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OpenBoR => Mod Center => Wips => Topic started by: DJGameFreakTheIguana on March 17, 2009, 11:32:09 am

Title: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on March 17, 2009, 11:32:09 am
(Is now called: Sega Brawlers Megamix)
(http://img34.imageshack.us/img34/475/title0.png) (http://img34.imageshack.us/i/title0.png/)
Shortly after the release of the Chaotix Rage and Cosmic Damage demos, I started on this, an arcade version of my sega mod, and by arcade, i mean you play this to get to the end, but to play for the fun of it, like repeatdidly playing Multiplayer in something like Super Smash Bros. or Onimusha Blade warriors because it was fun.
anyway I find myself Playing it this more than working on it so I'll doing the final touches on it and releasing the demo. it will be Updated with new levels and chars frequently and won't be a full mod, it will end at some point in the final Mod. this is also to basicly plan ahead, like how the mod will be set up, and what scripts I'll need, I also learned that Enemies will actually use combos like players, but sometimes(mostly the Battletaods) will repeatedly smack you around, so i'll use the follow command to stop that from happening.

EDIT:
I've been getting a lot of questions and suggestions about who I'm putting in this game. I'm not bothered by it, but I figure it's bout time I show yall who I'm planing on adding in this Piece. I've went through every Sega related sprite sheet I had, looked at their sprites and see how I can make them work. and now I will show you almost all the characters I'm adding, cause some I'd like to keep top secret. It would take my all day to complete the list, so I'll update it, hopefully a few chars per day. This is what I've got so far, and remember, not all of these characters are owned by Sega but did have a game or 2 on the Genesis or any other Sega console and not too many after the Genesis era passed:
Spoiler
(http://img387.imageshack.us/img387/690/sgmbroster.gif) (http://img387.imageshack.us/i/sgmbroster.gif/)

Download Page (http://lavalit.com:8080/index.php/topic,2609.0.html)
Title: Re: Sega Genesis Smash Brawler
Post by: NickyP on March 17, 2009, 02:09:41 pm
But I don't get it, like how does it work? You pick a character and take out the other characters? Do they change depending on who you selected? Is this the product of the melee engine we were discussing once upon a time?
Title: Re: Sega Genesis Smash Brawler
Post by: DJGameFreakTheIguana on March 17, 2009, 02:16:43 pm
Sort of, for now there's only 2 brawls modes(8 at a time or Everyone at once) and a small Arcade mode where you go 1on1 with some of the chars, more will spawn if more than 1 are playing.
but like i said, this will be updated Frequently(weeks at a time maybe) so I'll ad more to keep the game fun, more stages chars, Bonus rounds just to see how far your willing to take your self, like the old arcade games, except you actually have a choice to.
Title: Re: Sega Genesis Smash Brawler
Post by: Die_In_Fire on March 17, 2009, 04:35:08 pm
sounds a lot of fun!!!

I want to do something similar for my mod, but only with river city ransom chars = kakutou densetsu. but with 4 teams fighting each other (each team with 2 members, so 8 fighters at the same time)

I will be waiting for a demo!!!!
Title: Re: Sega Genesis Smash Brawler
Post by: DJGameFreakTheIguana on March 17, 2009, 05:43:30 pm
well that last stuff shouldn't take long, I just need to make redo the sperate txt files for the enemies and the first demo will be done, but I'm not to sure on their Icons but I'll go with it for now.

EDIT:
Thanks to Cuchara for info and permission, All 4 Rick Taylors from his Splatterhouse trilogy mods will be featured in this Mod :cheers!:
Title: Re: Sega Genesis Smash Brawler
Post by: DJGameFreakTheIguana on March 18, 2009, 11:59:28 am
MUSIC UPDATE:
Thanks to fyrecow on youtube, all music ingame will be from the Madworld game tracks intill the real MP3s are out(or on youtube)
I'm only postin one of the songs since you can cycle threw them yourself.
MadWorld Gamerip: Ox - Breathe
MadWorld Gamerip:  Ox - Breathe (http://www.youtube.com/watch?v=jt6bezy9paQ&feature=related#lq-lq2-hq-vhq)
Yep, if you don't like rap, your ears will be up S*** Creek wit out Earplugs unless you turn the valume down, but one of the tracks that I already had on there goes with the game niclely.
Title: Re: Sega Genesis Smash Brawler
Post by: DJGameFreakTheIguana on March 18, 2009, 08:43:51 pm
Here's some more screens:
(http://img4.imageshack.us/img4/6995/p0011p.th.png) (http://img4.imageshack.us/my.php?image=p0011p.png)(http://img17.imageshack.us/img17/5056/p0012.th.png) (http://img17.imageshack.us/my.php?image=p0012.png)(http://img256.imageshack.us/img256/1653/p0016.th.png) (http://img256.imageshack.us/my.php?image=p0016.png)(http://img208.imageshack.us/img208/9972/p0060.th.png) (http://img208.imageshack.us/my.php?image=p0060.png)(http://img19.imageshack.us/img19/825/p0062.th.png) (http://img19.imageshack.us/my.php?image=p0062.png)(http://img9.imageshack.us/img9/374/p0065.th.png) (http://img9.imageshack.us/my.php?image=p0065.png)
The Icons will be fixed before release.
Title: Re: Sega Genesis Smash Brawler
Post by: Crimefighters2 on March 20, 2009, 12:03:23 pm
Sort of, for now there's only 2 brawls modes(8 at a time or Everyone at once) and a small Arcade mode where you go 1on1 with some of the chars, more will spawn if more than 1 are playing.
but like i said
, this will be updated Frequently(weeks at a time maybe) so I'll ad more to keep the game fun, more stages chars, Bonus rounds just to see how far your willing to take your self, like the old arcade games, except you actually have a choice to.

This sounds like a great idea DJGameFreak!? I think it could be really great esp if you expand on co op VS waves of enemies that spawn like a survival mode or something.

I really like the Idea of a MegaDrive VS game, I would really like Shinobi in there if possible?

I would suggest you make the moves easy,  It might bring a lot of attention to OBOR if you do it right, so far it looks pretty impressive, like the screenshots.

EWJ for the win.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 12:07:35 pm
Thanks alot for your comment :cheers!:
Quote
I would really like Shinobi in there if possible?
Shinobi eh, I'll have to look it up on youtube, BTW how many games of this were for the sega Genisis/Megadrive. If i find good sprites I'll had whoever is playable :)
Quote
Only thing I can think of is not to go too overboard and make the moves easy
Well if they have more than 3 FreeSpecials then the rest are mapped to - up down attack - or so.
Title: Re: Sega Genesis Mega Brawler
Post by: Crimefighters2 on March 20, 2009, 12:18:00 pm
Shinobi eh, I'll have to look it up on youtube, BTW how many games of this were for the sega Genisis/Megadrive. If i find good sprites I'll had whoever is playable :)

He had 3 games on the MD, I think Shinobi III: Return of the Ninja Master, would have the best sprites, you should try it out, really cool series.

Quote
Well if they have more than 3 FreeSpecials then the rest are mapped to - up down attack - or so.
Sounds like you got it worked out, :) good luck on your really cool project DJGameFreak I hope all goes well.
Title: Re: Sega Genesis Mega Brawler
Post by: Hanzo on March 20, 2009, 12:19:25 pm
Looks nice my homie but you need to fix the offsets on them
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 12:21:48 pm
When I saw the first game, I had my doubts, but I skipped over to the 3rd video and yeah, he's in, and i did find his sprites :)
since he's a request, He'll be be added in the next char update after(or with) sonic ;) depending how fast i work.

Looks nice my homie but you need to fix the offsets on them
If you mean the Icons, I'm working on them now.
If the shadows, I'm changin' them to GFXShadows.
Title: Re: Sega Genesis Mega Brawler
Post by: Crimefighters2 on March 20, 2009, 12:47:06 pm
When I saw the first game, I had my doubts, but I skipped over to the 3rd video and yeah, he's in, and i did find his sprites :)
since he's a request, He'll be be added in the next char update after(or with) sonic ;) depending how fast i work.

Awesome, well take your time, I must add that I really like idea of the Toads as playable charas.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 12:47:42 pm
Here's a video, It isn't Processed yet so You'll have to come back and check:
http://www.youtube.com/watch?v=8hwtrx__KPo# (http://www.youtube.com/watch?v=8hwtrx__KPo#)
Gotta go home. Peace out.
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 04:43:42 pm
Damn Sega has too many characters... seriously, they make at least 2 new characters for every new Sonic game... and they make like 2 of those a year. Then they have all of their other characters.. damn...
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 04:53:43 pm
Yeah, but not all of them have usable sprites for this, but more sonic chars will be in it tho.

EDIT:
I just did some "research" on youtube, Pulsman, and the Morphs from Altered Beats will be in. the 2 Chars from EX-Mutants will to If I see more moves, so I'll have to play it, and rip Apparently...
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 05:04:07 pm
I don't know if you did already but you should add the duded fom Comix Zone in this... I love that game
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 05:06:03 pm
You must not have watched the video, cause Sketch is already in it.
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 05:11:51 pm
Nah I'm on a sugar rush and it was too boring...
Title: Re: Sega Genesis Mega Brawler
Post by: bozeefus on March 20, 2009, 05:22:14 pm
This mod is kicking *** and taking names  :cheers!:

Excellent work DJ!!
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 05:28:54 pm
Nah I'm on a sugar rush and it was too boring...
lol WTF??!?
Anyway I DL'ed some roms for the house to see how they play, right now I'm gettin' back to work.
Hopefully the demo will be done sometime tonight or tomorrow.
Title: Re: Sega Genesis Mega Brawler
Post by: NickyP on March 20, 2009, 05:29:42 pm
 :eek: Sure is neat looking, and I like how you made it so everyone is beating up everyone!

 :laughing: You know it's kinda funny, this is sort of competition for another secret mod I'm working on. The idea is similiar, but the gameplay isn't. Still, I can't wait for a demo!
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 05:30:48 pm
This mod is kicking **** and taking names  :cheers!:

Excellent work DJ!!
I agree... but why four stars? Is this mod kicking S**t? F**k? C**t?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 05:35:05 pm
Certain cuss words are Auto-Censored with 4 stars, dat's just how it is son.
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 05:36:49 pm
Really? So can I say *** wipe?
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 05:38:14 pm
Woah cool auto censor a 3 letter word with four stars... maybe thats the words rating...
*** *** *** *** ***

K lets get back to the topic.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 05:44:15 pm
Yeah but don't over do it man, You could get in trouble for that. only  do it within reason, like you normally would, not post after post.
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 05:46:04 pm
Ya I know I could get in trouble... but I censor my self out instead of cussing normally... Even when I talk
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 05:51:18 pm
lol i do that to....sometimes ;)
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 05:54:10 pm
When I cuss I acutally say stuff like "F__K You!!!" I only say the first and last letter...
Title: Re: Sega Genesis Mega Brawler
Post by: Orochi_X on March 20, 2009, 08:18:43 pm
yeah , like the dude with the long name knows. Circumventing the swear filter is not big or clever.

Also , testing what words get filtered would most likely be considered as spam.

Hopefully , it's out of your system now.  ;)
Title: Re: Sega Genesis Mega Brawler
Post by: the7k on March 20, 2009, 08:28:18 pm
We should do like CAG, and have a filter that replaces curse words with game titles. Like Shaq Fu, Superman 64, Revolution X and Daikatana.
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 08:43:16 pm
I wasn't testing out which words were censored it was all the a word. So yes it was spam. It was the sugar rush and I'm have calmed down.
Title: Re: Sega Genesis Mega Brawler
Post by: 2kyle2 on March 20, 2009, 08:45:18 pm
It would be funny if the filter was like tbs on tv. I saw Happy Gilmore and instead of saying Bull S*** he said Bull Spit! And used words like fudge, fun, or funk for the F word...
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 20, 2009, 08:49:18 pm
Or maybe like Aqua Teen Hunger force, and add random clips sound clips over the cuss words..oh wait this this isn't tv is it? :laughing:
well if we could all see each other on video screen, and lavalit had that kind of filter :eek:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 25, 2009, 12:00:00 pm
Update:
I got some qucik animations done this morning:

Joe Musashi - Shinobi 3:
(http://img160.imageshack.us/img160/8530/jcombo.gif) (http://img160.imageshack.us/my.php?image=jcombo.gif)

(http://img207.imageshack.us/img207/7986/jwalk.gif) (http://img207.imageshack.us/my.php?image=jwalk.gif)
Pulsman:
(http://img515.imageshack.us/img515/2509/pidle.gif) (http://img515.imageshack.us/my.php?image=pidle.gif)

and in case yall didn't see it, the link to the demo is at the bottem of the first post.
Title: Re: Sega Genesis Mega Brawler
Post by: bozeefus on March 25, 2009, 12:12:32 pm
Nice edits dj  ;)

like what you have here. keep up the good work
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 26, 2009, 12:35:46 pm
Thanks Bozee, but there not edits, just well done GIFs ;D

UPDATE:
Joe Musashi's frames are done, time to get his boxes and offsets done now. :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: Hanzo on March 26, 2009, 01:01:01 pm
Joe Musashi Awesome job my man keep it up
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 26, 2009, 01:02:05 pm
No choice but to  :whoosh!:
Title: Re: Sega Genesis Mega Brawler
Post by: Damon Caskey on March 26, 2009, 02:34:18 pm
Dude! You should have called me about Joe, I could have given you the hook up from one of my early drafts of IAF.

Before I scrapped everything for a sprite re-haul, I had already pretty much finished Joe. He had all the moves from Shinobi 1-3 (including the ones they cut before production), plus a couple from the PS2 remake.

Please keep in mind these are taken out of way early drafts so the quality isn't that great.

Joe's chargeattack, an original move. It's unblockable, which makes it fairly useful since nearly every enemy can block and some have armor. Note the transparent blur.
(http://caskeys.com/arc/games/openbor/wiki/images/3/30/Ani_joe_small_0001.gif)

Stealth dash from PS2 remake, then a normal combo. All blade attack blurs are transparent. The dash is not a replacement for running; he can do both.
(http://caskeys.com/arc/games/openbor/wiki/images/d/da/Ani_joe_small_0003.gif)

How about a little ninja magic? Here is the Mejin spell.
(http://www.caskeys.com/arc/media/ani_joe_small_0002.gif)

Sonic vs. Joe = Hedgehog steaks for dinner.  >:D

DC

Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 26, 2009, 02:39:26 pm
DUDE! I haven't Modded him yet, can you still send him to me?
Title: Re: Sega Genesis Mega Brawler
Post by: Damon Caskey on March 26, 2009, 02:56:16 pm
Sure. Give me a couple of days to gather it all up. I tend to compartmentalize resources so not all of his stuff is in the same place. More to the point I haven't touched this version in almost two years. Many of his features are using outdated workarounds and I've forgotten how I made most of it work.

 :dunce:

I'll also need to get you the scripts to load in..otherwise he'll crash your mod the second you put him in it. Don't worry, you won't need to do any actual script work. Just put the stuff I give you in certain folders.

DC
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 26, 2009, 03:50:07 pm
Cool, thanks. :cheers!:
I Guess I can start on Pulsman then, after him, Sega's main character ;).
Title: Re: Sega Genesis Mega Brawler
Post by: Damon Caskey on March 26, 2009, 04:00:33 pm
Which color mode are you using?

DC
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 26, 2009, 04:05:53 pm
32bit.
Title: Re: Sega Genesis Mega Brawler
Post by: Damon Caskey on March 27, 2009, 11:21:01 am
Cool, no trouble inserting him then. It may be a few days, but I'll get him to you.

DC
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 27, 2009, 11:28:19 am
Thanks for your Help DC :cheers!:

Also, I've been wanting to get a certain char in this game: the Ooze
Spoiler
http://www.youtube.com/watch?v=2Be9AB6ekvQ&feature=related
but his sprites(if you would call it sprites) can't really be used cause the game had a Sky view of him and he didn't stand up right. so I  got the Idea to color Edit Mutant Rick from Cuchra's Splatterhouse Trilogy, but don't worry, I'm going to Edit his attacks, it won't be just a green Mutant rick.
(http://img12.imageshack.us/img12/3735/ooze.png) (http://img12.imageshack.us/my.php?image=ooze.png)
Let me know what yall think of my Idea.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 27, 2009, 07:07:19 pm
Nother Update:
Pulseman is 98% done, I just need to make my own special move for him, I've got a good idea but my Efx sprite sheet is at home. no Gif's to post, the animator is at home to.

