on his spawn animation and dont come back...
and the player got struck
Which boss would that be? ninja with doppels or ninja which goes to ceiling and drop bombs(what do you call this?)?
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i tryed both ways in the sewer, but the boss just spawn, so i cannot see what he does
but when the boss spawn
rupp i think is the name of him, or other twins by other path
they do his spawn animation, the boss life bar appears but they jump and don't come back, i guess is because they have invisible stance animations but something happen that broke this in most recent openbor releases
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Sounds like some gravity / dive related thing.
However I don't have this mod right now, which level txt they are in?
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i think is stage 5 in the sewers
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:doh!:
I should ask which enemy.
Do you mean Rapp?
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yes this one and the variations of him too that apears if you take the alternate path i dont remember the name of the others 2 maybe their are just alias for the same character also
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It is interesting, looks like the spawn animation will never finish for some mysterious reason, because I saw an empty.gif there.
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Edit*
Oh, there are many animations that use empty.gif, hmm.
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OK, just tested the mod.
It seems the problem is caused by the dependence on range.
anim idle
loop 1
offset 1 1
delay 1
frame data/chars/misc/empty.gif
@cmd attack1 0 15 10 "ANI_FOLLOW2"
@cmd target 3 1 0 0 1
@cmd dash
@cmd clearL
frame data/chars/misc/empty.gif
Place the cmds in the first frame and it will be OK, like this, for some reason.
anim idle
loop 1
offset 1 1
delay 1
@cmd attack1 0 15 10 "ANI_FOLLOW2"
@cmd target 3 1 0 0 1
@cmd dash
@cmd clearL
frame data/chars/misc/empty.gif
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Thanks, but i'm not sure to understand fine :(
Some update possible by one guy who understand how to correct all the game ?
Thanks
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:laughing:
Rapp surely fooled you. I can tell you that he gives the illusion that he jumps and walks on the ceiling. the truth is he acts on ground like any enemy. After he jumps on ceiling, he drops down, that explains why it takes some time for him to attack after he jumps.
I'll test this guy in latest build
(some time later)
You're right utunnels, that one frame in IDLE causes the bug. Thanks!
I thought I could avoid first frame bug with that but it turns out it causes bug instead
@darknior: Hey, you should believe utunnels! he's one of the coders here.
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I figured out that the walk animation is adjusted every frame just in case a backward walk is needed (fixing the infamous backward run/walk bug). So usually only the first frame of the idle is played, and when it happens to play the second, the player is usually not in range.
Dont rely on me. :laughing:
Maybe bb will revisit this mod and make an upate someday.
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i remove the sprite in the idle animation and repacked the game
then i start to kill the boss again and when his life reached more and less 50% he goes away again leaving his lifebar
then when i loaded again my save state the scripts for move commands seems to have buged, and enemies started to have strange behaviors like if some scripts are working wrong...
then i quite openbor and started again and everything was ok...when i loaded my save state until i reach rapp again, then when he reached about 50% hp he goes away and everything happens as before
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Sounds like some global values are not cleared.
OpenBOR now no longer clear global variables in menu screen so modders need to clear then when they want. This fixes major memory leak issue if some arrays or sprites are stored using script variables, though it may cause bugs for old mods.
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OpenBOR now no longer clear global variables in menu screen so modders need to clear then when they want. This fixes major memory leak issue if some arrays or sprites are stored using script variables, though it may cause bugs for old mods.
Might be recommended to have this feature on by default and can be set of as a function in the models.txt or script.txt file.
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I've considered that. But currently it is not safe to clear all kind of variables and the way to perfect the script engine is still long.
So it leaves 2 situations:
1. The engine clears the variables despite there would be memory leaks. This will be a punishment to those who don't free their sprite resouces.
If the player wants to keep clear from memory leak, a reboot is needed.
2. The engine keeps the variables despite a new game is started. This will be a punishment to those who don't initialize their global values in the first level.
If the player wants to avoid bugs from this, a reboot is needed.
I don't want to change this again for more recent mods are using scripts. But more options in script.txt is a good idea. Maybe we can discuss that later.
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where is the link to download? :(
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Check this:
http://lavalit.com:8080/index.php?action=downloads;sa=view;down=19
Enjoy!