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Hobbies => Art => Topic started by: nedflandeurse on April 19, 2012, 02:09:28 pm

Title: Get in the ring mod with FEW Wrestling mechanics (please, move it to WIP)
Post by: nedflandeurse on April 19, 2012, 02:09:28 pm
Hi,
This is a simulation of a mod I would release.
I would love to have some interactive level to use ropes and turnbuckle, even get out of the ring if possible.

Sadly, I'm not that skilled for modding and can't understand how Openborstats works.
So I would try later...

What do you think of it?

(http://img151.imageshack.us/img151/4651/fake003.jpg) (http://imageshack.us/photo/my-images/151/fake003.jpg/)
Title: Re: Get in the ring (Fake shot) mod project?
Post by: JahGood5 on April 19, 2012, 05:53:09 pm
I like it.

But add more shadow in Mexican Fighter, ok? :)
Title: Re: Get in the ring (Fake shot) mod project?
Post by: BeasTie on April 19, 2012, 10:05:13 pm
Looks good, thou I'd shorten the ring so it's more square and less of a rectangle, and so the whole ring is viewable on the screen at once.

I've been thinking for a long time OpenBoR would make a great 2d wrestling game, thou I'm sure loads of script and editing source code would be needed.  Something like what you have there, Slam masters kinda style, or something like Fire Pro Wrestling (http://www.fireproclub.com/) would be best.

The main things that would have to be covered for a wrestling game.

1. Grappling system

2. The ring (bounce off ropes, turnbuckle interaction, jump/spring off ropes)

3.  Pinning/kickout/submission system (pinning opponent/opponent has chance to kick out)

4. The referee (counts to 3, calls submissions, calls DQ)

Title: Re: Get in the ring (Fake shot) mod project?
Post by: Bloodbane on April 19, 2012, 11:01:48 pm
 Nice shot!

 I don't have much idea on how to make the bouncing ropes. For single interactor, it's simple but with multiple characters on ring, it's hard to simulate rope effect.

Quote
3.  Pinning/kickout/submission system (pinning opponent/opponent has chance to kick out)
4. The referee (counts to 3, calls submissions, calls DQ)

 Hmmm... can't say impossible, need somes trial n error to get this right.
Title: Re: Get in the ring (Fake shot) mod project?
Post by: nedflandeurse on April 20, 2012, 06:33:08 am
I would love to add pinning system and also the referee as a neutral entity.
You can hit the referee and KO him, so no more disqualifications. :laughing:
Title: Re: Get in the ring (Fake shot) mod project?
Post by: maxman on April 20, 2012, 07:41:40 am
I would love to see that happen in OpenBOR though. :)
Title: Re: Get in the ring (Fake shot) mod project?
Post by: nedflandeurse on April 20, 2012, 09:37:46 am
This character is Rachel.
She's based on Tia from Breakers, but she will use more different moves, including wrestling moves and pins. Same for the baddies.

If you have some idea of moves you feel right for this future character, just give your advice. :)

I would love to have a mix of beat'em up stages on the street and some in the ring or some arena.
Always with various interactive elements, traps, obstacles...

I'm not bad for concept or minor sprite edits.
But my coding skills in openbor are just too bad. Also I can't run any program to help me in coding collision boxes etc...

So, since I'm far, far, far, better in mugen, perhaps this game will be simplified an released in mugen.
It's a waste of concept, but I have no choice since I'm just too bad in openbor skills. :nervous:

Thanks for the advice.


(Also if someone is interested in teaming up with me fo this project, feel free to ask)
Title: Re: Get in the ring (Fake shot) mod project?
Post by: nedflandeurse on May 22, 2012, 12:30:42 pm
Let me show you the standing animation for Rachel.
It's only a head-swap of Tia.

(http://img823.imageshack.us/img823/8079/rachelanim2.gif)

I think, I'm really going to make this mod even if the ring ropes are not interactive.