Soon I'll be addin' stages for my Adventure mode :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on March 28, 2009, 01:50:02 pm
Also, I've been wanting to get a certain char in this game: the Ooze

Let me know what yall think of my Idea.

 I won't say anything until I see him turn into Ooze  ;D.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 28, 2009, 08:53:50 pm
He is Ooze, but in a homanoid shape, If you saw the video, Oozes Current state would make him unusable for BOR. but as I said before I'm gonna Edit Mutant Rick to do ooze's attacks, I'm pretty sure I can stretch his arm, and a Spiting animation would only take two sprites. :)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 29, 2009, 12:43:15 am
Nother Update:
I did some planning for Adventure mode! It's gonna be 7 stages for each Game/Mod(may have small boss stages).
So far I have:
3 stages from SORxxx
7 from Battletoads :cheers!:
2 from the Splatterhouse Trilogy mods(from first mod)
Now I gotta get the Enemies :)
Title: Re: Sega Genesis Mega Brawler
Post by: Die_In_Fire on March 29, 2009, 02:08:59 am
it seems like you are putting a lot of effort on this mod DJ, keep the good work!
Title: Re: Sega Genesis Mega Brawler
Post by: bozeefus on March 29, 2009, 03:12:54 pm
Nother Update:
I did some planning for Adventure mode! It's gonna be 7 stages for each Game/Mod(may have small boss stages).
So far I have:
3 stages from SORxxx
7 from Battletoads :cheers!:
2 from the Splatterhouse Trilogy mods(from first mod)
Now I gotta get the Enemies :)

Looking nice DJ  ;)

And sorry about yesterday bro. I was busy all day. I didn't have time to get on cpu for a minute yesterday.

Left my house @ 1:00 and didn't come back untill 12:00

I was tired as hell to

If anything i'll have time today

game @ 8:00?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on March 30, 2009, 02:35:21 pm
it seems like you are putting a lot of effort on this mod DJ, keep the good work!
Thanks, I plan on this being a mod you can play over and over with Different Paths in Adventure mode. I'll try to get bonus rounds to ;D

Looking nice DJ  ;)

And sorry about yesterday bro. I was busy all day. I didn't have time to get on cpu for a minute yesterday.

Left my house @ 1:00 and didn't come back untill 12:00

I was tired as hell to

If anything i'll have time today

game @ 8:00?
Thanks, And I couldn't make it, I had to watch my brothers and my grandma's house :bored:
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on April 05, 2009, 01:01:29 pm
 Hey DJ, have you seen slimes from King of Dragons? I think their sprites are perfect for The Ooze.

 Speaking of slime, there's a boss from Shadow Force which is in form of slime called Amoeba. I think they should fit The Ooze too.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 05, 2009, 04:29:15 pm
Thanks, I'll keep that in mind.
Title: Re: Sega Genesis Mega Brawler
Post by: NickyP on April 06, 2009, 02:51:48 am
There's one Genesis character I'd love to play as and you haven't included. Mind if I make him for ya?  ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 06, 2009, 09:47:49 am
Who's that character? Cause I've been workin' on Pulseman and He's about finished, but I strayed from him to work on the first Battletaods Adventure stage for the demo. and any help is Apprciated :)
Title: Re: Sega Genesis Mega Brawler
Post by: Ikonz101 on April 06, 2009, 12:45:20 pm
Looking great.. What about Kid Chameleon or enemies from that game. That was a great game.

 
Title: Re: Sega Genesis Mega Brawler
Post by: BurnKing on April 06, 2009, 01:01:49 pm
my favorite genesis game was probably gunstar heroes you should incorporate them even if only in a background somewhere
Title: Re: Sega Genesis Mega Brawler
Post by: krizalid on April 06, 2009, 01:51:13 pm
good work! :cheers!:
I try the game now!  :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: NickyP on April 06, 2009, 02:13:33 pm
I'll work on him then, maybe even finish before I leave on my trip. If not, I guess I'll just send him to ya from Greece  :laughing:

Are you using a palette, or truecolor mode?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 06, 2009, 04:43:34 pm
Looking great.. What about Kid Chameleon or enemies from that game. That was a great game.
I thought about him and his sprites are kinda iffy, I want him in(even tho just heard of it a month ago) but I don't know how the hell he would fight.
my favorite genesis game was probably gunstar heroes you should incorporate them even if only in a background somewhere
I was gonna do some editing from CybersoulX's old GHZ mod, but he seems to be doin' somethin' with them at the moment, but I want'em to ;)
good work! :cheers!:
I try the game now!  :cheers!:
Thanks, give feedback when you can :cheers!:
I'll work on him then, maybe even finish before I leave on my trip. If not, I guess I'll just send him to ya from Greece  :laughing:

Are you using a palette, or truecolor mode?
I'm converting all the chars over to their tru pallete, which is a shame cause I'll have redo their remaps over again since they won't work, but on the plus side, they'll be better ;)

Anyway, I finished the first level to the Battletaods Adventure path, I'l have new video soon(Hypercam is the SHIZZINTE :cheers!:) and Pulseman is also almost done to :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: krizalid on April 08, 2009, 06:27:30 am
I try the demo: good work,the game is realy caothic game.very kitch!  :cheers!:

PS: Cronus rulez.  ;D ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 08, 2009, 09:50:20 am
I try the demo: good work,the game is realy caothic game.very kitch!  :cheers!:

PS: Cronus rulez.  ;D ;)
Thanks, and yes, Cronus rulez :)

oh yeah, for those who haven't seen it, here's the new video, if I have no problems, expect this out today.
http://lavalit.com:8080/index.php/topic,1972.msg38666.html#msg38666 (http://lavalit.com:8080/index.php/topic,1972.msg38666.html#msg38666)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 13, 2009, 09:58:46 pm
Ok Guys, here's the new video, I'm postin' it now cause I may leave before It's done Processing. There isn't to much new, I'm just Playin a bit of the sets I have in it now, and more in the end ;)
Spoiler
http://www.youtube.com/watch?v=3b5lXMRFWZ0

Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 14, 2009, 01:12:16 pm
Yo Guys, I've been contemplatin' the size difference of the chars for a while now, and I think I figured something out: I could zoom in or out to change mulitple sprites with PSElements:
Spoiler
(http://img139.imageshack.us/img139/3171/size2.png) (http://img139.imageshack.us/my.php?image=size2.png)
(http://img139.imageshack.us/img139/size2.png/1/w763.png) (http://g.imageshack.us/img139/size2.png/1/)

My goal is to get everybody to the same size as SOR sprites:
Spoiler
(http://img18.imageshack.us/img18/9496/sizeb.png) (http://img18.imageshack.us/my.php?image=sizeb.png)
(http://img18.imageshack.us/img18/sizeb.png/1/w173.png) (http://g.imageshack.us/img18/sizeb.png/1/)
The sprite left of Axel is the original, the one to the right is the resized one. You can't really see it but the bigger sprite is a tad fuzzy
If I do this, I'll keep the original sizes in a folder with the Chars folder. But should I do this or not, the sprites fuzzyness is what hessitates me.
Title: Re: Sega Genesis Mega Brawler
Post by: Die_In_Fire on April 14, 2009, 03:51:12 pm
did you try using drawframe command dj?

pselements? didn't know about that program, trying to find some resizer too
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 14, 2009, 06:16:26 pm
Yeah but I don't like the results of it, The sprites look like you resized them in paint wrong. that's why I've been tryin' to figure it out since Ray and nack for Chaotix Rage.
Title: Re: Sega Genesis Mega Brawler
Post by: MCW on April 14, 2009, 06:42:15 pm
How about his one, enlarge 25%.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 14, 2009, 06:49:29 pm
uh no... Enlarging it makes the sprite look messy, that's why I don'y use drawmethod....(contemplating)
Title: Re: Sega Genesis Mega Brawler
Post by: Hanzo on April 14, 2009, 06:51:15 pm
man i need to see sum Golden Axe characters in your mod.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 14, 2009, 06:56:39 pm
Well I got Axe,Cronus, and king in it now, the other I'll edit after I'm done with sonic.
I'd go home and work on it but I'm watin' on a response at the sprite database forum for something else...

Better yet, on the resizing Issue, I should just clean up the sprite colors with paint, I forgot I know how to erase one color at a time with another :P :eek:
Title: Re: Sega Genesis Mega Brawler
Post by: MCW on April 14, 2009, 07:17:20 pm
If you resize sprite using drawmethod of the engine, the colour will not mess up.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 14, 2009, 07:19:55 pm
The color isn't an issue, it's the sprite, but the thing that had me about zomming and taking screen shots, it that the sprites were a tad fuzzzy, But It just came to me that I can easily clean it up.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 15, 2009, 11:25:28 am
Ok, The cleaning sprite idea didn't work, so I've broken down and gonna use use drawmethod... :eyebrow_action:

but what I wanna know is, I remeber someone(OX or DC) said that I could use drawmethod on just one anim and the rest would follow, but their not. what was I suppose to do again?

EDIT:

Oh yeah, I'm makin good progress on sonic, in fact check this out:
Spoiler
(http://img27.imageshack.us/img27/6956/sonicprogress.png) (http://img27.imageshack.us/my.php?image=sonicprogress.png)
This is a list of all the frames I have, with tru colors. two more anims and I just have to get him in the mod(parts of him are already in ;))
 
Title: Re: Sega Genesis Mega Brawler
Post by: Die_In_Fire on April 15, 2009, 12:43:42 pm
are you using drawmethod on the first frame or on each?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 15, 2009, 04:32:39 pm
The first idle frame of axe Battler2.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 25, 2009, 12:04:22 am
UPDATE:
Sonic is done, check the blue beast out!
(http://img402.imageshack.us/img402/9608/segagenesismegabrawler0.th.png) (http://img402.imageshack.us/my.php?image=segagenesismegabrawler0.png)(http://img24.imageshack.us/img24/9608/segagenesismegabrawler0.th.png) (http://img24.imageshack.us/my.php?image=segagenesismegabrawler0.png)(http://img22.imageshack.us/img22/9608/segagenesismegabrawler0.th.png) (http://img22.imageshack.us/my.php?image=segagenesismegabrawler0.png)(http://img16.imageshack.us/img16/9608/segagenesismegabrawler0.th.png) (http://img16.imageshack.us/my.php?image=segagenesismegabrawler0.png)(http://img27.imageshack.us/img27/9608/segagenesismegabrawler0.th.png) (http://img27.imageshack.us/my.php?image=segagenesismegabrawler0.png)
If anyone here has played sonic(360) long enough like me, Sonic would get a move were he starts breakdancing and a tornado starts spinning around, which was one of the sickest moves I've ever seen :wow!:. So I decided to recreate it as his special move using the tornado that the SOR gang can summon, and edited it to a longer and faster attack. like knuckles, he has attacks from sonic advance 3 and Battle. I was gonna release the demo when he was done, but I want to do another Adventure stage first, when that's done, I'll make a video.;)

EDIT:
Also still waitin' on DC for Joe Musashi :)
Title: Re: Sega Genesis Mega Brawler
Post by: Mrgrill247 on April 25, 2009, 03:51:08 am
Can't wait to see the break dancing video.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 26, 2009, 12:44:32 am
Ok guys, here's the new video. I need to test the music real quick and I'll start gettin' it uploaded :cheers!:
SGMB OpenBOR Project Sonic Gameplay (http://www.youtube.com/watch?v=5RqyRLTZNLw&feature=channel_page#lq)
Title: Re: Sega Genesis Mega Brawler
Post by: Ikonz101 on April 27, 2009, 11:00:39 am
WOW!!! Great job... The video was awesome!! Any release date on Demo??

Ikonz101

Edit: Never mind found the Demo ;D
Title: Re: Sega Genesis Mega Brawler
Post by: talic on April 29, 2009, 03:13:54 pm
i just download the demo and is amazing, but i dont like the menu pictures.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 29, 2009, 07:30:25 pm
what is it you don't like about them? There isn't to much I can to to make the start screen flashy but I'll try some time, and I like the char select menu just fine, I just need to add the list of characters to it.
Title: Re: Sega Genesis Mega Brawler
Post by: maxman on April 29, 2009, 09:52:22 pm
Dat Sonic luk great, dawg! :thumbs_up: I cant wait to play it.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 29, 2009, 10:03:06 pm
Thanks man. I'm about the get the fixed demo up soon.
Title: Re: Sega Genesis Mega Brawler
Post by: talic on April 30, 2009, 02:33:14 pm
what is it you don't like about them? There isn't to much I can to to make the start screen flashy but I'll try some time, and I like the char select menu just fine, I just need to add the list of characters to it.

is just too simple.
at least use the original sega font for the title screen.

examples i made:
(http://i222.photobucket.com/albums/dd146/talic017/SGMB_title.png) (http://i222.photobucket.com/albums/dd146/talic017/SGMB_title_b.png)
(http://i222.photobucket.com/albums/dd146/talic017/SGMB_Loanding.png)

Just a suggestion.  :cheers!:

Sega font: http://www.dafont.com/sega.font (http://www.dafont.com/sega.font)
Title: Re: Sega Genesis Mega Brawler
Post by: Skull Kingz on April 30, 2009, 02:38:08 pm
(http://i222.photobucket.com/albums/dd146/talic017/SGMB_Loanding.png)

lol.....It says Loanding.
It looks nice though my friend.
Title: Re: Sega Genesis Mega Brawler
Post by: BurnKing on April 30, 2009, 03:00:17 pm
howd u make it like that when i DL'ed it it was in black and white
Title: Re: Sega Genesis Mega Brawler
Post by: talic on April 30, 2009, 03:53:18 pm
(http://i222.photobucket.com/albums/dd146/talic017/SGMB_Loanding.png)

lol.....It says Loanding.
It looks nice though my friend.
:laughing: jajjaajaj FAIL  :cheers!:

howd u make it like that when i DL'ed it it was in black and white

with some edits in jasc paint shop pro 8.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on April 30, 2009, 04:48:29 pm
Oh man! I always wondered how they spelled things with sega text! Thanks a lot Talic! :cheers!:
I'll try to make it look better with Gimp, but for now I'll use some of those pics you uploaded. :)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 07, 2009, 10:02:47 am
Yo I need some help. does anyone here remember a Genesis 2D Side Scroller where you played as this guy and he had a dog with him that you could give commands? I Can't remember the name of it but I played it a very long time ago.
EDIT:
Found it! It was shadow dancer!
Shadow Dancer GEN in 14:04 by Neofix (http://www.youtube.com/watch?v=bo68dPUcLoQ&feature=related#lq-hq)
He'll be on the list if I find sprites. I'll try to get the dog to.
Title: Re: Sega Genesis Mega Brawler
Post by: Damon Caskey on May 07, 2009, 10:23:01 am
That would be Shadow Dancer.

In the arcade version, you are controlling Hayate, who is the son of Joe from the original Shinobi. The dog is unnamed and would "lock" onto enemies automatically, usually choosing a knife thrower or gunman. Pressing Attack while ducking would send him to hold the target. If he held them too long or ran into an attack, he was knocked away and turned into a useless puppy until you collected a hostage or one minute passed.

In the Genesis, you control Joe himself, and the dog is named Yamoto. You have better control over him, as he won't attack unless you specifically command him to (hold Attack for one second and release).

In my very first drafts of IAF (before NPCs were available) I created this feature by having your charge attack make Yamoto *poof* in, lunge, grab anything he hit, then *poof* out. Technically, he was a bomb type projectile with a LOT of hacking involved. In current versions, he is an NPC and fights independently, attacking anything on the screen hostile to you.

DC

*Edit*: Ninja'd.. by the OP!!!




Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 07, 2009, 10:34:05 am
Thanks for the info, I was thinking of Hayate(since Joe will be in the mod anyway, BTW still waiting for him) would auto summon  Yamoto as a NPC that would either hold or attack his enemies and only die when Hayate does. but I can't find any damn sheets :(. Would you happen to still have'em DC?
Title: Re: Sega Genesis Mega Brawler
Post by: Hanzo on May 07, 2009, 10:36:02 am
Shadow Dancer should be an awesome addition to your mod, DJ since I played the Genesis version for some time
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 07, 2009, 10:39:05 am
Yeah, I played the game myself A LONG time ago, but I just came to mind a few minutes ago. I'll have to DL it and Play it again later.
Title: Re: Sega Genesis Mega Brawler
Post by: Damon Caskey on May 07, 2009, 10:42:51 am
Thanks for the info, I was thinking of Hayate(since Joe will be in the mod anyway, BTW still waiting for him) would auto summon  Yamoto as a NPC that would either hold or attack his enemies and only die when Hayate does. but I can't find any damn sheets :(. Would you happen to still have'em DC?

