LavaLit

OpenBoR => Mod Center => Wips => Topic started by: MatMan on April 08, 2011, 07:18:14 am

Title: MixMasters V0.53a
Post by: MatMan on April 08, 2011, 07:18:14 am
MixMasters v0.53
Game was intended to be hugely replayable and also has elements of character development.

Fourteen Playable Characters (1 Secret Character)
Blood Rayne - Fast paced, works on a continues combo system, can suck blood for life.
Darth Maul - Slow but strong, designed to time his attacks.
God Silver - Great at doing air combo's.
Ibuki - Like knife's, like Ibuki.
Cable - Bang bang bang bang bang bang bang bang......
Mai Shiranui - Fire Starter!
Ken Masters - What he does when his not in movies.
Mary_Ryan - Likes throwing people around.
Judith - Attacks behind and in-front at the same time.
Juggernaut - Me Smash!!!!
Red Snake - Summons snakes on low health.
Terry Bogard - Ground Slammer
Chung Li - Its all about the Legs
Rick Stroud - He is a boxer.
(http://lavalit.com:8080/index.php?action=dlattach;topic=5538.0;attach=8492)
"Features so far"......
New Generator System
Now you can select list of enemies that can be spawned in the game.
What this means is.......
..Can run MixMasters on "Lower Memory Systems" depending on the selected list.
..Can have an unlimited amount of enemies, boss's in MixMasters.
..Current Selectable Lists...
....  (Normal or Hard) (Standard or Mini boss) Baddies
....  (Normal or Hard) (Standard or Mini boss) Female Only Baddies
....  (Normal or Hard) (Standard or Mini boss) Male Only Baddies
....  (Normal or Hard) (Standard or Mini boss) Capcom Only Baddies
....  (Normal or Hard) (Standard or Mini boss) Reverse Mini Boss and Standard Baddy roles
....  (Normal or Hard) (Standard or Mini boss) SNK Only Baddies
..When setting at the branch screen
....Hitting "High" will go to next option.
....Hitting "Low" will go to the previous option.


New "Player Select" System.
..This is mainly for develpment purposes.
..It also has the benefit of saving memory and faster start up time.

"Rush Count Bonus" system's.
.."Mass Combo system".
....This effects, "GodSilver", "Ibuki", "Cable", "Ken_Masters", "Mary_Ryan".
....Does one extra damage (per enemy) to all hits of the playable character.
.."Rush Count damage".
....This effects, "BloodRayne", "DarthMaul", "Mai_Shiranui".
....Each succesive hit does cumulative damage.

"Totems" Magical artifacts.
..Heal - Heals all enemies.

"Dialog Story" System.
..Each stage has a list of story lines that is specific to that stage/chapter.
..Most comments are story related but some are just doodles.
..You need to play the stages a couple of times to decipher the story.

"A Points" System..
..You get 1 point after each kill. (Shown to the right of the health bar)
..Can cast special spells..
...."Charged Up" mode...
......Temporary powers up with speed, health and damage increases to your character.
......Needs 15 A points and 15 mp.
......To cast press ( Down Forward Down + Block)
...."Attack All Enemy Freespecial".
......Each cast costs 10 A points and 15 mp.
......To cast press ( Down Forward + Block )

"Load Entities" on the branch screen.
..Will prevent load delays during gameplay.

"Stun" System.
..A enemy needs to be hit hard at least 3 times and then there is a possible chance that he will be stunned after that.

Stage's are random
..20 Stages so far.
..Enemies get's randomly generated according to amount of players currently playing, how well you are doing and the difficulty setting and also how many stages you have completed.
..Enemies have different strength's and weaknesses according to the difficulty.
..There's also a boss rush stage which counts to your gold income.

Game save's settings every-time you start a stage
..Settings are loaded even if you start a new game.
..Settings include things like amount of health purchased, difficulty etc...
..To reset game delete "\Saves\mixmasters\save.txt" file

Enemies
..28 unique enemies.
..17 additional alternate enemies.
..7 Bosses

Difficulty

..Set your difficulty whenever and however you want at the Main stage by hitting the lamps that say difficulty.
..In theory you can have infinite difficulty however openBor will dictate a limit due to the engines limits.
..The more stages you complete the more difficult the game becomes.
..The first/default difficulty setting is really very easy but is usefull for getting to know the game.

Shop
..You get about 10% gold off a enemy's total health when you kill them.
..Buy Health increase.
..Buy Mp increase.
..Buy Speed increase.
..Buy A-Point increase.
..Hire Npc.
.."Critical Chance" - Cause double damage to any attack
....Leveling up cause a higher chance of doing a critical hit.
.."Fireburst" gives a 10 % chance of doing a burst of fire on succesful hit..
....Leveling up cause's more damage.
.."Wind Defence" - When in a Pain state there is a chance that a tornado will be summoned and blow away all in its way...
....Leveling up makes Tornado last longer.
....Leveling up slightly gives a better chance of being summoned.

Hire "NPC's"
..You can hire additional NPC's at the branch stage.
..On higher difficultties it near iompossible to beat the game without using npc's (Difficulty 10+)
..To summon a npc press - "Down Forward Down + Jump". (Warning a npc doesn't follow once you finish a level, so don't summon one at the branch stage!!)
Snk depth
..This feature has been totally disabled.
..Characters resize according to depth of the screen (scripted by Damon Caskey)
..This does seem to cause crash problem but there is a option to disable it in the Branch screen.

Droppable Items..
..Health
....Apple
....Chicken
....Fish
....Pork
..Mana
....Mp
..Misc
....1-Up
..Basic
....A Point
....Gold
....Npc

Recommended free memory....500 mb plus

Download
Get it here.....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Things still todo....
Lots....
Better looking stage design.
More stages variety.
Add more stages.
Add music.
Add soundfx (mmmmmmmm sound).
More enemies.
More playable characters.
Refine characters more.
Add item drops.
More shop-able items.
Show how much gold you have.

Knownbugs...
Stages become uncompletable when using any version after v3350. (Use attached OpenBOR.exe)

The entire game was made using openborstats.

Kudos to all openbor members at <lavalit.com:8080> especially those that generously helped in various ways.

Recommended free memory....400 mb plus

Video's
http://www.youtube.com/user/ttcontain?feature=guide (http://www.youtube.com/user/ttcontain?feature=guide)

"DonateWare".
If you like this game please consider donating. Goto < http://sites.google.com/site/totaltextcontainer/donate (http://sites.google.com/site/totaltextcontainer/donate) > Thanx
Title: Re: MixMasters V0.02
Post by: mctuna on April 08, 2011, 07:43:07 am
Thank you  ;)
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 07:48:31 am
Thank you  ;)

Cool man. I hope you enjoy it. I think that you'll find it entertaining.

Ps. Just realised that I still kept saving on....
...DO NOT Use the LOAD option in the main menu. It won't cause problems but for some reason it never save at the last stage. Don't worry about your save game as it always loads even if you use new game.
Title: Re: MixMasters V0.02
Post by: Die_In_Fire on April 08, 2011, 08:02:39 am
Quote
Stage's are random
..Enemies get's randomly generated according to amount of players currently playing, how well you are doing and the difficulty setting and also how many stages you have completed.

interesting concept, will take a look in a few moments  :cheers!:
Title: Re: MixMasters V0.02
Post by: Damon Caskey on April 08, 2011, 08:30:34 am
Ps. Just realised that I still kept saving on....

Yep, should have disabled that. Time for an update.  :laughing:

DC
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 08:56:03 am
Quote
interesting concept, will take a look in a few moments

The one thing that annoyed me alot about openbor type games is that once you finished it...well its just that. Its finished. I remembered when I played and finished "Art Of Fighting-Beats Of Rage" (among other good ones) I immediatly restarted the game and played another character but it become boring by the first stage....because I allready knew that at this point this guy is gonna come out and that guy etc (ps its still a great game though).

I havn't played openbor for about 2 years now and I  replayed some of the old games recently and enjoyed them because its been so long since i played them but its gonna be a long time before I gonna play them any of them again because of the exact sameness.

So I figured I might aswell add a random feature into my mod (which is somehwhat easy to use into another mod)and as it is now I'm enjoying my game alot cause its different every time I play cause you get random situations with random enemy types, but its far from complete.

Quote
Yep, should have disabled that. Time for an update.

Lol, could you imagine.
Title: Re: MixMasters V0.02
Post by: Damon Caskey on April 08, 2011, 09:49:19 am
Waiting for "knockdowncount" to work via script in openbor as this will make a big difference to the strategy of the game.

I just now finished alphabetizing the internal property case statements (http://lavalit.com:8080/websvn/listing.php?repname=OpenBOR&rev=3333) (a pointless change to most coders, but helps me to keep things straight). Was a royal PITA and I wanted to get it done before adding more stuff.

I'll get knockdowncount and some other additions up in short order.

DC
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 09:52:15 am
Thanx.

Ain't so pointless, having things organized can sometimes easily save you time on the long run.



ps!
Just noticed that the Darth Maul character didn't have a spawn animation which in turn meant that buying health wouldn't stack up. heres the update. Just unzip and replace him.... (easy fix to a BIG PROBLEM...)
Download the attachment and place it in "Data\chars\deathm\deathm.txt"

Fixed in v0.03
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 02:44:40 pm
Using OpenBOR v3.0 Build 3332 with mixmasters causes a crash and not to help-full log error...

Spoiler
Function getentityproperty must have a valid entity handle.
Script function 'getentityproperty' returned an exception, check the manual for details.

OpCode: 8

OpCode: 8

This error happens when you hit a "Buy Health" lamp in the main stage.

Please note that it worked fine with.....
OpenBOR v3 3316 (with some non supported commands removed)
OpenBOR v3 3330
Title: Re: MixMasters V0.02
Post by: Damon Caskey on April 08, 2011, 02:57:48 pm
Not to be rude, but mind doing a little self debugging for stuff like this? Use log() to send values, comment bits of code until you find the culprit line, that sort of thing.

Obviously I don't mind fixing engine issues, but downloading mods and messing with unfamiliar code just to find out what went wrong in the first place is kind of a pain.

DC
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 03:06:06 pm
Not to be rude, but mind doing a little self debugging for stuff like this? Use log() to send values, comment bits of code until you find the culprit line, that sort of thing.

Obviously I don't mind fixing engine issues, but downloading mods and messing with unfamiliar code just to find out what went wrong in the first place is kind of a pain.

DC

No Problems. Will inform you on anything I find if its a engine bug.
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 03:19:04 pm
Ok. Here's the problem with openbor 3332.

The lamp is a enemy.

and has a script containing...

Spoiler
 void vSelf  = getlocalvar("self");
  void target = getentityproperty(vSelf, "opponent");
  log(" target" + target);

however the target that is returning in the log file is...
target1.000000
which i guess is null.

So it appears that getting the opponent from an enemy (which would be the player) returns null. So any getproperty/setproperty for the target there after doesn't work.
Title: Re: MixMasters V0.02
Post by: Damon Caskey on April 08, 2011, 03:42:40 pm
Actually it's not. An empty or null variant shows up as "<EMPTY> Uninitialized". 1.00000 is a float variant set to 1; apparently I jacked up the main enumeration property list somehow. Fortunately there aren't too many properties that use float type, so I should be able to find it.

DC
Title: Re: MixMasters V0.02
Post by: ALUCARD2009 on April 08, 2011, 04:30:38 pm
your mod seems fantastic but the game doesn't work on psp. ;)
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 04:40:42 pm
your mod seems fantastic but the game doesn't work on psp. ;)

Originally it was designed for psp but I had to sell my psp phat long ago but decided to keep the resolution as my laptop is wide screen.

I realized that eventually it might not work on the psp because of memory problems. If there was a disable anim group function via script then there will not be a reason to dbl load some characters.

Did you try it on the phat or slim?
Title: Re: MixMasters V0.02
Post by: Damon Caskey on April 08, 2011, 04:49:11 pm
I believe I have the issue fixed, I had left out a couple of strings here and there. Compile the latest SVN and give it a try. Unfortunately this meant I didn't get knockdowncount open to change, and I'm out for the day. I'll see about it tomorrow morning.

Quote
I realized that eventually it might not work on the psp because of memory problems. If there was a disable anim group function via script then there will not be a reason to dbl load some characters.

Double loading a model adds very little memory consumption because the engine is optimized to reuse resources.

Also, I seriously doubt you had to do that anyway. I have added several features specifically designed to allow reuse of models. A single model can be several versions of a PC, NPC, and enemy, all at the same time. I think you just need to experiment a bit more.  

;)

DC

*edit* Among other things, look closely at the energycost property group and the code that runs it. There is a flag called disable that might interest you.
Title: Re: MixMasters V0.02
Post by: ALUCARD2009 on April 08, 2011, 05:05:28 pm
your mod seems fantastic but the game doesn't work on psp. ;)

Originally it was designed for psp but I had to sell my psp phat long ago but decided to keep the resolution as my laptop is wide screen.

I realized that eventually it might not work on the psp because of memory problems. If there was a disable anim group function via script then there will not be a reason to dbl load some characters.

Did you try it on the phat or slim?


it was on psp slim! ;)
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 05:17:09 pm
Quote
I believe I have the issue fixed, I had left out a couple of strings here and there.

Its usually something like that :)

Quote
Double loading a model adds very little memory consumption because the engine is optimized to reuse resources.

I recall you saying something like that age's ago.....still cooooool :)

Quote
Also, I seriously doubt you had to do that anyway. I have added several features specifically designed to allow reuse of models. A single model can be several versions of a PC, NPC, and enemy, all at the same time. I think you just need to experiment a bit more. 

This is possible and i'll have to take a look into those functions that you mention...maybe a clue or two would help......The way i got it now is that some characters have different attack style's depending on the difficulty. For an easy example....if you take a look at talbain the talbaie entity tend's to attack standing up but the talbaih tends to attack while ducking.

I did think of adding a script where it would decide depending on things like health, distance etc... while during an attack it just would change to another attack anim and I still might do this

Quote
*edit* Among other things, look closely at the energycost property group and the code that runs it. There is a flag called disable that might interest you.

I'm aware of energycost and I'm still deciding whether I want to use it or not. The script that I use does mp first and if there is non left then it will goto health but it will only remove health at 50% of its mp cost thats left as it is I'm still thinking of if I should completely stop the special move or maybe just do a 50% damage of original special move or something else....still thinking about.... it is only V0.02 as it is but I do hope that people like it or at least see its potential :cheers!:

But one of the reasons of releasing this is to get feedback and ideas.

Quote
it was on psp slim!
Thats a big disappointment, I was really hoping that it would work, i'm not entirely sure why it would not work. Does it have a log error....also please make sure that you are using v 3 build 3330 as any previous version and version after (up to V3 B3332) after WILL NOT WORK.

Please try with v3 build 3330 again as this is the only version the game works with. thanx.
Title: Re: MixMasters V0.02
Post by: Damon Caskey on April 08, 2011, 05:59:52 pm
I'm aware of energycost and I'm still deciding whether I want to use it or not. The script that I use does mp first and if there is non left then it will goto health but it will only remove health at 50% of its mp cost thats left as it is I'm still thinking of if I should completely stop the special move or maybe just do a 50% damage of original special move or something else....still thinking about.... it is only V0.02 as it is but I do hope that people like it or at least see its potential :cheers!:

But one of the reasons of releasing this is to get feedback and ideas.

The disable flag works separately from MP/HP. It let's you disable/enable the move by entity type in any combination. As an example, maybe a Player can do Freespecial2, but an enemy/NPC can't. Or maybe a level 1 enemy can't use it, but a level 2+ can. Combine with script and you can give the same model access to entirely different move sets and switch them on the fly. All without interfering with MP/HP consumption.

Quote
Please try with v3 build 3330 again as this is the only version the game works with. thanx.

3335 didn't work?

DC
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 06:13:12 pm
Quote
3335 didn't work?

From what I can see the auto builder only execute once a day or maybe once ever 2 day's.

So once it's been build then I'll have a go.
Title: Re: MixMasters V0.02
Post by: ALUCARD2009 on April 08, 2011, 06:39:24 pm
sorry my friend,it was tested with 2851,3192 and 3330 and it didn't work.

Total Ram: 58720256 Bytes
 Free Ram: 56270548 Bytes
 Used Ram: 2449708 Bytes

OpenBoR v3.0 Build 3330, Compile Date: Apr  5 2011

Game Selected: ms0:/PSP/GAME/OpenBOR/Paks/MYMOD.PAK

FileCaching System Init......   pak header is too large: 661504
Disabled
Initializing video............

 I'm sorry to inform your PSP has crashed. The exception has
 been logged to a file. Please include OpenBOR.ELF within the
 Modules directory and the log file generated to www.LavaLit.com (http://www.LavaLit.com)



 Exception Details:


 Exception - Bus error (data) / OpenBOR.text + F0228
 EPC       - 088F4228
 REPC      - 000F0228
 Cause     - 1000001C
 Status    - 20008613
 BadVAddr  - FF7FBDBC


 zr:00000000 at:08940000 v0:00000000 v1:00000100
 a0:0BBBF748 a1:0000000C a2:00000000 a3:0BBBF748
 t0:00000000 t1:DEADBEEF t2:00000001 t3:DEADBEEF
 t4:08946668 t5:DEADBEEF t6:DEADBEEF t7:DEADBEEF
 s0:00000000 s1:0000002F s2:08940000 s3:08940000
 s4:08940000 s5:00000000 s6:DEADBEEF s7:DEADBEEF
 t8:DEADBEEF t9:DEADBEEF k0:0BBBFF00 k1:00000000
 gp:08937ED0 sp:0BBBF748 fp:0BBBFEA0 ra:08814AFC
Title: Re: MixMasters V0.02
Post by: MatMan on April 08, 2011, 07:23:45 pm
Quote
Game Selected: ms0:/PSP/GAME/OpenBOR/Paks/MYMOD.PAK

Did you pak this game.......as it is at the moment this game CAN NOT be pakked because there's to many files.... actually there is alot of un-used files at the moment and I should eventually remove them all and then it should be hopefully be able to pak them but I will eventually create more entities and it will come to a point that it won't work but that might be a long while from now.

I will look into reducing file count.
Title: Re: MixMasters V0.02
Post by: ALUCARD2009 on April 08, 2011, 07:41:45 pm
i understand!thanks!
Title: Re: MixMasters V0.03
Post by: MatMan on April 08, 2011, 08:03:21 pm
v 0.03
Fixed a problem in the boss rush stage that would generate to many bosses.
Added "buy mp" shop item.
Fixed a few gfx problems.
Fixed purchasing item miss-information.
Disabled openbor ingame save system.
Few character fix's.

Please note. If your updating from v0.02 then you MUST DELETE "Saves\bor\save.txt" else the game will just crash.

get it at http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306)
Title: Re: MixMasters V0.03
Post by: DJGameFreakTheIguana on April 08, 2011, 08:19:33 pm
Yo Matman, I downloading this mod right now, but I'll have to play it later on account of this PC acting up, but I look forword to it though.

P.S. Are there any general Grevious sprites? He's one of the few star wars characters who interest me, and I don't know jack about star wars.  :laughing:

X)
Title: Re: MixMasters V0.03
Post by: MatMan on April 08, 2011, 08:32:55 pm
Yo Matman, I downloading this mod right now, but I'll have to play it later on account of this PC acting up, but I look forword to it though.

P.S. Are there any general Grevious sprites? He's one of the few star wars characters who interest me, and I don't know jack about star wars.  :laughing:

X)

i completely despised the recent star wars movies but out of all the crap that came out of the 3 uber super duber crap movies "general Grevious" was uber cool and unfortunatly there is no "general Grevious" in the game but as you gave me the great idea of him Ill look into it and see if i can find him somewhere out there on the net.

PS! if your interested in seeing how and why the recent star wars was ssoooooooooooooooooooooooo f_cking crap check this link for the most accurate review of how trully crap it was http://redlettermedia.com/plinkett/star-wars/star-wars-episode-1-the-phantom-menace/ (http://redlettermedia.com/plinkett/star-wars/star-wars-episode-1-the-phantom-menace/). check all the reviews out (about 6 clips of 30 mins each).

Star wars the shot revers shot movie of the decade. Truly beyond the measure of uber crappness.
Title: Re: MixMasters V0.03
Post by: DJGameFreakTheIguana on April 08, 2011, 08:40:50 pm
Well, I guess I'll have to check de crapiness some time then.

About Grevious though, I kinda had the idea to add him to the mod myself sometime. I've had an interest to add new characters to old mods for some time now, but never made a move on it.

X)
Title: Re: MixMasters V0.03
Post by: MatMan on April 08, 2011, 08:48:34 pm
I foudn this site that has a g g to downlload but you need to have a micorsoft live account to download it, which i don't.  http://www.freewebs.com/deathnintendo/characters.htm (http://www.freewebs.com/deathnintendo/characters.htm) If you get it send to me if you don't mind and i'll do something about it :)
Title: Re: MixMasters V0.03
Post by: MatMan on April 10, 2011, 05:46:43 am
Game works with "OpenBOR v3 3335" now :cheers!:
Title: Re: MixMasters V0.03
Post by: nocturnus on April 10, 2011, 10:47:05 am
wowwwwwwww !!! but how can i play with this game?
Title: Re: MixMasters V0.03
Post by: Die_In_Fire on April 10, 2011, 11:15:16 am
on the first screen, when you choose "difficulty up" or "down" plus "health buy" and stage select... when I go to the end of that select stage, I fight a Galford, and then when I go back, the branch for stages 1 and 2, and the buy health plus difficulty up nd down, dissapear... maybe have something to do with the offscreekill command...

nice characters, only bad that Darth Maul doesn't use the lightsaber often
Title: Re: MixMasters V0.03
Post by: MatMan on April 10, 2011, 12:01:59 pm
@nocturnus
Quote
wowwwwwwww !!! but how can i play with this game?

just unzip and run "openbor.exe" under windows.
I'm not sure if other platforms (psp, linux etc) can run bor games when there unpakked (be surprised if they don't).

On what platform are you trying to run the game?

@Die_In_Fire
Quote
.....
Yeah, i knew about that problem and I just learned about offscreenkill command this weekend and will be implemented on next release.

Quote
nice characters, only bad that Darth Maul doesn't use the lightsaber often
That would be pretty cool having him sheeoowing all day :)

I tried to have all playable characters to be as different as possible and also have different strengths and weaknesses so that they can also be usefull during multi-play and they can take a while to learn how to play properly as well, especially bloodrayne.
Title: Re: MixMasters V0.03
Post by: DJGameFreakTheIguana on April 10, 2011, 11:48:27 pm
Game works with "OpenBOR v3 3335" now :cheers!:
I just tried it at home and it still crashes. The Log said it couldn't compile the script. I know you said to erased the save file and I did, so was there anything else?

X)
Title: Re: MixMasters V0.03
Post by: Bloodbane on April 11, 2011, 12:08:49 am
 Same here :(. Here's the log:

Quote
Loading scripts..............   
Script compile error in 'level': cmp8 line 1072, column 4

********** An Error Occurred **********
*            Shutting Down            *

Can't compile script!
Total Ram: 938651648 Bytes
 Free Ram: 479739904 Bytes
 Used Ram: 13160448 Bytes

Release level data...........   Done!
Release graphics data........   Done!
Release game data............


Release game data............   Done!
Release timer................   Done!
Release input hardware.......   Done!
Release sound system.........   Done!
Release FileCaching System...   Done!

**************** Done *****************

Can't compile script!
Title: Re: MixMasters V0.03
Post by: MatMan on April 11, 2011, 12:10:46 am
EDIT...

V 0.04
------
Added animations to a few stages.
Few changes here and there.
Items in the main stage shouldn't disappear anymore.
fixed a script bug in v 0.03

get it at http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306)
Title: Re: MixMasters V0.04
Post by: Bloodbane on April 11, 2011, 12:44:53 am
 I've played this demo abit. At 1st impression, it's more like mixed mod hence the name. There are still newbie bugs such as missing landframe and wrong bbox.

 Dunno if this is bug or not but did you not set hitflashes or something? Attacks seems 'vain' without these little effects.

 For your time out problem, have you set settime 0?

 I'm going to try this mod more. I only tried Darth Maul so far.
Title: Re: MixMasters V0.04
Post by: MatMan on April 11, 2011, 07:59:24 am
When i started I added the landframe and bounce but for some reason they never worked (didn't try all that hard to figure out why though) so I kinda left it but yes I will definitely will add that later on.

As for the bbox's, there are no bbox error's in the game. They are and where designed to be the way they are at the moment and most likely not to change.

I did add the settime 0 to v 0.04 but never really tested but it did seem to work but left it in as known bug.

There is alot of refinement to come but I would say as for now the game is about getting to know how to play the character's, the repeatability  and mass murder....once you start going to the harder levels.  

edit...

If anyone wants to quickly enable a default flash goto the models.txt file and uncomment the "#load   Flash      data/chars/misc/flash.txt".
Title: Re: MixMasters V0.04
Post by: Bloodbane on April 11, 2011, 11:57:28 pm
 I was referring to Haohmaru. It's funny that I can combo him infinitely with Darth Maul's combo (I didn't intend to). It seems Haohmaru's bbox in PAIN is shorter than in his IDLE allowing the next attack to 'miss'.

 BTW is there supposed to be some loading or something when enemy is spawned? I keep getting pauses while playing the game.
Title: Re: MixMasters V0.04
Post by: MatMan on April 12, 2011, 04:19:05 am
Quote
I was referring to Haohmaru. It's funny that I can combo him infinitely with Darth Maul's combo (I didn't intend to). It seems Haohmaru's bbox in PAIN is shorter than in his IDLE allowing the next attack to 'miss'.

Yeah i need to fix him up (his bbox's are fine but his timings are off) as I spend very little time on him, most probably the least out of all the enemies. I quickly put him together and didn't do much testing on him. He also has an annoying thing where looks like his flying at you which looks like a begging of a major attack and then just stops, not entirely sure whats going on there but will do something about it.

Quote
BTW is there supposed to be some loading or something when enemy is spawned? I keep getting pauses while playing the game.

The way i've done it at the moment is that when the enemy gets generated then he gets loaded into memory which causes the delay however once they are loaded they never get removed from memory so after a stage or two there will be no more delays at all.

I did it this way for now because every time I added a new enemy i had to place a load command in a few entity files and It was allways causing a crash because I forgot to add him in one of the few entity files that needed it which caused more agro moments than is legally aloud.

The simplest solution for now is to change the know command in the models file to load for all enemies, if the small delays ingame bother people to much but that means a long startup delay and while i'm still developing this mod that's a big no no for me.

edit...
I forgot to mention, figuring out how to do infinite combo's is a important thing to know how todo in this game (it won't make you invincible). In the beginning of the game it might make it real easy (but what game isn't if you know how to play it) but on the more difficult levels its a must but has to be timed and executed properly but you still need to be carefull about it. The game does change and reacts differently the better you become.
Title: Re: MixMasters V0.04
Post by: Bloodbane on April 12, 2011, 06:49:35 pm
 You are correct about the enemy's reaction. I did spot some enemy's changes. Great work!

 I wish to see 3D attacks from enemies though since it's common and boring in mods to see: hard stage=lots of enemies.
Title: Re: MixMasters V0.04
Post by: MatMan on April 12, 2011, 07:24:50 pm
Quote
You are correct about the enemy's reaction. I did spot some enemy's changes. Great work!

 :cheers!: Looking into make more variety. Ps! finishing alot of stage makes even more variety.

Finally looked into defense and attack which will make a nice difference to the game....just need to figure it out cause it ain't working for me tried the wiki, and checked the source code which show's one parameter that is missing in the wiki and I get a successful return but nothing changed.

Quote
I wish to see 3D attacks from enemies though since it's common and boring in mods to see: hard stage=lots of enemies.

I'm not entirely sure what you mean by 3D attacks. If you'r talking about attacks with variant depths then I do have that. Perhaps an example?

Ps, Its not just more enemy that is different, its a few things but still looking into more things to add.
Pssszzzzzzzzzzz, this is where knowing how to play the characters makes a huge difference because the more enemy's there are and if you know how to combo real(among other things) well then you can actually kill them ALOT faster even though they have more health. one of the features is the higher your combo you do the more damage you do, this and a few other things are all ready implemented.
Title: Re: MixMasters V0.04
Post by: Damon Caskey on April 12, 2011, 07:34:33 pm
He means lateral attacks, as in attacking along the Z plane.

(http://www.caskeys.com/arc/games/openbor/wiki/images/b/b6/Riseattack_0001.gif)

DC
Title: Re: MixMasters V0.04
Post by: MatMan on April 12, 2011, 07:40:43 pm
He means lateral attacks, as in attacking along the Z plane.

(http://www.caskeys.com/arc/games/openbor/wiki/images/b/b6/Riseattack_0001.gif)

DC

Bloody marvelous, didn't even think of that. Will look into it and see how I can add it into my mod.  ;D

Ps, that depth sizing looks pretty cool. I take it is some scripting behind that?
Title: Re: MixMasters V0.04
Post by: DJGameFreakTheIguana on April 12, 2011, 07:41:18 pm
Yo Matman. Played your mod last night. It's cool how you got the enemies to spawn at random, but I have to ask, was there no other way to implement this feature without making the mod pause for a while? Maybe spawning an invisible entity that spawns a random enemy and then kill itself? Just spit baling here.

Another thing I've noticed that it's kinda complicated to play. I mean half the time my hits aren't landing, and rayne's running attack sends enemies away with no type of pain or falling animations.

I will continue playing this later on though to see how it turns out, and I think I'd really like to add a few characters here, if you don't mind of course.  :)

Quote
He means lateral attacks, as in attacking along the Z plane.
Another good example is Mr.X's constant shooting with his tommy gun from streets of rage.

X)
Title: Re: MixMasters V0.04
Post by: MatMan on April 12, 2011, 07:53:56 pm
Quote
was there no other way to implement this feature without making the mod pause for a while?