BTW:Is there a way to make the ropes moving a bit when someone hit them of fall on them??
Using the rope like some kind of NPC or obstacle...
Title: Re: Get in the ring (Fake shot) mod project?
Post by: Vyck_St.Judas on May 22, 2012, 06:32:41 pm
I've got an idea for a work around if you like.
In real life I'm a semi retired pro wrestler and trust me, in no way is that bragging. The pay sucks balls. 85% of the TNA impact wrestling roster qualifies for welfare in florida. anyway...

you only need three animations to simulate actual rope running.
The first is of course "run", The second is "pain(#)", and the last is "freespecial(#).

add an attack(#)box with 0 damage to the RUNning animation and a counterattack to the ropes.
when your player or enemy hits the ropes, the counter attack goes into effect and causes whatever hit the ropes to play the PAIN(#) animation.

The PAIN(#) animation has the entity turn, rebound and run in the opposite direction.
lets say you have 2 frames for turning, 2 frames for rebounding, and 4 frames of running animation.
Use the "move" command (with a positive value) on the first 4 frames. Then queue "flipframe" and "jumpframe" (with a negative value) to pop on frame 5 and go in the opposite direction. copy those 4 frames as many times as you need to have the entity hit and run for at least 3 steps. congratulations you have an irish whip/ hammer throw.

Running about like that would leave you helpless though you'd need some kind of reversal, no?
Add "cancel" to the running frames and set it to Freespecial(#) then add a command like B, B+J so you can stop and regain control of the entity, or D,D+J to have the character roll under the enemy, or D,U+J to perform a leapfrog, or even F,B+J to perform an irish whip reversal of your own and send the enemy running.
 I know it's convoluted, and more that likey done much better with script. But it's still an idea.
Title: Re: Get in the ring (Fake shot) mod project?
Post by: nedflandeurse on May 22, 2012, 07:34:18 pm
Wow!
So there is some way to do it...
I'l try to improve my skills before implementing such a feature!
But I understand how it works.

All my chars will have a running attack (F, F+ attack) (or attack during run)
The idea is to give them this move automaticly by pushing attack during this special state too.

A good thing would be to give this move to characters and enemies too!

So you're in wrestling.
If you have some move suggestion you would like to see for my test characters, just say it.

For the start I work on:
Player : Rachel
Enemy : Masked wrestler
Title: Re: Get in the ring (Fake shot) mod project?
Post by: Vyck_St.Judas on May 22, 2012, 09:29:51 pm
Honestly, best way to get things done is to start as simple as possible. Look up "Pro Wrestling" for the NES. Its got something like 6-8 Characters, and they're all really simple. Rip those resources, and try to recreate the game as best you can with openbor. Here's a video: http://www.youtube.com/watch?v=HSy0HvzhKL0
It looks simplistic but that's the beauty of it. Wanna make a power bomb? Go ahead. Shining wizard? No Problem. Pedigree? Go To Sleep? Knock yourself out. Wanna make your own custom wrestlers?  it's really not that hard to do. The one complicated thing you'd need is scripted throws.
Title: Re: Get in the ring (Fake shot) mod project?
Post by: BeasTie on May 23, 2012, 01:18:24 am
I'm a bit of a pro-wrestling fan, what promotion were you in? Mainly watch Chikara these days.
Title: Re: Get in the ring (Fake shot) mod project?
Post by: Vyck_St.Judas on May 23, 2012, 01:48:40 am
N.E.W., 2KW, DIW. Once I'm done with this mod I'll be going back to train again at the Ludus for Fighting Spirit Wrestling. That's The Maximo Bros Promotion. Joel's a big double dragon fan. I might make him one of the playable characters.
Title: Re: Get in the ring (Fake shot) mod project?
Post by: BeasTie on May 23, 2012, 02:05:10 am
Cool, if I wasn't already 32 I'd love to train, I live in Australia thou wrestling and died off years ago, last time we had a good promotion was the very original WCW back in the 60's (with guys like Big Bad John, Abdullah the Butcher)  There's a couple of small promotions in my area, but I wouldn't want to trust these guys not to drop me on my head.