I have sprites for Joe from Shinobi III and Yamoto from Genesis Shadow Dancer, but my server is in pieces at a friends house, and as stated earlier, I took a sabbatical from any modding work. But I'll get them to you eventually.

I do not have Joe sprites from Genesis Shadow Dancer, so if you want those for Hayate, you'll have to keep looking or rip them. Sorry.

DC
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 07, 2009, 10:44:05 am
Aight then thanks. If I don't find any sheets I guess I'll just ripem myself.
Title: Re: Sega Genesis Mega Brawler
Post by: Skull Kingz on May 08, 2009, 11:10:23 am
nice, nice, nice....
one question?

Will Sonic ever appear? personally I'm a knuckles fan so I can really care less about sonic. :D
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 08, 2009, 11:23:26 am
Apperently you didn't get the new version, sonic is in it and I gave him a good moveset cause I'm a big knuckles fan to, check da demo section.
Title: Re: Sega Genesis Mega Brawler
Post by: Skull Kingz on May 08, 2009, 11:26:28 am
Quote
Apperently you didn't get the new version, sonic is in it and I gave him a good moveset cause I'm a big knuckles fan to, check da demo section.

 :dunce: I feel stupid, I'll have to check out what game it is that I've been playing all this time. I'm at school now so I can't check.
I'll try out the new demo this afternoon.
Keep doing your thing bro!
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 08, 2009, 11:30:25 am
you to dawg. I'm makin another adventure and new battle stages as well since what I posted before will take a lot of time. after that tails is next.
Title: Re: Sega Genesis Mega Brawler
Post by: Skull Kingz on May 08, 2009, 11:33:22 am
cool!!! and tails is joining the party also.
Will he actually be able to fly? or at least jump higher than the others. :D
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 08, 2009, 11:40:55 am
Not at first but later I'd like to give him a double jump where he hovers down slowly. There's gonna be at least 16 chars from the sonic in this, not all of them being the main ones either. I've already got the chaotix(7, 1 more comming) and sonic which is 8.
Title: Re: Sega Genesis Mega Brawler
Post by: Skull Kingz on May 08, 2009, 11:44:25 am
Cool but 1 more thing.

Will Dr.Robotnik/Eggman appear? :dunce:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 08, 2009, 11:49:51 am
As a boss: you know it :)

Playble.......

I'd like to get his sprites from a fan game called sonic godspeed(still the best one so far) He wasn't in a robot this time tho, He appered in a black and green suite and through these green energy balls from his hand. Eggman was never that much of a Bada** :wow!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 11, 2009, 12:14:46 pm
Yo peeps. :cheers!:
Modding has slowed down a bit, I rented madworld and sonic & the black night for the wii. right now I'm doin some last minute CIS work right now but doin some icons over now and again. also I'm adding some more levels so you'll have more to play on the next installment.

EDIT:
Here's A screenshot of the icons, there only 10+ pixels shorter so you may not see the difference.
(http://img2.imageshack.us/img2/8517/segagenesismegabrawler0.th.gif) (http://img2.imageshack.us/my.php?image=segagenesismegabrawler0.gif)
Since I'm posting shots, here a few screenshots of one of the stages I'm adding, This is the one I had to skip in chaotix Rage:
(http://img179.imageshack.us/img179/8517/segagenesismegabrawler0.th.gif) (http://img179.imageshack.us/my.php?image=segagenesismegabrawler0.gif)(http://img149.imageshack.us/img149/1181/segagenesismegabrawler0f.th.gif) (http://img149.imageshack.us/my.php?image=segagenesismegabrawler0f.gif)(http://img145.imageshack.us/img145/8517/segagenesismegabrawler0.th.gif) (http://img145.imageshack.us/my.php?image=segagenesismegabrawler0.gif)(http://img144.imageshack.us/img144/8517/segagenesismegabrawler0.th.gif) (http://img144.imageshack.us/my.php?image=segagenesismegabrawler0.gif)(http://img139.imageshack.us/img139/8517/segagenesismegabrawler0.th.gif) (http://img139.imageshack.us/my.php?image=segagenesismegabrawler0.gif)
Title: Re: Sega Genesis Mega Brawler
Post by: talic on May 11, 2009, 02:05:23 pm
Yo peeps. :cheers!:
Modding has slowed down a bit, I rented madworld and sonic & the black night for the wii. right now I'm doin some last minute CIS work right now but doin some icons over now and again. also I'm adding some more levels so you'll have more to play on the next installment.

EDIT:
Here's A screenshot of the icons, there only 10+ pixels shorter so you may not see the difference.
(http://img2.imageshack.us/img2/8517/segagenesismegabrawler0.th.gif) (http://img2.imageshack.us/my.php?image=segagenesismegabrawler0.gif)
Since I'm posting shots, here a few screenshots of one of the stages I'm adding, This is the one I had to skip in chaotix Rage:
(http://img179.imageshack.us/img179/8517/segagenesismegabrawler0.th.gif) (http://img179.imageshack.us/my.php?image=segagenesismegabrawler0.gif)(http://img149.imageshack.us/img149/1181/segagenesismegabrawler0f.th.gif) (http://img149.imageshack.us/my.php?image=segagenesismegabrawler0f.gif)(http://img145.imageshack.us/img145/8517/segagenesismegabrawler0.th.gif) (http://img145.imageshack.us/my.php?image=segagenesismegabrawler0.gif)(http://img144.imageshack.us/img144/8517/segagenesismegabrawler0.th.gif) (http://img144.imageshack.us/my.php?image=segagenesismegabrawler0.gif)(http://img139.imageshack.us/img139/8517/segagenesismegabrawler0.th.gif) (http://img139.imageshack.us/my.php?image=segagenesismegabrawler0.gif)

i see a touch of smash bross gameplay  :cheers!: :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 11, 2009, 02:25:11 pm
That and Onimusha blade warriors but there about the same, but this leans more towards Onimusha ;)
Title: Re: Sega Genesis Mega Brawler
Post by: maxman on May 11, 2009, 08:44:13 pm
Dude, I can't wait to play Vector Man! ;D
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 11, 2009, 08:52:58 pm
You can't wait? he's been in the demo since the first release, but I need to add a dodge anim and rip the missing sprite from his run anim....
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 12, 2009, 12:27:06 pm
Yo guys, I had a thought and I want your opinion on it. It'll be a while for me to make 7 stages for every sega title encluded in the mod, and for now I'm mixing the stages, but should I mix the enemies tho? I might do it.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 13, 2009, 10:58:35 am
Yo peeps, just thought I'd post this screen shot of the next adventure stage:
(http://img134.imageshack.us/img134/8665/sgmbsplatterhousestageb.jpg)
I'm pretty sure you know what who, or what your gonna fight in this stage ;)
I'm also working on a quick challenge stage ;)
Title: Re: Sega Genesis Mega Brawler
Post by: ryomaneo on May 13, 2009, 12:21:51 pm
 ;D great job dj im very impressed with your work
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on May 14, 2009, 04:17:51 am
Quote
but should I mix the enemies tho? I might do it.

 Hmmm... IMO for good visual, you shouldn't mix them but if you have limited enemies, it's OK to mix them.
 Whatever you choose, try to make some variations so each stage offers different feel.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 14, 2009, 10:20:08 am
Yeah I won't be able to get all the stages done that quick anyway but After playing madworld and reading your post, I get what you mean. I'm not limited on enemies since a lot of them have been done on BOR Mods. so I'll just keep the enemies on their own levels, and save the mixing for bonus rounds.
Title: Re: Sega Genesis Mega Brawler
Post by: Die_In_Fire on May 14, 2009, 11:10:56 am
Yo guys, I had a thought and I want your opinion on it. It'll be a while for me to make 7 stages for every sega title encluded in the mod, and for now I'm mixing the stages, but should I mix the enemies tho? I might do it.

Usually I don't like to mix sprites from not alikes games, but as on SGMB the playables are differents mix, I think its ok to mix them here

the moon on the screenshot looks very great, I think os from Castlevania Bloodlines??

hope to play a demo with some stages soon!!  :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 14, 2009, 11:18:05 am
Thanks D_I_F but that stage is from the splatter house trilogy mods. I've had to bother with those Icons so much that it's taking even longer to finish this demo, so I'll add another adventure stage and some battle stages as well :)
Also, I know some people are touchy about sprite mixing(a lot of them are sonic sprite editers) but I don't care for it as long as there's a good reason or the person mixing is being random about it, but like you said SGMB is a mix of playable chars from different game and there isn't that big of difference from the sprites(some of them anyway)
;D great job dj im very impressed with your work
Thanks for comment homie. glad to see some poeple are interested in this ;D

EDIT:
I actually just had an Idea:
I'll just make 4 small battle stages for the game stages and Enemies I have so far untill I make longer stage for them(unless I did already). this way I can still demo how I'm gonna use Branching. You guys are actually gonna get more in the nect installment :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: talic on May 14, 2009, 12:34:02 pm
Quote
but should I mix the enemies tho? I might do it.

 Hmmm... IMO for good visual, you shouldn't mix them but if you have limited enemies, it's OK to mix them.
 Whatever you choose, try to make some variations so each stage offers different feel.

same here.  :cheers!:

i hope to see a demo soon  :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 17, 2009, 12:09:02 am
Update:

The last installment on SGMB had 2 adventure stages, now I've got 8 Stages of MASS A** WHOOPIN' :mwahahaha:

I also did an experiment, I don't know if anyone knows are tried this but I changed sonic throw to do damage before he throws :). so now I'll start using the throw anim for a Back grab attack like up and down grab attacks :cheers!:(for those with no good throw of course)
EDIT:
Forgot to mention, for that back grab attack trick to work, you need to use a header command called throwframewait:
Code: [Select]
throwframewait 10

anim throw
loop 0
delay 5
offset 120 131
        fastattack 1
frame data/chars/Sonic/JA2-3.gif
attack  108  96  59  45  5  0  0  0  0  20
frame data/chars/Sonic/JA2-2.gif
attack  0
frame data/chars/Sonic/JA2-1.gif
attack  108  96  59  45  5  0  0  0  0  20
frame data/chars/Sonic/JA2-0.gif
attack  0 0 0 0
frame data/chars/Sonic/JA2-3.gif
attack  108  96  59  45  5  0  0  0  0  20
frame data/chars/Sonic/JA2-2.gif
attack  0
frame data/chars/Sonic/JA2-1.gif
attack  108  96  59  45  5  0  0  0  0  20
frame data/chars/Sonic/JA2-0.gif
attack  0 0 0 0
frame data/chars/Sonic/JA2-3.gif
attack  108  96  59  45  5  0  0  0  0  20
frame data/chars/Sonic/JA2-2.gif
attack  0
frame data/chars/Sonic/JA2-1.gif
attack  108  96  59  45  5  0  0  0  0  20
frame data/chars/Sonic/JA2-0.gif
attack  0 0 0 0
frame data/chars/Sonic/JA2-3.gif
attack  108  96  59  45  5  0  0  0  0  20
frame data/chars/Sonic/JA2-2.gif
attack  0
frame data/chars/Sonic/JA2-1.gif
attack  108  96  59  45  10  1  0  0  0  20
frame data/chars/Sonic/JA2-0.gif

As you see here, sonic does some damage before he throws ;)
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on May 17, 2009, 03:01:21 am
 Maybe it's been more than a year, I stopped using THROW animation. I prefer using GRABBACKWARD instead for flexibility.
 However, I just knew if char can hurt grabbed opponent before throwing in THROW animation. Anyways, such effect can be gained with GRABBACKWARD too. I've made tutorial for this.

 Oh yes DJ, if you want to alter throw damage, you might consider using GRABBACKWARD.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 17, 2009, 06:06:04 pm
Coolio, thanks for he heads up son :)
Title: Re: Sega Genesis Mega Brawler
Post by: maxman on May 17, 2009, 06:09:48 pm
Keep going, man. :cheers!: btw Are you gonna release it to a complete version or a demo? :hmm:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 17, 2009, 06:14:26 pm
Demo maxy, this game won't end till either I start or end my final project. but with 8 stages adventure stages, it's just a bit less than full mod length. soon I can start branching(..or learning it...) so you can choose which stages you wanna play every time you finish a level, for example:
You beat a Streets of Rage stage, you can either keep going or start the next stage of Battletoads, splatterhouse, or Chaotix. ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 19, 2009, 10:03:27 am
Small announcement folks:
After I do a few Icons, and change certain parts of the char's files, the next demo May be out as soon as....what....later today, depends on how much I have done before, or after my mom brings the Role Models DVD ;D
Title: Re: Sega Genesis Mega Brawler
Post by: talic on May 27, 2009, 09:06:36 pm
hi
i was looking for some chakan music`s and i found this website where you can find only music from sega genesis games.

http://project2612.org/list.php (http://project2612.org/list.php)

PD:
you need the vgz plugin for Winamp.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 27, 2009, 09:08:57 pm
I never heard of this. in fact the only custom plug-in I ever used was the one for .bor files. Is there any way you can play these tracks on something else, maybe the site? from my experience, Winamp plays everything but .bor files without that plug-in.
Title: Re: Sega Genesis Mega Brawler
Post by: talic on May 27, 2009, 09:19:40 pm
I never heard of this. in fact the only custom plug-in I ever used was the one for .bor files. Is there any way you can play these tracks on something else, maybe the site? from my experience, Winamp plays everything but .bor files without that plug-in.

with this plugin:
http://www.winamp.com/plugins/details/133560 (http://www.winamp.com/plugins/details/133560)

you can play the music in winamp.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on May 27, 2009, 09:28:01 pm
Hmm, I'll try it out. but the music will be useless without the stages. also they don't have the music posted in youtube do they? they do most of the time and I can just make'em into MP3s.

EDIT:
just checked and they didn't. IF I make MP3's of these, you want'em? I'd post them on the forum if it's okay.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 02, 2009, 04:29:32 pm
Not too much to update but new levels and a training mode is in the works. Also, A screenshot:
Spoiler
(http://fc07.deviantart.com/fs49/f/2009/152/1/1/Next_SGMB_Chars_by_DJ_VGamer.jpg)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 03, 2009, 12:27:25 am
Hey guys, I kicked on the Genesis Emulator today to play this game called Fighting Masters. I decided to add a char from this game and I Actually got a lot of him done :cheers!:
Screenshots later, but Here a vid of the game:
Spoiler
http://www.youtube.com/watch?v=Gkv3Drlo8mk
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 07, 2009, 11:05:15 pm
Anyone watch that video I posted: Here's the char I'm adding from it.
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on June 08, 2009, 12:24:44 pm
 So it's Grinder! I was wondering who will be chosen.

 BTW do you bring chars from Alien Storm?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 08, 2009, 08:17:44 pm
Yes Grinder, he's the sole reason why I played the game in the first place. I beat it with him to ;D

Alien storm? Lemme see how it is and I'll get back to ya.

EDIT:
Oh That!! I played it but wasn't too crazy about Ironically, But they're in if I find the sheets.
Title: Re: Sega Genesis Mega Brawler
Post by: ryomaneo on June 09, 2009, 12:15:28 am
 :laughing: Looking great dj keep up your grand work on this mod every time i see it gets even cooler i so cant wait for the full release  :cheers!: buddy Ps your music is truly amazing keep those records coming   >:D
Title: Re: Sega Genesis Mega Brawler
Post by: talic on June 09, 2009, 12:32:06 am
Yes Grinder, he's the sole reason why I played the game in the first place. I beat it with him to ;D

Alien storm? Lemme see how it is and I'll get back to ya.

EDIT:
Oh That!! I played it but wasn't too crazy about Ironically, But they're in if I find the sheets.

plzz try to put the robot from alien storm, is my favorite.  :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 09, 2009, 01:06:39 am
I will, He's was the only I actually played with the short time I did.

At the moment, I'm concentrating on Copying the script commands for the Platforms over to every char, which is gonna take a long time :oops:

EDIT:
Lookin' for Alien Storm Sheets, and this was all I found
http://www.spritesheets.net/Sprites/Genesis/Alien-Storm-Sprites/ (http://www.spritesheets.net/Sprites/Genesis/Alien-Storm-Sprites/)
http://neuropod.net/spritersblock/index.php?topic=3280.0 (http://neuropod.net/spritersblock/index.php?topic=3280.0)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 09, 2009, 04:08:38 pm
ANNOUNCEMENT:

In the future, SGMB will be at 480x272 screen resolution, 320x240 has been looking small to me lately, and the platform stages will need a bigger screen. BTW is 480x272 good PSP size?