I posted a answer to this a few post back in this forum.  :oops:

Quote
Another thing I've noticed that it's kinda complicated to play. I mean half the time my hits aren't landing, and rayne's running attack sends enemies away with no type of pain or falling animations.
Yeah that was fixed the throwing problem this week Saturday passed. ;)

For the complicated part, its part of the design, I wanted replayability and part of the idea is that its gonna take a while to figure out how to play the characters properly, in the begening you pretty much get away with just normal hit hit hit and a special here and there but later on that just won't work, you can not use the same strategy of attack continually. Remember the game changes slowly but surely even if you just keep it on normal difficulty and also more stages will eventually be added.

Quote
I will continue playing this later on though to see how it turns out, and I think I'd really like to add a few characters here, if you don't mind of course.

I started adding a new playable character this weekend and his coming along nicely. Also very different from the others.


edit....

About the hits arn't landing, firstly all bbox's and attack box's are correct, i spend alot of time on those. what you might be having problems with is that some enemies have bigger z depth attacks(mostly big guys) than you so you have to work your'self to proper alignment to hit them which in my opinion is a bit more realistic.
Title: Re: MixMasters V0.04
Post by: DJGameFreakTheIguana on April 12, 2011, 08:07:19 pm
Quote
was there no other way to implement this feature without making the mod pause for a while?

I posted a answer to this a few post back in this forum.  :oops:
My bad, must've missed.  ;D

Quote
Yeah that was fixed the throwing problem this week Saturday passed. ;)
Coolio.  :)
Quote
For the complicated part, its part of the design, I wanted replayability and part of the idea is that its gonna take a while to figure out how to play the characters properly, in the begening you pretty much get away with just normal hit hit hit and a special here and there but later on that just won't work, you can not use the same strategy of attack continually. Remember the game changes slowly but surely even if you just keep it on normal difficulty and also more stages will eventually be added.
Yeah, I see what your going for, it just seems like I'm not getting my hits in when the enemy is open, or something.

Quote
I started adding a new playable character this weekend and his coming along nicely. Also very different from the others.
Cool.  :eek:

X)
Title: Re: MixMasters V0.04
Post by: MatMan on April 12, 2011, 08:39:43 pm
V 0.05
------
Script fix's....
If players mp is at 0 then there will be 10% chance of magic/special failure and if you'r mp is 0 and health below 40% there is a 50% chance failure of casting.
Enemy's will only be tossed now if you'r in attack range.
Few changes here and there.
Added hit flash's (jo DJGameFreakTheIguana , you'll like this)

Get it at...
http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306)

Edit. No need to delete your save game folder if your updating from any version above v0.03
Title: Re: MixMasters V0.05
Post by: nocturnus on April 13, 2011, 12:25:18 pm
great game!!! HD stages!!! a date for realized?
Title: Re: MixMasters V0.05
Post by: MatMan on April 13, 2011, 01:05:10 pm
great game!!! HD stages!!! a date for realized?

Thanx.

I don't think that it will ever be complete as I intend on just adding more to it (got loads of idea's), its also why I've tried to design the game intended on replayability.

The best I could say is that it will become V 1 once its got all the basics such as sound, music, story(maybe), bug free etc.... besides I might completely stop modding again depending how life works out but as its now, i do have some free time and Im pretty much using all of it up on lavalit  >:D

The stage's really need to be cleaned up for the most part and I also want add more variety and bigger designed stages, like those found in golden axe with walkable platforms, highrises etc...
Title: Re: MixMasters V0.05
Post by: borkjh on April 13, 2011, 05:09:12 pm
What's that game?? :hmm: When I see past version, I saw most of chars both have players and enemies......
It's Brawl style game? :hmm:
Title: Re: MixMasters V0.05
Post by: MatMan on April 13, 2011, 05:16:30 pm
What's that game?? :hmm: When I see past version, I saw most of chars both have players and enemies......
It's Brawl style game? :hmm:

Fast paced, many monster brawl game.

If your talking about this game when I first released it about 2 years ago then its a huge difference. That version really didn't have anything to it, it barley had one stage or anything worth noting.

This version has got 16 stages (they still need work) and more enemies and the two playable characters have had alot done to them and alot of scripting has been added.
Title: Re: MixMasters V0.05
Post by: DJGameFreakTheIguana on April 13, 2011, 08:41:18 pm
Hey Matman, I still didn't get a chance to play your new update yet, but when I tried to unzip it, it had to go through a whole lot of files. Since your posting updates regularly, you should do what I do and only upload the files that are needed to update the mod, rather then the entire thing with the data folder. This way, user's wont have to unzip the same stuff over and over again, saving some time.

X)
Title: Re: MixMasters V0.04
Post by: Damon Caskey on April 14, 2011, 05:38:38 pm

Bloody marvelous, didn't even think of that. Will look into it and see how I can add it into my mod.  ;D

Thank you. It's not hard at all really. Some Z ranging and lateral movement/jump is all you need for a basic one.

Quote
Ps, that depth sizing looks pretty cool. I take it is some scripting behind that?

Yes (http://www.caskeys.com/dc/?p=1314).

Also, just because I'm a little miffed right now doesn't mean I'm going to stop helping. Here is a Windows build with full knockdowncount access enabled. Check the SVN to see how to use it.

I should probably note though, this property works pretty much the opposite way you think it would. First it is a float (to accommodate the Defense knockdown property). Second, entities don't accumulate knockdown like you would think they do. Instead it's a lot more like Health. You have knockdown model property and knockdown entity property (same as max health and health). Incoming knockdown is multiplied by knockdown defense to get a final knockdown power. This is subtracted from the defender's current knockdowncount. If the knockdowncount <= final knockdown, defender falls.

Finally, Knockdowntime is set to GAME_SPEED + elapsed_time. When knockdowntime < elapsed_time, the entity level knockdown reverts to its model level setting. GAME_SPEEED is 200, so this has the effect of resetting knockdowncount about every 2 seconds.

DC
Title: Re: MixMasters V0.05
Post by: MatMan on April 15, 2011, 02:09:16 pm
Cool thanx. Will look into it.
Title: Re: MixMasters V0.06
Post by: MatMan on April 15, 2011, 04:34:27 pm
V 0.06
------
Chance of item health drop considers enemy's health now.
If players mp = 0 and health is below 5% then there's a 75% chance of a casting failure.
Fixed a bug that didn't alter ai properly.
Added new playable character. "God Silver".
Added animations to a few more stages.

Get it at... http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306)

Edit....
Download the "models.txt" attachment if you don't want the game to pause in-game....Please not that I havn't tested the game using this. So im not entirely sure if it will work but I don't see why it wouldn't.
Title: Re: MixMasters V0.06
Post by: borkjh on April 15, 2011, 05:48:43 pm
If this mod completed, All monsters can be both players and enemies, Right?
Title: Re: MixMasters V0.06
Post by: MatMan on April 15, 2011, 06:22:32 pm
Quote
you should do what I do and only upload the files that are needed to update the mod

Thats always a good idea but I really don't keep track of all the files I edit and for the most part I usually make changes all over the show, maybe a stage edit/fix or a character edit/fix so it becomes a bit difficult to keep track of changes. :oops:

Quote
All monsters can be both players and enemies, Right?

Noooooooooo. Way to much work for that. :(

Quote
It's not hard at all really. Some Z ranging and lateral movement/jump is all you need for a basic one.

I take it you would have a script that detects the distance difference and toss's or velocity him towards the opponent, if its the enemy attacking you?
Title: Re: MixMasters V0.06
Post by: Bloodbane on April 15, 2011, 06:48:26 pm
Quote
I take it you would have a script that detects the distance difference and toss's or velocity him towards the opponent, if its the enemy attacking you?

 Well, sort of but I usually use range & rangez command in regular attacks. Only in special cases, I use script for the range detection.
 As for the actions or 3D attacks, I didn't specify in detail how it is performed. They could be jumpattack like Damon Caskey showed, ramming attack like fat chargers do, shoot or wide attack which doesn't move enemy at all.

 There are various 3D attacks in beat'm ups out there :).

 3D attacks forces player to react better since enemies can attack from different Z coordinate. Moreover, enemies don't have to align themselves to attack players.
Title: Re: MixMasters V0.06
Post by: MatMan on April 15, 2011, 07:01:26 pm
The only thing that I have to wonder on how todo is detecting what side you are towards the enemy (Ie above, or below from z line) because the enemy will need to know which direction he needs to goto. From script it will be easy but I presume the engine has a build in way?

Is there an example from an existing game..
Title: Re: MixMasters V0.06
Post by: Bloodbane on April 15, 2011, 07:16:03 pm
 Hmmm... I don't think enemy needs to know if he/she is in back or front of player. From my experience, after enemy starts the 3D attack, he/she could just go with the attack.

Quote
From script it will be easy but I presume the engine has a build in way?

 I don't think there's any. 3D attack is hardly requested OTOH.

Quote
Is there an example from an existing game..

 Aside of my Crime Buster v2.5 mod, I don't know what else. Nightslashers X and Rocket Viper have 3D attacks for enemies too.
Title: Re: MixMasters V0.06
Post by: MatMan on April 15, 2011, 07:32:09 pm
Let me see if I can explain what i mean another way.

From where you and i play the game, looking at the game lets say you'r character is dead center. (Y is your character, M is the monster which is away from our viewing position)

            z-
            - M
            -
x--------Y--------x
            -
            -
            z+

Now because the monster is away from us he will need to attack your character toward us. So the engine needs to know that he needs to move in a positive z axis (toward the screen).

Now in the opposite circumstance....


            z-
            -
            -
x--------Y--------x
            -
            - M
            z+
The monster is much closer towards the screen and needs to move in the negative z axis (away from the screen).

How does this get done with existing openBor functions.....(via script very easy).
Title: Re: MixMasters V0.06
Post by: Damon Caskey on April 15, 2011, 08:21:43 pm
You're making this much more complicated then it is. There is nothing special about non scripted lateral attacks; in a nutshell, they don't adjust.

In its simplest form, the lateral attack is made up of two animations. One to attack "up" and the other to attack "down". All you need to do is set the range (http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Range) up like any other attack.

As is probably obvious by now, the "up" version will need range settings to only execute if target z < self, and the opposite is true for the "down" version. Don't forget to adjust the other ranges too... you don't want your entity trying to pounce on a target above them on the z axis but still a mile away to the left/right.

DC
Title: Re: MixMasters V0.06
Post by: MatMan on April 16, 2011, 06:19:37 am
Oooooo, I knew about range but I didn't know that openbor had a rangez command, I remember ages ago that I was hoping that it had but now I know.

Thanks for that usefull bit of info. :cheers!:


Edit. Just added my first lateral attack. Uber cooolnessss, yes.
This will change the game ever so nicely.

Thanx for the idea and help guys.
Title: Re: MixMasters V0.06
Post by: MatMan on April 17, 2011, 12:03:40 am
I already have a great idea for the next male playable character, he his a grab heavy type character and also never has appeared in any of the openBor games but I want to make the next playable character to be a female.

At the moment I'm not entirely sure on who it will be. I have an idea of using Karin from the street fighter alpha series or maybe chun-li also from the street fighter alpha series but with the classic moves but I'm more than willing to hear from some input.

its gonna be a while before I add her in as I am still doing alot of other changes but getting some idea's before-hand would be great.
Title: Re: MixMasters V0.06
Post by: Crimefighters2 on April 17, 2011, 05:05:46 am
I already have a great idea for the next male playable character, he his a grab heavy type character and also never has appeared in any of the openBor games but I want to make the next playable character to be a female.

Pure grappling charas aren't done so much in obor? What about Shermie? Altho I'd love to see a fully beefed up Orochi Yashiero in obor. Or what about Vanessa she has never been a playable obor chara? I would love a mix of her KOF2k version and KOF2k2, esp that autoguard uppercut. fdf a in KOF2k. A mix of Hinkao would also be cool.
Title: Re: MixMasters V0.06
Post by: MatMan on April 17, 2011, 07:25:28 am
I think that Shermie was in the ladies of rage mod. It would be nice to have a long reach character though.

I never really played the Vanessa character that much so I'll have to look into her.

Orochi Yashiero? don't you perhaps mean Orochi Shermie by any chance. I do kinda like the darker look on her.

What about Chizuru Kagura. I rather did like her style.

I did consider Hinako Shijou aswell as she's a nice tiny character.
Title: Re: MixMasters V0.06
Post by: Crimefighters2 on April 17, 2011, 02:39:41 pm
Yes but I don't think she had many grapple moves in that mod.

Vanessa is awesome, one of my fav charas, 2k version of her is my fav. Yeah I know O.Y is a guy but he would make an awesome obor chara if he had all of his moves in obor, just trying my luck. I suppose O.S is interesting too.

If Chizuru could generate clone npcs with a special or something I think she could be interesting. Hinako Shijou is really cool, she has some really cool grapples in kof2k and just normal moves I think she would make a great obor chara.

Title: Re: MixMasters V0.06
Post by: halalam on April 17, 2011, 02:55:06 pm
thank you!!!
Title: Re: MixMasters V0.06
Post by: DJGameFreakTheIguana on April 17, 2011, 07:10:58 pm
Yo Matmizzle, I finally played the latest version of Mixmaster last night, really likin' the inclusion of Silver, he plays a lot better for me then rayne or Maul.

BTW, why isn't there any music in your mod? You must have cut that out to save space or something?

X)
Title: Re: MixMasters V0.06
Post by: Bloodbane on April 17, 2011, 11:23:34 pm
Quote
Altho I'd love to see a fully beefed up Orochi Yashiero in obor. Or what about Vanessa she has never been a playable obor chara? I would love a mix of her KOF2k version and KOF2k2, esp that autoguard uppercut. fdf a in KOF2k. A mix of Hinkao would also be cool.

 I haven't seen any mod with Orochi Yashiro or even Yashiro as character. I don't think Hinako has even been too.
 As for Vanessa, she is a character in an old Beats of Rage mod. Yes, beats of rage mod not OpenBoR mod.

Quote
Just added my first lateral attack. Uber cooolnessss, yes.
This will change the game ever so nicely.

 Oh yes, you can say goodbye to boring mod with these 3D attacks. :)
Title: Re: MixMasters V0.06
Post by: MatMan on April 18, 2011, 03:08:25 am
Quote
If Chizuru could generate clone npcs with a special or something I think she could be interesting.

I'm busy playing Vermilion Sword and one thing that I really liked was the ability to summon npc's and I thought that it would be great to have a character that can summon timed npc's. It will only be one or two playable characters as each playable character must be as unique as possible. >:D

Quote
thank you!!!

No no no no no no.....thank you! :cheers!:

Quote
Yo Matmizzle, I finally played the latest version of Mixmaster last night, really likin' the inclusion of Silver, he plays a lot better for me then rayne or Maul.
Half way making Silver I was really getting concerned and kicking myself thinking that i should of used guy instead but eventually I got him to play and feel just right. Ps, I still need to update the moves pdf for him but one of his bonus skills is that the more enemies there are on the screen the more damage he does, he doesn't do more damage with combo's like the other two. Sizzling :-[

I would have to say Rayne is still my fav character though, she is by far the most complex of the three, but man can she bring in the rush count but I definitely enjoy the game with the other two and I do love the way how some monster are real easy with this character and a total bitch with another.

Quote
BTW, why isn't there any music in your mod? You must have cut that out to save space or something?
Music is comming....don't know when, hell I havn't even chosen any songs yet. I have start on some soundfx with rayne though.

Quote
Oh yes, you can say goodbye to boring mod with these 3D attacks.
I have given about 5 enemies one or two lateral attacks and if I had to say the one downside of them is that they make the game considerably more difficult so I made the overall difficulty of the game easier and the shop items cheaper. I also added a new enemy that was pretty much solely designed for lateral attacks

I would have to say my favorite female grappling character had to be blue mary, which I also did consider.
Title: Re: MixMasters V0.06
Post by: Crimefighters2 on April 18, 2011, 07:47:28 am
I haven't seen any mod with Orochi Yashiro or even Yashiro as character. I don't think Hinako has even been too.
 As for Vanessa, she is a character in an old Beats of Rage mod. Yes, beats of rage mod not OpenBoR mod.

Yeah but she was probably very basic in the bor mod? Maybe if someone would make Crime Busters 2 someday they could do those charas justice? Nah just kidding I think you've already made a lot of cool mods and your also very busy helping everyone, but who know maybe someday. I'd also like to add 2k Lin, Chin and Jhun. Lin would make a great boss, the ability to poison charas, heh lol.

Quote
I'm busy playing Vermilion Sword and one thing that I really liked was the ability to summon npc's and I thought that it would be great to have a character that can summon timed npc's. It will only be one or two playable characters as each playable character must be as unique as possible.

Maggass also did this in MK outworld assassins, one of your specials is to summon a noob saibot npc, it creates really nice juggle opportunities.

Title: Re: MixMasters V0.06
Post by: Bloodbane on April 18, 2011, 10:49:01 pm
Quote
I had to say the one downside of them is that they make the game considerably more difficult so I made the overall difficulty of the game easier and the shop items cheaper.

 Well, it's better than having tons of enemies when you want to increase difficulty :).
 Moreover, if your characters have high mobility, 3D attacks is perfect challenge ;).

 Anyways, 3D attacks difficulty can be controlled by giving long time either in starting delay, speed or in jump height. Ok, in details:
 - Starting Delay: This the delay before enemy performs the 3D attack, enemy could crouch (for jumping or ramming 3D attack) or charging (for shooting 3D attack or area attack). This is what you should control if you want to alter difficulty.
 - Speed: Just because 3D attack is aimed toward player doesn't it will always hit. Speed is one factor which determine the success. Notice how fast the fat chargers from Final Fight move when they perform 3D ramming attack? Wong Who is the faster while the others are slower (forgot which one). You could also control this.
 - Jump height: This is similar to speed, the higher the jump, the longer it takes to land on player. You could control it so easy enemies jumps quite high while harder enemies jumps lower.
Title: Re: MixMasters V0.06
Post by: DJGameFreakTheIguana on April 18, 2011, 11:54:03 pm
Quote
BTW, why isn't there any music in your mod? You must have cut that out to save space or something?
Music is comming....don't know when, hell I havn't even chosen any songs yet.

I see. That's usually priority one for me though. lol, I have the whole soundtrack planned out to a mod I haven't even released a demo about yet.........  :-X
I was actually planning on adding my own music for myself till you do. Mainly Killer Instinct tracks.  ;D

X)
Title: Re: MixMasters V0.06
Post by: MatMan on April 19, 2011, 05:55:14 am
Quote
Anyways, 3D attacks difficulty.....

Coolio.....will keep that in mind.  :oops:

As it is at the moment, the lateral attacks mainly gets done on the bigger stages (high z value) which I kinda like as this gives the various stages different strategies.

One of the reasons on why decided to make the game slightly easier is so that it matters when you decided to choose a more difficult level and also cause I found a bug that didn't changed the ai properly that I made which also made the game slightly harder.

I also altered alot of characters now, so not only have they started to become a bit more unique in there fighting styles but also more effective in how they do it (this is a on going process) which also makes the game a little more difficult.

Quote
I was actually planning on adding my own music for myself till you do. Mainly Killer Instinct tracks.
For the most part I got my winamp running so that brings the music in ;D but if you wanna add music have at it and once your done you can send them to me and i'll take a look at the songs you choose to use and consider adding them for the game.  ;)
Title: Re: MixMasters V0.06
Post by: borkjh on April 19, 2011, 07:02:58 am
ex question : Are there only 3 players? Or add both enemy and player char?
Title: Re: MixMasters V0.06
Post by: MatMan on April 19, 2011, 08:57:03 am
Quote
Are there only 3 players?
At the moment there are only three playable characters but you can play up to 4 players and the engine changes difficulty according to the amount of players currently active.

Quote
Or add both enemy and player char?
Not entirely sure what you mean?
Title: Re: MixMasters V0.06
Post by: borkjh on April 19, 2011, 09:07:16 am
Not entirely sure what you mean?
When I extract this mod, Most of Chars have modes both Enemy and Player.
Title: Re: MixMasters V0.06
Post by: MatMan on April 19, 2011, 09:16:19 am
Quote
When I extract this mod, Most of Chars have modes both Enemy and Player.
Depending on the difficulty that you are a playing the one entity will be spawned or the other...For instance

talbaine
Tends to attack standing up
and
talbainh
Tends to attack crouching. (is more difficult to fight against, among other things)

This is just a simple example cause in most cases the differences are a bit more complex than that.

In short this is one of the features I added to make the game more changeable the more you play it.

Pointless having a replayable game whereby the enemies always fight the same and never change.

edit...
500 posting woot woot :cheers!:

dbl edit...
I also forgot to mention but when I starting making a enemy I tended to have them as a player first for testing and once it work I would split it. Please note that the player file of the enemy is allways out of date.
Title: Re: MixMasters V0.06
Post by: MatMan on April 20, 2011, 04:06:46 pm
V 0.07
------
Modified a few characters.
Added some lateral attacks.
Fixed a bug that would disappear enemies when playing "god Silver".
Adjusted price's of buyable items.
a Few Script Fix's.
Made the overall game slightly easier.
Added animations to a few stages.
Bloodrayne, God Silver Moves updated. Check pdf files.

Get it at...http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306)
Title: Re: MixMasters V0.08
Post by: MatMan on April 22, 2011, 02:37:13 pm
V 0.08
------
Various script changes/fix's.
Added trails.
Uses the latest capabilities of the openbor defense system now.
Many updates to soundfx.
Display's how many times each chapter has been completed above each "branch" entrance.
Added 1 new enemy and 1 new alternative enemy.
Modified a few characters.

Get it at....http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306)

PS! You need to delete Saves\bor\save.txt (if your updating) else the game will crash.

Edit!!!!!
Removed over 10 000 un-unsed files so that means the game has been Pakked now.

This should also mean that the game can work on a console now. If anyone could test this for me and let me know thanx  :cheers!:
Title: Re: MixMasters V0.09
Post by: MatMan on April 29, 2011, 05:14:02 pm
V 0.09
------
Various script changes/fix's.
All characters hit characters during throw now.
Various stage chances.
Various character changes.



Get it at....http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306)
Title: Re: MixMasters V0.09a
Post by: MatMan on April 30, 2011, 09:50:09 am
Please note! Do not use openbor "OpenBOR v3.0 Build 3342" (which is included in the zip file) as this causes a random crash scenario.

The last confirmed working version is "OpenBOR v3 3337.exe"
Title: Re: MixMasters V0.09a
Post by: ALUCARD2009 on April 30, 2011, 05:30:43 pm
i've done another test on psp,the game begin normaly but it crash after choose a char:
Code: [Select]
Total Ram: 58720256 Bytes
 Free Ram: 56268012 Bytes
 Used Ram: 2452244 Bytes

OpenBoR v3.0 Build 3337, Compile Date: Apr 11 2011

Game Selected: ms0:/PSP/GAME/OpenBOR/Paks/mixmasters.pak

FileCaching System Init...... Enabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video............. 480x272 (Mode: 1, Depth: 32 Bit)

Loading menu.txt............. Done!
Loading fonts................ Done!
Timer init................... Done!
Initialize Sound.............. Done!
Loading sprites.............. Done!
Loading level order.......... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............

Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'fysp2' from data/chars/misc2/flsh/fysp2.txt
Cacheing 'fbubb' from data/chars/misc2/flsh/fbubb.txt
Cacheing 'flght' from data/chars/misc2/flsh/flght.txt
Cacheing 'Shot' from data/chars/misc/shot.txt
Cacheing 'dust2' from data/chars/misc2/dust/dust2.txt
Cacheing 'bloodrayne' from data/chars/Rayne/Rayne.txt
Cacheing 'rynbld' from data/chars/Rayne/rynbld.txt
Cacheing 'gShot' from data/chars/misc2/gShot.txt
Cacheing 'rrckt' from data/chars/Rayne/rRckt.txt
Cacheing 'rcirc' from data/chars/Rayne/rcirc.txt
Cacheing 'darthmaul' from data/chars/deathm/deathm.txt
Cacheing 'dmblaze' from data/chars/deathm/dmblaze.txt
Cacheing 'dmattkr' from data/chars/deathm/dmattkr.txt
Cacheing 'dmattkr2' from data/chars/deathm/dmattkr2.txt
Cacheing 'dmcrcl' from data/chars/deathm/dmcrcl.txt
Cacheing 'dmlght' from data/chars/deathm/dmlght.txt
Cacheing 'gsilvr' from data/chars/GSilvr/GSilvr.txt
Cacheing 'gsdemn' from data/chars/GSilvr/gsdemn.txt
Cacheing 'gspole' from data/chars/GSilvr/gspole.txt
Cacheing 'gspop' from data/chars/GSilvr/gspop.txt
Cacheing 'equake' from Data/chars/equake/equake.txt
Cacheing 'specter' from Data/chars/specter/specter.txt
Cacheing 'marue' from data/chars/maru/marue.txt
Cacheing 'maruh' from data/chars/maru/maruh.txt
Cacheing 'irohae' from data/chars/iroha/irohae.txt
Cacheing 'irohah' from data/chars/iroha/irohah.txt
Cacheing 'isprk' from data/chars/iroha/isprk.txt
Cacheing 'roomie' from data/chars/roomi/roomie.txt
Cacheing 'roomih' from data/chars/roomi/roomih.txt
Cacheing 'sonia' from data/chars/sonia/sonia.txt
Cacheing 'sblade' from data/chars/sonia/sblade.txt
Cacheing 'devo' from data/chars/devo/devo.txt
Cacheing 'kuse' from data/chars/kus/kuse.txt
Cacheing 'kush' from data/chars/kus/kush.txt
Cacheing 'kusHd' from data/chars/kus/kusHd.txt
Cacheing 'juggere' from data/chars/jugger/juggere.txt
Cacheing 'juggerh' from data/chars/jugger/juggerh.txt
Cacheing 'gbreak' from data/chars/jugger/gbreak.txt
Cacheing 'talbaie' from data/chars/talbain/talbaie.txt
Cacheing 'talbaih' from data/chars/talbain/talbaih.txt
Cacheing 'capcome' from data/chars/capcom/capcome.txt
Cacheing 'capcomh' from data/chars/capcom/capcomh.txt
Cacheing 'rubyhrh' from data/chars/RubyHrt/RubyHrh.txt
Cacheing 'rubyhre' from data/chars/RubyHrt/RubyHre.txt
Cacheing 'rswrd' from data/chars/RubyHrt/rswrd.txt
Cacheing 'rghst' from data/chars/RubyHrt/rghst.txt
Cacheing 'casne' from data/chars/casndra/casne.txt
Cacheing 'casnh' from data/chars/casndra/casnh.txt
Cacheing 'cleavs' from data/chars/casndra/cleavs.txt
Cacheing 'cpole' from data/chars/casndra/cpole.txt
Cacheing 'cwind' from data/chars/casndra/cwind.txt
Cacheing 'sase' from data/chars/sas/sase.txt
Cacheing 'sash' from data/chars/sas/sash.txt
Cacheing 'sblast' from Data/chars/sas/sblast.txt
Cacheing 'sfpuff' from Data/chars/sas/sfpuff.txt
Cacheing 'sdioe' from data/chars/sdio/sdioe.txt
Cacheing 'sdbkp' from data/chars/sdio/sdbkp.txt
Cacheing 'sdbkpl' from data/chars/sdio/sdbkpl.txt
Cacheing 'sdghst' from data/chars/sdio/sdghst.txt
Cacheing 'taoe' from data/chars/Tao/Taoe.txt
Cacheing 'taoh' from data/chars/Tao/Taoh.txt
Cacheing 'tball' from data/chars/Tao/tBall.txt
Cacheing 'dhalsie' from data/chars/dhalsim/dhalsie.txt
Cacheing 'dhalsih' from data/chars/dhalsim/dhalsih.txt
Cacheing 'dFire' from data/chars/dhalsim/dFire.txt
Cacheing 'dLFire' from data/chars/dhalsim/dLFire.txt
Cacheing 'dFlame' from data/chars/dhalsim/dFlame.txt
Cacheing 'LSmk' from data/chars/misc2/LSmk.txt
Cacheing 'sSmk' from data/chars/misc2/sSmk.txt
Cacheing 'vTwirl' from data/chars/misc2/vTwirl.txt
Cacheing 'gena2' from data/chars/misc2/gen/gena2.txt
Cacheing 'gena3' from data/chars/misc2/gen/gena3.txt
Cacheing 'gena4' from data/chars/misc2/gen/gena4.txt
Cacheing 'genb4' from data/chars/misc2/gen/genb4.txt
Cacheing 'genmb2' from data/chars/misc2/gen/genmb2.txt
Cacheing 'genmb3' from data/chars/misc2/gen/genmb3.txt
Cacheing 'genmb4' from data/chars/misc2/gen/genmb4.txt
Cacheing 'lvl12f' from data/levels/lvl1-2/lvl12f.txt
Cacheing 'lvl14b' from data/levels/lvl1-4/lvl14b.txt
Cacheing 'lvl14f' from data/levels/lvl1-4/lvl14f.txt
Cacheing 'lvl23tr' from data/levels/Lvl2-3/lvl23tr.txt
Cacheing 'lvl22b' from data/levels/Lvl2-2/lvl22b.txt
Cacheing 'lvl22b2' from data/levels/Lvl2-2/lvl22b2.txt
Cacheing 'lvl24b' from data/levels/Lvl2-4/lvl24b.txt
Cacheing 'lvl33f' from data/levels/lvl3-3/lvl33f.txt
Cacheing 'lvl42b' from data/levels/lvl4-2/lvl42b.txt
Cacheing 'lvl43h' from data/levels/lvl4-3/lvl43h.txt
Cacheing 'apple' from data/chars/misc/apple.txt
Cacheing 'chicken' from data/chars/misc/chicken.txt
Cacheing 'pork' from data/chars/misc/pork.txt
Cacheing 'fish' from data/chars/misc/fish.txt
Cacheing 'GO00' from Data/chars/misc2/Go/00.txt
Cacheing 'GO11' from Data/chars/misc2/Go/11.txt
Cacheing 'GO21' from Data/chars/misc2/Go/21.txt
Cacheing 'GO31' from Data/chars/misc2/Go/31.txt
Cacheing 'GO41' from Data/chars/misc2/Go/41.txt
Cacheing 'GO51' from Data/chars/misc2/Go/51.txt
Cacheing 'Dif1' from data/chars/misc2/Scr/Dif1.txt
Cacheing 'Dif2' from data/chars/misc2/Scr/Dif2.txt
Cacheing 'nonKll' from data/chars/misc2/Scr/nonKll.txt
Cacheing 'buyhlt' from data/chars/misc2/Scr/buyhlt.txt
Cacheing 'buymp' from data/chars/misc2/Scr/buymp.txt
Cacheing 'buysp' from data/chars/misc2/Scr/buysp.txt
Cacheing 'vFlame' from data/chars/misc2/vFlame.txt
Cacheing 'lBomb' from data/chars/misc2/lBomb.txt
Cacheing 'gShot' from data/chars/misc2/gShot.txt
Cacheing 'lsmok' from Data/chars/misc2/smk/lsmok.txt
Cacheing 'lBln' from data/levels/Lvl1-1/lBln.txt
Cacheing 'sBln' from data/levels/Lvl1-1/sBln.txt
Cacheing 'solt' from data/chars/sol/solt.txt
Cacheing 'axle' from data/chars/axl/axle.txt
Cacheing 'axlh' from data/chars/axl/axlh.txt
Cacheing 'banee' from data/chars/bane/banee.txt
Cacheing 'baneh' from data/chars/bane/baneh.txt
Cacheing 'bdamee' from data/chars/bdame/bdamee.txt
Cacheing 'bdameh' from data/chars/bdame/bdameh.txt
Cacheing 'nchaosh' from data/chars/nchaos/nchaosh.txt
Cacheing 'nchsnk' from data/chars/nchaos/nchsnk.txt
Cacheing 'darke' from data/chars/dark/darke.txt
Cacheing 'darkh' from data/chars/dark/darkh.txt
Cacheing 'dkball' from data/chars/dark/dkball.txt
Cacheing 'hondae' from data/chars/honda/hondae.txt
Cacheing 'hondah' from data/chars/honda/hondah.txt
Cacheing 'kene' from data/chars/ken/kene.txt
Cacheing 'kenh' from data/chars/ken/kenh.txt
Cacheing 'kfre' from data/chars/ken/kfre.txt

Loading 'Flash' from data/chars/misc/flash.txt
Loading 'fysp2' from data/chars/misc2/flsh/fysp2.txt
Loading 'fbubb' from data/chars/misc2/flsh/fbubb.txt
Loading 'flght' from data/chars/misc2/flsh/flght.txt
Loading 'dust2' from data/chars/misc2/dust/dust2.txt
Loading 'rynbld' from data/chars/Rayne/rynbld.txt
Loading 'gShot' from data/chars/misc2/gShot.txt
Loading 'rRckt' from data/chars/Rayne/rRckt.txt
Loading 'rcirc' from data/chars/Rayne/rcirc.txt

sound_load_sample: Failed to load: data/chars/rayne/snd/0004.wav
Loading 'Rayne' from data/chars/Rayne/Rayne.txt
Loading 'dmblaze' from data/chars/deathm/dmblaze.txt
Loading 'dmattkr' from data/chars/deathm/dmattkr.txt
Loading 'dmattkr2' from data/chars/deathm/dmattkr2.txt
Loading 'dmcrcl' from data/chars/deathm/dmcrcl.txt
Loading 'dmlght' from data/chars/deathm/dmlght.txt

sound_load_sample: Failed to load: data/chars/deathm/snd/twrl09.wav

sound_load_sample: Failed to load: data/chars/deathm/snd/twrl09.wav

sound_load_sample: Failed to load: data/chars/deathm/snd/trn02.wav

sound_load_sample: Failed to load: data/chars/deathm/snd/swng06.wav
Loading 'deathm' from data/chars/deathm/deathm.txt
Loading 'gsdemn' from data/chars/GSilvr/gsdemn.txt
Loading 'gspole' from data/chars/GSilvr/gspole.txt
Loading 'gspop' from data/chars/GSilvr/gspop.txt
Loading 'gsilver' from data/chars/GSilvr/GSilvr.txt
Loading 'lsmk' from data/chars/misc2/LSmk.txt
Loading 'sSmk' from data/chars/misc2/sSmk.txt
Loading 'vTwirl' from data/chars/misc2/vTwirl.txt
Loading 'lsmok' from Data/chars/misc2/smk/lsmok.txt

Loading models............... Done!
Object engine init........... Done!
Input init................... Done!