@Ned - Go for it! -
Maybe you should check some these sprites out even if you don't want them in your game, they might be a good resource, even has the referee.

Saturday Night Slam Masters
http://spriters-resource.com/snes/saturdaynightslammasters/index.html

 btw Rachael isn't much of a name for a female wrestler, but I guess it's her real name ;)
Title: Re: Get in the ring (Fake shot) mod project?
Post by: nedflandeurse on May 23, 2012, 06:57:50 am
Thanks for the link, I already checked this site. ;)
Also Snes conversion of this game have small sprites. A little bit too small for the other regular characters I put on it.

But it make me think it could be cool to get these referee sprites but from the arcade version of the game.
If you know if someone have ripped them...

Rachel is just a generic name. You can see I've wrote it the french way even if I'm not thinking of her as a French girl... I might changer her name later. :)
Title: Re: Get in the ring (Fake shot) mod project?
Post by: Vyck_St.Judas 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.
Title: Re: Get in the ring (Fake shot) mod project?
Post by: nedflandeurse 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.
Title: Re: Get in the ring (Fake shot) MOD with some Wrestling mechanics
Post by: BeasTie 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.
Title: Re: Get in the ring (Fake shot) MOD with some Wrestling mechanics
Post by: nedflandeurse 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...
Title: Re: Get in the ring MOD with some Wrestling mechanics
Post by: Vyck_St.Judas 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.
Title: Re: Get in the ring MOD with some Wrestling mechanics
Post by: esn23 on June 18, 2012, 12:01:00 am
can you pm me the link for all the slam masters characters?
Title: Re: Get in the ring MOD with some Wrestling mechanics
Post by: Mrgrill247 on June 18, 2012, 12:01:58 am
Can you upload it also.
Title: Re: Get in the ring MOD with some Wrestling mechanics
Post by: Vyck_St.Judas 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!
Title: Re: Get in the ring MOD with some Wrestling mechanics
Post by: esn23 on June 19, 2012, 01:39:40 am
ty
Title: Re: Get in the ring MOD with some Wrestling mechanics
Post by: Vyck_St.Judas 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!:
Title: Re: Get in the ring MOD with some Wrestling mechanics
Post by: nedflandeurse 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...)

(http://desmond.imageshack.us/Himg716/scaled.php?server=716&filename=borrachelprojectnedflan.jpg&res=landing)
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: BeasTie 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 :)
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse 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.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: BeasTie 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. 
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Vyck_St.Judas 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.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Vyck_St.Judas on June 20, 2012, 07:13:27 am
Just had an idea before i forget. If you balance "MPSET" the right way you'll have a momentum meter.
This way you can't perform finishers and signatures at the very beginning of the match. It'll have a real flow.

mpset {mp} {stable type} {stable} {recover rate} {drop rate} {charge rate}

~This command determines how MP works for this entity. It's combination of many existing features actually but it has new features
~{mp} sets maximum MP (just like 'mp' command)
~{stable type} sets MP recovery type:
0 = Entity continuously recovers mp over time. Default.
1 = Entity recovers mp over time, up to value defined by {stable}
2 = Entity loses mp over time, down to defined by {stable}
3 = Entity recovers mp over time if below value defined by {stable}, and looses mp over time if above defined {stable}
4 = Entity starts his/her mp at maximum value, then it will drop steadily to {stable}. After it's reached, the cycle restarts.
~{stable} sets stable MP value. Only usable if {stable type} is not set to 0
~{recover rate} sets MP recovery rate
~{drop rate} sets MP loss rate
~{charge rate} sets MP recharge rate while entity is charging

That's right out of the manual. Give it a moment's scrutiny and you'll see exactly what i mean.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse on June 20, 2012, 09:30:05 am
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.