Also, If this isn't supported by Dreamcast, I will make a seperate version or find a better size screen.
Title: Re: Sega Genesis Mega Brawler
Post by: Damon Caskey on June 09, 2009, 04:14:42 pm
BTW is 480x272 good PSP size?

480x272 is the exact PSP screen size. It's why that resolution was orginally added.

DC
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 09, 2009, 04:28:47 pm
Coolio ;D
Ironic since My PSP isn't modded :oops:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 09, 2009, 04:53:56 pm
Sorry to double post but I needed to ask this screen related question:
Can anyone here run OpenBOR at 800x480 Screen Resolution? My computer is very laggy when It does but my aunt's CPU runs it just fine. I may also Make a version with 800x480, I'll need to make the stage bigger but I don't think it will be too much of a problem ;).

EDIT:
Making separate levels files, check out jim after he fell in toxic waste ;)
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on June 11, 2009, 04:24:40 am
 :laughing: Nice effect although it looks more like wrong palette bug.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 11, 2009, 11:49:10 pm
Naw, whiles recoloring him, I found out that his outline was the same color as the blue gloves and straps on him so yeah.... it looks weird.... :eek:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 12, 2009, 07:20:41 pm
Not too much to update, but tails is at 60%, Omega at 30% and grinder just needs another freespacial and some adjustments and he's done.
I'm still trying to get the 2D aspect just right, even then I'll have to copy the commands to each char so it could be longer than expected.
I do plan on making a forth new char from the sonic series to the roster before another demo is out.
Too lazy to make any shots right now....
Title: Re: Sega Genesis Mega Brawler
Post by: Jazari on June 12, 2009, 08:44:03 pm
Sorry to double post but I needed to ask this screen related question:
Can anyone here run OpenBOR at 800x480 Screen Resolution? My computer is very laggy when It does but my aunt's CPU runs it just fine. I may also Make a version with 800x480, I'll need to make the stage bigger but I don't think it will be too much of a problem ;).

EDIT:
Making separate levels files, check out jim after he fell in toxic waste ;)

Nice I like the Idea of a toxic Jim. and I feel you on the laziness. But when making a game doing it when you feel like it is better because you will produce good stuff. ;)
Title: Re: Sega Genesis Mega Brawler
Post by: Fightn Words on June 12, 2009, 09:03:54 pm
Or even great stuff.
Title: Re: Sega Genesis Mega Brawler
Post by: Yagami Brando on June 13, 2009, 06:21:59 am
Looks cool, BTW DJ are you planning to release full version? or there will be just demo updates??
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 13, 2009, 02:32:28 pm
I'll keep updating this till my last projects are done. everything I use in this mod will be copied over to my other sega Projects, starting with chaotix Rage.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 17, 2009, 02:37:02 am
Hey, Omega Is about finished(I'd say around 98%)! but I may not be here long enough to convert the Shots of him, but I'll have some tomorrow. However, the battle sheet I have for tails is incomplete so He'll take longer. I'll tell yall who the 4th newcomer is when I get some frames done on him. :)
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on June 17, 2009, 05:08:20 am
 I'm still working on enemies AI. Good news is I got the basics correct, the enemy can chase player wherever he is.
 However, I noticed messy bbox and attackbox in some animations. I'll leave those to you.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 17, 2009, 09:43:33 pm
Thanks BloodB, a lot of material came from other mods so I check'em out.
Also, I got shots of Dr. Eggman's Renegade Robot, Omega  ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on June 17, 2009, 11:38:12 pm
 :wow!:Hey wait a minute!
This BGS I it and I dress in another side!
 To if that also determined ace to use textures of the SONIC ADVENTURE and!:thumbs_up:
Cool friend!
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 17, 2009, 11:40:45 pm
That stage was from copied over from my first project, Chaotix Rage, and I need to fix the color on it sometime. there will be more sonic stages from more sonic games to  ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on June 17, 2009, 11:50:42 pm
Yo estaba pensando en SPEED HIGHTWAY para el SMASH MEGAMIX utilisando las texturas originales del SONIC ADVENTURE, consegui texturas descompilando mis GAMES de DREAMCAST y tengo montones por si nesesitas algo! ;D
La esena de GREEN HILL lo muestra claramente! :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on June 17, 2009, 11:59:24 pm
I was thinking about SPEED HIGHTWAY for the SMASH MEGAMIX using the original textures of the SONIC ADVENTURE, to obtain textures disarming my DREAMCAST's GAMES and I have heaps if you need something! ;D
GREEN HILL  stage shows it clearly! :cheers!:
 :doh!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 18, 2009, 12:01:51 am
hmm... Now that I think about it, I could use those stages in Eggmans Carrier from Sonic Adventure, and the Space levels from Adventure 2. any would do if you can do that ;D
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on June 18, 2009, 12:52:21 am
 :)
If only it specifies me what you need!
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 18, 2009, 01:03:16 am
How about this, you need to skip this a little to see the hot shelter stage:
Sonic Adventure DX - E-102 γ - Part 4 (http://www.youtube.com/watch?v=3DShC6cpVag#lq-lq2-hq-vhq)
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on June 22, 2009, 02:01:48 am
 Here's what I've worked so far regarding enemy AI. See attachment. Don't forget to add the lines from xmodels.txt to your models.txt.
 The escript.c should go to scripts folder, as for char's text, you could put them in right folder (replace the old one that is).

 I hope you like it ;).
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 22, 2009, 02:06:30 am
uh blood, there's no attachment. :eek:

EDIT:
It's there now :)
Thanks, I'll try it out.

EDIT2:
Man, the A.I. is great, and I see you edited a few of there moves, I plan on doin more of that after the next demo is up, like editing the Spacial for the ricks. thanks for you fixes and edits Blood. :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on June 22, 2009, 11:34:07 am
 You're welcome :).
 I hope you don't forget to add bbox to some attacks. Some of them are from freespecials which have no bbox from start.

 BTW I forgot to include this Bolo.txt for Vectorman.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 22, 2009, 07:09:26 pm
Got it, thanks again Blood.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 23, 2009, 04:14:39 pm
Hey, I'm having with something, and I don't know what to look for in the manual, but isn't there a command to set the layer of an entity so It always appear behind everything else but the panal. it's a summon move I'm doin.
Title: Re: Sega Genesis Mega Brawler
Post by: Orochi_X on June 23, 2009, 07:39:03 pm
A command to set the layer you say? 

A command to......set.....the......layer?

set  the layer?

Nope ,I cant think of a setlayer command.....
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 23, 2009, 11:31:49 pm
 :ru_sure:
I must've missed it then. thanks.

EDIT:
Ok people, here's the last of the 4 new comers to the next version!
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 27, 2009, 10:49:23 pm
New video  >:D
SGMB Preview6 Grinder & Omega (http://www.youtube.com/watch?v=Ckr4d8Ec-xM&feature=channel#lq-lq2-hq-vhq)
Title: Re: Sega Genesis Mega Brawler
Post by: nedflandeurse on June 28, 2009, 05:46:48 am
Great!
Really promising release :)
Title: Re: Sega Genesis Mega Brawler
Post by: maxman on June 28, 2009, 06:44:55 am
I'm skipping watching the video, but I would say I like all the characters you got there, DJ. ;) Oooh I can't wait for the complete one! ;D ;D ;D ;D ;D Anyways, take your time on it. I'll "take" a demo. >:D

Even the stages, I like it too. ;) Keep up, buddy.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on June 29, 2009, 02:40:24 pm
ANNOUNCEMENT:
Tails' and Shadow's sprite sheets are incompleate, so either I find some finished sheets or I have to rip them myself. regardless, I'm going to release the new version with new stages for Free for all and Mega Brawl, including the new 2D stage but since I didn't get the script to everyone yet, you may only have a few of the fighters to choose from.
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on July 06, 2009, 02:23:45 am
Quote
including the new 2D stage but since I didn't get the script to everyone yet, you may only have a few of the fighters to choose from.

 I'm still working on other chars and have done with Espio, Vector and Sketch. Espio and Vector have different AI than ones you have seen. Sketch still use same AI.

 You should try studying the texts I've sent you before so you can set them yourselves without waiting for me.

 BTW I don't think Grinder's sprites are complete so I won't work on him.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 06, 2009, 06:56:15 pm
Actually Grinders sheet was complete, it was a real small sheet, I even made 1 edit so he could punch and the rest was just blue effects that I recolored from a sheet.
about the AI, I'll look into that soon but I concentrating on getting the script to the players first.

also, the game was put on hold because as I said before, I rented Digital devil saga 2. the only progress I made in the six days of having that game, was getting a few more stages ready for the next demo. and after finally Beating Shinobi 3 the other day, I'm picking back up on getting this done.

X]
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 10, 2009, 08:08:25 pm
Yo peeps. this is moving a bit slow again. I've been soul searching...... for new sounds to use in my music. I'm hoping to find a good amount of Instruments to use in FL Studio to start my own Music Project, which some tracks will be featured on SGMB other than the one's that are already there.

I have done some work tho, I've finally learned about the setweap and weapnum commands, thanks to Bloodbane's help, and now all the characters can adjust to the 2D levels with ease. also, I've made vs. screens for each stage in free for all, which will show every CPU you will fight and in order they will appear. you will fight through 16 other chars, 8 at a time, and how many players are playing will have no effect on the number of CPU's that will spawn.

I also have some good idea's for Arcade mode, like the Smash Bros. series, but with my own series, and I'll try to add a new set every other, if now all, new demos. Players playing a once will effect the number of CPUs.

no changes to announce about adventure mode. :cheers!:

With that said, I'm heading home to try these VSTs on FL Studio, but before I go, I'd like say that I've found a Mugen site with the characters from the Brutal: Above the Claw characters. expect to see a few of them at some point. ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 12:11:26 am
I was doing a lot of thinking a few hours ago. I need to rip sprites for this project, I don't have the time to rip a full sheet of the Genesis games I wanna add, but I hate unfinished sheets. but the only way I'm gonna be able to rip sheets in a timely fashion is to rip the ones I'm actually gonna use, whoever wants to see the sheet complete will have ti finish it themselves. but If i'm playing a game for the hell of it, I'll rip screen shots and send them to whoever wants to put it to the sheet. I've downloaded a bunch of roms today so I don't know what I'm starting with, but I'll post about'em when the time comes.
Sheet's I may start:
Killing Game Show
Mazin Saga
Mega Turrican
Mystical Fighter
Probotector (Different version of Contra Hard Corps)
Rise of the Robots
Skeleton Krew
If any sprite sheets from these games exsits, please let a brotha know.

Also: I had the chance to play a really cool game called Dinosaurs for Hire, I really fun side scrolling shooter, and the sprites for all 3 characters are ripped!!! :cheers!:
Let's Play Dinosaurs for Hire 01 - Ninjas and Dinosaurs (http://www.youtube.com/watch?v=a5ZZM2apJMk&feature=related#lq-lq2-hq)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 09:13:14 pm
Quick Question: Can the same animation summon and kill it's last summoned entity at the same time? I need this for Specific moves from Sonic Battle.
Title: Re: Sega Genesis Mega Brawler
Post by: MCW on July 19, 2009, 09:18:17 pm
Quick Question: Can the same animation summon and kill it's last summoned entity at the same time? I need this for Specific moves from Sonic Battle.

Yes. Summonframe at first frame and unsummonframe at last frame.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 09:21:51 pm
What about the other way around? In sonic Battle, if A character used a bomb and had one out already, that bomb would blow up at the moment the same button is pressed. It's a move I was missing in chaotix rage, so I want to bring it to SGMB before I copy the chaotix back to their the original mod.

EDIT:
I might as well post this since I haven't posted any shots in a long time:
Spoiler
(http://img33.imageshack.us/img33/4723/51411652.png) (http://img33.imageshack.us/i/51411652.png/)
Title: Re: Sega Genesis Mega Brawler
Post by: MCW on July 19, 2009, 09:30:09 pm
Can you show the image or video of the move?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 09:37:56 pm
Skip to 3:36, You'll see a bomb go underground, you'll notice it will explode when knuckles jumps in the air and throws it down again. That's the air version of the move but It's still about the same.
Sonic Battle Knuckles tutorial (http://www.youtube.com/watch?v=m6kR9kGDo-c#lq-hq)
Title: Re: Sega Genesis Mega Brawler
Post by: MCW on July 19, 2009, 10:19:48 pm
You can do this by:

Non-script
- You need to join 3 of the explosion together in one image

The first explosion
1- Create an entity for the explosion
2- Input lifespan with exact timing to remove it

The bomb
1- Create an entity for the bomb
2- Use the explosion sprite in the anim attack1

Knuckles
1- Input spawnframe to spawn the explosion at the 1st frame
2- Input tossframe to toss the bomb at the 3rd frame

Script
- You do not need to join 3 of the explosion together in one image

- Check the animationscript of my scripted grabwalk test demo. Try to study about it

- The library.c contain scripts called void shoot and void bomb

The first explosion
1- Create an entity for the explosion
2- Use empty or blank sprite in the anim idle
3- Use the explosion sprite in the anim attack1

The bomb
1- Create an entity for the bomb
2- Use the explosion sprite in the anim attack1

Knuckles
1- Input 3 @cmd bomb at the 1st frame to toss 3 first explosion
2- Input 3 @cmd bomb at the 3rd frame to toss 2 first explosion and 1 bomb

Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 10:28:02 pm
I think I understand the non-script method, but I'd rather try the script. I'm downloading your demo again now.
Title: Re: Sega Genesis Mega Brawler
Post by: MCW on July 19, 2009, 10:53:41 pm
No problem. those scripts are from BloodBane's Vehelits demo.

It is easy. Hope you can understand it.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 10:59:06 pm
Hope you can understand it.
Me and you both. I'm testing some walls I set so it'll take a while before I open it.

EDIT:
New select screen.
Title: Re: Sega Genesis Mega Brawler
Post by: ryomaneo on July 19, 2009, 11:11:29 pm
 ;D :laughing: looks more like mugen style now ps and the flash i reckon would be a good player for this game but its your choice dj
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 11:14:21 pm
I actually wanted to make a small Flash version of this for newgrounds so more people would find out about this, and OpenBOR, but I don't know jack about flash.  ;D :dunce:  ;D
Title: Re: Sega Genesis Mega Brawler
Post by: ryomaneo on July 19, 2009, 11:18:37 pm
the flash is a old cartoon charecter who speeds by fast (http://www.dccomics.com/media/product/1/4/1451_400x600.jpg)

(http://sdb.drshnaps.com/sheets/Media/Other/Other/JLHTheFlash.png)
a sprite sheet for him

2 sprite sheets of him

(http://sdb.drshnaps.com/sheets/Media/Other/JLTF/TheFlash.png)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 19, 2009, 11:23:40 pm
the flash is a old cartoon charecter who speeds by fast
...................... :doh!:
I thought you meant that other program that's used to make games with. I don't think I'll add him, He's been in more games after the Genesis, plus he's a very well know character.
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on July 20, 2009, 12:34:26 am
Nice SELECT SCREEN DJ quite good by the way! :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 20, 2009, 12:35:38 am
Thanks DH, it will get bigger, trust me. ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on July 20, 2009, 12:48:12 am
But I'm still thinking about the transfer for Dreamcast :teary_eyed:
Well no matter when, one day we will succeed ;D
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 20, 2009, 12:51:43 am
Hopefully, Dreamcast is where it needs to be. but till then, the only thing I can do is just work on it till SX get's the new build completely done. but I will start making small mods of this to test it tho.
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on July 20, 2009, 01:02:40 am
Hey do not worry just tell me when there ready for something that does not waste CDs in my bathroom that I can do so without charge. Also consider the possibility to change the sprites for the VIDEO in 8bit mode, and settled the problem! at least for now
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 20, 2009, 01:07:33 am
I'll be sure to keep that in mind DH.
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on July 20, 2009, 01:17:32 am
sorry we do not seem to understand either the translation ???
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 20, 2009, 01:21:59 am
I meant that I'll try to remember to try that. I understood what you said, but I have to admit, there are time I don't have a clue what your saying, but none of us are at fault for that. :laughing:
Title: Re: Sega Genesis Mega Brawler
Post by: maxman on July 20, 2009, 03:05:11 am
I don't have a clue what your saying, but none of us are at fault for that.
Same here.
Title: Re: Sega Genesis Mega Brawler
Post by: ALUCARD2009 on July 20, 2009, 05:53:30 am
your new select screen is very good.your work is very interesting.I' have think about new challenger for your game:-ristar,-tempo,-astal(on sega saturn),-the guy of three dirty  dwave on saturn,the ranger x (or x-ranza on genesis),the wrestler boss of street of rage 1 or 2,robot axel of street of rage 2 and shiva,the two heroes of castlevania on sega genesis.good luck for your next release.thanks for all your games! ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 20, 2009, 08:35:42 pm
your new select screen is very good.your work is very interesting.
Thanks. :)
Quote
I' have think about new challenger for your game
and they are?
Quote
-ristar,-tempo,-astal(on sega saturn)
I already planed on adding ristar and tempo. I have no Idea who astal is.... I never had a saturn. :(
Quote
-the guy of three dirty  dwave on saturn
I actually want all three of the dirty dwarfs, do you know where I can find the sprites?
Quote
ranger x
I played that before, I think I can squeeze him in if I find any sheets.
Quote
the wrestler boss of street of rage 1 or 2,robot axel of street of rage 2 and shiva,
I've got an opened copy of SORxxx, so I already have them, just not in the mod yet.
Quote
the two heroes of castlevania
I never had any interest in the game, but I was told not too long ago that it was a genesis game, so I'll see what I can do with them.