Can't play music file 'data/music/remix'

Can't play music file 'data/music/remix'

Can't play music file 'data/music/remix'

Can't play music file 'data/music/menu'

Can't play music file 'data/music/remix'
Title: Re: MixMasters V0.09a
Post by: MatMan on April 30, 2011, 05:53:19 pm
The only thing I can think of is that the psp version might not handle it properly if the save file does not exists, don't have a psp anymore to test  :envious:

What you can do is start the game in windows and then manually copy the "Saves\mixmasters\save.txt" file onto the psp memory stick.

You can always manually create the "Saves\mixmasters\save.txt" file as follows....
Spoiler
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1


This is pretty much what the game does in its loading order.

Loads the character
loads the stage
executes the stage(level) script which tries to call the save file
and then updates your character.

I can't imagine it being a memory problem as there is only a few entities and animated panels on the main branch screen.

Q. is 'data/music/remix' a inbuild openbor default music file as I don't have it any in any of my level files?
Title: Re: MixMasters V0.09a
Post by: ALUCARD2009 on April 30, 2011, 07:05:17 pm
sorry,i've tested with the "Saves\mixmasters\save.txt" in save folder but it's still doesn't work.I think the problem is the deathmaul char,perphaps if you erase him for a psp version,the problem will be solved. ;)

p.s:if you want,i can do it  for you but i don't know how you have packed your mod.
Title: Re: MixMasters V0.09a
Post by: MatMan on April 30, 2011, 07:24:19 pm
Quote
p.s:if you want,i can do it  for you but i don't know how you have packed your mod.

I'd appreciated that, even though I don't own a psp I still would like it to work on it, man i remember how cool openbor games looked on it.

Nothing special about the pak.

Just unpak, replace with provided file (check attachment, removed darth maul and god silver) and repak using this command...."packer.bat mixmasters.pak data" Also make sure that the packer program is one directory above the data directory.

Also can you provide a copy of the ScriptLog.txt Ps!! use the spoiler as it looks neater :)

Edit...
Just thought of something, it might be that the trailz is causing the crash. So download the attached zip file and overwrite to remove trailz, if this doesn't work then it needs to be removed fully by removing in each playable character txt aswell...

Remove this command from rayne.txt, deathm.txt and GSilvr.txt.... script data/scripts/trailer.c
Title: Re: MixMasters V0.09a
Post by: ALUCARD2009 on April 30, 2011, 08:51:28 pm
i've tried to repack with blankmod psp,but the programm can't do it.i think with this
"Remove this command from rayne.txt, deathm.txt and GSilvr.txt.... script data/scripts/trailer.c",you have solved the problem,can you upload your new version on mediafire,rapidshare or megaupload in order to test it on psp phat and slim. ;)
Title: Re: MixMasters V0.09a
Post by: MatMan on April 30, 2011, 09:13:33 pm
Don't understand why  the pakking wouldn't work, might have the different version of borppak....try downloading the attached file which is a duplicate of of what i use, think its the latest. Unzip the attached file and then unpak the game into the data folder from the zip and then try "packer.bat mixmasters.pak data" again.

Also download the levels no trailz.ZIP  from the previous post and do the edit on the 3 characters files that I mentioned, all thats need is to remove the mentioned lines from the 3 files.

I won't be uploading to any of those sharing sites, not interested in creating a account.
Title: Re: MixMasters V0.09a
Post by: ALUCARD2009 on April 30, 2011, 09:39:09 pm
i understand my friend,i've tested all your ideas and the game progress,you can choose level difficult and you can fight some fighters but the game crash rapidly,i give you the new log and the new script.

the log:
Code: [Select]
Total Ram: 58720256 Bytes
 Free Ram: 56268012 Bytes
 Used Ram: 2452244 Bytes

OpenBoR v3.0 Build 3337, Compile Date: Apr 11 2011

Game Selected: ms0:/PSP/GAME/OpenBOR/Paks/My Mod.pak

FileCaching System Init...... Enabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video............. 480x272 (Mode: 1, Depth: 32 Bit)

Loading menu.txt............. Done!
Loading fonts................ Done!
Timer init................... Done!
Initialize Sound.............. Done!
Loading sprites.............. Done!
Loading level order.......... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............

Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'fysp2' from data/chars/misc2/flsh/fysp2.txt
Cacheing 'fbubb' from data/chars/misc2/flsh/fbubb.txt
Cacheing 'flght' from data/chars/misc2/flsh/flght.txt
Cacheing 'Shot' from data/chars/misc/shot.txt
Cacheing 'dust2' from data/chars/misc2/dust/dust2.txt
Cacheing 'bloodrayne' from data/chars/Rayne/Rayne.txt
Cacheing 'rynbld' from data/chars/Rayne/rynbld.txt
Cacheing 'gShot' from data/chars/misc2/gShot.txt
Cacheing 'rrckt' from data/chars/Rayne/rRckt.txt
Cacheing 'rcirc' from data/chars/Rayne/rcirc.txt
Cacheing 'equake' from Data/chars/equake/equake.txt
Cacheing 'specter' from Data/chars/specter/specter.txt
Cacheing 'marue' from data/chars/maru/marue.txt
Cacheing 'maruh' from data/chars/maru/maruh.txt
Cacheing 'irohae' from data/chars/iroha/irohae.txt
Cacheing 'irohah' from data/chars/iroha/irohah.txt
Cacheing 'isprk' from data/chars/iroha/isprk.txt
Cacheing 'roomie' from data/chars/roomi/roomie.txt
Cacheing 'roomih' from data/chars/roomi/roomih.txt
Cacheing 'sonia' from data/chars/sonia/sonia.txt
Cacheing 'sblade' from data/chars/sonia/sblade.txt
Cacheing 'devo' from data/chars/devo/devo.txt
Cacheing 'kuse' from data/chars/kus/kuse.txt
Cacheing 'kush' from data/chars/kus/kush.txt
Cacheing 'kusHd' from data/chars/kus/kusHd.txt
Cacheing 'juggere' from data/chars/jugger/juggere.txt
Cacheing 'juggerh' from data/chars/jugger/juggerh.txt
Cacheing 'gbreak' from data/chars/jugger/gbreak.txt
Cacheing 'talbaie' from data/chars/talbain/talbaie.txt
Cacheing 'talbaih' from data/chars/talbain/talbaih.txt
Cacheing 'capcome' from data/chars/capcom/capcome.txt
Cacheing 'capcomh' from data/chars/capcom/capcomh.txt
Cacheing 'rubyhrh' from data/chars/RubyHrt/RubyHrh.txt
Cacheing 'rubyhre' from data/chars/RubyHrt/RubyHre.txt
Cacheing 'rswrd' from data/chars/RubyHrt/rswrd.txt
Cacheing 'rghst' from data/chars/RubyHrt/rghst.txt
Cacheing 'casne' from data/chars/casndra/casne.txt
Cacheing 'casnh' from data/chars/casndra/casnh.txt
Cacheing 'cleavs' from data/chars/casndra/cleavs.txt
Cacheing 'cpole' from data/chars/casndra/cpole.txt
Cacheing 'cwind' from data/chars/casndra/cwind.txt
Cacheing 'sase' from data/chars/sas/sase.txt
Cacheing 'sash' from data/chars/sas/sash.txt
Cacheing 'sblast' from Data/chars/sas/sblast.txt
Cacheing 'sfpuff' from Data/chars/sas/sfpuff.txt
Cacheing 'sdioe' from data/chars/sdio/sdioe.txt
Cacheing 'sdbkp' from data/chars/sdio/sdbkp.txt
Cacheing 'sdbkpl' from data/chars/sdio/sdbkpl.txt
Cacheing 'sdghst' from data/chars/sdio/sdghst.txt
Cacheing 'taoe' from data/chars/Tao/Taoe.txt
Cacheing 'taoh' from data/chars/Tao/Taoh.txt
Cacheing 'tball' from data/chars/Tao/tBall.txt
Cacheing 'dhalsie' from data/chars/dhalsim/dhalsie.txt
Cacheing 'dhalsih' from data/chars/dhalsim/dhalsih.txt
Cacheing 'dFire' from data/chars/dhalsim/dFire.txt
Cacheing 'dLFire' from data/chars/dhalsim/dLFire.txt
Cacheing 'dFlame' from data/chars/dhalsim/dFlame.txt
Cacheing 'LSmk' from data/chars/misc2/LSmk.txt
Cacheing 'sSmk' from data/chars/misc2/sSmk.txt
Cacheing 'vTwirl' from data/chars/misc2/vTwirl.txt
Cacheing 'gena2' from data/chars/misc2/gen/gena2.txt
Cacheing 'gena3' from data/chars/misc2/gen/gena3.txt
Cacheing 'gena4' from data/chars/misc2/gen/gena4.txt
Cacheing 'genb4' from data/chars/misc2/gen/genb4.txt
Cacheing 'genmb2' from data/chars/misc2/gen/genmb2.txt
Cacheing 'genmb3' from data/chars/misc2/gen/genmb3.txt
Cacheing 'genmb4' from data/chars/misc2/gen/genmb4.txt
Cacheing 'lvl12f' from data/levels/lvl1-2/lvl12f.txt
Cacheing 'lvl14b' from data/levels/lvl1-4/lvl14b.txt
Cacheing 'lvl14f' from data/levels/lvl1-4/lvl14f.txt
Cacheing 'lvl23tr' from data/levels/Lvl2-3/lvl23tr.txt
Cacheing 'lvl22b' from data/levels/Lvl2-2/lvl22b.txt
Cacheing 'lvl22b2' from data/levels/Lvl2-2/lvl22b2.txt
Cacheing 'lvl24b' from data/levels/Lvl2-4/lvl24b.txt
Cacheing 'lvl33f' from data/levels/lvl3-3/lvl33f.txt
Cacheing 'lvl42b' from data/levels/lvl4-2/lvl42b.txt
Cacheing 'lvl43h' from data/levels/lvl4-3/lvl43h.txt
Cacheing 'apple' from data/chars/misc/apple.txt
Cacheing 'chicken' from data/chars/misc/chicken.txt
Cacheing 'pork' from data/chars/misc/pork.txt
Cacheing 'fish' from data/chars/misc/fish.txt
Cacheing 'mp' from data/chars/misc2/items/mp.txt
Cacheing '1up' from data/chars/misc/1up.txt
Cacheing 'GO00' from Data/chars/misc2/Go/00.txt
Cacheing 'GO11' from Data/chars/misc2/Go/11.txt
Cacheing 'GO21' from Data/chars/misc2/Go/21.txt
Cacheing 'GO31' from Data/chars/misc2/Go/31.txt
Cacheing 'GO41' from Data/chars/misc2/Go/41.txt
Cacheing 'GO51' from Data/chars/misc2/Go/51.txt
Cacheing 'Dif1' from data/chars/misc2/Scr/Dif1.txt
Cacheing 'Dif2' from data/chars/misc2/Scr/Dif2.txt
Cacheing 'nonKll' from data/chars/misc2/Scr/nonKll.txt
Cacheing 'buyhlt' from data/chars/misc2/Scr/buyhlt.txt
Cacheing 'buymp' from data/chars/misc2/Scr/buymp.txt
Cacheing 'buysp' from data/chars/misc2/Scr/buysp.txt
Cacheing 'vFlame' from data/chars/misc2/vFlame.txt
Cacheing 'lBomb' from data/chars/misc2/lBomb.txt
Cacheing 'gShot' from data/chars/misc2/gShot.txt
Cacheing 'lsmok' from Data/chars/misc2/smk/lsmok.txt
Cacheing 'lBln' from data/levels/Lvl1-1/lBln.txt
Cacheing 'sBln' from data/levels/Lvl1-1/sBln.txt
Cacheing 'solt' from data/chars/sol/solt.txt
Cacheing 'axle' from data/chars/axl/axle.txt
Cacheing 'axlh' from data/chars/axl/axlh.txt
Cacheing 'banee' from data/chars/bane/banee.txt
Cacheing 'baneh' from data/chars/bane/baneh.txt
Cacheing 'bdamee' from data/chars/bdame/bdamee.txt
Cacheing 'bdameh' from data/chars/bdame/bdameh.txt
Cacheing 'nchaosh' from data/chars/nchaos/nchaosh.txt
Cacheing 'nchsnk' from data/chars/nchaos/nchsnk.txt
Cacheing 'darke' from data/chars/dark/darke.txt
Cacheing 'darkh' from data/chars/dark/darkh.txt
Cacheing 'dkball' from data/chars/dark/dkball.txt
Cacheing 'hondae' from data/chars/honda/hondae.txt
Cacheing 'hondah' from data/chars/honda/hondah.txt
Cacheing 'kene' from data/chars/ken/kene.txt
Cacheing 'kenh' from data/chars/ken/kenh.txt
Cacheing 'kfre' from data/chars/ken/kfre.txt

Loading 'Flash' from data/chars/misc/flash.txt
Loading 'fysp2' from data/chars/misc2/flsh/fysp2.txt
Loading 'fbubb' from data/chars/misc2/flsh/fbubb.txt
Loading 'flght' from data/chars/misc2/flsh/flght.txt
Loading 'dust2' from data/chars/misc2/dust/dust2.txt
Loading 'rynbld' from data/chars/Rayne/rynbld.txt
Loading 'gShot' from data/chars/misc2/gShot.txt
Loading 'rRckt' from data/chars/Rayne/rRckt.txt
Loading 'rcirc' from data/chars/Rayne/rcirc.txt

sound_load_sample: Failed to load: data/chars/rayne/snd/0004.wav
Loading 'Rayne' from data/chars/Rayne/Rayne.txt
Loading 'lsmk' from data/chars/misc2/LSmk.txt
Loading 'sSmk' from data/chars/misc2/sSmk.txt
Loading 'vTwirl' from data/chars/misc2/vTwirl.txt
Loading 'lsmok' from Data/chars/misc2/smk/lsmok.txt

Loading models............... Done!
Object engine init........... Done!
Input init................... Done!



Can't play music file 'data/music/remix'

Can't play music file 'data/music/remix'

Can't play music file 'data/music/remix'

Can't play music file 'data/music/menu'

Can't play music file 'data/music/remix'
Level Loading:   'data/levels/LvlMn1/lvl.txt'
Total Ram: 58720256 Bytes
 Free Ram: 33825012 Bytes
 Used Ram: 24895244 Bytes

Loading 'lvl14f' from data/levels/lvl1-4/lvl14f.txt
Loading 'lvl14b' from data/levels/lvl1-4/lvl14b.txt
Loading 'Dif1' from data/chars/misc2/Scr/Dif1.txt
Loading 'Dif2' from data/chars/misc2/Scr/Dif2.txt
Loading 'buyhlt' from data/chars/misc2/Scr/buyhlt.txt
Loading 'buymp' from data/chars/misc2/Scr/buymp.txt
Loading 'GO11' from Data/chars/misc2/Go/11.txt
Loading 'GO21' from Data/chars/misc2/Go/21.txt
Loading 'GO31' from Data/chars/misc2/Go/31.txt
Loading 'GO41' from Data/chars/misc2/Go/41.txt
Loading 'GO51' from Data/chars/misc2/Go/51.txt
Loading 'talbaie' from data/chars/talbain/talbaie.txt

Level Loaded:    'data/levels/LvlMn1/lvl.txt'
Total Ram: 58720256 Bytes
 Free Ram: 15171828 Bytes
 Used Ram: 43548428 Bytes

Level Unloading: 'data/levels/LvlMn1/lvl.txt'
Total Ram: 58720256 Bytes
 Free Ram: 15171828 Bytes
 Used Ram: 43548428 Bytes

Done.
Total Ram: 58720256 Bytes
 Free Ram: 15171828 Bytes
 Used Ram: 43548428 Bytes

Level Loading:   'data/levels/Lvl1-1/lvl1-1.txt'
Total Ram: 58720256 Bytes
 Free Ram: 15171828 Bytes
 Used Ram: 43548428 Bytes

Command 'cansave' not understood!Loading 'lBln' from data/levels/Lvl1-1/lBln.txt
Loading 'sBln' from data/levels/Lvl1-1/sBln.txt
Loading 'gena2' from data/chars/misc2/gen/gena2.txt
Loading 'gena3' from data/chars/misc2/gen/gena3.txt

Level Loaded:    'data/levels/Lvl1-1/lvl1-1.txt'
Total Ram: 58720256 Bytes
 Free Ram: 7348468 Bytes
 Used Ram: 51371788 Bytes

 
n enemySpawnName axleLoading 'axle' from data/chars/axl/axle.txt
 
n enemySpawnName marue
sound_load_sample: Failed to load: data/sounds/marudie.wav

sound_load_sample: Failed to load: data/sounds/sswing.wav

sound_load_sample: Failed to load: data/sounds/sslash.wav

sound_load_sample: Failed to load: data/sounds/mswing.wav

sound_load_sample: Failed to load: data/sounds/mslash.wav

sound_load_sample: Failed to load: data/sounds/maru2.wav

sound_load_sample: Failed to load: data/sounds/sswing.wav

sound_load_sample: Failed to load: data/sounds/sslash.wav

sound_load_sample: Failed to load: data/sounds/mslash.wav

sound_load_sample: Failed to load: data/sounds/maruratk.wav

sound_load_sample: Failed to load: data/sounds/maruairk.wav

sound_load_sample: Failed to load: data/sounds/mpunch.wav

sound_load_sample: Failed to load: data/sounds/sswing.wav

sound_load_sample: Failed to load: data/sounds/sslash.wav

sound_load_sample: Failed to load: data/sounds/maruairk.wav

sound_load_sample: Failed to load: data/sounds/mslash.wav

********** An Error Occurred **********
*            Shutting Down            *

loadsprite() Out of memory!
Total Ram: 58720256 Bytes
 Free Ram: 4727028 Bytes
 Used Ram: 53993228 Bytes

Release level data...........Level Unloading: 'data/levels/Lvl1-1/lvl1-1.txt'
Total Ram: 58720256 Bytes
 Free Ram: 4727028 Bytes
 Used Ram: 53993228 Bytes

Done.
Total Ram: 58720256 Bytes
 Free Ram: 4727028 Bytes
 Used Ram: 53993228 Bytes

Done!
Release graphics data........ Done!
Release game data............

Unload 'Flash'
Unload 'fysp2'
Unload 'fbubb'
Unload 'flght'
Unload 'dust2'
Unload 'Rayne'
Unload 'rynbld'
Unload 'gShot'
Unload 'rRckt'
Unload 'rcirc'
Unload 'lsmk'
Unload 'sSmk'
Unload 'vTwirl'
Unload 'lsmok'
Unload 'lvl14f'
Unload 'lvl14b'
Unload 'Dif1'
Unload 'Dif2'
Unload 'buyhlt'
Unload 'buymp'
Unload 'GO11'
Unload 'GO21'
Unload 'GO31'
Unload 'GO41'
Unload 'GO51'
Unload 'talbaie'
Unload 'lBln'
Unload 'sBln'
Unload 'gena2'
Unload 'gena3'
Unload 'axle'
Unload 'marue'

Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System...

the script:
####animationscript function main#####
# data/chars/Rayne/rynbld.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animnum = getlocalvar("animnum");
    if(animnum==0)
    {
        if(frame==9)
        {
            freeself(1);

        }
        return;
    }

}

####animationscript function main#####
# data/chars/misc2/gShot.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animnum = getlocalvar("animnum");
    if(animnum==0)
    {
        if(frame==7)
        {
            freeself(1);

        }
        return;
    }

}

####animationscript function main#####
# data/chars/Rayne/rRckt.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animnum = getlocalvar("animnum");
    if(animnum==0)
    {
        if(frame==1)
        {
            tossentityduringfall(-10, 2, 0);

        }
        if(frame==8)
        {
            freeself(1);

        }
        return;
    }

}

####animationscript function main#####
# data/chars/Rayne/rcirc.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animnum = getlocalvar("animnum");
    if(animnum==0)
    {
        if(frame==13)
        {
            freeself(1);

        }
        return;
    }

}

####animationscript function main#####
# data/chars/Rayne/Rayne.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animnum = getlocalvar("animnum");
    if(animnum==166)
    {
        if(frame==2)
        {
            changeanitothrowbykey("DA", 0, 15);

        }
        if(frame==2)
        {
            changeanitothrowbykeydetailed("ANI_grabup", "UA", 0, 0, 4, 0);

        }
        return;
    }
    if(animnum==167)
    {
        if(frame==1)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==2)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==3)
        {
            enemypositionduringpain(73, 0, 0);

        }
        if(frame==3)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==4)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==5)
        {
            tossself(0, 0, 0, 0);

        }
        if(frame==6)
        {
            grabrelease(0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_attack3", 0, "UA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_attack6", 0, "FA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_grabup", 0, "DA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ani_attackbackward", 0, "BA", 0, 0);

        }
        return;
    }
    if(animnum==168)
    {
        if(frame==0)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==1)
        {
            enemypositionduringpain(88, 0, 0);

        }
        if(frame==1)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==2)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==3)
        {
            enemypositionduringpain(88, 0, 0);

        }
        if(frame==3)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==4)
        {
            grabrelease(0);

        }
        if(frame==4)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==5)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==6)
        {
            changeanibykeytoattack("ANI_attack11", 0, "FA", 0, 0);

        }
        if(frame==6)
        {
            changeanibykeydirection("ANI_freespecial4", "BA", 0, 1);

        }
        if(frame==6)
        {
            tossself(0, -1, 0, 0);

        }
        return;
    }
    if(animnum==170)
    {
        if(frame==7)
        {
            setslowmotion(0);

        }
        return;
    }
    if(animnum==171)
    {
        if(frame==7)
        {
            setslowmotion(0);

        }
        return;
    }
    if(animnum==8)
    {
        if(frame==1)
        {
            changeanibykeytoattack("ANI_attack11", 0, "UA", 0, 0);

        }
        if(frame==1)
        {
            changeanibykeytoattack("ANI_attack6", 0, "BA", 0, 0);

        }
        if(frame==1)
        {
            changeanibykeytoattack("ANI_attack3", 0, "FA", 0, 0);

        }
        if(frame==1)
        {
            changeanibykeytoattack("ani_attack8", 0, "DA", 0, 0);

        }
        return;
    }
    if(animnum==9)
    {
        if(frame==4)
        {
            tossentityduringfall(-3, 2, 0);

        }
        if(frame==5)
        {
            changeanibykeytoattack("ANI_attack7", 0, "DA", 0, 0);

        }
        if(frame==5)
        {
            changeanibykeytoattack("ANI_attack6", 0, "UA", 0, 0);

        }
        return;
    }
    if(animnum==10)
    {
        if(frame==7)
        {
            changeanibykeytoattack("ANI_slide", 0, "DA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_attack6", 0, "BA", 0, 0);

        }
        if(frame==11)
        {
            tossentityduringfall(-3, 2, 0);

        }
        return;
    }
    if(animnum==161)
    {
        if(frame==3)
        {
            tossentityduringfall(-3, 1, 0);

        }
        return;
    }
    if(animnum==162)
    {
        if(frame==0)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==1)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==2)
        {
            tossentityduringfall(1, 4, 0);

        }
        if(frame==2)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==3)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==4)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==5)
        {
            tossentityduringfall(1, 4, 0);

        }
        if(frame==5)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==6)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==6)
        {
            changeanibykeydirection("ANI_freespecial4", "BA", 0, 1);

        }
        if(frame==7)
        {
            tossself(0, 0, 0, 0);

        }
        return;
    }
    if(animnum==163)
    {
        if(frame==1)
        {
            changeanibykeytoattack("ANI_attack9", 0, "DA", 0, 0);

        }
        if(frame==1)
        {
            changeanibykeytoattack("ANI_attack8", 0, "FA", 0, 0);

        }
        if(frame==1)
        {
            changeanibykeytoattack("ANI_attack6", 0, "UA", 0, 0);

        }
        return;
    }
    if(animnum==164)
    {
        if(frame==0)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==1)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==2)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==3)
        {
            changeanibykeytoattack("ANI_attack6", 0, "UA", 0, 0);

        }
        if(frame==3)
        {
            tossself(0, 0, 0, 0);

        }
        return;
    }
    if(animnum==165)
    {
        if(frame==1)
        {
            changeanibykeytoattack("ANI_slide", 0, "DA", 0, 0);

        }
        return;
    }
    if(animnum==42)
    {
        if(frame==6)
        {
            tossentityduringfall(-1, 2, 3);

        }
        if(frame==6)
        {
            changeanibykeytoattack("ANI_attack12", 0, "FA", 0, 0);

        }
        if(frame==6)
        {
            changeanibykeytoattack("ANI_attack3", 0, "UA", 0, 0);

        }
        if(frame==6)
        {
            changeanibykeytoattack("ANI_Slide", 0, "DA", 0, 0);

        }
        return;
    }
    if(animnum==12)
    {
        if(frame==0)
        {
            setslowmotion(0);

        }
        if(frame==1)
        {
            changeanibykey("ANI_attack14", 2, "US", 0, 0);

        }
        if(frame==1)
        {
            changeanibykey("ANI_attack15", 2, "DS", 0, 0);

        }
        return;
    }
    if(animnum==31)
    {
        if(frame==1)
        {
            changeanibykeytoattack("ANI_jumpattack2", 0, "DA", 0, 0);

        }
        if(frame==2)
        {
            changeanibykeytoattack("ANI_land", 0, "UJ", 0, 0);

        }
        if(frame==2)
        {
            changeanibykeytoattack("ANI_land", 0, "DJ", 0, 0);

        }
        return;
    }
    if(animnum==63)
    {
        if(frame==1)
        {
            decreasempthenhealth(35);

        }
        if(frame==1)
        {
            shootentityknife("rcirc", 0, 0, 0);

        }
        if(frame==18)
        {
            changedirectionbykey("B", 0);

        }
        if(frame==19)
        {
            setslowmotion(1);