Thanks for your suggestions
I use them as standing attacks with a jumpframe
Light stomp = Kick stomp (A)
Strong stomp = elbow drop (F, A)

Your idea of a hurt animation on failed drops is good, but I'll use it in the future for attacks from the turnbuckle only... ;)

And about "MPSET"
It's a way to have a power bar full since the start of the fight?
So you can use super moves/finishers?
I think, I'll work on it later, Not a priority (???)

I have difficulties to understand scripts and use it.
I have a full time job and can't really have time to understant all functions of Openbor.
Also I'm not a natural English speaker. :blushing:

Thanks again for all.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Vyck_St.Judas on June 20, 2012, 02:22:20 pm
Actually, what I meant by using mpset was to set it up in such a way that you would have to charge it all the way to use finishing moves. Use "stable". set it to much less than what you need to perform the move.
determine the speed you recover mp as very slow. Every time you strike an enemy, you gain some mp. Every time you grapple, you lose some some mp. The more powerful the move, the more you lose.
This way you can build to a finisher by having the mp bar exceed the "stable" limit.
you can use "Charge" animation to set a taunt that gives you more mp as well. Adding a cheering, or jeering crowd sound effect to it would be pretty cool too. ;)
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse on June 20, 2012, 04:03:01 pm
Yes, this way I understand it.

By starting reading your idea of a taunt, I just imagined by myself the crowd reaction.
And by continuing reading you just explain it too... :)

I'll definitly give this kind of feature too.
The charge comand is perfect for it!
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Vyck_St.Judas on June 20, 2012, 06:21:56 pm
Awesome!!!  ;D
In the future I will do my best to word things as properly as I can. This should make the translation process much better. I hope I do not come off rude in translation. If I do, I really apologize.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse on June 26, 2012, 06:15:51 pm
No problem, dude!

BTW, some basic thing I'm implementing now.
A "low blow attack". A slow attack that shake enemy.

If it hits, the enemy will be in a special pain state
With the enemy in this state, you can do various grabs... (I'll do it later)

If the move kills someone, there is a special death animation with the enemy receiving the low blow, then falling!!

(http://desmond.imageshack.us/Himg842/scaled.php?server=842&filename=low00.jpg&res=landing)
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Vyck_St.Judas on June 26, 2012, 06:16:53 pm
Sexy!
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse on June 26, 2012, 06:19:21 pm
Hehe... ;D
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Bloodbane on June 26, 2012, 11:52:35 pm
 Are you saying something like paingrab? enemy is only grabbable in pain state.

 BTW I think you should start a thread in WIP section now.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse on June 27, 2012, 03:03:13 am
Are you saying something like paingrab? enemy is only grabbable in pain state.

Yes, but only new grabs only. They have to be done after this move connect, if enemy is alive.

BTW I think you should start a thread in WIP section now.

I would like to move the thread to WIP, but how?
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse on June 27, 2012, 01:10:33 pm
Actually, what I meant by using mpset was to set it up in such a way that you would have to charge it all the way to use finishing moves. Use "stable". set it to much less than what you need to perform the move.
determine the speed you recover mp as very slow. Every time you strike an enemy, you gain some mp. Every time you grapple, you lose some some mp. The more powerful the move, the more you lose.
This way you can build to a finisher by having the mp bar exceed the "stable" limit.
you can use "Charge" animation to set a taunt that gives you more mp as well. Adding a cheering, or jeering crowd sound effect to it would be pretty cool too. ;)

I haven't used MP system for the moment, but I've given an anim for her taunt "charge" J+SP
But I don't really like the holding system for a taunt.
I don't want to "consume" 1 special move anim for it too.
Is there any other possibility? to have a taunt?
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Bloodbane on June 27, 2012, 11:33:54 pm
 What I mean with moving is you start new thread in WIP section.
 Also good thing with starting new thread there you can explain this mod from start :)

Quote
I don't want to "consume" 1 special move anim for it too.
Is there any other possibility? to have a taunt?