Thanks a lot for your support G. :thumbs_up:
Title: Re: Sega Genesis Mega Brawler
Post by: Fightn Words on July 21, 2009, 01:36:03 am
Astal was awesome, but a really really short game. It was a game Sega came out with for Saturn ages ago.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 21, 2009, 01:46:43 am
I just saw a video of it on youtube, the visual effects in this game is one og the best I've seen in a 2D game :wow!:. I saw the sprites for this somewhere but never saw them again after that. I'll start looking but can he do anything else other than grab stuff?
astal sega saturn stage 1 (http://www.youtube.com/watch?v=3VlFtv1AZ_k#lq-hq)
Title: Re: Sega Genesis Mega Brawler
Post by: Fightn Words on July 21, 2009, 01:51:58 am
It's been a while since I played it, I think he has a bird he calls for certain moves that can also act as player two.
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on July 21, 2009, 01:52:13 am
 Whoa DJ, you have tons of chars in this mod. You sure you can work on all of them?

 BTW I thought Probotectors are alternate version of Contra 3 Alien Wars?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 21, 2009, 02:05:00 am
Whoa DJ, you have tons of chars in this mod. You sure you can work on all of them?
I'll try to. :)

Quote
I thought Probotectors are alternate version of Contra 3 Alien Wars?
They are(I saw videos), but the one I'm ripping sprites from Is the Probotector that replaced Contra Hard-Corps, the only Contra rom I found for Genesis. I got the video here.
Spoiler
http://www.youtube.com/watch?v=sf3ZjycvuuQ&feature=channel_page

If you wanna know why Konami did this, I think it had something to do with German laws about people getting shot in video games.

Also, if you wanna know how the contra characters will play on this mod, think of samus on Cosmic Damage, I'm doing the same thing with them, Dinosaurs for hire, and any other games like the two. I'm also removing the grab anims for Earthworm Jim and Vectorman so the can be more concentrated on shooting then fighting.
Title: Re: Sega Genesis Mega Brawler
Post by: Mrgrill247 on July 21, 2009, 03:09:06 am
Nice detective work.  The main character looks like he from the anime Appleseed. 
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on July 21, 2009, 04:36:16 am
 :oops: Oh it is alternate version of Contra Hardcorps! :wow!:

Quote
If you wanna know why Konami did this, I think it had something to do with German laws about people getting shot in video games.

 I'm surprised. I thought Konami did this due to market difference. Didn't know there are such rule.

Quote
I'm doing the same thing with them, Dinosaurs for hire, and any other games like the two. I'm also remocing the grab anims for Earthworm Jim and Vectorman so the can be more concentrate on shooting then fighting.

 Great! Shooter should focus on shooting instead of beating.
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on July 21, 2009, 04:45:49 am
Great DJ! I know that you can succeed despite that seems complex it is not impossible at all to get it ;D
Title: Re: Sega Genesis Mega Brawler
Post by: ALUCARD2009 on July 21, 2009, 07:57:09 am
i'm happy if i can help you with my ideas dj. :blushing:i know it's very hard to create a mod like sega mega brawler and i respect your work and i support you. :cheers!:i think also the main characters of eternal  champion on genesis and mega-cd would be good challengers(rax,midnight,xavier or larsen...).the characters of x-men 2 on genesis(like magneto,diablo) have very original moves and supers(only on genesis,they have this move),but i don't know if they can join the spirit of your mod. :nervous:good luck for your next release!!! ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 21, 2009, 10:21:09 pm
Quote
i think also the main characters of eternal  champion on genesis and mega-cd would be good challengers
Man I forgot them, thanks again.
Also, Check out what I found. :)
http://www.spriters-resource.com/genesis/shadowdancer/sheet/25328 (http://www.spriters-resource.com/genesis/shadowdancer/sheet/25328)
This sheet must be new, it was on the front page.

I'm surprised. I thought Konami did this due to market difference. Didn't know there are such rule.
Yeah, if you check the youtube page of the video, someone there posted about it. Someone told me about it before momths ago, I forgot about it, but then ran into while I was going through a rom list.
Quote
Great! Shooter should focus on shooting instead of beating.
I know. I actually worked on them back in September, when I was still working on the Sega Alliance Concept and just transferred them over. Epsilon Eagle from Alien Soldier was gonna play like that to, Glad I've got experience now.
Nice detective work.  The main character looks like he from the anime Appleseed. 
I never heard of it, but I think I saw some kind of cartoon cover of 3 of the main characters on it. I don't know if it was a comic or Anime.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 21, 2009, 11:43:53 pm
lol, found those astal sprites, I just need to figure out how he would work out.
http://www.spriters-resource.com/other_systems/astal/ (http://www.spriters-resource.com/other_systems/astal/)

EDIT:
while going through those sheets, I found another chracter to add and downloaded her sheet. so yeah, Saturn and MegaCD characters will make an appearance in this mod. ;D
Spoiler
http://www.youtube.com/watch?v=LnMoBKP7-04
 

I'll post if I find anything else.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 23, 2009, 08:14:11 pm
I've ran into a problem: I've changed Earthworm Jim and vectorman so they only do two attacks in a combo. Jim is fine, but for some reason, OpenBOR Crashes when VMan does his second attack and I'm not getting anything about it from the Log. This is All I changed:
Spoiler
Quote
atchain   1 2

anim   attack1
   loop   0
   delay   7
   offset   42 95
   bbox   19 52 49 44
   attack   57 50 65 26 17
   frame   data/chars/vman/a2-0.gif
   attack   57 49 81 28 17
   frame   data/chars/vman/a2-1.gif
   attack   0 0 0 0
   frame   data/chars/vman/a2-2.gif
   frame   data/chars/vman/a2-3.gif
   frame   data/chars/vman/a2-4.gif
   frame   data/chars/vman/a2-5.gif
   frame   data/chars/vman/a2-6.gif
   frame   data/chars/vman/a2-7.gif
      
anim   attack2
   loop   0
   delay   6
   offset   42 95
   bbox   15 49 47 46
   attack   55 41 76 32 17 1
   frame   data/chars/vman/a3-0.gif
   frame   data/chars/vman/a3-1.gif
   attack   54 39 108 36 17 1
   frame   data/chars/vman/a3-2.gif
   attack   0 0 0 0
   frame   data/chars/vman/a3-3.gif
   frame   data/chars/vman/a3-4.gif
   frame   data/chars/vman/a3-5.gif
   frame   data/chars/vman/a3-6.gif

I'll Attach his txt file you anyone needs to see it.
Title: Re: Sega Genesis Mega Brawler
Post by: NickyP on July 24, 2009, 01:40:03 am
Try making it a cancel instead?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 24, 2009, 01:52:43 am
............eh....nope, I just want a 2 combo attack. It worked for Jim but It cuts off on Vectorman.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 25, 2009, 08:09:10 pm
Until Further Trial and Error, Vectorman is keeping his combo. :envious:

Also, The time is coming for me to Update once again! The New SGMB demo will be uploaded soon, maybe even today if I don't have any trouble. ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 26, 2009, 08:57:30 pm
I'm test SGMB some more but it should be done and ready to upload. I still have a problem with the 2D test set select problem, so I'll take that set off and re-upload it when it's resolved. whether it's uploaded today totally depends on Mediafire now.

EDIT:
Uploading now, looks like it will take some time.
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on July 27, 2009, 02:49:22 am
 That's strange bug DJ, I have tried atchain 1 2 before and it works fine.

 Maybe you could omit attack2 button for freespecial2 since VMan doesn't has freespecial2.
 Also did you update the sprites for VMan?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 27, 2009, 07:29:31 pm
Funny, OpenBOR cuts off after Attack2 is done playing. I was saving Freespacial2 for Vman's standard shot, but I didn't list in fixes(I list things I need to fix I test) and ended up forgetting it. I'll have it done by the next update.
About updating his sprites, no, but I really need to, whoever ripped his sheet was missing a sprite or 2 if you haven't noticed yet, you may have though.
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on July 30, 2009, 02:35:08 am
 Hmmm could this be related to weapon model, Vectorman is using? did you set atchain 1 2 too to the weapon model?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on July 30, 2009, 07:02:40 pm
I can't say for sure, Guess I'll have to see later on.
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on July 31, 2009, 07:11:57 am
This desert is the only problem of this! :hmm:
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on August 05, 2009, 03:27:23 am
 BTW DJ, since you are bringing characters from multiple games, will you be bringing stages from those games too?
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 05, 2009, 07:08:07 pm
oh yeah, I just didn't concentrate on it as much as the characters. but there will be a second adventure mode with more stages and enemies.
Since I let that one out, tails and shadow are about done. Tails just needs his throw and projectiles done along with the cancel commands, but I need to find out why it's making BOR cut off on shadow before I add it.
sadly, no shots.  :nervous:
Title: Re: Sega Genesis Mega Brawler
Post by: NickyP on August 06, 2009, 03:17:37 am
Will you be releasing it in data folder form again? I ask because if so I need to update the Blank Mod site.  :)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 07, 2009, 12:14:21 am
All my updates will be released in pak and data mirrors, but I'll request to have the next update approved for the Downloads section, so you can update it on your site then.
BTW the next update is all about tails and shadow. The reason is that I may have to switch up what it is I'm doing 24/7 soon, but I post about that later. now I just have to take time of from playing Spawn on DC. ;D
Title: Re: Sega Genesis Mega Brawler
Post by: Kormann on August 07, 2009, 10:39:53 pm
Don't forget to add Chakan (http://en.wikipedia.org/wiki/index.html?curid=1058435), Kid Chameleon (http://en.wikipedia.org/wiki/Kid_Chameleon_%28video_game%29) and ESWAT (http://en.wikipedia.org/wiki/ESWAT:_City_Under_Siege) to your roster.

And a suggestion, in my point of view I think the Genesis/Mega-drive/CD/32x Sonic (and his crew) style works better than GBA. It will look more old-school than the anime look.

Good luck! ;)

PS: Is this mod objective to become a SuperSmashBros like?

Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 07, 2009, 11:22:47 pm
Quote
Don't forget to add Chakan, Kid Chameleon and ESWAT to your roster.
I plan on adding chakan, I have to think about KidC, all his transformations don't have many sprites to work with, and I don't know what ESWAT is, so I have to look for it on my Genesis Disc I burned for Dreamcast.

Quote
And a suggestion, in my point of view I think the Genesis/Mega-drive/CD/32x Sonic (and his crew) style works better than GBA. It will look more old-school than the anime look.
I see what your getting at but I'd rather use the latest sprites of a character I can find, plus Sonic battle and the advance series had better sprites to work with for this mod. the genesis sprites have been edited for lots of sprites movies, but there are sonic characters I plan on adding as secret characters with genesis sprites.  ;)

Quote
PS: Is this mod objective to become a SuperSmashBros like?
it's one of it objectives, one of the others is to be better.  :yeah!_1:
There was a 2D test stage for a platform level just like SSB, but I couldn't get the custom select screen to work, but I'll release it when I do.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 11, 2009, 09:05:00 pm
Good news fellow modders! I finally found out why shadow's cancels were crashing BOR, it was his attack chain command, it was still set to "1 2 3 4" while Nicky'd demo had "1 1 1 0". after changing the numbers, the cancels stopped crashing, and I even found a better setup for the cancels(it was more of a fix).
Tails and shadow are now done, but I'm not going to just focus this new update on these two, I'm also gonna take time out to try to get some features for this mod done, features I hope will be used more in BOR.  ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 13, 2009, 12:01:47 am
Yo guys, I ran into another glitch. :eyebrow_action:
While playin' with tails, BOR cuts off and this is what I get:
Quote
FATAL: tried to set animation with invalid address (tails, 84)
Here's his file below, hope someone can hook me up....
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on August 13, 2009, 01:49:16 am
 I've checked Tails's text and he's missing FOLLOW4. You have script which could change his animation to FOLLOW4 animation in his WALK animation.
 Either add FOLLOW4 or remove the script to solve the problem.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 13, 2009, 01:55:10 am
I just fixed it, thanks. but How'd that get there? I could've swore I took that off knuckles txt file before I copied it to set up tails...... unless it was before I was told about the slide command....  :hmm:

Anyway, thanks! now Tails is 99% done(just need to make icon).  ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 22, 2009, 11:31:51 pm
Yo Sega fans. as of last night I started working on ristar, but I don't know if he'll appear in the next update, he might if know one replies to my posts about features. anyway, I'm using this custom made sprite sheet, and made quite a few edits to these sprites as well.

http://www.spriters-resource.com/custom_edited/ristar/sheet/16624 (http://www.spriters-resource.com/custom_edited/ristar/sheet/16624)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 24, 2009, 12:53:40 am
Screenshots!  :cheers!:
Ristar:
Spoiler
(http://img7.imageshack.us/img7/6939/ristar003.png) (http://img7.imageshack.us/i/ristar003.png/) (http://img7.imageshack.us/img7/ristar003.png/1/w480.png) (http://g.imageshack.us/img7/ristar003.png/1/)
Spoiler
(http://img512.imageshack.us/img512/7476/ristar015.png) (http://img512.imageshack.us/i/ristar015.png/) (http://img512.imageshack.us/img512/ristar015.png/1/w480.png) (http://g.imageshack.us/img512/ristar015.png/1/)
Spoiler
(http://img35.imageshack.us/img35/7128/ristar022.png) (http://img35.imageshack.us/i/ristar022.png/) (http://img35.imageshack.us/img35/ristar022.png/1/w480.png) (http://g.imageshack.us/img35/ristar022.png/1/)
Spoiler
(http://img341.imageshack.us/img341/6017/ristar071.png) (http://img341.imageshack.us/i/ristar071.png/) (http://img341.imageshack.us/img341/ristar071.png/1/w480.png) (http://g.imageshack.us/img341/ristar071.png/1/)

Shadow:
Spoiler
(http://img341.imageshack.us/img341/1922/shadow013.png) (http://img341.imageshack.us/i/shadow013.png/) (http://img341.imageshack.us/img341/shadow013.png/1/w480.png) (http://g.imageshack.us/img341/shadow013.png/1/)
Spoiler
(http://img22.imageshack.us/img22/3717/shadow082.png) (http://img22.imageshack.us/i/shadow082.png/) (http://img22.imageshack.us/img22/shadow082.png/1/w480.png) (http://g.imageshack.us/img22/shadow082.png/1/)
Spoiler
(http://img341.imageshack.us/img341/2789/shadow101.png) (http://img341.imageshack.us/i/shadow101.png/) (http://img341.imageshack.us/img341/shadow101.png/1/w480.png) (http://g.imageshack.us/img341/shadow101.png/1/)
Spoiler
(http://img512.imageshack.us/img512/490/shadow115.png) (http://img512.imageshack.us/i/shadow115.png/) (http://img512.imageshack.us/img512/shadow115.png/1/w480.png) (http://g.imageshack.us/img512/shadow115.png/1/)

and Tails:
Spoiler
(http://img401.imageshack.us/img401/8546/tails003.png) (http://img401.imageshack.us/i/tails003.png/) (http://img401.imageshack.us/img401/tails003.png/1/w480.png) (http://g.imageshack.us/img401/tails003.png/1/)
Spoiler
(http://img341.imageshack.us/img341/6840/tails005.png) (http://img341.imageshack.us/i/tails005.png/) (http://img341.imageshack.us/img341/tails005.png/1/w480.png) (http://g.imageshack.us/img341/tails005.png/1/)
Spoiler
(http://img512.imageshack.us/img512/7389/tails011.png) (http://img512.imageshack.us/i/tails011.png/) (http://img512.imageshack.us/img512/tails011.png/1/w480.png) (http://g.imageshack.us/img512/tails011.png/1/)
Spoiler
(http://img22.imageshack.us/img22/4710/tails023.png) (http://img22.imageshack.us/i/tails023.png/) (http://img22.imageshack.us/img22/tails023.png/1/w480.png) (http://g.imageshack.us/img22/tails023.png/1/)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 25, 2009, 08:12:13 pm
Another announcement.
I gave it some thought, and I'd much rather use the original ristar sprites then the advanced ones in the screenshots. there aren't a lot of frames in the animations and I find myself editing sprites for the advanced sheet, that the original sheet already has. for those who don't know, I still have my edits from last year and they're just as usable:
http://lavalit.com:8080/index.php/topic,1721.msg23438.html#msg23438 (http://lavalit.com:8080/index.php/topic,1721.msg23438.html#msg23438)
I'll show you GIFs comparing the 2 later.