        }
        if(frame==19)
        {
            shootentityknife("rRckt", 44, 83, 0);

        }
        if(frame==24)
        {
            setslowmotion(0);

        }
        return;
    }
    if(animnum==5)
    {
        if(frame==0)
        {
            bounceofwall(1);

        }
        if(frame==1)
        {
            changeanibykeytoattack("ANI_jumpattack3", 0, "UA", 0, 0);

        }
        if(frame==1)
        {
            changeanibykeytoattack("ANI_jumpattack2", 0, "DA", 0, 0);

        }
        if(frame==1)
        {
            bounceofwall(1);

        }
        if(frame==2)
        {
            changeanibykeytoattack("ANI_attack14", 0, "UJ", 0, 0);

        }
        if(frame==2)
        {
            changeanibykeytoattack("ANI_attack15", 0, "DJ", 0, 0);

        }
        if(frame==2)
        {
            bounceofwall(1);

        }
        if(frame==3)
        {
            bounceofwall(1);

        }
        return;
    }
    if(animnum==21)
    {
        if(frame==0)
        {
            decreasempthenhealth(25);

        }
        if(frame==6)
        {
            shootentityknife("gshot", 61, 93, 0);

        }
        if(frame==9)
        {
            shootentityknife("gshot", 44, 87, 0);

        }
        if(frame==13)
        {
            shootentityknife("gshot", 61, 93, 0);

        }
        if(frame==16)
        {
            shootentityknife("gshot", 44, 87, 0);

        }
        if(frame==20)
        {
            shootentityknife("gshot", 61, 93, 0);

        }
        if(frame==23)
        {
            shootentityknife("gshot", 44, 87, 0);

        }
        return;
    }
    if(animnum==25)
    {
        if(frame==0)
        {
            decreasempthenhealth(20);

        }
        if(frame==4)
        {
            locktarget(1, 131, 0, 0);

        }
        if(frame==5)
        {
            locktarget(1, 150, 0, 0);

        }
        if(frame==6)
        {
            locktarget(1, 168, 0, 0);

        }
        if(frame==7)
        {
            locktarget(1, 204, 0, 0);

        }
        if(frame==8)
        {
            locktarget(1, 225, 0, 0);

        }
        if(frame==9)
        {
            locktarget(1, 169, 0, 0);

        }
        if(frame==10)
        {
            locktarget(1, 151, 0, 0);

        }
        if(frame==11)
        {
            locktarget(1, 125, 0, 0);

        }
        if(frame==12)
        {
            locktarget(1, 34, 0, 0);

        }
        if(frame==13)
        {
            locktarget(2, 34, 0, 0);

        }
        return;
    }
    if(animnum==27)
    {
        if(frame==0)
        {
            decreasempthenhealth(25);

        }
        if(frame==0)
        {
            tossself(0, -1, 0, 0);

        }
        if(frame==1)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==1)
        {
            tossselfbykey("U", 0, 0, -1.5, 0, -1);

        }
        if(frame==1)
        {
            tossselfbykey("D", 0, 0, -1.5, 0, 1);

        }
        if(frame==2)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==3)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==3)
        {
            tossselfbykey("U", 0, 0, -1.5, 0, -1);

        }
        if(frame==3)
        {
            tossselfbykey("D", 0, 0, -1.5, 0, 1);

        }
        if(frame==4)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==5)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==6)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==7)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==7)
        {
            tossselfbykey("U", 0, 0, -1.5, 0, -1);

        }
        if(frame==7)
        {
            tossselfbykey("D", 0, 0, -1.5, 0, 1);

        }
        if(frame==8)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==9)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==10)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==10)
        {
            tossselfbykey("U", 0, 0, -1.5, 0, -1);

        }
        if(frame==10)
        {
            tossselfbykey("D", 0, 0, -1.5, 0, 1);

        }
        if(frame==11)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==12)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==13)
        {
            tossself(0, -1.5, 0, 0);

        }
        if(frame==14)
        {
            tossself(0, -1, 0, 0);

        }
        return;
    }
    if(animnum==43)
    {
        if(frame==0)
        {
            decreasempthenhealth(30);

        }
        if(frame==3)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==4)
        {
            shootentityknife("rynbld", 10, 45, 0);

        }
        if(frame==4)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==5)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==5)
        {
            tossselfbykey("U", 0, 0, -3, 0, -1);

        }
        if(frame==5)
        {
            tossselfbykey("D", 0, 0, -3, 0, 1);

        }
        if(frame==6)
        {
            enemypositionduringpain(130, 0, 0);

        }
        if(frame==6)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==7)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==7)
        {
            tossselfbykey("U", 0, 0, -3, 0, -1);

        }
        if(frame==7)
        {
            tossselfbykey("D", 0, 0, -3, 0, 1);

        }
        if(frame==8)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==9)
        {
            enemypositionduringpain(130, 0, 0);

        }
        if(frame==9)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==10)
        {
            shootentityknife("rynbld", 10, 45, 0);

        }
        if(frame==10)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==10)
        {
            tossselfbykey("U", 0, 0, -3, 0, -1);

        }
        if(frame==10)
        {
            tossselfbykey("D", 0, 0, -3, 0, 1);

        }
        if(frame==11)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==12)
        {
            enemypositionduringpain(130, 0, 0);

        }
        if(frame==12)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==12)
        {
            tossselfbykey("U", 0, 0, -3, 0, -1);

        }
        if(frame==12)
        {
            tossselfbykey("D", 0, 0, -3, 0, 1);

        }
        if(frame==13)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==14)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==15)
        {
            enemypositionduringpain(130, 0, 0);

        }
        if(frame==15)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==15)
        {
            tossselfbykey("U", 0, 0, -3, 0, -1);

        }
        if(frame==15)
        {
            tossselfbykey("D", 0, 0, -3, 0, 1);

        }
        if(frame==16)
        {
            shootentityknife("rynbld", 10, 45, 0);

        }
        if(frame==16)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==17)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==18)
        {
            enemypositionduringpain(130, 0, 0);

        }
        if(frame==18)
        {
            tossself(0, -3, 0, 0);

        }
        if(frame==19)
        {
            tossself(0, -2, 0, 0);

        }
        if(frame==20)
        {
            tossself(0, -1, 0, 0);

        }
        return;
    }
    if(animnum==44)
    {
        if(frame==0)
        {
            tossself(0, -2, 1, 0);

        }
        if(frame==0)
        {
            decreasempthenhealth(5);

        }
        if(frame==2)
        {
            spawnentity("vTwirl", 50, 75, 0, 0);

        }
        if(frame==2)
        {
            tossself(0, -4, 1, 0);

        }
        if(frame==2)
        {
            tossselfbykey("U", 0, 0, -4, 1, -1);

        }
        if(frame==2)
        {
            tossselfbykey("D", 0, 0, -4, 1, 1);

        }
        if(frame==2)
        {
            enemypositionduringpainx(90);

        }
        if(frame==3)
        {
            tossself(0, -4, 1, 0);

        }
        if(frame==3)
        {
            tossselfbykey("U", 0, 0, -4, 1, -1);

        }
        if(frame==3)
        {
            tossselfbykey("D", 0, 0, -4, 1, 1);

        }
        if(frame==4)
        {
            enemypositionduringpainx(90);

        }
        if(frame==5)
        {
            spawnentity("vTwirl", 50, 75, 0, 0);

        }
        if(frame==5)
        {
            tossself(0, -4, 1, 0);

        }
        if(frame==5)
        {
            tossselfbykey("U", 0, 0, -4, 1, -1);

        }
        if(frame==5)
        {
            tossselfbykey("D", 0, 0, -4, 1, 1);

        }
        if(frame==6)
        {
            tossself(0, -4, 0, 0);

        }
        if(frame==6)
        {
            tossselfbykey("U", 0, 0, -4, 1, -1);

        }
        if(frame==6)
        {
            tossselfbykey("D", 0, 0, -4, 1, 1);

        }
        if(frame==6)
        {
            enemypositionduringpainx(90);

        }
        if(frame==7)
        {
            tossself(0, -4, 0, 0);

        }
        if(frame==8)
        {
            spawnentity("vTwirl", 50, 75, 0, 0);

        }
        if(frame==8)
        {
            tossself(0, -4, -1, 0);

        }
        if(frame==8)
        {
            tossselfbykey("U", 0, 0, -4, 1, -1);

        }
        if(frame==8)
        {
            tossselfbykey("D", 0, 0, -4, 1, 1);

        }
        if(frame==8)
        {
            enemypositionduringpainx(90);

        }
        if(frame==10)
        {
            changeanibykeytoattack("ANI_runslide", 0, "DA", 0, 0);

        }
        if(frame==10)
        {
            changeanibykeydirection("ANI_freespecial4", "BA", 0, 1);

        }
        if(frame==10)
        {
            tossself(0, -4, -1, 0);

        }
        if(frame==10)
        {
            enemypositionduringpainx(90);

        }
        if(frame==11)
        {
            tossself(0, -2, 0, 0);

        }
        return;
    }
    if(animnum==45)
    {
        if(frame==1)
        {
            tossself(0, -1, 0, 3);

        }
        if(frame==2)
        {
            tossself(0, -1, 0, 3);

        }
        if(frame==3)
        {
            enemypositionduringpain(73, 0, 0);

        }
        if(frame==3)
        {
            tossself(0, -1, 0, 3);

        }
        if(frame==4)
        {
            tossself(0, -1, 0, 1);

        }
        if(frame==5)
        {
            tossself(0, -1, 0, 1);

        }
        if(frame==6)
        {
            grabrelease(0);

        }
        if(frame==6)
        {
            tossself(0, 0, 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_attack3", 0, "UA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_attack6", 0, "FA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_grabup", 0, "DA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ani_attackbackward", 0, "BA", 0, 0);

        }
        return;
    }
    if(animnum==46)
    {
        if(frame==1)
        {
            tossself(0, -1, 0, -3);

        }
        if(frame==2)
        {
            tossself(0, -1, 0, -3);

        }
        if(frame==3)
        {
            enemypositionduringpain(73, 0, 0);

        }
        if(frame==3)
        {
            tossself(0, -1, 0, -3);

        }
        if(frame==4)
        {
            tossself(0, -1, 0, -1);

        }
        if(frame==5)
        {
            tossself(0, -1, 0, -1);

        }
        if(frame==6)
        {
            grabrelease(0);

        }
        if(frame==6)
        {
            tossself(0, 0, 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_attack3", 0, "UA", 0, 0);

        }
        if(frame==7)
        {
            changeanibykeytoattack("ANI_attack6", 0, "FA", 0, 0);

        }
    &n
Title: Re: MixMasters V0.12
Post by: MatMan on May 13, 2011, 01:41:58 pm
V 0.12
------
Added animations to a few stages.
Few fix's and changes.
Added option to disable "Snk depth" in the branch screen, this doesn't save to the save file and is enabled by default. Use this if the game graphics freeze's but can be heard that it's still playing in the background.


Get it at....Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)
Title: Re: MixMasters V0.12
Post by: SX on May 13, 2011, 01:45:39 pm
The nice thing about he current download system is that you can just maintain the versions yourself.  You should be able to modify the download as you wish.
Title: Re: MixMasters V0.12
Post by: MatMan on May 13, 2011, 01:50:15 pm
Sounds good. Updates can be fun  :cheers!:
Title: Re: MixMasters V0.12
Post by: blazebr on May 14, 2011, 05:55:07 am
very good game and i play all time  ;D
Title: Re: MixMasters V0.12
Post by: MatMan on May 14, 2011, 06:16:07 am
Thanx man.  :cheers!:

The game is shaping up nicely but I will continue making it better  ;D
Title: Re: MixMasters V0.12
Post by: maxman on May 14, 2011, 07:05:41 am
Hey. What happened to the download link for this? I remember I downloaded it this afternoon, but my internet went off to cancel it. I clicked on the download link tonight, but it's not in the downloads section. Was it removed? I wonder why.
Title: Re: MixMasters V0.12
Post by: MatMan on May 14, 2011, 09:50:20 am
Naaah maxman. Its still there.

Get it....Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

or the direct link.... http://lavalit.com:8080/index.php?action=downloads;sa=downfile&id=23 (http://lavalit.com:8080/index.php?action=downloads;sa=downfile&id=23)


Edit........
For some reason my uploads have been disapproved. I'm guessing that they still doing updates to the site and most probably will be fixed when they done.
Title: Re: MixMasters V0.12
Post by: Damon Caskey on May 14, 2011, 11:45:14 am
That's weird. I'll take a quick look and see what the deal is.

*Edit*:
It shows approved on my end. Not sure why it says otherwise for you. Try refreshing your cache and checking again.

DC
Title: Re: MixMasters V0.12
Post by: MatMan on May 14, 2011, 11:54:27 am
Just tried cache clear up etc... but no go, even tried it on chrome.

Added a pic of the downloads....
Title: Re: MixMasters V0.12
Post by: Damon Caskey on May 14, 2011, 12:20:10 pm
Try one more time, I just re-approved them.

DC
Title: Re: MixMasters V0.12
Post by: MatMan on May 14, 2011, 12:36:06 pm
Working again! Thanx.

Get the game .... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Edit........
Has been disproved again :(......

It might have been caused by the fact that I edited it.... Changed the title from "MixMasters V0.12" to "MixMasters v0.12". Although its the only time I edited it after the first time that it was approved.
Title: Re: MixMasters V0.12
Post by: Damon Caskey on May 14, 2011, 01:18:25 pm
I'll re-approve it. It's supposed to allow you to freely edit an upload once it is approved the first time... guess something isn't set right. Or it could be that SMF uses the title as an ID.

DC
Title: Re: MixMasters V0.12
Post by: MatMan on May 15, 2011, 12:32:33 pm
Could my MixMasters please get approved again.

I did a edit in my description and its been disapproved.

Thanx.

Link to it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)
Title: Re: MixMasters V0.12
Post by: MatMan on May 16, 2011, 07:05:00 am
Re-approval Please.

Thanx DC! :applauding:

Get it at....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)
 
Title: Re: MixMasters V0.12
Post by: Damon Caskey on May 16, 2011, 07:14:27 am
Done!

DC
Title: Re: MixMasters V0.13
Post by: MatMan on May 16, 2011, 12:15:31 pm
V 0.13
------
Added animations to a few stages.
Added 2 new enemies and 1 new alternative enemy.
Loads of updates to enemies.
Added more stages to chapter 6, they still need alot of work though.

Get it ...Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Ps! Could one of the admins re-approve my mod.

Thanx for approving  :applauding:

Double Ps!If anyone is interested in helping out I am looking for people to help out on this mod, particularly on stage design, my chapter 6 stages need alot of work (texturing etc..) and if I could get help on them then it would be great  :thumbs_up:
Title: Re: MixMasters V0.13
Post by: Crimefighters2 on May 19, 2011, 03:24:56 am
I noticed one thing, a lot of people complain that the Capcom sprites and the SNK sprites don't mix to well and it doesn't really bother me. But if you use darker palettes for the Capcom charas it does seem to be a better mix. The pre 1999 Capcom sprites do look slightly faded using a brighter palette compared to the SNK ones imho?

I would love to design stages for this game but I don't know about texturing. I guess I could try and help out a little. I am very busy at the moment but I would like to try and help out even if it is just a little.

The MM mod does seem a bit overwhelming at times. It's also a bit confusing since it has such a strange progression system... I need to play it more to give a better opinion though.

I though Golden Axe Myth had a lot of replay value, interesting combat system, loads of alternate paths, lots of secrets.... It made me play the game a lot. And Bare Knuckle Vacum v3/Rocket Viper 2 had some really great gameplay which had me hooked on those games for a long time. Maybe if you could mix that GAM type structure into your game is could be an ideal balance?

That kind of replay value is kind of better to me at the moment altho I can really appreciate what your trying to do. It just doesn't seem quite right yet altho maybe I am being harsh as it is still a work in progress.
Title: Re: MixMasters V0.13
Post by: MatMan on May 19, 2011, 02:45:06 pm
Quote
....Capcom sprites and the SNK sprites....
Its called MixMasters. The title is a hint itself  :-X

Quote
I would love to design stages for this game but I don't know about texturing. I guess I could try and help out a little. I am very busy at the moment but I would like to try and help out even if it is just a little.
Any help would be Great. I added an attachment with the gimp edited level files that I create with. I'm guessing that photoshop can convert them else just download gimp if you don't have either and give it a go.

Quote
The MM mod does seem a bit overwhelming at times
What part of it is overwhelming and in what manner.

Quote
It's also a bit confusing since it has such a strange progression system...
I guess it doesn't have the usual play from stage 1 to the last stage but surely you've played things like Diablo, Final Fantasy whereby you replay area's of the game to level up you character and become stronger(which at the moment is only health, mp but the next version will introduce two new buyable items). I still would love to add a better level up system but I'm still looking into it but it will be hard based on the openbor limitations but openbor is a growing entity and it is a beast at the moment and will become a monster in time  :kendo:.

Quote
...Maybe if you could mix that GAM type structure...
Could you please be specific. Remember the phrase is constructive criticism, which I don't mind.
Title: Re: MixMasters V0.13
Post by: Crimefighters2 on May 20, 2011, 07:04:58 am
Its called MixMasters. The title is a hint itself  :-X

Sure I'm okay with that but I just noticed that the darker pallets for capcom sprites make them mix a little better, just something I noticed.

Quote
Any help would be Great. I added an attachment with the gimp edited level files that I create with. I'm guessing that photoshop can convert them else just download gimp if you don't have either and give it a go.

Cool so I could design a stage idea in paint and you could look at it and decide how and if can make it work or try and get it working the way it should? I like to try to help as much as I can even if it means looking up script etc for more interesting stages, not that some of them aren't I noticed platforms and breakable bg objects etc in MM pretty cool, also some fantastic backgrounds.

I have PS, so I've downloaded the images and now I need to? Is there a specific size you need? I love to add CVS1 and CVS1pro elements to the stages if I can?

Quote
What part of it is overwhelming and in what manner.

I'm still trying put my finger on it, will have to get back to you once I can give better info. Need to play it more I've been stretched for time this week but next week should be better.

Quote
I guess it doesn't have the usual play from stage 1 to the last stage but surely you've played things like Diablo, Final Fantasy whereby you replay area's of the game to level up you character and become stronger(which at the moment is only health, mp but the next version will introduce two new buyable items). I still would love to add a better level up system but I'm still looking into it but it will be hard based on the openbor limitations but openbor is a growing entity and it is a beast at the moment and will become a monster in time  :kendo:.

I Actually had a small Diablo 2 addiction at one point but I always burn out on those type of games and never want to play them again(last one was Titans quest) ... so I guess it's my own personal preference problem but you said there is a difficulty selector and it'd make it easy for people who wanted it easy and difficult for those who wanted it that way, so I shouldn't complain too much.

Didn't Senkgoku 3 have a level up system? It told you what level you were or am I think of one of the later Knights of Valour games?

Quote
Could you please be specific. Remember the phrase is constructive criticism, which I don't mind.

Sure, sorry Matt I'm not trying to be mean I like MM it's cool just trying to improve the game if possible.

Like alternate paths, secret stages, secrets characters and a v-ism/kgroove mode if possible? The gameplay of MM is pretty good sorry If I gave the impression it wasn't. I do prefer the linear stage 1-9 route but your concepts are interesting I'm def want to give it a shot.
Title: Re: MixMasters V0.13
Post by: MatMan on May 20, 2011, 01:16:06 pm
Quote
Sure I'm okay with that but I just noticed that the darker pallets for capcom sprites make them mix a little better, just something I noticed.

For the most part I didn't notice it to much myself but it also might have something todo with the type of screen a person has. I'm running it on a laptop and laptop screens (no matter how expensive) ain't the best.

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Cool so I could design a stage idea......

Uber coolness! Will pm you.

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I'm still trying put my finger on it, will have to get back to you once I can give better info. Need to play it more I've been stretched for time this week but next week should be better.

No rush.

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I Actually had a small Diablo 2 addiction...

I had a freaking huge Diablo 1 and 2 addiction. Wasted a huge amount of time on that game.

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Didn't Senkgoku 3 have a level up system? It told you what level you were or am I think of one of the later Knights of Valour games?

The problem with using that system is that you actually duplicate a entity with the different animations which has some huge drawbacks (for one if you change the original entity you need to change all duplicates aswell). Ideally what I want is the capability to disable/enable animations via script, this has been discussed before and it seems that it might not be able to be done, that was a while ago so I don't know if that has changed? Still I have a bit of a work around for it but that will come eventually.

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Sure, sorry Matt I'm not trying to be mean I like MM it's cool just trying to improve the game if possible.

Not a problem man, so am I. To tell you the truth I got the impression that the game got a little hard and gave you a run for your money and got you annoyed. Its kinda one of the things I wanted in the game but if its a bit to difficult for the average user then I can easily make it easier, as it is you can easily just make it more difficult by your own choice so maybe it should be really easy at the lowest difficulty setting. Its one of the down side (depends on the way you look at it) of the random feature. You could be playing with your favorite character and for sheer bad luck the most devastating enemies toward that character gets generated and rips you new hole and on the other it could just be a easy generated spawned enemies.

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v-ism/kgroove mode
Got me at a lose there, what is v-ism/kgroove mode?
Title: Re: MixMasters V0.13
Post by: MatMan on May 20, 2011, 04:22:38 pm
V 0.14
------
Beefed up and did various changes to "Darth Maul". Check pdf for details. Some things worth mentioning....
..Can hit most mini boss enemies hard enough that they feel the pain.
..Bot summon's (freespecial5) attack all enemies on the screen now.
..Alot of moves and specials do more damage now and act a little differently.
..Succesfull blocking can summon the "dark lord" to give a helping hand.
Added "landframe" to all fall related animations. Makes falling look a bit more realistic.
Slightly changed "Ibuki's" and "Godsilver's" rush bonus system.
Added new shop items, "Speed", "Hire Npc".
Added ability to hire NPC's.
..You can hire additional NPC's at the branch stage. (Ps! You get one for "free" on a reseted game)
..To summon a npc press - "Down Forward Down + Jump". (Warning a npc doesn't follow once you finish a level, so don't summon one at the branch stage!!)
..Only one hirable NPC at the moment. (More will be added in time)

Get it ...http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Ps! Could one of the admins re-approve my mod.

PSs! You need to delete "Saves\mixmasters\save.txt".

PSss!! I added a little feature that should prevent the need to delete you save game in future releases.
Title: Re: MixMasters V0.14
Post by: MatMan on May 20, 2011, 11:16:09 pm
Could one of the admins please  re-approve my mod.
Title: Re: MixMasters V0.13
Post by: borkjh on May 21, 2011, 03:15:56 am

Get it ...http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

That link is not work....Please upload that file again.....
Title: Re: MixMasters V0.13
Post by: MatMan on May 21, 2011, 03:34:31 am

Get it ...http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

That link is not work....Please upload that file again.....

Since the new Lavalit site, if you edit a download (which is the way I do it) the download has to be re-approved.
I'm willing to guess that when someone uploads a new download/game then the administrators get a email notification but don't get a notification on a edit. I could be wrong or they could just be a little busy, it is the weekend afterall  :cheers!:.

So have a little patience as I'm sure a admin will re-approve this as soon as they have some free time.
Title: Re: MixMasters V0.13
Post by: Crimefighters2 on May 21, 2011, 08:55:04 am
Quote
Not a problem man, so am I. To tell you the truth I got the impression that the game got a little hard and gave you a run for your money and got you annoyed. Its kinda one of the things I wanted in the game but if its a bit to difficult for the average user then I can easily make it easier, as it is you can easily just make it more difficult by your own choice so maybe it should be really easy at the lowest difficulty setting. Its one of the down side (depends on the way you look at it) of the random feature. You could be playing with your favorite character and for sheer bad luck the most devastating enemies toward that character gets generated and rips you new hole and on the other it could just be a easy generated spawned enemies.

Well your are continually updating the mod, it is a WIP and you have taken my advice into consideration so I probably can't complain to much.

Quote
v-ism/kgroove mode
Got me at a lose there, what is v-ism/kgroove mode?
[/quote]

It would be a separate meter bar to your mp bar and it gives you a temporary armor/combo/speed etc abilities, the meter must build very slowly though.

It was called the rage button in Golden Axe Myth. I think it could suit this mod well?
Title: Re: MixMasters V0.14
Post by: MatMan on May 21, 2011, 10:16:00 am
V 0.14b
------
Fixed a bug that would cause enemie's to attack "Sdio's" books.
Added 5% chance of doing "critical damage".
All summoned and projectile spawns will correctly "add to players rush count" now.
Some enemies didn't give gold on death. Fixed.

V 0.14
------
Beefed up and did various changes to "Darth Maul". Check pdf for details. Some things worth mentioning....
..Can hit most mini boss enemies hard enough that they feel the pain.
..Bot summon's (freespecial5) attack all enemies on the screen now.
..Alot of moves and specials do more damage now and act a little differently.
..Succesfull blocking can summon the "dark lord" to give a helping hand.
Added "landframe" to all fall related animations. Makes falling look a bit more realistic.
Slightly changed "Ibuki's" and "Godsilver's" rush bonus system.
Added new shop items, "Speed", "Hire Npc".
Added ability to hire NPC's.
..You can hire additional NPC's at the branch stage. (Ps! You get one for "free" on a reseted game)
..To summon a npc press - "Down Forward Down + Jump". (Warning a npc doesn't follow once you finish a level, so don't summon one at the branch stage!!)
..Only one hirable NPC at the moment. (More will be added in time)

Finally has been approved (seems to be a problem with the new approval system).

Get it .....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)
Title: Re: MixMasters V0.14b
Post by: msmalik681 on May 22, 2011, 04:19:24 am
tried this demo it was nice needed some music to make it less dull but it is just a demo like the way you can use score to power up. I cant get god silvers air combo to work could you show a example gameplay video showing what characters are capable of.

keep up the good work  :cheers!:
Title: Re: MixMasters V0.14b
Post by: MatMan on May 22, 2011, 06:24:31 am
Quote
...needed some music to make it less dull..

I got a few of the sound tracks ready for what I'll be using but I won't be adding it till a final release. Till then use good ol' winamp.

Quote
...way you can use score to power up...
Next release will add something else just as cool  ;) Hint Hint..its called mass attacks.

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..god silvers air combo..
For the most part the pdf's should fully explain how they work but to give you quick example..

Example 1
press A3 (jumps at them)...
When he hits a enemy (even just before)...
Hold Up+A..
Keep holding Up+A...
A Cool air combo done. ;D

Example 2
Succesfully Hit anyone at least 3 times (Standard Attacks)...
Hold Up+A...
Keep holding Up+A...
A Cool air combo done. ;D

I'll see into making a video to show of some of the moves.

PS! I recommend Printing the PDF's. All sorts of combo's can be created.
Title: Re: MixMasters V0.14b
Post by: MatMan on May 22, 2011, 05:32:21 pm
Did some small video's of the existing characters. (video capture makes it a bit jump.

BloodRayne
"http://www.youtube.com/embed/PmjHyRVYSUs"

DarthMaul
"http://www.youtube.com/embed/ISNlGQ7r_sg"

God Silver
"http://www.youtube.com/embed/9nJydFVp4HQ"

Ibuki
"http://www.youtube.com/embed/3e75CdXUGsw"
Title: Re: MixMasters V0.14b
Post by: MatMan on May 24, 2011, 07:03:27 pm
V 0.15
------
Made the game "Alot Easier". Way..way...way....way.....way......waaaaaaay easier.
Added a "Stun" system. A enemy needs to be hit hard at least 3 times and then there is a possible chance that he will be stunned after that.
Gold gets showed in the "HUD".
Hired Npc's get showed in the "HUD".
Added "Attack All Enemy Freespecial" System.
..You get 1 point after each kill. (Shown to the right of the health bar)
..Max points is 30.
..Each cast costs 10 points and 15 mp.
..To cast press ( Down Forward + Block )
Made "Npc Cheaper" to Hire.
Set "Ibuki's" and "Godsilver's" rush bonus system back to the way it was.
Few more changes to "Darth Maul"
Readjusted alot of knockdown counts.
Added first trap/bonus to stage 1-1, (Find out how to kill the catapult and get a gold reward).

Get it at....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could on of the admins please re-approve it. Cause it was an edit I think that you have to goto the link provided above and dis-approve it and then re-approve as I believe it doesn't goto the approval need list once edited.
Title: Re: MixMasters V0.15
Post by: MatMan on May 26, 2011, 04:06:54 pm
V 0.16
------
Fixed. All players can summon "Npc's" and do "Attack All Enemy Freespecial" Attacks now.
Altered how "Difficulty" changes the game. Basically it will gradually become harder instead of big jumps and just throwing more guys at you between difficulty settings giving you a more refined choice.
Fixed "knockdowncounts". Now you can get higher combo counts and be able todo combo's that otherwise you wouldn't of been able to but its more usefull on higher difficulty settings.
Added a option at the Branch screen that will load all entities into memory which will prevent all those "annoying freeze load times" during the game. PS! This does cause a long delay.

Get it at....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve it. Cause it was an edit I think that you have to goto the link provided above and dis-approve it and then re-approve as I believe it doesn't goto the approval need list once edited.

Edit...
Thanx  :wave:
Title: Re: MixMasters V0.15
Post by: Plombo on May 27, 2011, 12:06:34 am
Could one of the admins please re-approve it. Cause it was an edit I think that you have to goto the link provided above and dis-approve it and then re-approve as I believe it doesn't goto the approval need list once edited.

Done.  And it does go to the approval list, by the way. :)
Title: Re: MixMasters V0.17
Post by: MatMan on May 31, 2011, 07:33:26 am
V 0.17
------
Enemies shouldn't get stuck in walls anymore.
Added "Charged Up" mode...
..Get to really punish those on your black list.
..Temporary power up's with speed, health and damage increases to your character.
..Needs 15 A points
..To cast press ( Down Forward Down + Block)
Various script fixes and optimizations.
Added New dropable items.
.."Npc Drop" - Adds to Hired Npc's.
.."Gold" - Adds a random amount of gold to your stash (Hey, not all the people you beet up on the street is loaded).
.."A Point" - Adds 1 point to the A Point system.
Critical damage will take into consideration defense stats.
Added "Chest, Barrels, Stopables" system.