 Why not? we can expand number of FOLLOWs and FREESPECIALs so there's no problem in having more special for taunt or anything.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: nedflandeurse on November 18, 2012, 05:41:44 pm
After some time working and helping for Kisarah in Magggas's WHSJ,
I'm back on the work. (I hope)

This is the new character with Rachel : Long (based on Breaker's Daolong)
I give him some kind of Hiryu no ken look.
What do you think about this second character?

(http://img442.imageshack.us/img442/919/longsimul.png)

I'll start working on him when I finish Rachel.
There's some more things to do and since I'm just an artist, not a coder.
I don't really have time for making code... so :blushing:

-------------------------------------------------------------
I don't know how to move it to WIP area.
I don't find the button... :eyebrow_action:
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: maxman on November 18, 2012, 06:41:43 pm
Let one of the admins move your thread to WIPs for you. I'm sure he will do it. Once they read your request on this, they will do so.

On-topic: Looks pretty good. I like to see a wrestling mod happen. Heheh.
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: BeasTie on November 18, 2012, 09:26:16 pm
Just start a new WIP thread soon, it should be fine

That's definately not a wrestler char, if this is a wrestling game in any sense, one char's a girl and the other is a martial artist.  Where's the wrestlers ?
Title: Re: Get in the ring MOD with some Wrestling mechanics (WIP)
Post by: Bloodbane on November 18, 2012, 11:00:46 pm
 I agree with Beastie, presence of non wrestler might change the focus to that fighter.
Title: Re: Get in the ring mod with FEW Wrestling mechanics (please, move it to WIP)
Post by: nedflandeurse on November 19, 2012, 03:08:51 am
Just start a new WIP thread soon, it should be fine

That's definately not a wrestler char, if this is a wrestling game in any sense, one char's a girl and the other is a martial artist.  Where's the wrestlers ?

I'm will not create a wrestling game clone.
It's far too complicated for me. (if someone is able to do it, ill take it, but not me :oops:)

The characters are brawlers, not really wrestlers.
But I would like the game to use few wrestling mechanics.
Using ring features, throws grapple system etc.

The game will be a succession of 3 different gameplay levels. :)
-in the street (regular Final Fight type)
-in the ring (more wrestling features) (mostly 1vs1, 1vs2...)
-motorcycle stages (ala SOR stage)
Title: Re: Get in the ring mod with FEW Wrestling mechanics (please, move it to WIP)
Post by: BeasTie on November 19, 2012, 07:21:32 am
Just thought something like saturday night slam masters is what you were going for.  Not really a wrestling game, but wrestling based.  Final Fight your example, Haggar is a pro wrestler but using it in street fighting. 

Title: Re: Get in the ring mod with FEW Wrestling mechanics (please, move it to WIP)
Post by: Bloodbane on November 19, 2012, 08:47:55 am
Quote
The characters are brawlers, not really wrestlers.
But I would like the game to use few wrestling mechanics.

 Guess that's a good reason to start new thread instead of moving this one.

Quote
The game will be a succession of 3 different gameplay levels. :)
-in the street (regular Final Fight type)
-in the ring (more wrestling features) (mostly 1vs1, 1vs2...)
-motorcycle stages (ala SOR stage)

 Hmmm.... I can understand correlation between #1 and #3 but not with #2. Why would heroes jump to a ring after beating some baddies in the streets?
Title: Re: Get in the ring mod with FEW Wrestling mechanics (please, move it to WIP)
Post by: nedflandeurse on November 19, 2012, 12:22:41 pm
Not sure about it.
But I'm thinking of something like.
Chasing various powerful/leader baddies to find where is the big boss.
Some of the baddies are wrestlers or MMA fighters...

The heroes are not in the official wrestling match but come in a fight "here come a new challenger-style"

about mixing 1-2-3 it's just, I like to have different gameplays in a mod.
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