Also, I'm about done with the golden axe roster, I only have one more char to edit for this mod. There will be new free for all, and Mega Brawl stages as well.
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on August 26, 2009, 05:55:22 am
 Nice! So that's how Ristar in action.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 26, 2009, 08:28:40 pm
Two new Brawler stages, and here's some Shots.
Title: Re: Sega Genesis Mega Brawler
Post by: ryomaneo on August 26, 2009, 08:55:13 pm
 ;D those stages look great once again dj you have done a splendid job  :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 26, 2009, 09:12:22 pm
Thanks for the comment. Bg's came from Battletoads(Bwwd) and Streets of Rage XXX(I edited the street to make it bigger), BTW.
Title: Re: Sega Genesis Mega Brawler
Post by: ALUCARD2009 on August 28, 2009, 09:05:14 am
i 've found some characters for you:-larsen tyler in chicago syndicate on gamegear
                                                -coca cola kid in gamegear game
                                                -baby chuck rock in genesis
                                                -chakan the eternal in genesis or gamegear ;)
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on August 29, 2009, 06:42:24 am
 Nice work but I think you need better graphic for the bridge. It looks bad IMO.
Title: Re: Sega Genesis Mega Brawler
Post by: Phemt on August 29, 2009, 12:32:55 pm
Nice work but I think you need better graphic for the bridge. It looks bad IMO.

I agree.

On the other hand, it is quite impressive to see all those Sega characters in at the same place  ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on August 29, 2009, 05:40:25 pm
Congratulations DJ has greatly improved the graphic!  :cheers!:
Too bad I can not find the bug even on Dreamcast! >:(
Title: Re: Sega Genesis Mega Brawler
Post by: ninjasuxs on August 29, 2009, 06:04:46 pm
is this downloadable on this website? because I cant download it on PSP
Title: Re: Sega Genesis Mega Brawler
Post by: Phemt on August 29, 2009, 11:17:05 pm
is this downloadable on this website? because I cant download it on PSP

Well buddy, when you read "wips" usually you can't find anything playable. So you can't download something that is not here yet...

You can try to look on the "demo" or "complete" sections to find some playable mods.
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on August 30, 2009, 05:50:53 pm
is this downloadable on this website? because I cant download it on PSP
I have the downloads here in the demo section. you easily find it by clicking my sig.

@DH & Phemt
Thanks for your comments guys.  :cheers!:

In, any case, I would have gotten more done but I had a fever yesterday and could barely mod at all, but I got just about everything done, fixed a few bugs that delayed me, and made a new select screen, which I had to do since there are chars now. I just need some new music, redo the title and loading screens, and I Think This next demo will be ready for yall to play.  :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on September 06, 2009, 12:10:45 am
Yo people. I've been gone for most of the week playing games I rented on the wii, while under the impression that this computer didn't work, when i actually did work. the new SGMB demo would have been releases days ago, but I did find some bugs in it so I'll fix it up and upload it tomorrow. once it's released, I'll take a bit of a break on it and go back to to the other mods, I.e. Cosmic damage and adding new stuff to Megasonic. Another thing, once I get back to SGMB, I've got some ideas for better gameplay involving using Attack# and Pain#, and the next update will mostly be fixes, cause I work for weeks on characters but I hardly do anything for the whole mod itself. and I still need to copy that script to every char so I can get a demo out with the 2-D stage. then I'll finish more chars and alternate the release between them and any more fixes/updates I need to make.
I don't have any in-game shots but Here's the select and Loading screens.
Title: Re: Sega Genesis Mega Brawler
Post by: ryomaneo on September 08, 2009, 12:31:50 am
that looks awesome dj and good luck to you on completing the real thing  :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on September 08, 2009, 04:56:13 am
Your selection and loading screens are quite Asherah, but I would advise you to try a bit blur the outline of the GENESIS and control :hmm:. I congratulate you for the ideas DJ! :cheers!:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on September 08, 2009, 05:43:55 pm
I see what you mean, but I've hardly mastered any of PS's functions :laughing:, It just came with the graphics pen I bought for when I start Drawing again.
Title: Re: Sega Genesis Mega Brawler
Post by: DARK HAYABUSA on September 08, 2009, 11:51:35 pm
I see what you mean, but I've hardly mastered any of PS's functions :laughing:, It just came with the graphics pen I bought for when I start Drawing again.
If you want I can send the images separately or layered to solve that little problem you DJ. ;D
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on September 12, 2009, 09:14:32 pm
If you want I can send the images separately or layered to solve that little problem you DJ. ;D
Layered would be good man.  :)

I'm not working on SGMB right now, However I've taken some time to rip some sprites, and I'd like to announce that the two chars from one of my top childhood games will make an appearance! The two aliens who may have taken sonic's spot as the head mascots of Sega, hailing from Funkotron, ToeJam & Earl!!!  :cheers!:
http://www.spriters-resource.com/genesis/tj&epaniconfunkotron/sheet/25009 (http://www.spriters-resource.com/genesis/tj&epaniconfunkotron/sheet/25009)
http://www.spriters-resource.com/community/showthread.php?tid=9011 (http://www.spriters-resource.com/community/showthread.php?tid=9011)

In case anyone is wondering, in a 2D revision of their Funk Fu moves from TJ&E 3 (Xbox), they will fight using their dance steps.  :laughing:
Title: Re: Sega Genesis Mega Brawler
Post by: ALUCARD2009 on September 13, 2009, 04:26:16 am
good idea!toe jam and earl will be good challenger.greendog the beach surfer dude was also a sega exclusivity on genesis. ;)
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on September 13, 2009, 09:17:16 pm
I heard of that game but it's not to appealing to me, and I'm not even sure if he rely fights. If however, I see that he has some sort of attack, I'll throw him in as an NPC once I get that whole summoning thing goin'.

EDIT:
I've finished another sheet, one that I started about a year ago, so you can epect him in SGMB: Fang from Contra Hard Corps!
http://img12.imageshack.us/img12/3324/fangda.png (http://img12.imageshack.us/img12/3324/fangda.png)
Title: Re: Sega Genesis Mega Brawler
Post by: Bloodbane on September 14, 2009, 01:40:02 am
 Wow! Fang my favorite char from Contra Hardcorps! Thanks for rippin him! I need this guy ;).
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on September 18, 2009, 09:44:22 pm
For a mod? cause his sheet isn't 100% done and I only ripped what I needed. let me know if you need more sprites of him ripped, and I also planning on ripping Probotector, the other version of Contra that was sold outside the U.S.

I've got something for yall to see, so please, if you see this post, direct your attention to the EDIT on the first post of this gangstah thread. That is all. :)

EDIT:
since I'm bringing up lists, I'll show yall some videos what you can expect in SGMB:
Spoiler
http://www.youtube.com/watch?v=6BpX8taWPxM
Spoiler
http://www.youtube.com/watch?v=gKxI5bzPNlk
Spoiler
http://www.youtube.com/watch?v=a5ZZM2apJMk
Title: Re: Sega Genesis Mega Brawler
Post by: BurnKing on September 19, 2009, 01:23:23 am
i actually remember skeleton krew and dinosaurs for hire
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on September 19, 2009, 01:25:42 am
Really, I never heard of them when I was growing up. but I've played and beaten Both of them.
Title: Re: Sega Genesis Mega Brawler
Post by: BurnKing on September 19, 2009, 01:31:33 am
when i was a kid i had 2 brothers older than me and between the 3 of us we used to rent everything, there not a game that game out for any sega system i didnt play (released in north america) we had everything, even the sega cd and we bought the saturn the day it came out for like 600$ back when a bazooka joe was a penny not a quarter like it is now..... wtf.....  :laughing:
Title: Re: Sega Genesis Mega Brawler
Post by: DJGameFreakTheIguana on September 19, 2009, 01:35:59 am
Lucky you, I just a few of the classics. All the sonic games, Streets of Rage, Toejam and Earl 2, and Ristar. most of the other games I played were rented, or lost. never had another console till the N64 came out however.
bazooka joes were a penny?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 20, 2009, 07:06:53 pm
Yo guys, the list has been updated a bit. I won't bump this topic "every" time I update the roster list, but I wasn't able to update it yesterday, so......
Also, as you may expect, SGMB won't consist of just good guys, as you'll notice Yamato, Zamza, and Condor on the list, three bad guys from streets of rage.  :)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: CyberSoulX on September 21, 2009, 08:41:02 pm
I was just thinking to myself that if you ever made a sequel... Sega vs capcom mega brawler!
Sonic-Megaman
street fighter - virtual fighter
streets of rage - final fight
golden axe - wizard and warriors
strider - shinobi
There is so many dream matches to think of....
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 21, 2009, 11:39:37 pm
I actually wanted to do Sega vs. Nintendo after all this is done. but one day, I'd like to do a Sega vs. Marvel mod. In came to me when I remember reading in a magazine that sega had the copyright to make Marvel games, and and there was a some joke involving Sonic and the Hulk teaming up.  :laughing:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on September 22, 2009, 02:43:50 am
 DJ, I'm busy now and I can't help you more like before. This is updated texts for Espio, Vector and Sketch. Sketch has similar AI like the rest but Espio and Vector act differently.

Quote
For a mod? cause his sheet isn't 100% done and I only ripped what I needed. let me know if you need more sprites of him ripped,

 I can see that but it's better than nothing. Anyways, Fang is missing sprite in which he points his gun and shoots down.
 Of course, the sprites in which Fang is standing on incline aren't there too but I don't need them.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: BurnKing on September 26, 2009, 04:57:13 pm
in the small posibility that u didnt see this, saw this and thought of you

http://www.themysticalforestzone.com/sprites/Sonic/unfolderd/Sonic3.htm (http://www.themysticalforestzone.com/sprites/Sonic/unfolderd/Sonic3.htm)
Title: Re: Sega Genesis Mega Brawler
Post by: Kormann on September 29, 2009, 01:10:12 am
Hey DJGameFreakTheIguana, I don't know if you still need sprite sheets but anyway, I was surfing the internet and then I found interesting ones like
Shadow
Spoiler
(http://www.freewebs.com/cabbagez/Sprite%20Archive/ShadowCN.gif)
Alien Storm
Spoiler
(http://img167.imageshack.us/img167/5706/gordonay5.gif)

Oh take a look in this mugen forum topic here (http://forum.paodemugen.com.br/index.php?showtopic=2060&st=880).
It has some cool ideas in how you could work with a Character Selection Screen.
This is image below is my favorite.
Spoiler
(http://img368.imageshack.us/img368/1195/selectrobotnikuh9.png)

Remember when I told you about E-SWAT from Genesis/Arcade?
Take a look at this two videos here, maybe it will refresh your memory. The character concept remembers Robocop and Metroid.
Arcade
Spoiler
http://www.youtube.com/watch?v=Q-4A0JrpJ0o
Genesis
Spoiler
http://www.youtube.com/watch?v=g4L6RWFmyE4

About your DJ Boy sprite, I must say it's not using the right proportion or I must say, aspect ratio from genesis. I think maybe he is a little skinny in your screenshots, maybe it's just me. Maybe you could use some arcade sprites from mame instead, they have more moves if I remember.

Btw, great job with your character roster.
Waiting for more updates ;)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 04, 2009, 08:21:34 pm
@BloodBane:Ok, thanks for the Help, I'll try that file out soon. and I don't think there's a sprite where fang points his gun down, he can shoot down but only when jumping. but if you need me to rip anymore sprites of him, just let me know.

@BurnKing:That's the main site where I get my sonic sprites from, I've been gettin' sprite there for years now.

@Kormann:Thanks for your comment. I can't see anything right now because Lavalit is making the virtual Memory low on my end for some reason. about DJ Boy, I still haven't played it yet, but I've seen the mame sprites and they do look better, I try to rip them but I need to find a copy of DJ Boy that actually works on Mame, the sprites I have are from Genesis.

Before I go on, I just wanted to let yall know I've been gone so long because my aunt's internet was out, and then I ended up getting sick last monday, and mostly laid down in my bed watching TV, and had too much of a headache to mod, but I did get some stuff done. but now I'm Feelin' better, the net's back up, and I missed you guys like hell.

Back to the mod, I've spent some time working in the new pain animations and that's very time consuming and I only got like 6 sonic chars done with that. I've also got some good work done with Ristar, Toejam, and Archie from Dinosaurs for Hire. I'll post shots of them later, for now, here's some Ristar edits. I've also done some work with other mods, but I ain't got much to show right now.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on October 05, 2009, 01:43:40 am
Quote
and I don't think there's a sprite where fang points his gun down, he can shoot down but only when jumping

 You don't know about that, do you? In Contra 3, player can shoot down by holding R button and shoot down. It also helps if you like to shoot diagonal without moving.
 In Contra Hardcops and Probotector, there's 2nd shooting mode activated by pressing A+B together (I think X, Y and Z too but need to check). In this mode, you can shoot in any 8 direction without moving at all, including down. Give it a try.
 Oh, press A+B together again to revert to 1st shoot mode.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 05, 2009, 09:03:23 pm
Oh yeah, forgot about that. I'll Rip that for you if you need it.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 06, 2009, 10:00:39 pm
New ScreenShots of Ristar, Toejam, and Archie, just 3 chars to look forward to in the Future. I didn't get their Icons done yet.
Spoiler
(http://img32.imageshack.us/img32/9608/archie0.gif) (http://img32.imageshack.us/i/archie0.gif/) (http://img32.imageshack.us/img32/archie0.gif/1/w480.png) (http://g.imageshack.us/img32/archie0.gif/1/)
(http://img17.imageshack.us/img17/3033/archie1.gif) (http://img17.imageshack.us/i/archie1.gif/) (http://img17.imageshack.us/img17/archie1.gif/1/w480.png) (http://g.imageshack.us/img17/archie1.gif/1/)
(http://img59.imageshack.us/img59/4982/archie2.gif) (http://img59.imageshack.us/i/archie2.gif/) (http://img59.imageshack.us/img59/archie2.gif/1/w480.png) (http://g.imageshack.us/img59/archie2.gif/1/)
Spoiler
(http://img41.imageshack.us/img41/1660/toejam0.gif) (http://img41.imageshack.us/i/toejam0.gif/) (http://img41.imageshack.us/img41/toejam0.gif/1/w480.png) (http://g.imageshack.us/img41/toejam0.gif/1/)
(http://img18.imageshack.us/img18/4085/toejam1.gif) (http://img18.imageshack.us/i/toejam1.gif/) (http://img18.imageshack.us/img18/toejam1.gif/1/w480.png) (http://g.imageshack.us/img18/toejam1.gif/1/)
(http://img29.imageshack.us/img29/645/toejam2.gif) (http://img29.imageshack.us/i/toejam2.gif/) (http://img29.imageshack.us/img29/toejam2.gif/1/w480.png) (http://g.imageshack.us/img29/toejam2.gif/1/)
Spoiler
(http://img18.imageshack.us/img18/9804/ristar0.gif) (http://img18.imageshack.us/i/ristar0.gif/) (http://img18.imageshack.us/img18/ristar0.gif/1/w480.png) (http://g.imageshack.us/img18/ristar0.gif/1/)
(http://img156.imageshack.us/img156/853/ristar1.gif) (http://img156.imageshack.us/i/ristar1.gif/) (http://img156.imageshack.us/img156/ristar1.gif/1/w480.png) (http://g.imageshack.us/img156/ristar1.gif/1/)
(http://img32.imageshack.us/img32/9599/ristar2.gif) (http://img32.imageshack.us/i/ristar2.gif/) (http://img32.imageshack.us/img32/ristar2.gif/1/w480.png) (http://g.imageshack.us/img32/ristar2.gif/1/)