Get it...http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve.
Title: Re: MixMasters V0.17
Post by: Crimefighters2 on May 31, 2011, 07:57:25 am
I like a lot of the improvements you noted sounds cool, can't wait to dl it once it's been approved.

I really enjoyed playing as Ibuki she has great moves, her run animation does seem a little off though. IF you could give her, her an air grapple neck snapping move that would cool?

The last version I played I can't seem to get more than a few stages and it would crash (it's probably because my PC is so old lol, going to have to upgrade soon.) Hopefully the new changes allow me to get furtherer. You should get people to add charas to this game, give them the format and they can add more charas to the game, so that you have a crazy amount of enemy variety, not that you don't. But I think that is what your mod is all about.

Liked the mountain cliff stage, kinda interesting. And some of the new backgrounds are really good, some of the best I've seen in obor.
Title: Re: MixMasters V0.17
Post by: MatMan on May 31, 2011, 08:12:21 am
Quote
I like a lot of the improvements you noted sounds cool, can't wait to dl it once it's been approved.
I decided that for now there is plenty of enemie's and started working on adding game features. "Charged Up" like the k-groove thing that you mentioned..

Quote
I really enjoyed playing as Ibuki she has great moves, her run animation does seem a little off though. IF you could give her, her an air grapple neck snapping move that would cool?

Ibuki still needs alot of work and new moves but yeah her dash is a little off.

Quote
The last version I played I can't seem to get more than a few stages and it would crash
Try disable the "Snk Depth" mode as the snk depth mode (on by default) really causes alot of crash's. It might be something in my code or just a openbor Drawmethod problem. Am looking into it.

Quote
Liked the mountain cliff stage, kinda interesting.
Yup, nice complete change from the previous stages but still need a couple of more stages for that chapter.

Quote
And some of the new backgrounds are really good, some of the best I've seen in obor.
Well yeah, I personally hand drew all those images ( if only  ;D ).

Thanx.

Could one of the admins please re-approve.


Thanx for approval.
Title: Re: MixMasters V0.17
Post by: MatMan on May 31, 2011, 08:52:50 pm
Quote
You should get people to add charas to this game, give them the format and they can add more charas to the game, so that you have a crazy amount of enemy variety, not that you don't. But I think that is what your mod is all about.

Never really thought of that.

I don't have anything pre-written, its more of how the characters feel but I guess I could come up with something so if anyone is interested send me your character and we can talk about it but in overall your right, I do want alot of variety and playable characters.
Title: Re: MixMasters V0.17
Post by: Crimefighters2 on June 01, 2011, 07:50:20 am
started working on adding game features. "Charged Up" like the k-groove thing that you mentioned..

Cool, that could really work well for you game.

Quote
Ibuki still needs alot of work and new moves but yeah her dash is a little off.

Good to hear, imho as most obor mods go she is def up there with the greatest obor charas, job well done.

Quote
Yup, nice complete change from the previous stages but still need a couple of more stages for that chapter.

Yeah I've been a bit strapped for time lately but would like to help out with that when I get a chance, even if it is just a little.

Quote
Well yeah, I personally hand drew all those images ( if only  ;D ).

Well you did a pretty good job of choosing them and I think the rez on a few them is very crisp and pleasing to the eye.

Quote
Never really thought of that.

I don't have anything pre-written, its more of how the characters feel but I guess I could come up with something so if anyone is interested send me your character and we can talk about it but in overall your right, I do want alot of variety and playable characters.

Yeah I think it could work but of course you would have a big say on it because you like the lead developer. I know of people who love obor but don't have the skills or determination to make a complete mod, love to add their own characters to existing mods and release it, but it usually doesn't go down to well, because they've only added one or two characters to an existing mod. But if everyone added a few and it came to 20+/- extra charas for your mod, with maybe you spicing them up a bit the mixmasters way to maintain quality control it could be a really cool thing.

Even if there character doesn't make it as a playable character they could always make a great enemy.

I always wanted a Mugen type mod for obor where you could just drop characters into the game and make things a little crazy.... Maybe guest characters from other mods that suit the MM style(with permission of course.)

I don't know if you'd have to create a topic to create awareness for the idea, and maybe give people the size dimensions and characters they could work in there. I think I would be interested in making a character even if he is just an enemy I'm thinking Cable from MVC2.

Well just an idea, got to try out the new version of MM now, later Matt.

Title: Re: MixMasters V0.17
Post by: MatMan on June 01, 2011, 03:36:21 pm
Quote
I know of people who love obor but don't have the skills or determination to make a complete mod, love to add their own characters to existing mods and release it, but it usually doesn't go down to well, because they've only added one or two characters to an existing mod.

Yup, it bloody well does take forever to make a full mod and also the big problem when getting other people to just add a character or two is that you can usually tell the difference quickly but if you have the original developer to add in the fine touch's then you can easily come out with the same quality.

 
Quote
I always wanted a Mugen type mod for obor where you could just drop characters into the game and make things a little crazy.

That was one thing I kinda disliked about mugen, I liked the fact that you could do that but usually it was just one big ball up. Characters to different or a character that is way to powerfull, the list go's on.

Quote
I don't know if you'd have to create a topic to create awareness for the idea, and maybe give people the size dimensions and characters they could work in there. I think I would be interested in making a character even if he is just an enemy ....

Naah, no need to create a topic over it, I figure if a person wants to be part of it they will be on this forum.

Quote
I'm thinking Cable from MVC2.
Lol man, that was gonna be my next male playable character, actually it was gonna be ghostrider but I saw a youtube video of someone who allready done that (and did a good job but can;t remember the game name) so I want to create a playable character that is all about weapons and shooting. So there will be very little fist to fist with him and so far the only person I have found that falls under this category is cable

but at the moment I'm trying to figure out what is causing the game to crash (freaking annoying me like crazy)  and I think I found it. Its got todo with the performattack(self, openborconstant("ANI_attack"), 1); I never use to use the reset of it and am using it now and the game hasn't crashed yet and it also might be connected to the snk depth crashing aswell but will need more testing. If it is it then I'll do a release.
Title: Re: MixMasters V0.17
Post by: Crimefighters2 on June 02, 2011, 03:14:09 am
Yup, it bloody well does take forever to make a full mod and also the big problem when getting other people to just add a character or two is that you can usually tell the difference quickly but if you have the original developer to add in the fine touch's then you can easily come out with the same quality.

Yes it sure is a lot of work. I'm glad we share the same opinion on the matter.

Quote
That was one thing I kinda disliked about mugen, I liked the fact that you could do that but usually it was just one big ball up. Characters to different or a character that is way to powerfull, the list go's on.

Quoted for truth.

Quote
Naah, no need to create a topic over it, I figure if a person wants to be part of it they will be on this forum.

The only problem with that is that we are on page 9 of this topic now but in a couple of weeks time we could be on page 13 and people might miss it, it's kinda hard reading every single page for 20 WIP games being cycled in the wip section over a couple of weeks for just the average user. Just a thought though, I'd happily maintain and make a topic about it in mod center if you wanted?

Quote
Lol man, that was gonna be my next male playable character, actually it was gonna be ghostrider but I saw a youtube video of someone who allready done that (and did a good job but can;t remember the game name) so I want to create a playable character that is all about weapons and shooting. So there will be very little fist to fist with him and so far the only person I have found that falls under this category is cable.

Oh cool sounds awesome, also maybe having more mainstream playable characters in your mod could also be an option to generate more interest for the mod?

EG:a Dragon Ball chara(maybe franken sprite edit?) A Ryu, Ken or Akuma type chara?(I'd go with Sean) Jill Valentine from MVC2, a Marvel Character Hulk, A final Fight chara(I'm thinking Haggar) etc Well just a few ideas.

Guest Stars from other mods(with permission of course), I thought maybe some of the Rocket Viper 1 and 2 charas, Marvel Super Heroes War of the Gems, Completed_Final Fight DC Alteration - MCW, Vampires Rage, Dragons of Rage, Dante Must Kill and A Tale of Vengeance etc etc Those games seem like they have charas that would fit well into the MM universe?

Some of the charas will def need to be mixmasterized though.

Quote
but at the moment I'm trying to figure out what is causing the game to crash (freaking annoying me like crazy)  and I think I found it. Its got todo with the performattack(self, openborconstant("ANI_attack"), 1); I never use to use the reset of it and am using it now and the game hasn't crashed yet and it also might be connected to the snk depth crashing aswell but will need more testing. If it is it then I'll do a release.

Not sure I only have a theory and I could be completely wrong? Bare in mind my PC is not the best so I think it could even be on my side. I think it has been getting more stable with each new release tho. When it spawns loads of charas to increase the difficulty.... my PC is so bad I can hear noises when a few charas are spawning. Eventually my game crashes because I think obor can't handle so many charas at once with limited PC memory resources? I've totally had some of the weirdest crashes playing the mod, but I'm pretty sure it's my ancient PC that causes most of the issues? Don't worry my PC crashes on it's own sometimes (I really need to upgrade soon lol)

Yeah I could probably use an easy mode with less spawning charas but I've still had a lot of fun playing the mod, even if I do get a crash every now and then.
Title: Re: MixMasters V0.17
Post by: MatMan on June 02, 2011, 09:51:11 am
Quote
The only problem with that is that we are on page 9 of this topic now but in a couple of weeks time we could be on page 13 and people might miss it, it's kinda hard reading every single page for 20 WIP games being cycled in the wip section over a couple of weeks for just the average user. Just a thought though, I'd happily maintain and make a topic about it in mod center if you wanted?

Guess there's truth in that but I can always just add it into the readme and the first page of the topic. One of the things that might be a problem is that people most probably will take offense when I say I don't want that character in the game especially after making a specific topic for it as even the game is a mix-mash up of characters there are some characters that I will not add to it, ie, street fighter 1 characters (gfx), mortal kombat (even though I'm DYING to add Goro with his four bltch slapping arms  >:D ).

Quote
Oh cool sounds awesome, also maybe having more mainstream playable characters in your mod could also be an option to generate more interest for the mod?
One of the reason why I havn't bothered with main stream characters yet, is cause they have been done to death on other mods. I don't really see the point of re-inventing the wheel. Also I wanted different non-standard characters so that it creates a different game. Don't get me wrong I will eventually start adding the more well know characters as a player. Ryu will be added and maybe akuma but there to much alike so i will only do akuma much later (I'm talking about me creating the character, not someone else). I'd love to add Mai as every good game needs bouncing breasts (yoko has that at the moment) but she has been done in a couple of Bor games.

I also did decide that whenever a playable character gets create for the game it has to be one male then one female. Just to add that variaty.

Quote
Guest Stars from other mods(with permission of course), I thought maybe some of the Rocket Viper 1 and 2 charas, Marvel Super Heroes War of the Gems, Completed_Final Fight DC Alteration - MCW, Vampires Rage, Dragons of Rage, Dante Must Kill and A Tale of Vengeance etc etc Those games seem like they have charas that would fit well into the MM universe?
I don't how I feel about just grabbing characters from other existing openbor games. It all depends on how much detail was added with them. It just boils down to, how does that characters with its existing move set fit into the game but discussing about a game character is always open.

Quote
Not sure I only have a theory and I could be completely wrong? Bare in mind my PC is not the best so I think it could even be on my side.
I was wrong about the performattack thing but once again I have a new theory (the problem is that this crashing is very random). It,s the trails, I have changed it now that you have to enable the SnkDepth and trailz by hitting the lamp now. I need to do some testing to see if it is those scripts that are causing the game crashes and beside that it does bring in about 5-10 extra fps into the game. I have gone through my code and did loads of optimizations etc to try and track down the crashes and I'm pretty sure it ain't in there but only more testing will tell.

I also will be updating the HUD to use TextObjects instead of drawstring as drawstring is chewing about 20-30fps on my machine.

As always, when is the last time you re-installed windows on your machine, if its more than 6 months then your machine needs a re-install. Also try stopping services, you'll be surprised on how much memory can be re-called. I get about 300 mg of xtra memory (but i have memory hogs like sql installed). I've added my service stop bat file as an attachment, edit and customize it for your machine and run it whenever you reboot and want to play games.
Title: Re: MixMasters V0.17
Post by: Crimefighters2 on June 02, 2011, 03:58:06 pm
Guess there's truth in that but I can always just add it into the readme and the first page of the topic.

Sure sounds good.

Quote
One of the things that might be a problem is that people most probably will take offense when I say I don't want that character in the game especially after making a specific topic for it as even the game is a mix-mash up of characters there are some characters that I will not add to it, ie, street fighter 1 characters (gfx), mortal kombat (even though I'm DYING to add Goro with his four bltch slapping arms  >:D ).

Maybe a list of characters and the games you'd allow? Also a note that your under no obligation to add the character but you would consider it and you can't promise a timeframe.

Quote
One of the reason why I havn't bothered with main stream characters yet, is cause they have been done to death on other mods. I don't really see the point of re-inventing the wheel. Also I wanted different non-standard characters so that it creates a different game. Don't get me wrong I will eventually start adding the more well know characters as a player. Ryu will be added and maybe akuma but there to much alike so i will only do akuma much later (I'm talking about me creating the character, not someone else). I'd love to add Mai as every good game needs bouncing breasts (yoko has that at the moment) but she has been done in a couple of Bor games.

Pretty good points, I guess if you'd could figure out who hasn't be done to death but is a popular culture character? EG Deadpool. Just a thought though, yeah no rush It's just a thought I had and I would trust your judgment with whatever decisions you decided which have been pretty good so far.

Quote
I also did decide that whenever a playable character gets create for the game it has to be one male then one female. Just to add that variaty.
Yeah that's is good.


Quote
I don't how I feel about just grabbing characters from other existing openbor games. It all depends on how much detail was added with them. It just boils down to, how does that characters with its existing move set fit into the game but discussing about a game character is always open.

Yeah they don't have to be player charas, enemy charas could be cool like a guest boss, mid-booss or something?

Quote
I was wrong about the performattack thing but once again I have a new theory (the problem is that this crashing is very random). It,s the trails, I have changed it now that you have to enable the SnkDepth and trailz by hitting the lamp now. I need to do some testing to see if it is those scripts that are causing the game crashes and beside that it does bring in about 5-10 extra fps into the game. I have gone through my code and did loads of optimizations etc to try and track down the crashes and I'm pretty sure it ain't in there but only more testing will tell.

Oh good I'll let you know if I pick anything up.


Quote
As always, when is the last time you re-installed windows on your machine, if its more than 6 months then your machine needs a re-install. Also try stopping services, you'll be surprised on how much memory can be re-called. I get about 300 mg of xtra memory (but i have memory hogs like sql installed). I've added my service stop bat file as an attachment, edit and customize it for your machine and run it whenever you reboot and want to play games.

I already went to tweakguides and did everything I could, I'd rather upgrade than reinstall windows, I think it's more of a hardware issue anyway. PC is ancient I'm not joking.  It works 95% of the time anyway lol.
Title: Re: MixMasters V0.17
Post by: MatMan on June 02, 2011, 06:27:28 pm
V 0.18
------
Added new Shop Items..
.."Critical Chance" have a higher chance of doing a critical hit with each purchase.
"Charged Up" mode should now reset when going to the next stage.
Updates to the "Chest, Barrels, Stopables" system.
Think I finally solved the random crash problem. Did alot of testing and its working fine now but more testing might be needed.
Changed how the HUD gets generated. Uses alot "less resources" now, more fps for you. This reason alone deserves a update.

Get it at..... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve it
Thanx For approving.  :cheers!:
Title: Re: MixMasters V0.18
Post by: MatMan on June 04, 2011, 10:18:57 am
Quote
Maybe a list of characters and the games you'd allow?

That's a bit time consuming but I would have to say all of the latest stuff is pretty much acceptable capcom, snk etc.... I like having a high, smooth frame count for the most part.

Quote
Yeah they don't have to be player charas, enemy charas could be cool like a guest boss, mid-booss or something?
That is most probably what will happen but never say never.
Quote
Oh good I'll let you know if I pick anything up.
I think I have finally found the crashes, its was a bug that I previously fixed but I missed the bug in a few places. I played the game alot yesterday because its the first time that it didn't crash at all (and got a real high score  :cheers!:) but it was the first time that I could test the new refined difficulty system and the game changes alot better now.
Title: Re: MixMasters V0.18
Post by: MatMan on June 08, 2011, 05:59:50 am
I'm in need of some burning village background stages. Any Ideas?
Title: Re: MixMasters V0.19
Post by: MatMan on June 08, 2011, 11:58:25 am
V 0.19
------
Added a story based system to the in-game for Chapter 1.
Fixed up Ken.
Made BloodRaynes Blade dash more deadly.
Changed some flashes.
Get A points if child entity of players kills a enemy. No more lost souls!
Changed Stage 1-3 to kinda look like a burned down village to follow the story. (Still needs work)

"Dialog Story" System.
..Each stage has a list of story lines that is specific to that stage/chapter.
..Most comments are story related but some are just doodles.
..You need to play the stages a couple of times to decipher the story.

Get it at....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Edit....

Could one of the admins please re-approve.
Thanx :cheers!:

Also added 2 new video's on page 1 of this topic.
Title: Re: MixMasters V0.18
Post by: Bloodbane on June 09, 2011, 12:30:09 am
I'm in need of some burning village background stages. Any Ideas?

 Well, excluding 2D games, Cadillacs & Dinosaurs 5th stage is the only place that crossed my mind.
Title: Re: MixMasters V0.19
Post by: riccochet on June 09, 2011, 03:03:50 am
kinda like this?
(http://img12.imageshack.us/img12/2419/burningv.png)

also, here's a mugen stage you can modify
http://www.dustplace.com/mugen/FlamesTX.rar

and lastly.. there's this mugen stage
(http://i371.photobucket.com/albums/oo154/MabsKMK/extras/bv1.png)
http://forum.paodemugen.com.br/index.php?app=core&module=attach&section=attach&attach_id=4923
http://www.mediafire.com/file/2o5mu2ezomm/burningvillage.rar
Title: Re: MixMasters V0.19
Post by: MatMan on June 09, 2011, 04:46:14 am
Quote
Well, excluding 2D games, Cadillacs & Dinosaurs 5th stage is the only place that crossed my mind.
Will look into it thanx.

Quote
kinda like this?
(http://img12.imageshack.us/img12/2419/burningv.png)
Yeah, that first one would be perfect (outside a burning village). Any idea what its called I tried all the links you provided (kinda looks like samurai showdown stage).
Title: Re: MixMasters V0.19
Post by: riccochet on June 09, 2011, 05:02:10 am
I'm still trying to find the source of that stage
Title: Re: MixMasters V0.19
Post by: elive on June 09, 2011, 10:26:05 am
I think it's from Last Blade 2
Title: Re: MixMasters V0.19
Post by: nedflandeurse on June 09, 2011, 01:29:08 pm
I think it's from Last Blade 2

No, it's from Samurai Shodown (one between 2 and 4th episode I can't remember)
Title: Re: MixMasters V0.19
Post by: gemini2378 on June 09, 2011, 04:20:31 pm
http://www.emugif.com/picture20101028/samsho4/cj/cj5-3.html (http://www.emugif.com/picture20101028/samsho4/cj/cj5-3.html)
Title: Re: MixMasters V0.19
Post by: MatMan on June 10, 2011, 09:42:11 am
Thanx for the help guys, I landed up pulling out a old drive and found me this, no idea where its from but it looks cool.

http://www.youtube.com/watch?v=Dwkek3sy0zo (http://www.youtube.com/watch?v=Dwkek3sy0zo)

I'll definitely will use that Samurai Shodown stage.
Title: Re: MixMasters V0.19
Post by: MatMan on June 15, 2011, 01:09:07 pm
Thought I'd just give a preview of my newly added character Cable. Still a few bugs to work out and also need to create a pdf move list.

Video here..
http://www.youtube.com/watch?v=Gzzzir9rwDY (http://www.youtube.com/watch?v=Gzzzir9rwDY)
Title: Re: MixMasters V0.19
Post by: borkjh on June 15, 2011, 07:03:31 pm
Humm.... You used judith for NPC, right?
I want to recommand judith for player..... :blushing:
Title: Re: MixMasters V0.19
Post by: MatMan on June 15, 2011, 08:17:54 pm
Quote
...You used judith for NPC...
Not a bad Idea actually and the funny thing is because I've pretty much reached the pak file size limit and I recently decided that I might start making some of the bad guy's into playable characters to save of file count.

I was thinking of making Ken my next male playable character, mainly because of the huge amount of frames he has and its ken man, its freaking ken, its gotta be done ;D. I was actually gonna do Ryu first as a playable character but o well....

As for Judith, she could actually fit in perfectly as a playable character but I'm not sure if it will take away from the game or add more to it having a npc that can also be playable?

Still it might be a long while before this happens but I got it in my todo list now.
Title: Re: MixMasters V0.19
Post by: borkjh on June 16, 2011, 06:52:51 am
As for Judith, she could actually fit in perfectly as a playable character but I'm not sure if it will take away from the game or add more to it having a npc that can also be playable?

I hope Judith can be player char.... I really want play with her... :blushing:
Title: Re: MixMasters V0.19
Post by: MatMan on June 16, 2011, 09:22:58 am
V 0.20
------
Added new playable character "Cable". Ps! Make sure to check the move list pdf.
Added new Shop Items..
.."Fireburst" gives a 10% chance of doing a burst of fire on each succesful attack, leveling it up will cause more damage.
Changed Stage 1-3 to a much nicer looking burning village.
Enemies hit obstacles during fall now.
Flash changes.
Code improvements.
Added some story for Chapter 2.
When in charged mode all spawned children (weapons, summons....) also get the boost now.
Various fix's.
Hud should properly update now.
Found & Fixed another crash&exit without log bug (Honda would cause this crash).
Fixed a bug from the catapult that would make it impossible to finish the stage.
Added gfx spark,flames and ice puffs to all non attack type attacks(burn,shock etc....)

Get it ..... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve this.

Thanx for the approval!  :cheers!:
Title: Re: MixMasters V0.20
Post by: MatMan on June 19, 2011, 04:34:48 am
Preview of my new playable character...

video
http://www.youtube.com/watch?v=y5E3yv_Zgks (http://www.youtube.com/watch?v=y5E3yv_Zgks)
Title: Re: MixMasters V0.21
Post by: MatMan on June 20, 2011, 01:04:01 pm
V 0.21
------
Added new playable character "Mai Shiranui".
Code improvements.
Buyable items text doesn't flash anymore.
Fix. Some of Darthmauls moves wouldn't power up when in charged mode.
Added soundfx.
All Playable Characters has Double Jump Now.

Get it....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve.
Title: Re: MixMasters V0.21
Post by: Gago on June 21, 2011, 05:40:06 am
Cann someone pls re-approve it!  :)
Title: Re: MixMasters V0.21
Post by: MatMan on June 21, 2011, 10:08:10 am
Another video of bloodrayne doing her thing at difficulty set to 9.

http://www.youtube.com/watch?v=cuPVPawkqkA (http://www.youtube.com/watch?v=cuPVPawkqkA)

Edit....
Thanx for the approval!  :cheers!:

Get the game at....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)
Title: Re: MixMasters V0.21
Post by: Plombo on June 21, 2011, 11:22:42 am
Cann someone pls re-approve it!  :)

Approved.
Title: Re: MixMasters V0.21
Post by: MatMan on June 22, 2011, 10:15:37 am
A quick preview of the playable version of Ken Masters ...

Video
http://www.youtube.com/watch?v=Y0t4R7lFsX4 (http://www.youtube.com/watch?v=Y0t4R7lFsX4)

Edit....
Updated Ken a bit.....

New Video
http://www.youtube.com/watch?v=xtGJ7EO3zqY (http://www.youtube.com/watch?v=xtGJ7EO3zqY)
Title: Re: MixMasters V0.21
Post by: MatMan on June 25, 2011, 02:10:17 pm
V 0.22
------
Added new playable character "Ken Masters".
Script update. Put proper error checks everywhere.
Updated all Pdf Move Lists.
"Various Player Tweaks".
Most characters has been balanced better now.
Ibuki..Better at close combat now.
GodSilver..Does better damage in air combo's now.

Get it.....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve.
Title: Re: MixMasters V0.22
Post by: imaninja1991 on June 25, 2011, 04:46:52 pm
Ken looks awesome  :cheers!: What is his fighting theme if he has one. I know Gold Silver had air attacks, Cable was good with guns and Darth Maul was strong. And also I wanted to know what Mai's theme was.
Title: Re: MixMasters V0.22
Post by: MatMan on June 25, 2011, 05:08:37 pm
Quote
Ken looks awesome
Thanx!!,

Actually Ken and Mai have changed and given me a better perspective on how I want to take the game now, as far as the playable characters go. You'll notice that the game play has changed (I think evolved) a bit in V0.22

As for themes..
Mai_Shiranui = Man, i just wanted her in  >:D. I guess the main thing for her with me now is how she feels the same as BloodRayne but plays completely differently. Also I noticed that most of the playable characters where slow or sluggish type characters, so it was time for a faster playable character again.
Ken Masters = I was/am aiming to have him to feel and play the same as ken does in street fighter zero (even though its street fighter 3 animation) but with the MixMasters touch. He does need work though ;).

Just remember that all my playable characters are still evolving and definitely not complete.

Game still waiting Re-Approval from a Admin, Thanx.

Thanx for approval.
Title: Re: MixMasters V0.22
Post by: borkjh on June 25, 2011, 06:28:17 pm
It seems Ken is first character that both have player&enemy modes.
Title: Re: MixMasters V0.22
Post by: MatMan on June 26, 2011, 03:04:57 am
Its a little confusing whenever you land up fighting yourself playing ken but he landed up being a good add-on.

I think once I figure out how to control secret characters via script, then all enemy playable characters will need to be unlock in some way but for now its all open.
Title: Re: MixMasters V0.23
Post by: MatMan on June 27, 2011, 04:10:39 pm
V 0.23
------
More script fix's. (Lets hope that this fix's all those crashes  :praying:)
Updates to Ken,Mai,Rayne.

Get it here....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve.

Thanx for the approval  :cheers!:
Title: Re: MixMasters V0.23
Post by: DJGameFreakTheIguana on June 27, 2011, 07:18:31 pm
It's been a while since I tried any of your mixmaster releases so I'll try to remember to check back for it. In all due respect, cable is the only new char that interest me, I don't have much love for Ken and Mai(despite her looks).  :eek:

X)
Title: Re: MixMasters V0.23
Post by: DJGameFreakTheIguana on June 28, 2011, 06:41:33 pm
Yo matman, I tried mixmaster last night but the game was really, really,....... really..... slow. It was so slow that I could barely get any responses from my buttons. I Paused the game, went to options and turned on system info, and the FPS rate was 01.  :'(

If I try it here, I'll post my feedback in an edit.

X)
Title: Re: MixMasters V0.23
Post by: MatMan on June 28, 2011, 06:54:18 pm
Quote
really, really,....... really..... slow

mmmm, that's really weird?

Try doing these...
..Remove your save file (might be corrupt)
..Did you use the exe that came packaged, if so try a previous build of openBor.
..Is the pak file still called "mixmasters.pak"

Are there any Log errors?
Title: Re: MixMasters V0.23
Post by: DJGameFreakTheIguana on June 28, 2011, 08:06:00 pm
It maybe just my PC though, the same thing happens with Golden Axe Myth. It doesn't even run MUGEN at perfect speed anymore, and I barely had any space back then. I just might have to try doing something with it, but in the meanwhile, I'll try it here on my aunts PC.

X)
Title: Re: MixMasters V0.23
Post by: hitmanhart on June 28, 2011, 10:19:26 pm
man people that have not seen this site havent seen nothen yet belive that... :yeah!_1:
Title: Re: MixMasters V0.23
Post by: ARGOROK on June 28, 2011, 10:42:21 pm
I haven´t tried this mod yet, my internet is too slow today, but tomorrow I´m gonna try it for sure, looks pretty good, keep the good work Matman you´re doing it very good
Title: Re: MixMasters V0.23
Post by: MatMan on June 29, 2011, 02:34:10 am
Quote
I haven´t tried this mod yet, my internet is too slow today, but tomorrow I´m gonna try it for sure, looks pretty good, keep the good work Matman you´re doing it very good
Thanx man  :cheers!:

Quote
man people that have not seen this site havent seen nothen yet belive that...
Yeah this site has some really cool stuff here  ;D

Quote
It maybe just my PC though, the same thing happens with Golden Axe Myth. It doesn't even run MUGEN at perfect speed anymore, and I barely had any space back then. I just might have to try doing something with it, but in the meanwhile, I'll try it here on my aunts PC.
Its possible, I have tried to keep things as clean as possible and I tried to avoiding all the heavy duty cpu processing scripts and most of what I've been doing is optimizing all of my script the last 2 weeks (trying to fix the crash bug). The only thing that I know of that power hogs is the trailz, takes about 5 fps from my machine, can add a option to enable disable it but the special moves look crap without them especially the charged up mode and the Gui (takes about 1fps). my 2gb intel laptop runs the game averaged about 25-35 fps.
Title: Re: MixMasters V0.24
Post by: MatMan on July 01, 2011, 04:38:03 am
V 0.24
------
Various script fix's. (It seems that all major crash bugs have been fixed now)
Various fix's.
Various updates to "Ibuki".
..Sounds
..colour
..Better movement.
All player jump attacks do good damage now. (incentive to use them now)
Most players have a push forward during attack on certain hit now. (Push's the player a little forward if your holding forward)

Get it.....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Could one of the admins please re-approve.

Edit..
Ibuki Video...http://www.youtube.com/watch?v=nL0PxvDE1e8
Title: Re: MixMasters V0.24
Post by: ARGOROK on July 01, 2011, 12:07:17 pm
I tried previous version, but sadly it crashes when load at the beginning, I hope this time it works fine with latest devbuild, Matman thank you very much my friend, this one is beautiful
Title: Re: MixMasters V0.24
Post by: MatMan on July 01, 2011, 03:01:43 pm
That's a little strange.