EDIT:
While I'm here, There's something I'm gonna need help with. For those who haven't Played Ristar, His move, before my edits, was Grabing Enemies with his hands and Headbutting them:
Spoiler
http://www.youtube.com/watch?v=BkFG5v-LhZY
I wanna make this one of his free Specials, but I don't know How I would go about it. I could just use the Follow command, but I want the frame of the Follow Anim to start depending on whichever frame connected in the Free Special, or it won't look right.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Orochi_X on October 06, 2009, 10:25:37 pm
Bind script. Look at the scripted slam/throw thread. Exact same principle.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 06, 2009, 11:44:49 pm
Ok, I'm Lookin at it now. I see you have a This command:
Code: [Select]
@cmd forceanim openborconstant("ANI_FOLLOW50")Could I just put this command in every frame of the Free Special, like you did below, and make the Follow anims start at different frames:
Code: [Select]
anim follow22
                    loop           0
                    delay         100
                    offset         29 100
@cmd bind 1 26 -1 0 -1
@cmd forceanim openborconstant("ANI_FOLLOW50")
frame data/chars/Ryo/0004_126.gif
offset 44 69
@cmd bind 1 -2 -1 0 -1
@cmd forceanim openborconstant("ANI_FOLLOW49")
frame data/chars/Ryo/0004_127.gif
offset 43 63
@cmd bind 1 6 -1 49 -1
@cmd forceanim openborconstant("ANI_FOLLOW42")
frame data/chars/Ryo/0004_128.gif
delay 1
offset 62 60
@cmd bind 1 -50 -1 75 -1
@cmd forceanim openborconstant("ANI_FOLLOW41")
frame data/chars/Ryo/0004_129.gif
delay 24
@cmd bind 0 0 0 0 0
@cmd toss001 3 2 0
frame data/chars/Ryo/0004_129.gif
delay 8
offset 39 52
frame data/chars/Ryo/0004_037.gif
offset 36 61
frame data/chars/Ryo/0004_038.gif
offset 30 77
frame data/chars/Ryo/0004_01e.gif
offset 31 84
frame data/chars/Ryo/0004_01d.gif


EDIT:

I just reread your description and I misread  something, but is it possible to force the attacking Entity anim rather than the Opponent? I'll try to experiment with this at home but I'd like some Input on it, and I'll bring the char's files with me next time.

Also, there's something Else I need help with. when Ristar does a his special Move, He jump in the air then zooms through the screen. is there a way I can get him to stay in the air during the animation and drop when it reaches a certain frame? I tried the @cmd Subject_to_Gravity 0 and 1 and the dropframe, but it didn't work.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 09, 2009, 01:04:00 am
Well, with the Pain thing going slow, I decided to use this time to rip stage parts to use in the future. First up, the Reclamation Center Stage from Vectorman 2.
(http://img36.imageshack.us/img36/1289/vectorman2u010.th.gif) (http://img36.imageshack.us/i/vectorman2u010.gif/)(http://img19.imageshack.us/img19/7994/vectorman2u000.th.gif) (http://img19.imageshack.us/i/vectorman2u000.gif/)(http://img27.imageshack.us/img27/8546/vectorman2u001.th.gif) (http://img27.imageshack.us/i/vectorman2u001.gif/)(http://img43.imageshack.us/img43/9476/vectorman2u002.th.gif) (http://img43.imageshack.us/i/vectorman2u002.gif/)(http://img36.imageshack.us/img36/7435/vectorman2u003.th.gif) (http://img36.imageshack.us/i/vectorman2u003.gif/)(http://img36.imageshack.us/img36/2108/vectorman2u004.th.gif) (http://img36.imageshack.us/i/vectorman2u004.gif/)(http://img33.imageshack.us/img33/4546/vectorman2u005.th.gif) (http://img33.imageshack.us/i/vectorman2u005.gif/)(http://img19.imageshack.us/img19/8418/vectorman2u007.th.gif) (http://img19.imageshack.us/i/vectorman2u007.gif/)(http://img19.imageshack.us/img19/7726/vectorman2u008.th.gif) (http://img19.imageshack.us/i/vectorman2u008.gif/)(http://img27.imageshack.us/img27/6908/vectorman2u009.th.gif) (http://img27.imageshack.us/i/vectorman2u009.gif/)(http://img132.imageshack.us/img132/995/vectorman2u006.th.gif) (http://img132.imageshack.us/i/vectorman2u006.gif/)

EDIT:
Might as well show these to. They're some of the first stripes of Comix Zone, but I never finished the whole stage yet:
(http://img188.imageshack.us/img188/4903/comixzone000.th.gif) (http://img188.imageshack.us/i/comixzone000.gif/)(http://img188.imageshack.us/img188/1292/comixzone001.th.gif) (http://img188.imageshack.us/i/comixzone001.gif/)(http://img18.imageshack.us/img18/6976/comixzone002.th.gif) (http://img18.imageshack.us/i/comixzone002.gif/)(http://img526.imageshack.us/img526/9850/comixzone004.th.gif) (http://img526.imageshack.us/i/comixzone004.gif/)
(http://img18.imageshack.us/img18/1415/comixzone005.th.gif) (http://img18.imageshack.us/i/comixzone005.gif/)(http://img188.imageshack.us/img188/9171/comixzone007.th.gif) (http://img188.imageshack.us/i/comixzone007.gif/)
Just Imagine How these strips would work.  ;)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on October 09, 2009, 03:27:34 am
 I've seen the video and I understand your request. Using bind script is correct but you need to use attack and followups. In ristar's grab freespecial, set followup. In that follow animation, you set the bind scripts, damage script etc.

Quote
He jump in the air then zooms through the screen. is there a way I can get him to stay in the air during the animation and drop when it reaches a certain frame?

 Yes, with script but instead of subject to gravity, use 'antigravity' instead. Set this to 1 to make Ristar unable to fall. Don't forget to reset this to 0 or Ristar will never fall.
 Hmmm... you might need to use this too for Ristar's headbutt above.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 09, 2009, 11:36:15 pm
Ok, I'll look at the script some more later (Made my own copy of it on my USB). But I don't think I'll need antigravity for the headbutt, I use the exact animation in the special, right before Ristar does his dash across the screen.

Also, I got a new screenshot, Planet Scorch from Ristar. Check it.

EDIT:
Oh yeah, here's the text:
Code: [Select]
anim special
loop 0
delay 5
offset 122 112
Jumpframe 0 2.5
Move -5
frame data/chars/Ristar/SP-0.gif
frame data/chars/Ristar/SP-1.gif
frame data/chars/Ristar/SP-2.gif
frame data/chars/Ristar/SP-3.gif
frame data/chars/Ristar/SP-4.gif
frame data/chars/Ristar/SP-5.gif
frame data/chars/Ristar/SP-6.gif
delay 3
move 12
        @cmd    shoot "SPFX" 20 0 0
Blast 95 87 55 24 20 0 0 0 0 20
@cmd changeentityproperty getlocalvar("self") "Subject_to_antigravity" 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
@cmd changeentityproperty getlocalvar("self") "Subject_to_antigravity" 1
Blast 0
frame data/chars/Ristar/JumpA-0.gif

I'm using the script you gave me for Cosmic damage as a summon command for Effects, but has nothing to do with the gravity thing I'm Posting about.  :)

Also, the method I just Posted caused BOR to crash.  :eyebrow_action:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 12, 2009, 09:02:35 pm
I was going to post this in the "Where is everyone" thread, but I have enough here for a small update

Other than Ripping the gun shots from Gunstar Super Heroes, I also ripped some fire sprites from that stage I posted from ristar for traps, Man that new Gens Emulator is the bomb! I'd rip the first stage of Earthworm Jim 1 & 2 but I need to study Bloodbane's A.I. Script before I can construct more 2D stages. I've got the frames for Lorenzo, Reese, Fang and Socket 100% done(Check the char list to see'em if you don't know'em), yet none but Reese has been worked on for modding yet. I've also Edited a new Idle for Socket and a freespecial. Socket only has one Kicking animation and it's his only move, but I'm gonna make it work.  ;)
I'll try to post some GIFs later on while I watch WWE(which is about to start now).

EDIT:
Ok, here's a GIF of one of fang's moves, and 2 GIFs of Socket:

Spoiler
Idle
(http://img257.imageshack.us/img257/2217/socketidle.gif) (http://img257.imageshack.us/i/socketidle.gif/) (http://img257.imageshack.us/img257/socketidle.gif/1/w238.png) (http://g.imageshack.us/img257/socketidle.gif/1/)
Spoiler
FreeSpacial
(http://img257.imageshack.us/img257/179/socketfsp.gif) (http://img257.imageshack.us/i/socketfsp.gif/) (http://img257.imageshack.us/img257/socketfsp.gif/1/w238.png) (http://g.imageshack.us/img257/socketfsp.gif/1/)
Spoiler
FreeSpacial
(http://img245.imageshack.us/img245/8505/fangfsp.gif) (http://img245.imageshack.us/i/fangfsp.gif/) (http://img245.imageshack.us/img245/fangfsp.gif/1/w238.png) (http://g.imageshack.us/img245/fangfsp.gif/1/)

Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on October 13, 2009, 02:07:10 am
Quote
Ok, I'll look at the script some more later (Made my own copy of it on my USB). But I don't think I'll need antigravity for the headbutt,

 No DJ, you really need to use antigravity in Ristar's headbutt. You could see clearly that he doesn't fall while headbutting enemy.

Quote
but I need to study Bloodbane's A.I. Script before I can construct more 2D stages.

 Well, I'm ready to explain if you need me.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Kormann on October 13, 2009, 05:47:15 pm
...Man that new Gens Emulator is the bomb!

Where is GENS official site now? I went to www.gens.ws (http://) and to gens.consolemul.com and it was offline. :(
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 13, 2009, 07:50:35 pm
DC said it was Ok for me to link to Emulators, so here it goes:
http://www.emuhq.com/emulators/console/genesis/gensgs/news/2009/07/30/10533 (http://www.emuhq.com/emulators/console/genesis/gensgs/news/2009/07/30/10533)

Scroll down to find it.

Quote
No DJ, you really need to use antigravity in Ristar's headbutt. You could see clearly that he doesn't fall while headbutting enemy.
I don't think I'll need it for the ground attack, but I Think I will need that if I decide to make as a freespecial in the air. but then how can I get Ristar to stay airborne during that Animation I posted?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: ryomaneo on October 14, 2009, 03:05:50 am
new charecter list suggestion

dynamite dux
kid chamelion
shadow dancer
ex mutants
toxic crusaders
turtles tournament
castlevania
aero acrobat
contra
dyanmite headdy
El viento
general chaos
light crusader
landstalker the treasures of kingcole
megaman
mega turrican
wonderboy 3
ranger x
rocket knight adventures
target earth
cyborg justice
wonder boy v
valis
strider
decap attack
eswat
cool spot
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 14, 2009, 06:40:48 pm
new charecter list suggestion

dynamite dux - (He might just work)
kid chamelion - (He might work, I'm trying to figure out how he would fight)
shadow dancer - (I already plan on adding him)
ex mutants - (Will need to rip the sprites)
toxic crusaders - (I need to play this myself first)
turtles tournament - (The turtles don't belong to sega, but I'll think about'em)
castlevania - (Yep)
aero acrobat - (He doesn't have a lot of sprites, I'll need to think)
contra - (Working on them now. Probotector to)
dyanmite headdy - (Yep, adding him)
El viento - ( Same chick here: http://www.spriters-resource.com/other_systems/annetfutatabi/sheet/25442 (http://www.spriters-resource.com/other_systems/annetfutatabi/sheet/25442) and yes, she's in)
general chaos - (I played this before, it was pretty good, they may work)
light crusader (Maybe)
landstalker the treasures of kingcole - (Maybe)
megaman - (non sega char, plus he's had many more games since the genesis era. If I decide to bring in more guests, I'll think about him)
mega turrican - (Hell yeah)
wonderboy 3 - (Maybe)
ranger x - (He might make it)
rocket knight adventures - (I planed on adding him a long time ago)
target earth - (this may work)
cyborg justice - (I'll need ti rip the sprites)
wonder boy v - (if it's like 3, then maybe)
valis - (This may work)
strider - (He hasn't had too many games outside of the Capcom vs games. I'll think about him)
decap attack - (He might work, I dunno)
eswat - (maybe)
cool spot - (lol, I just may add him for the hell of it, if his sprites right)

Thanks for your suggestions man.  ;)

Edit:
Expect to see Enemies and Backgrounds from this:
http://www.spriters-resource.com/snes/earthworm/index.html (http://www.spriters-resource.com/snes/earthworm/index.html)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Vyck_St.Judas on October 15, 2009, 01:35:51 am
i was working on the centurion for play on the golden axe genesis mod, i figured maybe you'd like to see what i was doing. he's still buggy and no transformations yet. i would have sent him in a PM but i can't add attachments there.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on October 17, 2009, 02:10:32 am
Quote
but I Think I will need that if I decide to make as a freespecial in the air. but then how can I get Ristar to stay airborne during that Animation I posted?

 Well, like I said before, use antigravity.

Quote
anim jumpattack3
   delay   1
   offset  35 95
   bbox   23 8 34 53
   frame   data/chars/ralf/jumpA01.gif
   delay   7
        @cmd    stop
        @cmd    degravity 1
   frame   data/chars/ralf/jumpA01.gif
   frame   data/chars/ralf/jumpA02.gif
        delay   8
        offset   40 129
   bbox   45 64 49 39
        @cmd    degravity 0
        @cmd    dasher 4 -4 0
        sound   data/chars/ralf/dive.wav
   frame   data/chars/ralf/jumpA03.gif
        delay   100
   shock   61 81 46 48 20 1
        forcedirection -1
        dropv   3.5 1.5 0
   bbox   41 55 52 46
   frame   data/chars/ralf/jumpA04.gif

 If you pay attention, Ralf in Crime Buster v2.5, pauses briefly in air before he dives. I set antigravity to 100% before he dives and deactivate it (antigravity to 0) when he dives.

 Here's the function:
Quote
void degravity(int Ratio)
{// Changes antigravity effect
    void self = getlocalvar("self");
    changeentityproperty(self, "antigravity", Ratio);
}

 However, since Ralf is not invincible in this animation, it's possible that he got hit before his antigravity is reset. To solve this, either reset antigravity manually in every FALL animation or just use takedamagescript and reset it there.

Quote
@cmd   changeentityproperty getlocalvar("self") "Subject_to_antigravity" 0

 Hey, I just noticed! there's no 'subject_to_ antigravity'!
 It should be like this:

Quote
@cmd   changeentityproperty getlocalvar("self") "antigravity" 1
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Orochi_X on October 17, 2009, 03:25:02 am
Using antigravity like that is kind of redundant now.

Code: [Select]

@script
if(frame == 3){
void self = getlocalvar("self");
changeentityproperty(self, "tosstime", getentityproperty(self, "tosstime") + 32);
}
@end_script



Using tosstime is much more simple. You don't have to reset anything and you don't need extra scripts for when you get hit whilst using antigravity.  Change the 32 to match the length of the delays in that section of the animation.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 17, 2009, 11:27:45 pm
Don't think it came out right, He still came down:
Code: [Select]
anim special
loop 0
delay 5
offset 122 112
Jumpframe 0 2.5
Move -5
@script
if(frame == 7){
void self = getlocalvar("self");
changeentityproperty(self, "tosstime", getentityproperty(self, "tosstime") + 5);
}
@end_script
frame data/chars/Ristar/SP-0.gif
frame data/chars/Ristar/SP-1.gif
frame data/chars/Ristar/SP-2.gif
frame data/chars/Ristar/SP-3.gif
frame data/chars/Ristar/SP-4.gif
frame data/chars/Ristar/SP-5.gif
frame data/chars/Ristar/SP-6.gif
delay 3
move 12
        @cmd    shoot "SPFX" 20 0 0
Blast 95 87 55 24 20 0 0 0 0 20
# @cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
        @cmd    shoot "SPFX" 20 0 0
frame data/chars/Ristar/SP-7.gif
frame data/chars/Ristar/SP-8.gif
frame data/chars/Ristar/SP-9.gif
# @cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 1
Blast 0
frame data/chars/Ristar/JumpA-0.gif
Is this for gravity or for the grab move?