I can't think of anything that would cause the game to crash on start-up.

Still, Try this version and if it still crash's let me know and I'll see if I can fix it  ;D

Game waiting for approval.
Title: Re: MixMasters V0.25
Post by: MatMan on July 05, 2011, 09:27:20 am
V 0.25
------
Fixed. Rush count some times would of been doubled.
Added "Totem - Heal". Heals enemies.
Removed the size change according to added stats as this was causing the game to crash.
Flash updates for enemies.

Get it .... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.
Thanx for approving.  :cheers!:

new Ken Video....http://www.youtube.com/watch?v=naTALuqxMQc
Title: Re: MixMasters V0.25
Post by: Crimefighters2 on July 11, 2011, 09:44:50 am
WOW Cable is just awesome sauce!? One of the best obor charas ever! This mod is just total mayhem I love it, some really great improvements.

I love the new status effects, dizzies, fire, freeze (hopefully you might add poison someday?)

Does Mai's backflip have a follow up move? Don't suppose she has an air grapple?

Anyway great job mattman! Thanks a lot.
Title: Re: MixMasters V0.25
Post by: borkjh on July 12, 2011, 07:06:33 am
I have personal question, Your all characters palletes are different.
How can you do it?
Title: Re: MixMasters V0.25
Post by: MatMan on July 12, 2011, 02:18:58 pm
Quote
WOW Cable is just awesome sauce!? One of the best obor charas ever! This mod is just total mayhem I love it, some really great improvements.
I havn't done all that much for the last few weeks (mainly because I started playing oblivion again, can't wait for Skyrim) but i have done a few changes to a few characters (including cable) no new moves(for cable) just smoothing things out.

Quote
I love the new status effects, dizzies, fire, freeze (hopefully you might add poison someday?)
O yeah, its coming and more.

Quote
Does Mai's backflip have a follow up move? Don't suppose she has an air grapple?
Yup, its in the pdf move list. (press down+a when near a wall or the edge of screen)

Quote
Anyway great job mattman! Thanks a lot.
Shweeeeeeeeeeet  :u2_bono:

Quote
Your all characters palletes are different.
Look up alternatepal.
Title: Re: MixMasters V0.25
Post by: borkjh on July 12, 2011, 03:40:57 pm
Look up alternatepal.
Where is it?
Title: Re: MixMasters V0.25
Post by: Bloodbane on July 13, 2011, 04:03:32 am
 In each character's text file.

Quote
Your all characters palletes are different.

 Maybe I'm wrong, but this gives me impression that you are asking why each character uses different palette. The answer is simply colourdepth 16bit / 32bit.
Title: Re: MixMasters V0.25
Post by: MatMan on July 13, 2011, 06:42:00 pm
If thats what you meant borkjh then yes, Bloodbane's explanation is what I used, MixMasters is set to 32 bit.

Added new Mai Shiranui video, shows a newly added move of hers that makes her a slightly meaner. You'll see it at about 20secs in and you might also notice that I've added a small slowmotion algorithm.

http://www.youtube.com/watch?v=UG0nVtKkf6Y
Title: Re: MixMasters V0.25
Post by: ARGOROK on July 13, 2011, 07:53:55 pm
I can´t play this MOD, I run it with 3350 devbuild on wii, so the screen turns black with a message that says message code error reset  :(
Title: Re: MixMasters V0.25
Post by: MatMan on July 14, 2011, 11:46:32 am
I think that MixMasters won't work on any console system at all. This is because the game uses up waaaaayyyyyyyyy to much memory.

Just starting the game requires 240mg memory (check attachment) and most consoles only go up to 64mb, however i have been thinking of hack and work arounds that might prevent the need to load all playable characters which will save alot of memory. Also I most properly will look into making a MixMasters Light which will have a different way of loading entities(a random list per chapter) to save memory but I must admit that this is at the bottom of my todo list and will most probably only happen once I get to v 1 of the game and thats a loooooong way away.

What you could try is unpak the game, edit the models.txt file and change all of the playable characters to know(instead of load) and just keep one as load so that it saves alot of memory and then you can at least play one character at a time.
Title: Re: MixMasters V0.26
Post by: MatMan on July 22, 2011, 10:42:20 pm
V 0.26
------
Updates to Cable, BloodRayne, DarthMaul.
Fixed a bug in DarthMaul's chargeattack.
Added new moves to "Ken Masters".
Added new moves to "Mai Shiranui".
Added 1 new Boss.
Added 1 new Stage.
Few cool new special fx.

Get it .... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

PS!! Make sure you use the included version of openBor as any version after 3350 causes a stage never finish's bug. need to look into it to see if its something I did or something else.

Could one of the admins please re-approve.
Title: Re: MixMasters V0.26
Post by: MatMan on July 28, 2011, 11:09:11 pm
I'm sorry to say but things have gone all seriously messed up in my life at the moment, so I won't be doing anything on MixMasters for a while.

Later Guys.
Title: Re: MixMasters V0.26
Post by: hellsburn on July 29, 2011, 04:59:47 am
......thanks for the demo....i just saw the ken video.like ken. he the ****...the backgrounds awesome too....and dont work on psp...dang
Title: Re: MixMasters V0.26
Post by: sixthcircle on August 04, 2011, 02:27:30 pm
i'm sorry to hear the matman this seemed like an amazing idea with a lot of fine work done - i hope your life sorts out and will be glad to hear of your return :)
Title: Re: MixMasters V0.26
Post by: MatMan on August 06, 2011, 07:34:03 am
Quote
......thanks for the demo....i just saw the ken video.like ken. he the ****...the backgrounds awesome too....and dont work on psp...dang
True dat but I got some idea's about making it workable on psp but that will be done much later.

Quote
i'm sorry to hear the matman this seemed like an amazing idea with a lot of fine work done - i hope your life sorts out and will be glad to hear of your return
Thanx man, really appreciate that. For the most part I sorted out the worst of the crap so I should be able to do a little work on mixmaster (although alot less than before).

Till then, I did another video of Cable at difficulty 11 (leveled up alot of course  ;D)
http://www.youtube.com/watch?v=4DggFOCdoB4

Edit..
Check that rush count on cable in the attachment....hehe
Title: Re: MixMasters V0.26
Post by: MatMan on August 20, 2011, 12:28:29 pm
Here's a preview of MixMasters newest playable character Blue Mary, which likes throwing people.

http://www.youtube.com/watch?v=4zLxWLvduP8

I decided to go a little retro with her and used the real bout animation set.

Edit..
Added a few moves....
http://www.youtube.com/watch?v=O3DSTYAgQQk
Title: Re: MixMasters V0.26
Post by: MatMan on August 23, 2011, 04:11:15 pm
V 0.27
------
Added new playable character "Blue Mary Ryan".
A new loading system has been made.
..You will on start up only be able to select a hand. Then you'll be transported to a player load screen.
..Hit a player and then he will be loaded into memory and then you can select him/her when you start a new game.
Updates to the "Ken Masters" pdf.
Some throw improvements.

Get it here.......http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.
Title: Re: MixMasters V0.27
Post by: TsunaXX on August 24, 2011, 07:22:20 am
Please one of the admins re-aprove this download. I want to play this new version.
And MatMan you made a verygood work with this game. :cheers!:
Title: Re: MixMasters V0.26
Post by: borkjh on August 24, 2011, 09:16:22 am
..You will on start up only be able to select a hand. Then you'll be transported to a player load screen.
It seems like Avenging Spirits player selecting.
Title: Re: MixMasters V0.27
Post by: MatMan on August 24, 2011, 11:58:51 am
Quote
Please one of the admins re-aprove this download. I want to play this new version.
And MatMan you made a very good work with this game.

Thanx TsunaXX  ;D I think that Blue Mary came out alot more enjoyable than I thought she would be (as I don't really like grabbing characters) but I tell you she was alot of work  :time_check:

Quote
It seems like Avenging Spirits player selecting.

My intention was entirely for development purposes and a it also has a small benefit, that it saves some memory and startup time. I'll have to take a look at Avenging Spirits some time to see what you mean.

Edit.

Thanx for approving :)

Dbl Edit...
Just noticed that I forgot to ad mp costs to Blue Mary. I'll have that fixed in next version.
Title: Re: MixMasters V0.27
Post by: Hardak on August 25, 2011, 03:10:39 am
Wow! This looks awesome! Downloading now!!!
Title: Re: MixMasters V0.28
Post by: MatMan on August 27, 2011, 02:09:52 pm
V 0.28
------

Updates to the script.
Changes, new throws, sounds and pdf updates to "Blue Mary".
Fixed a few crash bugs caused by "Blue Mary"
Various changes to enemies.

Get it at......http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.
Title: Re: MixMasters V0.28
Post by: Crimefighters2 on August 27, 2011, 03:17:01 pm
Wow loving blue Mary!

I don't suppose there will ever be a chance you'd make a normal obor version for psp? Maybe just make it like a normal mod for psp but with awesome MM characters. Even if it's just a tech demo type thing?

Thanks again.



Title: Re: MixMasters V0.28
Post by: MatMan on August 31, 2011, 03:36:33 pm
Quote
Wow loving blue Mary!
Thanx  ;D

She still needs more throws though, its just not enough.  :oops:

Quote
I don't suppose there will ever be a chance you'd make a normal obor version for psp? Maybe just make it like a normal mod for psp but with awesome MM characters. Even if it's just a tech demo type thing?
Consider Donating ;)

Thanx for the re-approval :)

Get the game.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

I forget to mention that I've done alot of bug fixing in chapter six (Mountain Pass) so hopefully the game shouldn't crash there anymore.
Ps, please use the attached exe within the archive for best performance.

Edit...
New Blue Mary video.... http://www.youtube.com/watch?v=hkh_JscZYa0
Title: Re: MixMasters V0.02
Post by: volcanic on August 31, 2011, 08:43:37 pm
Did you pak this game.......as it is at the moment this game CAN NOT be pakked because there's to many files....
I have this problem with my mod as well.
I have more than 14000 files and it can't be paked :(
But I'm sure all the files are used in my Mod and the number is still about to increase.
And I don't think the number of files is crazy when more and more details added in.
Could any developers take a look on this?
Title: Re: MixMasters V0.28
Post by: MatMan on September 01, 2011, 12:22:16 pm
Make a request over here......http://lavalit.com:8080/index.php/topic,5776.0.html

Seems that there is 3 people now that is having this problem.

Also did you try a file clean up using openBorStats?
Title: Re: MixMasters V0.28
Post by: utunnels on September 01, 2011, 09:49:51 pm
I'll remove the force exit if cdr header size is too large.
That shouldn't cause any problem for most users and I doubt it may cause problem for cd users.

Besides you can always check the log to find if there's a warning about.
Title: Re: MixMasters V0.28
Post by: volcanic on September 01, 2011, 10:03:49 pm
Thank you very much ut.That's a big help for me! :cheers!:
Title: Re: MixMasters V0.28
Post by: volcanic on September 01, 2011, 10:06:53 pm
Make a request over here......http://lavalit.com:8080/index.php/topic,5776.0.html

Seems that there is 3 people now that is having this problem.

Also did you try a file clean up using openBorStats?

Not yet.
But I'm pretty sure almost all the files are used and the number is still growing for more details.
But now UT's cancel the limitation :cheers!: ;D
I hope there's no side effects with it.

Edit:
I just tested doubling the file size(30000) and pack it and it works like a charm!! :cheers!:

Title: Re: MixMasters V0.28
Post by: MatMan on September 02, 2011, 12:17:22 pm
BIG Thanx UT.

I was very close to reaching this limit (again) with my Mod.
Title: Re: MixMasters V0.29
Post by: MatMan on September 07, 2011, 04:21:49 am
V 0.29
------
Re-Ordered Select list.
Bug fixing in chapter six (Mountain Pass).
Fixed a bug that didn't reset the slowmotion properly.
Various changes to enemies.
Various Script Improvements.
Updated OpenBor Extended to Build 3422.

Get the game.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.
Thanx for the approval. :cheers!:
Title: Re: MixMasters V0.29
Post by: imaninja1991 on September 07, 2011, 04:19:32 pm
Hey Matman, Might I suggest an enemy character from Red earth called Blade as an enemy, if you decided to add anymore.

http://www.youtube.com/watch?v=w1TUblZcPvM

I was going to use him in one of my mods but I cancelled it, that being said if you wanted to add anymore enemies, I think Red Earth has some good variation for you, there is also a dragon like character called "Hauzer" . Just a suggestion though, I think the mod is fine without those characters, I was thinking about using them in a mod but I thought they would look better in yours.  :cheers!: Were you going to add a story by the way? Or a final boss?

Being an avid story writer, I think I could come up with a few unique ideas.
Title: Re: MixMasters V0.29
Post by: MatMan on September 07, 2011, 09:05:49 pm
Quote
Hey Matman, Might I suggest an enemy character from Red earth called Blade as an enemy,
He looks pretty cool, from what game is he from, although I've seen him in a bor mod? Anyhow I'll put him in my todo list.

Quote
if you decided to add anymore.
Yup, I will be adding more enemies and good guys but I've decided for v1 of Mixmasters it will be limited to 1gb of memory. So that should be a couple more characters that can still be added until I reach that limit.

Quote
Or a final boss?
Yeah, I got an idea for a nasty *** boss.

Quote
Were you going to add a story by the way?
Yeah, there is a story, not enough of it yet though but its there.

Quote
Being an avid story writer, I think I could come up with a few unique ideas.
By all means man, I really don't like doing story at all. I would have to say Hatchet Ninjaz had a great story(who the hell is jack? Lol, loved that). I've got a general theme on the story of the game and if you wanna see it I can send you what it is.
Title: Re: MixMasters V0.29
Post by: imaninja1991 on September 07, 2011, 09:11:18 pm
Alright Matman, send me the story when you get a chance, i'll give you a few ideas of my own also.
Title: Re: MixMasters V0.29
Post by: borkjh on September 10, 2011, 08:37:34 pm
What's story of this mod?
Title: Re: MixMasters V0.29
Post by: MatMan on September 11, 2011, 06:52:50 am
You start of looking for revenge of a gang leader then find a gem on him which has magical powers and you decide to look for these gems around the world.

Edit..
New DarthMaul vid...
http://www.youtube.com/watch?v=qHblTj4Ony8
Title: Re: MixMasters V0.29
Post by: borkjh on September 11, 2011, 07:14:22 am
You start of looking for revenge of a gang leader then find a gem on him which has magical powers and you decide to look for these gems around the world.
Are the players leader of gang?
It seems very interesting. It listen like The Crusaders fight with injustice.
Title: Re: MixMasters V0.29
Post by: Gago on September 11, 2011, 07:41:33 am
Hey Matman, is that a Blaze-Sprite in your last Screenshot? But never seen her in game before!...?

I dont play any of the Demos, i always wait for the full Mods....but i had to check out Mixmasters!!! .....and its my favourite Mod so far!!!

Great Work!!!
Title: Re: MixMasters V0.29
Post by: MatMan on September 11, 2011, 09:40:37 am
Quote
Hey Matman, is that a Blaze-Sprite in your last Screenshot? But never seen her in game before!...?
Yeah, she's new along with a new chapter (3 stages done). Enemy that is fast and also likes tossing you about  ;D

Quote
I dont play any of the Demos, i always wait for the full Mods
Yeah, I usually follow that policy myself  ;)

Quote
and its my favourite Mod so far!!!
Thanx man, why don't you post some video's. It be interesting how people play the game. :steamroller:

edit...
Quote
Are the players leader of gang?
Nope, they just by pure chance all meet up at the mountain pass  :oops:

Also eventually I will add a function that will give you new moves, specials etc with the gems being collected.
Title: Re: MixMasters V0.30
Post by: MatMan on September 20, 2011, 05:11:52 pm
V 0.30
------
Added 1 new Boss (uses two ai's) and 1 new Enemy.
Added chapter 7 (Make sure you've leveled up a bit).
..Added 6 stages.
Various changes to enemies.
Fixed a few throws.
Changed the generator.
..Boss Generator: Now will generate chapter bosses according to how difficult the setting is and how many stages have been completed.
..Improved stat altering.
Brought Snk 3D Depth for another trial run, seeing that uTunnels  made improvements with the draw code (seems to run alot better now thanx uT!),  need to activate in the branch screen.
Player balancing.

Get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.

thanx for approving.
Title: Re: MixMasters V0.31
Post by: MatMan on September 21, 2011, 04:26:36 pm
V 0.31
--------
Updates to the boss generator.
Fixed sum bugs in Tia.
Fixed a few stage errors.
Fixed various newly added bugs.
Also more Player Balancing.

Get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.

Thanx for approval  :cheers!:
Title: Re: MixMasters V0.31
Post by: CHEUKKH on September 22, 2011, 07:21:21 am
HOW CAN I DOWNLOAD? :)
Title: Re: MixMasters V0.31
Post by: hellsburn on September 22, 2011, 11:07:00 am
is it possible to play this on wii
Title: Re: MixMasters V0.31
Post by: MatMan on September 22, 2011, 11:41:41 am
Quote
How Can I Download?
All games need to be approved first by an admin. Also, please dude, don't freaking using capitol letters.
Quote
is it possible to play this on wii
Nope, the memory requirements are way to high.
Title: Re: MixMasters V0.31
Post by: hellsburn on September 22, 2011, 12:21:00 pm
realy..wow matman u created a monster...guess i wont play it...ill just wait for Rocketviper 2 1.0
Title: Re: MixMasters V0.32
Post by: MatMan on September 26, 2011, 02:10:34 pm
V 0.32
------
Now summoned npc's get there stats randomly generated now.
Silver updates (incl updating his ground slam).
Ken updates.
Fixed another crash bug with Tia.
All playable characters can recharge there mp now. (Hold Jump+Block)
All players can now dodge roll while rising. (Hold Up+Jump or Down+Jump)
New "A-Point" skill
.."Random Teleport enemy"
....Teleports all enemies randomly on the screen.
....To cast press ( Forward Down + Block )
....Each cast costs 2 A points.
Player balancing.
Various code improvements.
Various bugs fixed.

Get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.
Title: Re: MixMasters V0.32
Post by: borkjh on September 26, 2011, 05:39:47 pm
Can I use Judith in this mod for player?
I want to use for my mod. and I really want to play her. :blushing:
Title: Re: MixMasters V0.32
Post by: MatMan on September 27, 2011, 01:21:54 am
Can I use Judith in this mod for player?
I want to use for my mod. and I really want to play her. :blushing:

Not yet, I will be adding her as my next playable female character.
Title: Re: MixMasters V0.32
Post by: MatMan on September 28, 2011, 03:30:10 pm
New Silver Video, shows new ground slam and chapter 7.....
http://www.youtube.com/watch?v=Cce3kpIGcx0

 :cheers!: ;D 1000 downloads  ;D :cheers!:
Thanx Guys :wow!:

Edit...
A quick preview of Judith as a playable character.....
http://www.youtube.com/watch?v=2TfuewgKE3c
Title: Re: MixMasters V0.33
Post by: MatMan on October 03, 2011, 02:31:49 pm
V 0.33
------
Added new playable character "Judith".
Player balancing.

Get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Could one of the admins please re-approve.
Title: Re: MixMasters V0.33
Post by: Hardak on October 04, 2011, 02:26:21 am
Do you plan to complete this mod soon?
I'd really like to play the completed version all the way through as I'm not too into playing demos.
Title: Re: MixMasters V0.33
Post by: borkjh on October 04, 2011, 05:43:53 am
Thank you Matman. ;D ;D ;D
I just to play judith for player char. I don't need to put in my mod.... :blushing: :blushing: :blushing:
Title: Re: MixMasters V0.33
Post by: MatMan on October 04, 2011, 01:51:08 pm
Quote
Do you plan to complete this mod soon?
Nope.

Quote
Thank you Matman. ;D ;D ;D
I just to play judith for player char. I don't need to put in my mod...
Cool man, enjoy. She still needs alot of work though but I do like the way she has turned out so far.
Still I don't see why you can't use her in our own game.

Edit....
Preview on new playable character: Juggernaut...
http://www.youtube.com/watch?v=Po0Jna71rc8
Title: Re: MixMasters V0.34
Post by: MatMan on October 10, 2011, 02:53:28 pm
V 0.34
------

Added new playable character "Juggernaut".
Player balancing.
Various enemy changes.
Fixed a bug with "Blue Mary".
Added new Shop Item..
..Add to A-Point Limit (Can cast more super a-point moves)

Could one of the admins please re-approve.
Thanx for approval :cheers!:

Get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.34
Post by: Bloodbane on October 10, 2011, 10:21:50 pm
 Oooh, it's great to have character who can beat enemies without getting interrupted ;D !

 BTW since there's enemy version of Juggernaut, how do we tell which one is player and which one is enemy?
Title: Re: MixMasters V0.34
Post by: MatMan on October 11, 2011, 01:26:31 pm
Quote
Oooh, it's great to have character who can beat enemies without getting interrupted ;D !
...And that is not easy, making him real tough but vulnerable enough to get killed although at the moment he is really overpowering in the lower difficulty levels but can be totally overwhelmed in the higher difficulty setting. Not to sure what else I need to do with him.

Quote
BTW since there's enemy version of Juggernaut, how do we tell which one is player and which one is enemy?
I want to change the colour pals system so that each alternative/unique enemy has his/her own set of colours...... just need todo it :oops:
Title: Re: MixMasters V0.34
Post by: Gago on October 12, 2011, 03:04:45 pm
Yo Matman,

who´s your next playable Char?  :)
Title: Re: MixMasters V0.35
Post by: MatMan on October 18, 2011, 02:09:12 pm
V 0.35
------
Updates and New Moves to "Juggernaut".
Updates to "Ken Masters".
Updates to "Mai Shiranui".
Various enemy changes.

Could one of the admins please re-approve.

Get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.35
Post by: GnaReffotsirk on October 18, 2011, 10:40:14 pm
Just downloaded and tested. It's awesome!

I've skimmed over the mod files, and I can't even begin to understand this stuff. I hope one of these days there's a laid out path into understanding these stuff, which is linked to what and stuff.

I'd be great if you could allow me, by then, to use some of your codes for combat when I get to know how to do all these stuff. I've read the agreement, so no problem in that area. :)

Again, this is very wonderful, and I'm enjoying how the combat works, and the NPCs seem to have their own personalities. Some are passive, some are aggressive!
Title: Re: MixMasters V0.35
Post by: MatMan on October 19, 2011, 12:26:57 pm
Quote
Just downloaded and tested. It's awesome!
You need todo more than just test it, allot of the work I did in the game is intended for lots of play and for the higher difficulties, for instance in the beginning you really don't need to use npc's but on diff 5+ it start becoming a must aswell as high levels of critical and fireburst (more will be added)   :cheers!:

Quote
I've skimmed over the mod files, and I can't even begin to understand this stuff. I hope one of these days there's a laid out path into understanding these stuff, which is linked to what and stuff.
The way I started was to get a game and edit it, make changes (not necessarily new additions) and fix etc as to start getting how the openBor engine works.

Quote
I'd be great if you could allow me, by then, to use some of your codes for combat when I get to know how to do all these stuff. I've read the agreement, so no problem in that area. :)
Rrrrr! By all means matty. Use and abuse, I really don't mind at all.

Quote
Again, this is very wonderful, and I'm enjoying how the combat works, 
The combat will still evolve alot more once I get the Tier Special system up and running, all I'll say about that is serious mass slaughter  :boxing:

Quote
and the NPCs seem to have their own personalities. Some are passive, some are aggressive!
I think that you might mean enemies, thanx as I did spent alot of time on enemies as a big point of the game is re-playability and for that you need a variety of enemies with various weaknesses and strength to each player that you play and every enemy will allways be spawned differently, was hoping to get the no enemy is the same, ever.

Another thing to remember is that even if you start a new game it calls up the save game and will remember your money, bought items, npc etc..... at the moment there is one save game per all playable characters, I do want to change it to a save game per playable character. This will also show how much the game changes even if you don't change the difficulty because the way its now is if you land up playing a different character the spawn generator takes into account how many times you played, items you have etc.....
Title: Re: MixMasters V0.36
Post by: MatMan on October 25, 2011, 06:20:23 pm
V 0.36
------
Player balancing.
All Characteres (except Juggernaut) can do a Recover Attack during fall now (Up+Attack or Down+Attack).
Removed "Damage on Landing" from throws as it doesn't have Script Compatibility. This means...
..No More Losts Souls on kill throws.
..A-Point Charged Up bonus to all throws.
..Will get proper bonuses on kill and hit.
Fixed various bugs.
Made the game easier and fine tuned the difficulty to compensate for openBor engine ai difficulty increases.
Updated "Blue Mary" moves. Check pdf (Attack 12 and 17 ).

Could one of the admins please re-approve.
Thanx for the approval  :cheers!:

Get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.36
Post by: MatMan on November 04, 2011, 09:00:52 pm
Uploaded two new video's.

One show's a quick preview of chapter 8 which has 11 stages and 3 branched stages with 2 paths each. Playing "Ken Masters". I tried to give these stages a bit more depth, let me know what you guys think of it....
http://youtu.be/wGZyz9ZlwGg

Other is "ibuki" kicking butt....
http://www.youtube.com/watch?v=UuYUdP01_oA&feature=related

Edit.....
New Video showing ken's newly added moves.... http://www.youtube.com/watch?v=hhSZ5jN1AU8&feature=youtu.be
Title: Re: MixMasters V0.37
Post by: MatMan on November 14, 2011, 07:38:19 am
V 0.37
------
Added chapter 8.
..Added 11 stages.
..3 Branch's (Check Attachment)
Updates to chapter 6.
New Moves and Updates to "Ken Masters".
New Moves and Updates to "Mai Shiranui".
New Moves to "Ibuki".
New Moves to "Judith".
Change the cost of "Attack All Enemy Freespecial" from 10 ap down to 7 ap + 15mp.
Various enemy changes.
Various script changes.
..Will properly goto "Can't" animation when failing to cast a FreeSpecial.
..Fixed a bug that wouldn't spawn dropped items properly.

Could one of the admins please re-approve.
Thanx for the re-approval. :cheers!:

Please note..
The "Sky Rise" stage looks really skanky at the moment and doesn't even move up. Will improve on it.
There are two branch choice's on the "Sky Rise" Stage, one is at the left of the stage and the other on the right.
I'll add more animations to chapter 7 & 8 once I've added a few more chapters.
Title: Re: MixMasters V0.37
Post by: MatMan on November 14, 2011, 04:33:27 pm
Hi guys!

I'm looking for a whirlwind animation.

Does anyone have one for me or can anyone remember a game that has one? Thanx  ;D
Title: Re: MixMasters V0.37
Post by: Damon Caskey on November 14, 2011, 04:54:10 pm
I have several. A couple of them should be in the sprite pack I put up for download.

DC
Title: Re: MixMasters V0.37
Post by: MatMan on November 15, 2011, 01:10:10 pm
Quote
.....the sprite pack I put up for download.

Was exactly what I was looking for :)

Big Thanx DC!!!!
Title: Re: MixMasters V0.38
Post by: MatMan on November 19, 2011, 12:42:44 pm
V 0.38
------
Added new Shop Item..
.."Wind Defence".
....When in a Pain state there is a 5% chance that a tornado will be summoned and blow away all in its way.
......Leveling up makes Tornado last longer.
......Leveling up slightly gives a better chance of being summoned.
Updated OpenBor Extended to Build 3591. NB!!!!!! Version's before this will not save the game properly anymore.
Made the game easier to compensate for openBor engine ai difficulty changes.
Fixed a bug in the boss Generator.
Updates and new Combo to "Bloodrayne";
Various enemy changes.
Various Chapter 8 changes/fixes.

Could one of the admins please re-approve.
Thanx for approving  :cheers!:

New Video....
http://youtu.be/d_3LrTtb0ao
Title: Re: MixMasters V0.39
Post by: MatMan on November 25, 2011, 10:05:41 am
v0.39

Fix a "Major Memory Leak" introduced in the previous version.
Major change to the "Generator", Now you can select lists of enemies that can be spawned in the game.
What this means is.......
What this means is.......
..Can run MixMasters on "Lower Memory Systems" depending on the selected list.
..Can have an "unlimited amount of enemies", boss's in MixMasters.
..Current Selectable Lists...
....  (Normal or Hard) (Standard or Mini boss) Baddies
....  (Normal or Hard) (Standard or Mini boss) Female Only Baddies
....  (Normal or Hard) (Standard or Mini boss) Male Only Baddies
....  (Normal or Hard) (Standard or Mini boss) Capcom Only Baddies
....  (Normal or Hard) (Standard or Mini boss) Reverse Mini Boss and Standard Baddy roles
....  (Normal or Hard) (Standard or Mini boss) SNK Only Baddies
..When setting at the branch screen
....Hitting "High" will go to next option.
....Hitting "Low" will go to the previous option.
..Remember that changing mid game requires more memory.
Various enemy changes.
Added 2 unique new MiniBoss's and 1 alternative + placed in appropriate lists.
Now you start with some APoints to play with when spawning.
Enemies will go transparent when they are in front of you.

I'm having trouble uploading to lavalit at the moment so you can get it at...... < http://www.mediafire.com/?jvsznu1c7rczjx8 >
Title: Re: MixMasters V0.39
Post by: BeasTie on November 25, 2011, 01:37:34 pm
amazing stuff dude
Title: Re: MixMasters V0.39
Post by: Crimefighters2 on November 25, 2011, 03:25:40 pm
Yeah that is a pretty interesting concept spawning the enemies you want to fight, sounds really cool and sandboxy.
Title: Re: MixMasters V0.39
Post by: BeasTie on November 25, 2011, 03:48:39 pm
it's crashing for me thou but I think this just helped me realise i could just be having an issue on this computer with openbor in 16 or 32 bit mode as i was trying to get some of my other mods running but they were crashing randomly like this too.

game looks great thou, your animations are really well done and very true arcade.
Title: Re: MixMasters V0.39
Post by: MatMan on November 25, 2011, 04:55:58 pm
Quote
Yeah that is a pretty interesting concept spawning the enemies you want to fight, sounds really cool and sandboxy.

I've been un-able to create more baddies cause of memory problems and using this method (which is a cut down version of what I wanted todo but openBor is unfortunately un-able to  :teary_eyed: ) can allow me to create as many as I like and once there are more characters those other list will have there own and unique baddies only found on that list. More lists to come :)

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it's crashing for me thou but I think this just helped me realise i could just be having an issue on this computer with openbor in 16 or 32 bit mode as i was trying to get some of my other mods running but they were crashing randomly like this too.
I've had some nasty problems with this game but I've worked long and hard fixing all of them and I'm pretty sure the game is major crash bug free but to play it safe you should check what the log says, there might actually be a problem from the game side and I'll work on a way to fix it.

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game looks great thou, your animations are really well done and very true arcade.
Thanx man! ;D Appreciated it.  :cheers!:

Edit...
Oh nooo, Blue Mary has been eaten  :teary_eyed:

Dbl Edit....
New video, main thing is it shows a improved "Enemy in-Front of you Transparency" system.
Also all baddies are set as mini boss's
Also new throw for Blue Mary

http://youtu.be/u7_e2NeUIEI

Download link for v0.39 is at.. http://www.mediafire.com/?jvsznu1c7rczjx8
Title: Re: MixMasters V0.39
Post by: Bloodbane on November 26, 2011, 11:13:54 pm
 :laughing: Normally I use my 'seeing behind obstacle' ability when playing mods so I can play fine even though there are obstacles in front (be it front panel or enemies) but I guess I don't need it in this mod :).

 Good job BTW!
Title: Re: MixMasters V0.40
Post by: MatMan on November 27, 2011, 04:56:57 pm
V 0.40

Transparancy code improvements.
Replaced readme with a Manual(WiP).
..Chose a different Transparency alpha.
Sdio's books will start loosing health if there parent sdio died.

I'm having trouble uploading to lavalit at the moment so you can get it at...... http://www.mediafire.com/?eza89fmuc9bbw67

Quote
:laughing: Normally I use my 'seeing behind obstacle' ability when playing mods so I can play fine even though there are obstacles in front (be it front panel or enemies) but I guess I don't need it in this mod :).
Yeah, I'll need to change it todo that.

Quote
Good job BTW!
Thanx  :cheers!:
Title: Re: MixMasters V0.40
Post by: Nozomi on November 27, 2011, 05:26:26 pm
The characters seems smaller than old version.....
Title: Re: MixMasters V0.40
Post by: MatMan on November 28, 2011, 07:33:53 am
The characters seems smaller than old version.....
I accidentally changed the default setting for "snk depth" to be on, you can switch it off at the branch screen but keep in mind that there are no crash to desktop errors with the latest openBor using the snkdepth feature.
Title: Re: MixMasters V0.40
Post by: maxman on November 28, 2011, 08:01:38 am
So does that mean you can change the number of sizes in code (or script), instead of resizing/changing sprites manually?
Title: Re: MixMasters V0.40
Post by: utunnels on November 28, 2011, 10:33:20 am
How about drawing your main character in front of all other characters using alpha 6?

Photoshopped an screenshot from FF Apc.
Title: Re: MixMasters V0.40
Post by: volcanic on November 28, 2011, 08:05:10 pm
How about drawing your main character in front of all other characters using alpha 6?

Photoshopped an screenshot from FF Apc.
Does it mean to draw the hero twice?
Good idea UT.
Title: Re: MixMasters V0.40
Post by: MatMan on November 29, 2011, 11:33:56 am
Quote
So does that mean you can change the number of sizes in code (or script), instead of resizing/changing sprites manually?
Theres a script that runs everytime the entity moves along the z plane and automatically changes the size accordingly.

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How about drawing your main character in front of all other characters using alpha 6?
seems like the proper way of doing it. Will have to update it some time.

....
I'm having trouble uploading to lavalit at the moment so you can get v0.40 at...... http://www.mediafire.com/?eza89fmuc9bbw67

Edit....
New video.....
http://www.youtube.com/watch?v=VyeKwtiJ92E
Title: Re: MixMasters V0.40
Post by: nedflandeurse on December 01, 2011, 03:57:45 pm
Nice gameplay! :cheers!:
Red Snake was my fav character in MM.

BTW: what are the music tracks you used in you video?
Title: Re: MixMasters V0.40
Post by: MatMan on December 02, 2011, 09:37:21 pm
Got bored with deving on MixMasters so I played some Dragons of Rage and decided to make some changes.

This doesn't really have that much todo with MixMasters other than it uses some of it features but I don't think creating a new Post is really necessary as I'm not likely todo another update for ages, anyhow....

Updates to Dragons of Rage Original author Kingherb

Added Transparency.
Added Difficulty Selector.
..This effects things like aggression, health, speed etc with all enemies.
..Can only be changed on the first stage and only lasts about 30secs.
..Gets Saved and loaded automatically.
Changes to Playable Characters
..Can throw a enemy on a succesfull second attack, Press Down+Attack.
..Gave everyone +30 to health.
Added Trailzzzzzzzzzzzzzz.
Compatible with latest openBor Build (v3 3609).
Made all Bosses Slightly Harder.

I'm having problems uploading to Lavalit so get the update at.... http://www.mediafire.com/?w8kht9z3s9ha4k1

Edit......
Quote
Nice gameplay! :cheers!:
Red Snake was my fav character in MM.
Truth be told I never even heared of MM until a few weeks ago and gave it a go and it was pretty impressed by it (no ideas how I missed this game).

Quote
BTW: what are the music tracks you used in you video?
All the music in the video will or is from long mix's (50 mins+) which I got from friends who mixed it them selves or just got it from who knows where. Its unlikely to have any of those songs in the final game as i thought it be great to have different music in the videos. As for the song name, not to sure, My friend got some new audio application which reallllllly kicks asssssss and can do some really amazing things. So in some circumstances there are 2-4 songs being mixed in a track and you wouldn't even know it, I'll be seeing him this weekend and I'll ask him what he songs he used if you like?
Title: Re: MixMasters V0.40
Post by: Crimefighters2 on December 03, 2011, 03:24:39 am
Whoa I like the updates to DOR nice! Erm I don't suppose you could add a few of the MM charas to DOR as a guest option or something?

It's really hard to go from playing MM to having almost no moves in DOR(well it just feels like it). But DOR is pretty well structured and was pretty cool for it's time so eh  :clearing_throat:
Title: Re: MixMasters V0.40
Post by: MatMan on December 04, 2011, 08:35:26 pm
Quote
Erm I don't suppose you could add a few of the MM charas to DOR as a guest option or something?
Jammer my bra but I won't be doing that, all I really wanted todo (wasn't even planning on releasing it) was to see how quickly it would take to add some of MixMasters features into the game (by the way, it took a total of 10-15 mins, 1 line all enemies,player and level files).

If I didn't do the generator system in MixMasters I would of at least done that Difficulty system which can be easily implemented into any openBor Game.

Quote
It's really hard to go from playing MM to having almost no moves in DOR
I know what you mean but I kinda enjoy the uber basic every now and again.

If its the wanting to play the MixMasters characters on a portable system then you might not need to wait to long as I will be implementing the new unloading of model via script that uTunnels added soon which will pave a much better possibility of MixMasters working on consoles (although editing or just removal of things like flash's,effects etc will be necessary).

I'm having problems uploading to Lavalit so get the latest at ......
MixMasters v0.40 ... http://www.mediafire.com/?eza89fmuc9bbw67
Dragons of Rage (2011-12) ... http://www.mediafire.com/?w8kht9z3s9ha4k1
Title: Re: MixMasters V0.40
Post by: MatMan on December 10, 2011, 03:00:18 pm
Uploaded both MixMasters v0.40 and Dragons of Rage(2011-11) to the site.

Could one of the admins please re-approve.

Get them at....
MixMasters.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Dragons of Rage.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=82
Title: Re: MixMasters V0.40
Post by: Sumon788 on December 10, 2011, 03:12:26 pm
will it work on psp...?
Title: Re: MixMasters V0.40
Post by: MatMan on December 12, 2011, 02:27:41 pm
Quote
will it work on psp...?
MixMasters won't work (hopefully will someday)
Dragons of Rage should work, the biggest change was moving it from 8bit to 16 bit mode.
Title: Re: MixMasters V0.40
Post by: Nozomi on December 13, 2011, 02:18:24 am
I have 2 questions of your mods, matman.
1.Do you have a plan to put new player/enemy char in your Dragon of rage mod in next time?
2.Is mixmasters mod action rpg style mod?
Title: Re: MixMasters V0.40
Post by: MatMan on December 13, 2011, 11:54:14 am
Quote
1.Do you have a plan to put new player/enemy char in your Dragon of rage mod in next time?
Nope. See here for why http://lavalit.com:8080/index.php/topic,5538.msg85910.html#msg85910

Quote
2.Is mixmasters mod action rpg style mod?
It's whatever you want it to be. As far as I'm concerned its a bor game the way I want it (most probably true for most modders).

Edit.
Oh yeah, its not my game (Dragons of Rage) its Kingherb's creation, I only unofficially fixed bugs and added some features to it.
Title: Re: MixMasters V0.40
Post by: volcanic on December 13, 2011, 08:27:36 pm
I'm glad too see it keep improving.
There’re many features in this Mod I’m interested in.
Nice work to put all the features together which I know is a very difficult thing…
The script in MixMaster has a very good coverage which is quite useful to script Modders.
Thank you MatMan for the excellent Mod.
Keep working on it.
Title: Re: MixMasters V0.41
Post by: MatMan on December 14, 2011, 01:46:43 pm
V 0.41
------
Added new player "Red Snake".
Added new NPC "M.Bison".
..There is a 50/50 chance between "M.Bison" or "Yuki" being spawned.
Various Player changes.
..Updates to "Cable".
..Updates to "BloodRayne".
Various enemy changes.
Added soundfx.
Renamed "Judith" to her actual name "Yuki" (no ideas where I got Judith from).

Could one of the admins please re-approve.

Get it at.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Please note that I haven't had time to implemented (its there but just disabled till i do some more testing on it) the updated generator system (which will improve the system considerably) that will use the new unload feature via script recently added by UTunnels.

Quote
I'm glad too see it keep improving.
There’re many features in this Mod I’m interested in.
Nice work to put all the features together which I know is a very difficult thing…
The script in MixMaster has a very good coverage which is quite useful to script Modders.
Thank you MatMan for the excellent Mod.
Keep working on it.

Thanx man.  :cheers!:
Scripting just makes the openBor engine so freaking powerfull, gotta love it  ;D
Title: Re: MixMasters V0.41
Post by: volcanic on December 14, 2011, 08:27:06 pm
Quote
 
Scripting just makes the openBor engine so freaking powerfull, gotta love it 
Agree. But I'm still worried about the efficiency...Coz script is much slower than command.

Title: Re: MixMasters V0.41
Post by: MatMan on December 15, 2011, 01:34:10 pm
Quote
Agree. But I'm still worried about the efficiency...Coz script is much slower than command.
I think that Dc or uT could answer this better as I don't really know the innerts of openbor but I totally disagree on that, script is always slower but so little that it really doesn't matter at all and it also heavily boils down to how well the script is written and how and where it is used.

A basic example is Drawstring vs settextobj they both pretty much do the same thing (display text) but the one eats cpu resources like a fat man at a all you can eat for free festival(drawstring) vs watching a fit girl running a treadmill(settextobj).
Title: Re: MixMasters V0.41
Post by: Crimefighters2 on December 17, 2011, 05:12:40 am
Ha lol nice one bru.

Maybe if you make a psp version you should just have a normal obor stages (might free up some ram, I think the random spawning does seem to give the engine a slight hit on a slower pc?)

Also I think you could have maybe just a few characters for a specific psp version? I think that usually frees up ram?

EG
MM Red Cable and Ken
MM Blue Silber and Rayne
MM Green Maul and Red Snake

update looks pretty darn interesting.
Title: Re: MixMasters V0.41
Post by: MatMan on December 17, 2011, 08:57:50 am
Quote
Ha lol nice one bru.
Lekker sos a krekker my bra  ;D

Quote
Maybe if you make a psp version you should just have a normal obor stages
For the most part all that will be needed is removal of the animations of the stages although chapter 6 is most probably not gonna work.

Quote
I think the random spawning does seem to give the engine a slight hit on a slower pc
Thats not the problem, believe me that code takes literally no resources at all (it only runs once every few seconds per spawner and that only if its allowed to, i thought this through). It really boils down to numbers, the amount of variaty of character that get load, the flash's, special effects etc for instance only one of mai's fires take up 1mb of file space and averaging  each image at 65kb and when it get decrypted and stored in memory it becomes about 171kb per image now times that by the amount of files for that animation 24 that lands up being a woping 4104kb (4mb memory space vs 1mb file space) just for one of her fire animations (that is if it stores the image in memory as its source format and decrypt in real time, not sure what method openbor uses, either way its alot).

So, doing a psp version will require in its most simple thing todo is to just remove alot of frames from everything that isn't a character, that someone will have todo (i'm not bothered at the moment) but with openBorStats thats real easy.

Quote
Also I think you could have maybe just a few characters for a specific psp version? I think that usually frees up ram?
This doesn't matter any more. Because of the select system that I created (which is the way I'm gonna keep it but maybe with a better select stage) I can just about add as many characters as I want with burger-all impact on memory and cpu resources.

All I want to add is a simple code block that when it creates the next enemy list for the next stage that it compares it to the current list and doesn't unload any characters that appears in the new list (no point in re-loading the same enemy). once thats done then I can activate the enemy limiter and bob's your uncle, then the generator will be done and as efficient as it gets. All that needs doing after that is the before mention flash,background animations etc removal and the game will work on consoles.

Its probable  that it might run slowly on higher difficulties with some of the older/slower consoles but the single most important thing todo is it to get the default (loading of all basic and needed stuff) memory imprint to be below 64mb.

Quote
update looks pretty darn interesting.
Kwai my china  ;D Tune my van vat jie ho van (its been ages since I even wrote in afrikaans  :laughing:)
Title: Re: MixMasters V0.41
Post by: Crimefighters2 on December 17, 2011, 11:45:34 am

animations etc snip......
 
Its probable  that it might run slowly on higher difficulties with some of the older/slower consoles but the single most important thing todo is it to get the default (loading of all basic and needed stuff) memory imprint to be below 64mb.

Ah okay, makes sense. I was just spit-balling anyway.

Quote
Kwai my china  ;D Tune my van vat jie ho van (its been ages since I even wrote in afrikaans  :laughing:)

Whoa, you stayed in SA? Yeah my Afikaans is terrible almost as bad as my English, lol. Your project is pretty kwaai man keep it up and sterkte with this pretty duideluk project.
Title: Re: MixMasters V0.41
Post by: MatMan on December 17, 2011, 06:33:36 pm
Quote
Whoa, you stayed in SA?
Born and raised there, immigrated to the uk about 7 years ago, what a bloody mistake, such a freaking sh*t-hole here, should of gone to oz or the states instead (actually trying for that now but its gonna be hard now).

Quote
Your project is pretty kwaai man keep it up and sterkte with this pretty duideluk project.
Thanx man, always nice to know others enjoy your creations  ;)
Title: Re: MixMasters V0.41
Post by: nsw25 on December 18, 2011, 07:16:34 am
Hey MatMan its cool how u breathe new life into other projects with your little additions, AVP game now actually is playable (had a bug where id finish first level and demo will end now it plays full game with your mod for some reason) only gripe is the transparancy effect makes most enemies see through for 90% of the game also the trail effect where you do a move and visuals linger doesnt look to good sometimes but other than those little issues its all good. Look foreward to you tackling some other games and putting your own spin to it
Title: Re: MixMasters V0.41
Post by: MatMan on December 18, 2011, 09:52:53 am
Quote
Hey MatMan its cool how u breathe new life into other projects with your little additions
It is, isn't it  ;D and the best part it takes only about 10 mins to add those features (although it did take a while to develop the code for MixMasters so it makes it extra worthwhile to spread it) and it doesn't really change the game, its still the old game just with more.

Quote
AVP game now actually is playable
I wouldn't mind adding more to that game (stage, moves etc..) but I don't won't to work on more than one project at a time.

Quote
only gripe is the transparancy effect makes most enemies see through for 90%
Thats a little odd, I found the transparency to be the best in AvP, might be something todo with the display source (you playing it on a psp maybe?) that's being used but eventually I will be doing a proper transparency system (the one where it displays a copy of the player and doesn't make the enemy transparent) which is actually less code and alot easier to code than the system I created, just didn't think of doing it that way  :doh!:

Quote
also the trail effect where you do a move and visuals linger doesnt look to good sometimes
Yeah i noticed that, I also noticed that the difficulty selector and trails needs to be a little custom to each game which I have done, I'll do a update of AvP for you maybe later today.

Quote
Look foreward to you tackling some other games and putting your own spin to it
I might do it to one or two more games as I'm only doing it to games that I actually play.

I did land up adding that one extra feature to PierWolfs awesome D&D game and that's the quick shot feature (which is in there allready, check the readme) which landed up making it a bit more like the original games and what a difference that made, I must of finished the game like 6 times last night. I think the biggest draw back about that game is that the bosses have to few minions (if any) around them so it makes it incredibly easy to kill them.
Title: Re: MixMasters V0.41
Post by: Die_In_Fire on December 18, 2011, 11:15:04 pm
I think the biggest draw back about that game is that the bosses have to few minions (if any) around them so it makes it incredibly easy to kill them.

you added more enemies to the boss fights?
When i face bosses, I want to fight bosses, not unlimited respawning enemies doing it boring... I think it's a bad strategy to make boss fights hard, there's another options to do that.
Title: Re: MixMasters V0.41
Post by: MatMan on December 18, 2011, 11:38:23 pm
Quote
When i face bosses, I want to fight bosses, not unlimited respawning enemies doing it boring
Agreed but the problem is that there is no AI improvements for these bosses so you really need bad guys helping out otherwise it pretty much impossible to be killed by any of the bosses in the game (unless if they have one shot kill moves).

Quote
you added more enemies to the boss fights?
Nope, didn't change anything regarding bad guys or stages etc.

Quote
I think it's a bad strategy to make boss fights hard
True, like everything its always a balance but at least with the difficulty selector I added you can customize the game a little more to your liking.
Title: Re: MixMasters V0.41
Post by: Bloodbane on December 18, 2011, 11:55:38 pm
 From my experience and observation, the key in setting boss AI lies in their ability to exploit player's weak spot and ability to cover theirs. This is how Streets of Rage series bosses fight.

 Setting boss AI depends on players, if players aren't equipped with many abilities, it's easy but if they are, it's getting tough.

 This is the problem with mods here, modders loves to equip players with many abilities even new ones not available in original games while giving boss AI only basic AI. Just from this fact, we can see the inbalance. Modders compensate this by adding enemy backups. Not bad idea but if every boss fight have this, it becomes boring.
 I could continue on but from my observation too, this community doesn't seem to care about this. Since I joined this community, I could use my fingers to count how many threads asking how to set enemy/boss AI :(.
 Oh well, we don't have same taste anyways :).

 Sorry for off topic Matman.
Title: Re: MixMasters V0.41
Post by: MatMan on December 19, 2011, 12:14:45 am
Agreed, It is one of the reasons why I've spent alot of time on my enemies in my MixMasters game. I've tried to make every bad guy to be totally unique in there own way. It happens to be a reason why some bad guys are very effective against some players but totally useless against other players although this only shows if you play multiple characters, if you only like/play one character then its something that you will never notice.

Unfortunately I've not spend as much time on bosses as I've would of liked to. The main reason for that Is that I've not delved my head into AI in the game once I do that then there will be a noticeable difference to them (hopefully).

For me its a big thing to have cool playable character and effective bad guys so I'm always modding/updating the bad guys (as you might notice in the history file).

Quote
Sorry for off topic Matman.
Not off topic at all Bloodbane, your input is always welcome as it usually delves into the mechanics of games (and helps us modders think a bit more of our develping process).
Title: Re: MixMasters V0.41
Post by: Die_In_Fire on December 19, 2011, 01:11:46 am
agreed 100% on BloodBane's statement.
I think I did some decent bosses on VCR, but as on most games, once when you discover how they work, they can be easy to defeat, but the first time you face them they can be pain.

sorry for hijacking your thread MatMan, but it was good at the end as to get BB's input is always good for us all.

still have to try your late MixMasters mod, as has been long since I play older versions. (need to free HD space first). But I remember that I found your enemies difficult to defeat.
Title: Re: MixMasters V0.41
Post by: MatMan on December 19, 2011, 02:01:16 pm
Quote
still have to try your late MixMasters mod, as has been long since I play older versions. (need to free HD space first). But I remember that I found your enemies difficult to defeat.
It has changed alot and has been made easier so maybe you don't have to struggle to much playing my game. Hope you enjoy it ;D


Did a MixMaster update to the three games. Dragons of Rage(kingherb), Aliens Vs Predator(kingherb) and Knights & Dragons(PierWolf). The difficulty setter is alot more customized for each game now.

I especially payed alot of attention to Knights(you gotta try it now man ;)), you'll notice that the difference between difficulties is alot more versatile and more enjoyable.

From now on I'll do the updates in one package which can be found here (once its been approved, till then get it in the attachment)... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=82

Edit...
Killing that ancient red dragon on difficulty 14 is sooooooooo much fun  ;D

Dbl Edit...
Did another update (updates to the updates) It fixes a crash bug.
Title: Re: MixMasters V0.41
Post by: rafhot on December 19, 2011, 02:20:08 pm
very nice!

by the way can you create a system for the community?
 to work more and less like volcanic did on his rocketviper 2 and every time you beat the game the difficult increase +1  using your system as base?
i would love to see it on my marvel project
Title: Re: MixMasters V0.41
Post by: DJGameFreakTheIguana on December 19, 2011, 07:45:40 pm
This is the problem with mods here, modders loves to equip players with many abilities even new ones not available in original games while giving boss AI only basic AI. Just from this fact, we can see the inbalance. Modders compensate this by adding enemy backups. Not bad idea but if every boss fight have this, it becomes boring.
Being one of the modders who does this, I've noticed in Sega Brawlers that bosses are too easy, yet I don't know how I should code the AI though. I thought about using range for distance attacks, but Rugal in Demon's Hand always stops and stands still when in range instead of doing his Kaiser Wave. If there's a topic somewhere getting into this subject, I'd like to see it.

Quote
still have to try your late MixMasters mod, as has been long since I play older versions. (need to free HD space first). But I remember that I found your enemies difficult to defeat.
It has changed alot and has been made easier so maybe you don't have to struggle to much playing my game. Hope you enjoy it ;D
I'll have to give this another shot soon, it lagged for me last time. I'm really hoping to get a laptop the Christmas so I can have a clean new PC to run this on.


Quote
Did a MixMaster update to the three games. Dragons of Rage(kingherb), Aliens Vs Predator(kingherb) and Knights & Dragons(PierWolf). The difficulty setter is alot more customized for each game now.
That all sounds good, I'll check those out when they're approved.  ;D

X)
Title: Re: MixMasters V0.41
Post by: BeasTie on December 19, 2011, 07:53:15 pm
The discussion on BOSSES/AI can be continued here on another thread zamuel started,
http://lavalit.com:8080/index.php/topic,6313.0.html
just so we dont affect this thread,  cause this discussion is really good.

DJ: Regarding your RUGAL boss, might be aggression setting thing, some of my enemies started doing that with recent engine updates.
Title: Re: MixMasters V0.41
Post by: MatMan on December 19, 2011, 09:23:42 pm
Quote
by the way can you create a system for the community?
Somewhere along the line I will add a proper how to into that update package.

If you only want the difficulty selector then in all enemie files add "onspawnscript data/scripts/shtr.c", and then add the two lamps (can easily change the gfx) into the models file and in some level file somewhere(usually the first stage). Also you need to copy the "data\char\misc" (you shouldn't need to overwrite any files in your package) and "data\char\misc2" and "data\scripts" folder. That's it. This doesn't include the trails. However if you using your own custom variables in the game then you might have to change them(or mine) as mine uses the first 100 index's (this includes all those health and man upgrades).

Quote
to work more and less like volcanic did on his rocketviper 2 and every time you beat the game the difficult increase +1
Don't like that system.

Quote
i would love to see it on my marvel project
You mean that mod that was started by bWWd, shweeeeeet. I liked how much of a contrast Juggernaut is in that game compared to mine  :cheers!: (but mine will still bltch slap him though  ;) )
Title: Re: MixMasters V0.41
Post by: MatMan on December 20, 2011, 06:29:43 am
This update fix's all the trailz problems. (Seems like a line was un-commented out for some reason)


Edit....
Just added a pic to show it working properly now :)
Title: Re: MixMasters V0.41
Post by: MatMan on December 20, 2011, 08:32:10 pm
Tis the season to be jolly  :cheers!: So i decided to jollify it some more with a MixMastered game fix and update.

Asterix and Caesars - Challenge (Belavi Crew)
The biggest thing is that I fixed all the collision box's (and loads more) in this game, so its actually playable now. Enjoy Guys.

Edit....
I've started working on MixMasters again and i focused on AI improvements (among other cool features) and decided to also add it to D&D(you'll especially notice it with the bosses). Get the new Various updates in the attachment.

Dbl Edit
Another game updated....
Hatchet Ninjaz
(http://lavalit.com:8080/index.php?action=dlattach;topic=5538.0;attach=8112)

Triple Edit...
All updates can be gotten from Here (http://lavalit.com:8080/index.php/topic,6367.0.html) from now on.
Title: Re: MixMasters V0.42
Post by: MatMan on January 07, 2012, 04:29:55 am
The major change of this update was the AI improvement, as in things never seen using openBor (More to come).

V 0.42
------
Various Player changes.
..Updates to "Ken Masters".
..Updates to "Ibuki".
..Updates to "Darth Maul".
..Updates to "Red Snake".
..Updates to "Cable".
..Added grab and antigrab ratings.
Script Fix's/Improvements.
..Fixed "Mai Shiranui's" Wall jump moves to work on both "Edge of Screen" and "Walls" now.
..Fixed a Throw Bug.
Various Enemy changes.
.."Ai" improvements in both "Easy and Hard Sets".
.... Some enemies behave uniquely.
...... Enemies will do better and unique specials now.
...... Better enemy Combo's.
.... Some enemies will do less knockdown type attacks now.
.... Battle's should be less likely fought at "Edge of Screen".
...... Some enemies will try to get into the main screen using various methods (run, jump etc..).
...... Some enemies will get more aggressive while out of screen.
..Various enemy improvements.
Added New enemies
.."Eagle" from Street Fighter.
....Gets placed into, "Standard Set 2(1)", "Male Only(9)" and "Capcom Only(11)" Standard Enemy Lists. (Will create a "Standard Set 2" once there are a few more enemies added.)
Added new "Totem" Type.
.."Silence" - Silence's all players (can't do special attacks)
Added new "Dropable Item's".
.."Silence" - Silence's the entity.
.."Skull" - Removes Health.
Fixed "Trailz" in both SNK Depth and Standard modes. (Still need to figure out how to get them to spawn the correct size)
Snk Depth Improvements.
Updates to the "Generator".
..Can now have your own custom enemy list.
....Two files will be loaded from your save directory.
...."Saves\Pakname\lists.txt" for standard enemy list. (Pakname should be MixMasters)
...."Saves\Pakname\listm.txt" for mini boss list. (Pakname should be MixMasters)
....All lines will be read until a line with "End____________________Of__________________File" is reached.
....Anything within the game can be placed in either lists but its unknown what would happen if you place anything other than a enemy.
....NB!!!!! Place only "One" name per line and use no spaces.
....You can easily place all enemies into a single list but it will require "alot" of memory.
..New type of generator.
....Only one enemy will be spawned but will be a much harder enemy to deal with.
Updated Manual.
Added background animations.
..Stage 6-5
..Stage 7-2
Converted all characters images from "Gif to Png" format (Saves about 5mb).
Removed all unused files.

Could one of the admins please re-approve.

Get it at.... Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Thanx for the approval.
Title: Re: MixMasters V0.42
Post by: BeasTie on January 07, 2012, 05:42:17 am
Cool updates, downloading now.  One question thou, from when I last played it,  is there a normal gamemode, as in is there any mode that is considered the default ?
Title: Re: MixMasters V0.42
Post by: MatMan on January 07, 2012, 06:26:44 pm
Quote
One question thou, from when I last played it,  is there a normal gamemode
Pretty much delete your save file to do a reset (stats, diff etc...)

If your talking about the enemies then any set that has brackets with numbers (ie 1: Normal Enemy Set(16) ) means that list is complete. More lists will be complete once I add some more bad guys into the game.

Also, I'm planning on adding another fight mode. This will change the difficulty to focus on one-2-one fighting. This is due to improvements to the ai that I have done and hopefully will improve some more.

Edit...
Could one of the admins please re-approve my various games updates.

Get it here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=82)

That for the approval.
Title: Re: MixMasters V0.42
Post by: Plombo on January 07, 2012, 06:37:46 pm
Edit...
Could one of the admins please re-approve my various games updates.
get it here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=82)

Done.
Title: Re: MixMasters V0.43
Post by: MatMan on January 11, 2012, 12:58:36 pm
V 0.43
------
Script Fix's/Improvements.
..Fixed a Throw Bug that would have the enemy permanently attached to you.
..Fixed a few crash bugs.
Various Player changes.
..Updates to "Cable".
..Fixed a crash bug with "Ken Masters".
Updated Manual.

Could one of the admins please re-approve.

Thanx for the Approval!

Get it.... Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)

Edit...
...
Title: Re: MixMasters V0.43
Post by: MatMan on January 26, 2012, 12:30:37 pm
Here's a preview of a new playable character. "Terry Bogard"

http://youtu.be/Ee1oZSJRy0s

Also shows First non enemy helper boss (@9m) which has had alot done to his ai to try and make him challenging, although not so noticeable as the difficulty was set on 1. He also contains new ai script that lets him behave differently to what character you are playing (only towards Juggernaut so far)
Title: Re: MixMasters V0.43
Post by: hitmanhart on January 26, 2012, 07:44:10 pm
fu.kn beast mode keep at it..
Title: Re: MixMasters V0.43
Post by: MatMan on February 23, 2012, 05:41:02 am
Finally added the multi tier special system, basically its moves that you need to purchase(without the need of using another character file) also changed charged mode to not refill your stats when de-charging and a few other things.

New video of BloodRayne showing a new Tier move ... Here (http://youtu.be/yuTsWu9gVvM) (I got punished on this one)
Title: Re: MixMasters V0.43
Post by: MatMan on February 27, 2012, 05:47:18 pm
New video up showing two new tier moves added to ibuki.

Check it out here http://youtu.be/_U1h2R5DmRg (http://youtu.be/_U1h2R5DmRg)
Title: Re: MixMasters V0.43
Post by: MatMan on March 09, 2012, 06:16:54 pm
New Tier moves and improvements to "God Silver".

Video is located Here... (http://youtu.be/tcb2mMqlZH0).
Title: Re: MixMasters V0.43
Post by: MatMan on March 11, 2012, 05:35:33 am
New Tier move and improvements to "Mai Shiranui"

Check it out Here... (http://www.youtube.com/watch?v=3qyA_FgYFLk&feature=youtu.be)
Title: Re: MixMasters V0.43
Post by: MatMan on March 19, 2012, 06:10:00 pm
New non enemy helper being very angry over here (http://youtu.be/_zsE0PiZf9M).
Title: Re: MixMasters V0.43
Post by: Bloodbane on March 19, 2012, 11:57:42 pm
 Ouch! that sure hurts!

Quote
non enemy helper

 Is it non-enemy helper or non enemy-helper?
Title: Re: MixMasters V0.43
Post by: MatMan on March 21, 2012, 08:51:25 am
Quote
Ouch! that sure hurts!
Just a little :wow!: but its so much fun  >:D

I've added some unique things to his AI but I still don't know enough about AI to get it to the point of just having a single enemy boss so that is challenging (leave that for later chapters), so all chapter 7 bosses will be twins.

Title: Re: MixMasters V0.43
Post by: Bloodbane on March 21, 2012, 11:14:20 pm
 That's tough thing. As I said before, bosses which can fight on their own usually able to manipulate heroes' weak spot. With so many heroes, it's hard to get weak spot since each has his/her own weakness.

 One way for this is going extreme, play Guardians, Battle Circuit and Armored Warriors. These games have bosses which have gone extreme IMO especially Master Program.
Title: Re: MixMasters V0.43
Post by: MatMan on March 22, 2012, 03:13:40 pm
Quote
With so many heroes, it's hard to get weak spot since each has his/her own weakness.
I don't think the amount of players has anything todo with that besides why would all the bosses be able to counter all the selectable players fighting styles. Its not like all of them (playable characters) where taught by the same master.

Some bosses are strong against some players and weak against other, it adds to the replay-ability of the game. Its useally the last boss (because he is big mofo) that can counters/overpowers/knows there weaknesses and is just to damn nasty against all the players and he can still be that way regardless of the amount of playable characters. It off course does mean that he will need alot of work.

Quote
Battle Circuit and Armored Warriors.
Never really played them, wasn't so into the robot fighting games. The only one I ever enjoyed was One Must Fall: 2097 (http://en.wikipedia.org/wiki/One_Must_Fall:_2097), although I suspect that was because it was about the smoothest fighting game back in the day, oh and the upgrading features where cool to.

Quote
Guardians
Which one is that? I'm sure I've played It, I just can't put a image to it.
Title: Re: MixMasters V0.43
Post by: Bloodbane on March 23, 2012, 10:59:38 pm
 I recommended those games cause the heroes are skilled and have many abilities. You could get some ideas ;).
 Guardians has 8 heroes which his/her own abilities so I imagine the bosses must be good challenge to all 8 heroes.

 Battle Circuit is not about robots, it's a beat'm up with futuristic and wacky theme.
 Guardians is also known as Denjin Makai 2.
Title: Re: MixMasters V0.43
Post by: MatMan on March 24, 2012, 06:38:59 am
Started with a new Playable character "Chung Li".

Check out the video (http://youtu.be/9FdkSfFerDA)

Quote
I recommended those games cause the heroes are skilled and have many abilities. You could get some ideas ;).
Will take a closer look, Thanx.

Quote
Guardians has 8 heroes which his/her own abilities so I imagine the bosses must be good challenge to all 8 heroes.
A person would hope so. We have been spoiled with all these high budget fight games with many players to choose from.
Title: Re: MixMasters V0.43
Post by: MatMan on April 05, 2012, 03:51:18 pm
Updates, fixes and two new Tier moves added to Cable. (Only added the proper flash's/effects and also fixed the black block gfx dysfunctions after recording the video).

Check out the video over Here (http://youtu.be/RhraaNN1EWM)
Title: Re: MixMasters V0.43
Post by: nedflandeurse on April 05, 2012, 05:22:28 pm
Cool!!
Title: Re: MixMasters V0.43
Post by: MatMan on April 13, 2012, 03:01:21 am
New Tier Moves and Updates to "Ken Masters"

Check the video Here (http://www.youtube.com/watch?v=DkA7EcF-q7g&feature=youtu.be)
Title: Re: MixMasters V0.43
Post by: MatMan on April 14, 2012, 05:14:32 am
New Tier moves and updates to "Blue Mary"

Check out the video over here (http://youtu.be/2-luMLTYBAs)
Title: Re: MixMasters V0.43
Post by: MatMan on April 14, 2012, 06:34:44 pm
New playable character added "Rick Stroud"

He is a boxer, he likes punching, alot.

Check out the video over here (http://youtu.be/By6VbNMWGdQ)
Title: Re: MixMasters V0.46
Post by: MatMan on April 24, 2012, 03:57:25 pm
I decided to release what i've done so far to my fav project.

Things to remember,...
..only the first eight playable characters has the new tier moves implemented (2 tier moves each)
..The last three added characters don't have sounds added to them
..the latest bosses don't have sounds added to them  but there still fun to kill  :taekwondo:. .
..loads of changes done since the last update.
..Hopefully more updates to come.

Code: [Select]
V 0.46
------
Added new playable character "Rick Stoud".
Fixed slowmotion to work on a timer.
Various "Enemy Updates".
..Loads of Animation Improvements.
..Loads of alignement issues fixed.

V 0.45
------
Added new playable character "Chung Li".
Various "Enemy Updates".
..Loads of Animation Improvements.
..Added "Akuma" boss.
....Located at "Street Park" Chapter 8.
Various "Player Updates".
..Updates and new Tier move's added to "Cable".
..Updates and new Tier move's added to "Blue Mary".
..Updates and New Tier move's added to "Ken Masters".

V 0.44
------
Added new playable character "Terry Bogard".
"Multi Tier" Special moves
..These are special moves that you need to purchase.
..Usually do alot of damage but cost alot of mp.
Various "Player Updates".
..Updates, Fixes and new Tier Moves added to "Bloodrayne".
..New Tier Move's added to "DarthMaul".
..New Tier Move's added to "Ibuki".
..Updates, Fixes and new Tier Move's added to "God Silver".
..Updates and new Tier move's added to "Mai Shiranui".
..All characters have back attack now (Back+Attack)
Various "Enemy Updates".
.."Ai" improvements.
....Introduction of first current selected player, enemy behaviour. (Enemy will behave differently depending on which character your playing)
..General Animation Improvements.
Added "New Enemies".
..Added "Terry Bogard" boss.
....Located at "Temple Yard" Chapter 8.
....Is the first non enemy helper boss.
....Has AI that re-acts according to what character your playing and much more.
.."Yu Lan" from Rabbit.
....Gets placed into, "Standard Set 2(2)", "Female Only(9)" Standard Enemy Lists.
Snk Depth Improvements.
"Charged Mode" Changes.
..Changed Charged mode so that it only does double damage instead of triple damage.
..Health and Mp don't refill when Charged Mode de-activates.
Updates to the "Generator".
...Changed that only every 3 difficulty level will spawn additional enemies (as opposed to 2).
"Script Updates"
..Loads of crash bug fixes.
..Various improvements.

Could one of the admins please re-approval the game.

Get the update..... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Edit....
All Tier freespecial moves can be executed after you purchased them (twice) and by pressing D U+A2, D F+A2 combo's.
Title: Re: MixMasters V0.46
Post by: Crimefighters2 on April 28, 2012, 02:56:35 pm
Oh sorry to hear that, you've done some great work so far.

If I wanted to edit this mod and make it more conventional without all the random spawning and rpg elements?

Would that take a lot of work? I'm not really sure where to start?

With your permission of course?
Title: Re: MixMasters V0.46
Post by: MatMan on April 29, 2012, 01:54:39 pm
Quote
If I wanted to edit this mod and make it more conventional without all the random spawning and rpg elements?
Yeah go for it. Just give it a sub title so as to make sure there is no confusion between your version and mine.

Quote
Would that take a lot of work? I'm not really sure where to start?
Not really, just remove all the generators and remove the loadmodel commands in the level.c file...
Remove these lines....
..createarraymininormal(getVariatySetMiniBoss(0));
..createarraynormal(getVariatySet(0));
and maybe this line to..
..loadallentities(-1);

Could one of the admins please re-approve the game.

Get the update..... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.46
Post by: MatMan on May 02, 2012, 03:36:21 pm
Thanx for approving.

Get the updated version....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.46
Post by: MatMan on May 14, 2012, 11:02:20 am
So, for those who have been following MM or anyone else, any thoughts on the latest updates. Especially regarding the way animations have changed.
Title: Re: MixMasters V0.46
Post by: nsw25 on May 14, 2012, 11:59:27 pm
So, for those who have been following MM or anyone else, any thoughts on the latest updates. Especially regarding the way animations have changed.

I like the game and your other projects, only things that seem off are the transparency of people and objects when you attack them (its like they temprarily turn to ghosts ) and also Trailz effect for some games and moves is sometimes off putting.

Other than those i enjoy your games and the amount of detail that gets put into them.
Title: Re: MixMasters V0.46
Post by: Bloodbane on May 15, 2012, 02:06:39 am
 My thought is have you ever considered making new mod by bringing some scripts from this mod?
 I think with so many characters, you have chained lots of cars behind you making it harder for you to move :). So if you start new one, you could have fresh start.
Title: Re: MixMasters V0.46
Post by: MatMan on May 16, 2012, 05:53:58 am
Quote
transparency
Yeah, busy re-writing a new transparency system.

Quote
Trailz effect for some games and moves is sometimes off putting.
Yeah, I found that going between versions of openBor align's the trailz differently which is real shlt cause I fix the values in this version but then its bust on the next version
and
I also noticed that sometimes the trailz arn't transparent (alpha 6/50% visible) but just solid. Not sure whats causing this problem although I suspect it might be a openBor problem, not sure.

Quote
Other than those i enjoy your games and the amount of detail that gets put into them.
Thanx  ;D

Quote
My thought is have you ever considered making new mod by bringing some scripts from this mod?
I've actually been thinking of doing a HD of MixMasters which would be pretty much the same game with different characters/stages etc.

Quote
I think with so many characters, you have chained lots of cars behind you making it harder for you to move
I'm not sure what you mean by that?
Title: Re: MixMasters V0.46
Post by: Crimefighters2 on May 16, 2012, 05:22:26 pm
I love the characters they are all awesome up there with some of the best obor mods characters. But it def has enough characters now, maybe the levels could use some more finishing touches now?

I'm just not a fan of the rpg level up format or randomness of the regenerating enemies and openess of of the mod, it just feels a little bit tirring for me personally I prefer the traditional beat em up style. It definately was an interesting concept realized but I'm not sure if it is holding the mod back from other people apprecating it's really cool qualities.

I'd prefer if the randomness was contained somehow but it just feels too random, still it is a very interesting game and I do love the characters.
Title: Re: MixMasters V0.46
Post by: MatMan on May 16, 2012, 07:09:57 pm
V 0.47
------
Various changes to stages in chapter 7.
Various bug fixes.
..Fixed where enemies would be dead but still play there faint animations, had to remove cancel moves from all grab attacks.
Few background improvements.

Get the updated version....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Quote
I love the characters they are all awesome up there with some of the best obor mods characters.
Thanx ;D

Quote
maybe the levels could use some more finishing touches now?
Yup Started on that. Only thing is that I don't really enjoying do that though :(

Quote
.....prefer the traditional beat em up style.....
I suppose I could add another game mode/set where it uses a traditional way of playing the game, although I'll take that out of the modification that you are doing. By the way, if you set the alias to a specific name then that generator will only spawn that type of character, example of this is in chapter 7.

Title: Re: MixMasters V0.47
Post by: pong_666 on May 16, 2012, 10:44:25 pm
Would be niffty Imo if there was a a whole level up system for when one levels up new moves/characters are unlocked just for the record this game kicks all sorts of @$$
Title: Re: MixMasters V0.47
Post by: Bloodbane on May 17, 2012, 01:54:29 am
Quote
   
Quote
I think with so many characters, you have chained lots of cars behind you making it harder for you to move

I'm not sure what you mean by that?

 ;D Sorry, I mean you have lots characters so I figure it would harder if you decide to, say, increase ability or change balance cause you have to modify all of them.
Title: Re: MixMasters V0.47
Post by: MatMan on May 18, 2012, 06:28:43 am
Quote
Sorry, I mean you have lots characters so I figure it would harder if you decide to, say, increase ability or change balance cause you have to modify all of them.
Not really, Its part of the fun in creating something big that works together.

Quote
Would be niffty Imo if there was a a whole level up system for when one levels up new moves
I was gonna create a system where you kill a boss and you get a gem and after you collected x amount of gems you get a new move but for now I'm happy with purchasing them.

Quote
characters are unlocked
I have ideas on unlockable characters but thats for much later in the game.

Quote
kicks all sorts of @$$
Cool Bananas  ;D
Title: Re: MixMasters V0.47
Post by: Crimefighters2 on May 23, 2012, 02:15:28 pm
Quote
I suppose I could add another game mode/set where it uses a traditional way of playing the game,

Yeah that would be great!

Quote
although I'll take that out of the modification that you are doing. By the way, if you set the alias to a specific name then that generator will only spawn that type of character, example of this is in chapter 7.

I have messed around a bit but I not really 100% sure what I should be doing, I'm more of an editor than a modder.

The script also makes me sleepy. It seems that the later mods aren't that friendly to editing I've changed small values and found that the mods won't run, or if I change certain things and it causes crashes, then I keep trying to find out what the issue could be but I can't find it.

I hope I can just drop the character folders into the mod and they'd work with all there movesets?

If you could give me some starting point files that would be great? I think the earlier builds of this mod is based off ATOV and so is Rocket Viper 2 IIRC, I'd really love to mash them all together. Well just as a starting point.

And then maybe give it more variation.

Title: Re: MixMasters V0.47
Post by: MatMan on May 23, 2012, 02:29:27 pm
Quote
Yeah that would be great!

Cool man, have fun doing it.

Quote
I have messed around a bit but I not really 100% sure what I should be doing, I'm more of an editor than a modder.
Yeah, i noticed that. Its alot of files to move over.

Quote
I hope I can just drop the character folders into the mod and they'd work with all there movesets?
Hang on, I must of mis-understood you. are you planning on creating a new game using my characters and characters of others mods? Cuase if you are then it gonna be alot more work (from mixmasters point of view). I don't mind you doing it but bother asking help there, its alot of work. I don't have that example I did with BloodRayne but you have to move all the scripts into the new game and make sure you have all the spawned special fx, children, weapons etc.

I thought you where just gonna take MixMasters and edit the stages. That I'll give happily give you pointers but creating your own game will mean alot of back and forward wtf now moments.

Quote
I'd really love to mash them all together.
Mashing MixMasters and another game that uses scripts can be messy, the main problem is what index, localvar etc are being used. I might be wrong but the last time I checked Rocket Viper mainly uses localvar (slow) so it won't really cause a problem but I havn't seen what it looks like now.

Quote
And then maybe give it more variation.
Really, MixMasters need more variaty? Don't worry, soon to come.
Title: Re: MixMasters V0.47
Post by: Crimefighters2 on May 23, 2012, 02:58:07 pm
Well I don't think I would add the RV2 player characters(that's way too much trouble), just the stages at first so I can get the enemy spawning right Maybe some enemy characters if I mess around a bit. 

I meant the normal stages from RV2 but not a carbon copy, just as a starting point, then I'll mix it up enough for the stages to be different.

Which game was that, MKOA? I didn't see her in there?

You don't Just have a version of mix masters with the characters fully leveled up in folders and enemy characters folders plus stages, with all the fancy level up scripts and random spawing + rpg elements gone? That would help me a lot. Maybe one rough starting stage.

I pretty sure if I don't have that and when I remove scripts or start changing things I going to run into trouble.

It doesn't have to be a seperate mod, It can just just be a option in your mod, under new game, maybe mixmasters oldschool or something?


Title: Re: MixMasters V0.47
Post by: Hanzo on May 23, 2012, 03:06:36 pm
The mod is cool and everything but I'm like crimefighters I like the traditional style of beat'em ups and making a mode would be the best solution.
Title: Re: MixMasters V0.47
Post by: MatMan on May 23, 2012, 03:29:02 pm
Quote
Well I don't think I would add the RV2 player characters(that's way too much trouble), just the stages at first so I can get the enemy spawning right Maybe some enemy characters if I mess around a bit. 
Not really something you need todo.


Goto "Data\levels.txt" and uncomment...
set Test_Arena
z       210     290
file    data/levels/LvlMn1/lvlTest.txt

now goto "Data\levels\LvlMn1\lvltest.txt " and remove all except 1 of
Code: [Select]
spawn gent2
alias capcome
health 1
mp 2
coords 560 240 1
at 100

and

spawn toth
coords 400 238 1
at 0
Now you will only have one generator left that will only spawn capcome enemies. Now changing that alias to any other enemy name will cause it only to spawn that enemy (AkumaB, equake etc). Just so that you know but all you really need todo (to make it oldschool) is
Code: [Select]
rename this...
spawn gent2
alias capcome
health 1
mp 2
coords 560 240 1
at 100

to this....
spawn capcome
coords 560 240 1
at 100
and it will spawn capcome as it does in any other bor game.

Run the game and you'll see a new game set, select and test. (but you should edit the models.txt file and load a single playable character first).

Now rename the spawn names to enemies in the "Data\levels\Lvl1-1\lvl1-1.txt" file and you'll see the game run exactly the way you want it.

These are ll the generator names....
Quote
normal guys
gena2
gena3
gena4
gena5
boss
genb4
treasure
genc
mini boss
genmb2
genmb3
genmb4
traps
gent2

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You don't Just have a version of mix masters with the characters fully leveled up in folders and enemy characters folders plus stages
Nope and there really isn't any need. The rpg'ness is added on afterwards.

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I pretty sure if I don't have that and when I remove scripts or start changing things I going to run into trouble.
Don't do that. All the characters are the script.

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t can just just be a option in your mod, under new game, maybe mixmasters oldschool or something?
Fine with me, I won't be doing anything with it so it will be your baby.
Title: Re: MixMasters V0.47
Post by: Crimefighters2 on May 23, 2012, 03:35:57 pm
Thanks for the help, I'll look into it and let you know how it goes.

Title: Re: MixMasters V0.47
Post by: MatMan on May 23, 2012, 03:39:46 pm
And make sure to edit... "Data\scripts\level.c" and remove these lines...

createarraymininormal(getVariatySetMiniBoss(0));
createarraynormal(getVariatySet(0));

They load all the enemy via script, which you don't want. Leave the rest.

Give renaming all those lvl1-1 files generators to capcome for a quick test run and let me know how it worx out.

edit..
and remember to remove the health and mp in those generators other wise the enemies will only have one hit point.
Title: Re: MixMasters V0.47
Post by: MatMan on June 10, 2012, 08:19:40 am
Finally done some work on my game for a change, here's a video with some updates to Chun Li (among others). check it out over here (http://youtu.be/ohdrLdZRn98)
Title: Re: MixMasters V0.48
Post by: MatMan on September 20, 2012, 12:49:06 pm
V 0.48
------
Various updates to "Players"..
..Added sfx new Tier move's to "Red Snake"
..Added new Tier move's to "Juggernaut"
..Added sfx and new Tier move's to "Yuki".
..Added sfx to "Terry Bogard".
..Updates and added sfx to "Chung Li".
..Added sfx to "Rick Stoud".
Fixed a bug to a trap.
Various Stage Improvements.
"Enemies"
Added "Cammy".
Added Boss "Momoko" to Chapter 8 stage 11.

Also changed a couple game mechanics.

Get the update Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23)
Title: Re: MixMasters V0.48
Post by: maxman on September 20, 2012, 06:17:42 pm
Great work! Long time no update! ;D
Title: Re: MixMasters V0.48
Post by: MatMan on September 21, 2012, 08:21:08 am
Thanx maxman,

I've been so busy I barely have time to breath but I sneaked in a edit here and there and did a couple of updates that have changed the game, one the most beneficial is the fact that fights are more likely to be at arms length now.
Title: Re: MixMasters V0.49
Post by: MatMan on September 23, 2012, 12:08:18 pm
V 0.49
------
Various updates to "Players"..
..Updates to "BloodRayne"
"Script" Changes.
..Possibly fixed the dead enemy repeating faint animation bug.
..Various script improvements.
"Manual" update.

Get the update http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.49
Post by: BeasTie on September 24, 2012, 01:10:03 am
:thumbs_up: Cool
Title: Re: MixMasters V0.49
Post by: kasumifan on September 24, 2012, 09:16:41 am
wow i love this game. I love the leveling system and the replayability. But Mai Shiranui doesn't grab some of the NPC's. She can grab some but not all of them. And i think the addition of stat which increases character's attack speed would be great. In addition, it would be better if you can zoom-in the screen a little bit cuz it would be awesome to see my character fighting closer.
Btw, when my character dies and use up all of her lives once, she moves onto another stage and if she dies once in that stage, she moves onto the next stage and so on until the last stage. And this happens for all characters. is this supposed to happen? I just thought that when a character uses up all of the lives, the game is over.

Thanks
Title: Re: MixMasters V0.49
Post by: MatMan on September 24, 2012, 02:03:08 pm
Quote
wow i love this game.
Thanx  ;)

Quote
But Mai Shiranui doesn't grab some of the NPC's.
This is intentional. The reason is that there is grab vs resist system, what it means is that in general unless if you have a specility in it(like Blue Mary, because she is a close combatant), you have a less chance of grabbing some bad guys. I believe this gives a more complex gameplay especially if you start playing more than one character.

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And i think the addition of stat which increases character's attack speed would be great
I tried to but couldn't get it right, I'll have another go some time.

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In addition, it would be better if you can zoom-in the screen
I know there is an example somewhere on another game or two, I'll check then out and see how sometime.

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Btw, when my character dies and use up all of her lives once, she moves onto another stage and if she dies once in that stage,
That might be a new bug, I'll have to look into it.

Although if what you mean is if you kill the boss then you go back to the branch stage, then it is correct.

Latest version... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.49
Post by: MatMan on October 05, 2012, 10:49:20 am
Been updating loads of stages. Spriting is not something I enjoy but ......
Title: Re: MixMasters V0.49
Post by: kasumifan on October 12, 2012, 01:58:52 pm
hi, so i'm trying to play chun li but the game crashes as i pick her during the character selection.

Also, would it be possible for Rick Stroud's "x" skill to hit more like 20 times instead of 4 in the same duration and make the amount of damage less to make it balanced? It would be so cool to watch the special move !!!!

And would it be possible to use sprites from mugen for this game?

http://www.mugenation.com/index.php/cat=scheda/sez=t_chars/id=1
there are bunch of sprites here
Title: Re: MixMasters V0.49
Post by: MatMan on October 16, 2012, 10:46:24 am
mmmm, i'm not sure why chun li would be crashing but I'll take a look for you and see whats wrong. Just tried her on my machine and bam, she crashes, the error is a script error and easy to fix. I'll do a upload of it soon.... :cheers!:

Rick Stroud is far from complete, as you might of noticed he doesn't even have his Tier moves yet and the ideas that I have for him will kinda move him in the direction that your suggesting.

I do like the idea of Oda Nobunaga being in MixMasters but he would likely be a boss but at the moment I'm not really adding any more characters as I am focused on doing background stuff as that is seriously lacking.
Title: Re: MixMasters V0.49
Post by: MatMan on October 22, 2012, 10:56:22 am
V 0.50
------
Fixed Chung Li bug.
"Enemies"
..Added soundfx.
"Stages"
..Loads of ambiance sounds added.
..Lots of stage editing done.

Get it ... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.50
Post by: BeasTie on October 22, 2012, 08:50:21 pm
Nice work dude, audio/sound is so often neglected in games/mods, even in commercial games it's often very lacking.

Edit - BTW are you still adding music eventually?

Title: Re: MixMasters V0.50
Post by: MatMan on October 23, 2012, 12:02:39 pm
Thanx.

I hope to make a more complex audio Script with better sfx like random birds etc.

I still will be adding music somewhere along the line.

As for commercial games, skyrim is pretty damn good with the ambiance and the ambiance mods.
Title: Re: MixMasters V0.50
Post by: MatMan on October 27, 2012, 09:58:49 am
Just discovered that there is two other CTD bugs with chun li, they are fixed now. and will be ready next version.
Title: Re: MixMasters V0.51
Post by: MatMan on October 28, 2012, 05:10:04 am
V 0.51
------
"Players"
..Fixed loosing all players when dying bug.
..Fixed two Chun Li Bugs.
..Updates to Darthmaul.
Fixed Various bugs.

Get it ... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.51
Post by: nedflandeurse on October 28, 2012, 06:54:27 am
Good to see some updates!
Title: Re: MixMasters V0.51
Post by: MatMan on October 28, 2012, 07:01:20 am
Thanx, Since I don't have a pc to play Skyrim for awhile all i can say is i'm back baby!..... busy fixing bugs  :cheers!:
Title: Re: MixMasters V0.52
Post by: MatMan on November 22, 2012, 12:44:46 am
V 0.52
------
Updates to "Players"
..Fixed a combo bug, few updates and Added 2 new Tier moves to "Terry Bogard"
..Added new semi-secret character. (Can be found at the character load stage)
New "Tier Special" move added to all players.
..Tier Level 3: Can now excape enemy grab throws by pressing "A".
Updates to "Script"
..Fixed a bug that revert a character back to fall once a recovered air attack has happened. (Possibly fix's other bugs to)
..Code cleanup.
Updated Fireburst.


Get it ... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.53
Post by: MatMan on December 02, 2012, 08:14:54 pm
V 0.52
------

Added a decoration generator. (Please note that this caused a major slow down on my machine, I will add options to disable this and set more details)
Added another game mode......
Old School Friendly
Basically each stage now has a list of its own characters. So MixMasters become more old school like where you know that a stage has specific characters place there.

EDIT......
Man, what a week. This upload is missing a file in the pak  (single image), so its not working. (Will try upload it tomorrow)
Sorry
Title: Re: MixMasters V0.53
Post by: BeasTie on December 02, 2012, 08:52:13 pm
NP, was just posting to tell ya but saw the updated post.

You still without internet access at home?
Title: Re: MixMasters V0.53
Post by: MatMan on December 02, 2012, 09:18:03 pm
Re-uploaded and fixed.

V 0.53a
------

Added a decoration generator. (Please note that this caused a major slow down on my machine, I will add options to disable this and set more details)
Added another game mode......
Old School Friendly
..Basically each stage now has a list of its own characters. So MixMasters has become more old school like, where you know that a stage has a specific set of characters placed there.
..On the purchase stage, hit the standard baddies lamp till you get to number 14: Old School Friendly
..Don't bother with the mini=boss lamp as it does work but I haven't created any lists for the stages yet.

Get it ... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23

Code: [Select]
NP, was just posting to tell ya but saw the updated post.
You still without internet access at home?
Nope, no net yet at home  :( but its my own place and it freaking rocks otherwise  :cheers!:
Title: Re: MixMasters V0.53a
Post by: BeasTie on December 02, 2012, 09:46:14 pm
Cool will check it out, see this deco thing in action. Let you know about performance.   Never get time to actually play through other mods properly thou, keep downloading new mixmasters without playing the last one  :laughing:

Quote
Nope, no net yet at home  :( but its my own place and it freaking rocks otherwise  :cheers!:
Sweet as then  ;D
Title: Re: MixMasters V0.53a
Post by: MatMan on December 02, 2012, 09:55:38 pm
It might just be my pc but I don't know. Because if I remove the offscreen kill command then it runs fine. Don't know...

Yeah, there's a two new mods which I did the same, downloaded and havn't played yet.

I landed up getting myself a nice gamepad (ps3 shape) and openBor is pretty damn shweeeet with it. Cause of it I will eventually make a gamepad friendly version of mixMasters. Those f,d,f moves are a bit of a slept todo.

V 0.53a
------

Added a decoration generator. (Please note that this caused a major slow down on my machine, I will add options to disable this and set more details)
Added another game mode......
Old School Friendly
..Basically each stage now has a list of its own characters. So MixMasters has become more old school like, where you know that a stage has a specific set of characters placed there.
..On the purchase stage, hit the standard baddies lamp till you get to number 14: Old School Friendly
..Don't bother with the mini=boss lamp as it does work but I haven't created any lists for the stages yet.

Get it ... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=23
Title: Re: MixMasters V0.53a
Post by: BeasTie on December 02, 2012, 10:13:59 pm
Diddn't get any slowdowns.  Thou I've noticed when I've been working on mods for a while I'll get a similar problem when running the MOD with stats still open.  Closing stats will stop it slowing down/getting laggy.  Maybe just a memory thing.

(BTW there was some pink dot issues on some sprites on first stage thou that I don't recall seeing before , the totem thing and some plant.)
Title: Re: MixMasters V0.53a
Post by: MatMan on December 03, 2012, 01:06:34 am
Guess its really time to upgrade my pc.  :'(

I am planning on getting a kick *** pc specific for skyrim soon. :cheers!:

Will have to remove them pink pixels.

PS! let me know what you think of the new Old School friendly mode.
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