@Vyck_St.Judas
Whoa! nice sprites son! are you gonna have him turn into the were animals as different moves? I was gonna have each animal in the game as it's own characters, but this may be even better. May I ask that you do these edits with Cent's second form? where his shirt is ripped but he has boots on. I'd like to have him as the main char rather than his other two forms.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Vyck_St.Judas on October 18, 2009, 03:19:42 am
I'll get right on it.
I may wind up changing a few things. actually I may be able to go one better... :yeah!_1:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: bozeefus on October 18, 2009, 11:05:22 am
Awesome stage you got here DJ. Really fits the mood. Never seen that Ristar stage ever
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Kormann on October 18, 2009, 11:10:53 am
I'll get right on it.
I may wind up changing a few things. actually I may be able to go one better... :yeah!_1:
If you are looking to add more moves to Centurion take a look into this topic here (http://forum.paodemugen.com.br/index.php?showtopic=2060). The guys from mugen are doing a great job there with Sega Mugen Project. Here is one of many examples (http://forum.paodemugen.com.br/index.php?showtopic=2060&st=680) spread in that topic.

Wanna more Altered beast sprite sheets? Link#1 (http://www.spriters-resource.com/genesis/alterbeast/sheet/10915) / Link#2 (http://sdb.drshnaps.com/SpritesGenesis.htm)

 ;)

EDIT: Hey guys I found an interesting site that has full stages ripped in pngs/gifs from many console systems. Take a look at http://vgmaps.com/ (http://vgmaps.com/) if you want make your life a little easier when creating background stages. Good luck!
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Vyck_St.Judas on October 18, 2009, 12:27:03 pm
thanks kormann! Sir tigol's work looks amazing.
Is there any way he'd be willing to share his edits with us?

actually i was going to try and use the golden axe skeletons as a base to make the centurion from altered beast in the G.A. Style. a short sword and shield just looks right on a roman soldier.
he may still wind up looking too much like axe battler though. 
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Kormann on October 18, 2009, 12:53:01 pm
thanks kormann! Sir tigol's work looks amazing.
Is there any way he'd be willing to share his edits with us?
I just found this project and it's forum when I was searching for eswat sprites, so that's why
I don't know anyone from their forum and I'm not a member from there eihter. =/

Maybe if you talk to him about this openbor project he can give you a hand and then he could also share his work, of course you have to mention about giving him credits as well.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 18, 2009, 08:53:50 pm
I'll get right on it.
I may wind up changing a few things. actually I may be able to go one better... :yeah!_1:
Coolio, can't wait to see what you do.  :)
Awesome stage you got here DJ. Really fits the mood. Never seen that Ristar stage ever
Ever? that was just the third stage.  :oops:
If you are looking to add more moves to Centurion take a look into this topic here (http://forum.paodemugen.com.br/index.php?showtopic=2060). The guys from mugen are doing a great job there with Sega Mugen Project. Here is one of many examples (http://forum.paodemugen.com.br/index.php?showtopic=2060&st=680) spread in that topic.
OOOOOHH SNAP! NOOO THEY DIDN'T!! I GOTTA F***'n PLAY THAT!!! :yeah!_1:
Quote
Maybe if you talk to him about this openbor project he can give you a hand and then he could also share his work, of course you have to mention about giving him credits as well.
Maybe, but I'm not Fluent in the language of that Thread. Would Google translator work here?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Kormann on October 18, 2009, 08:59:34 pm
I speak portuguese, the language of Brazil, so if you want PM me and I'll translate your message.
But I recommend you to ask him if he speaks english so I don't need to translate for you every time :P
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 18, 2009, 09:17:13 pm
Tru dat, but I need to play that Mugen game first. the only one I play these days is marvel Super Heroes, It's not as broken as the general engine.

EDIT:
Hey, do you know if there's a download of this game or is it still a W.I.P.?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Vyck_St.Judas on October 19, 2009, 07:37:36 am
i think it's still a work in progress.
he doesn't have it available for download yet.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 29, 2009, 08:49:15 pm
eh.... Ok then, guess I'll wait.

Ok people, I got some new screens here. all 4 feature 2 of the 8 new chars for the next demo:
Spoiler
(http://www.mypicx.com/uploadimg/1897372812_10292009_1.gif)
Spoiler
(http://www.mypicx.com/uploadimg/1252692254_10292009_2.gif)
Spoiler
(http://www.mypicx.com/uploadimg/1255925589_10292009_3.gif)
Spoiler
(http://www.mypicx.com/uploadimg/1110705483_10292009_4.gif)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 30, 2009, 08:15:47 pm
Here's two new videos. nothing to do with the new guys though, just laggin footage for people to check out:
Spoiler
http://www.youtube.com/watch?v=2jkAY4aqA1U
Spoiler
http://www.youtube.com/watch?v=PR1_nHiBGss&feature=channel
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 31, 2009, 08:03:20 pm
I decided to post my question in it own thread:
http://lavalit.com:8080/index.php/topic,3871.new.html#new (http://lavalit.com:8080/index.php/topic,3871.new.html#new)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 01, 2009, 04:36:15 am
 Nice shots!
 How do you balance the chars here? Shooter chars surely has range advantage over non shooter ones.

Quote
Is this for gravity or for the grab move?

 Forgot to answer this, the answer is for both.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 01, 2009, 06:00:52 pm
How do you balance the chars here? Shooter chars surely has range advantage over non shooter ones.
Glad you ask, I've been having trouble. so far, each shooter has one attack and will on use it to knock down enemies in range, so far this is the how I set up Earthworm Jim, Vectroman, Fang, and the Dinosaurs. the thing is, for some reason, when I use range on there attack, they don't follow them. for example, Archie(the T-rex with the shades), has a attack with 46 pixel width(third number in attack box) so I set the range based on that, which is 42:
Quote
anim   attack1
   loop   0
   delay   10
   offset   113 114
        range   10  42
   bbox   100 67 26 48
   frame   data/chars/Archie/A-0.gif
   attack   114 91 53 19 15 1 0 0 0 20
   frame   data/chars/Archie/A-1.gif
   attack   122 70 46 39 15 1 0 0 0 20
   frame   data/chars/Archie/A-2.gif

but when someone is in range, he won't do it, instead, he just runs and jumps towards you and shoots in normal range like the other CPUs. I'd show you but I don't have a copy of the updated txt with me. but I set the range to (43 92), which is a three shot freespecial with the third bullet knocking you down, so he wouldn't spam the same shot until you die. but as I said, he won't shoot when in range. this has been a headache for me cause I've spent hours trying to fix this. but it may have something to do with aimove, which I set to ChaseZ.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Vyck_St.Judas on November 01, 2009, 06:33:50 pm
have you tried setting aggression instead of chase?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 01, 2009, 07:07:07 pm
Yeah, All of the CPU versions of the roster have aggression 20 in their headers.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Vyck_St.Judas on November 01, 2009, 09:18:58 pm
now bear with me as this is just a wild guess. it doesn't even border on hypothesis.
do you have grabdistance set. if so, then whats the range in pixels that they're actually shooting from? they may be defaulting to something else. maybe its dumb but try it out.
stranger bugs have been reported.
And BTW, CV is just short for Castlevania. I've been wanting to change the title of my thread as no one seems to know what the hell it is, and therefore no idea what the visual basis of my mod is.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 01, 2009, 09:24:51 pm
You could be on to something, after all, the close attack range is based on the width of the attack, and I have range set to 92, this way they won't shoot from from too far back. I actually spawned an entity 92X away from me and it was about half the screen away from me. as for Grabdistance, I don't have one set since they don't grab at all.

And I figured CV stood for Castlevania, but like I said, I don't know to much about it nor am I interested in it, but I look forward to your work. It's the same way I feel about Splatterhouse, not interested in the original but the mods were the bomb. :)

EDIT:
Ok, I got the txt I updated for Archie:
Header:
Spoiler
Quote
name   Archie_B
health   500
mp 150
mprate 5
speed   8
type   Enemy
aimove   chaseZ
icon   data/chars/Archie/iconE.gif

running 18 4 2 1 1
makeinv  4
riseinv  1
gfxshadow 1

palette       data/chars/Archie/Pal


com a2 Freespecial
com a3 Freespecial2
com a4 Freespecial3
jumpmove  3  2
hostile Player npc Enemy
candamage enemy npc Player
aggression 20
animationscript data/scripts/script.c

Attack:
Spoiler
Quote
anim   attack1
   loop   0
   delay   10
   offset   113 114
        range   5  40
   bbox   100 67 26 48
   frame   data/chars/Archie/A-0.gif
   attack   114 91 53 19 15 1 0 0 0 20
        move    3
   frame   data/chars/Archie/A-1.gif
   attack   122 70 46 39 15 1 0 0 0 20
        move    0
   frame   data/chars/Archie/A-2.gif

Shooting anims, DinoS are the bullets they shoot. 1 is the smallest and 3 is the biggest, and only 3 knockes you down:
Spoiler
Quote
anim   attack1
   loop   0
   delay   15
        range   41  82
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS1" 0 0 0
   frame   data/chars/Archie/Idle0.gif
   @cmd   shoot "DinoS1" 0 0 0
   frame   data/chars/Archie/Idle0.gif
   @cmd   shoot "DinoS2" 0 0 0
   frame   data/chars/Archie/Idle0.gif
Spoiler
Quote
anim   attack2
   loop   0
   delay   15
        range   41  82
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS3" 0 0 0
   frame   data/chars/Archie/Idle0.gif
Spoiler
Quote
anim   attack3
   loop   0
   delay   15
        range   41  82
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS2" 0 0 0
   frame   data/chars/Archie/Idle0.gif
   @cmd   shoot "DinoS3" 0 0 0
   frame   data/chars/Archie/Idle0.gif

EDIT2:
These two wont make it in the upcoming release, but they will next time:
Chakan Frames: 100%
Silver Frames: 85%
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 02, 2009, 12:38:38 am
Quote
but when someone is in range, he won't do it, instead, he just runs and jumps towards you and shoots in normal range like the other CPUs. I'd show you but I don't have a copy of the updated txt with me. but I set the range to (43 92), which is a three shot freespecial with the third bullet knocking you down, so he wouldn't spam the same shot until you die. but as I said, he won't shoot when in range.

 Hmmm.... sounds like there's another attack with higher priority here. Do they have RUNATTACK? I'm guessing that they rather perform that attack instead of ATTACK1. I don't know the default attack range for RUNATTACK, but if it is 0 75, it's wider than your setting 5 40. Hmmm... maybe it's longer than that. Either way, try setting range in RUNATTACK to prevent this.
 That's how attacking AI works, attacks with longer range gets higher chance simply because it has longer range of detection.

 BTW why do you set short attack range for shooting actions?

Quote
@cmd   shoot "DinoS1" 0 0 0

 The last 3 parameters are to set the starting spot for the projectile. It's useful and spares us from playing with offset in projectile's text.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 02, 2009, 05:31:23 pm
Quote
The last 3 parameters are to set the starting spot for the projectile. It's useful and spares us from playing with offset in projectile's text.
I know, I read bout them in your description of it. But When I set the frames up, I lined the shot up to my chars so I can set the same offset, so I don't need those three numbers unless someone else is shooting them and the offset doesn't match.

Quote
Hmmm.... sounds like there's another attack with higher priority here. Do they have RUNATTACK? I'm guessing that they rather perform that attack instead of ATTACK1. I don't know the default attack range for RUNATTACK, but if it is 0 75, it's wider than your setting 5 40. Hmmm... maybe it's longer than that. Either way, try setting range in RUNATTACK to prevent this.
 That's how attacking AI works, attacks with longer range gets higher chance simply because it has longer range of detection.
He has a running anim but no run attack, but he does have  tendency to jump all the time, but I don't wanna take it off since there will be 2D levels soon and He'll need it. Anyway I found something interesting today. I was playing adventure mode and ran into E-103(the blue robot boss on the first sonic level) and he fought me exactly the way I wanted him to, which was chasing according Z level, and using his attack according to the range I set. I checked his file and saw that the only difference from him and Archie is that E-103's aggression is 100, archie's is 20. E-102 also doesn't have a running nor jumping anim, so that may make a difference. I got both their files attached here so you can see them for yourself.
Quote
BTW why do you set short attack range for shooting actions?
I wanna give everybody a chance to fight fair, even if they can shoot, but archie's first attack is for close up only, which is him bashing whoever's too close with his gun. the shooters have a close up attack as well.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 02, 2009, 11:43:13 pm
Quote
E-102 also doesn't have a running nor jumping anim, so that may make a difference

 No wonder. Just as I thought, those two animations have higher priority than the attacks. That means, you should set range in jumping animations too.
 Oh yeah, just checked Archie's text and my thought is correct:

Quote
anim   Jumpattack
   loop   0
   delay   15
   offset   113 114
   custbomb   JDS1
   tossframe   0
   bbox   100 67 26 48
   frame   data/chars/Archie/Jump-2.gif
      
anim   Jumpattack2
   loop   0
   delay   15
   offset   113 114
   custbomb   JDS2
   tossframe   0
   bbox   100 67 26 48
   frame   data/chars/Archie/Jump-2.gif

 These 2 animations has default attack range of 0 150 IIRC. That's why both has higher priority.

 Another thing:
Quote
anim   attack1
   loop   0
   delay   10
   offset   113 114
        range   5  40
   bbox   100 67 26 48
   frame   data/chars/Archie/A-0.gif
   attack   114 91 53 19 15 1 0 0 0 20
        move    3
   frame   data/chars/Archie/A-1.gif
   attack   122 70 46 39 15 1 0 0 0 20
        move    0
   frame   data/chars/Archie/A-2.gif
      
...
anim   attack1
   loop   0
   delay   15
        range   41  82
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS2" 0 0 0
   frame   data/chars/Archie/Idle0.gif
   @cmd   shoot "DinoS3" 0 0 0
   frame   data/chars/Archie/Idle0.gif   

 Archie has 2 attack1 . OpenBoR will ignore the 1st one and only plays the 2nd one.

 To avoid problems like this in the future, you should set range in EVERY attack animations enemy has.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 03, 2009, 09:24:04 pm
I didn't even realize I had 2 attack1s  :laughing:, thanks for pointing that out. I can see what your saying about jumpattack range so I'll throw one on there, this wont effect there jumping habit for 2D stages will it? Cause I think I'm suppose to use range in their jump anims for 2D stages, once I get that ready of course. Do you have any idea how it will take to get those 2D scripts copied to 38+ chars and their alternate entities?  :astonished:
lol, but I'll get that done though. and thanks for helpin' out again.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 04, 2009, 08:51:26 pm
Well, it seems OpenBOR is giving more trouble. after solving the range thing with archie, I started setting the same things up for the other two dinos, this time around, they aren't shooting the bullets. I've go the script copied to them and it works for me, but the CPU's aren't shooting them for some reason:
Player shot attacks:
Quote
anim   Freespecial
   loop   0
   delay   1
   offset   113 114
   bbox   86 73 44 40
   @cmd   shoot "DinoS1" 0 -4 0
   frame   data/chars/Reese/Idle.gif
      
anim   Freespecial2
   loop   0
   delay   1
   offset   113 114
   bbox   87 74 44 40
   @cmd   shoot "DinoS2" 0 -4 0
   frame   data/chars/Reese/Idle.gif
      
anim   Freespecial3
   loop   0
   delay   1
   offset   113 114
   bbox   85 73 44 41
   @cmd   shoot "DinoS3" 0 -4 0
   frame   data/chars/Reese/Idle.gif

CPU shot attacks:
Quote
anim   attack2
   loop   0
   delay   15
        range   50  100
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS2" 0 -4 0
   frame   data/chars/Reese/Idle.gif
   @cmd   shoot "DinoS3" 0 -4 0
   frame   data/chars/Reese/Idle.gif

anim   attack3
   loop   0
   delay   15
        range   110 160
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS1" 0 -4 0
   frame   data/chars/Reese/Idle.gif
   @cmd   shoot "DinoS1" 0 -4 0
   frame   data/chars/Reese/Idle.gif
   @cmd   shoot "DinoS2" 0 -4 0
   frame   data/chars/Reese/Idle.gif

anim   attack4
   loop   0
   delay   15
        range   170 220
   offset   113 114
   bbox   100 67 26 48
   @cmd   shoot "DinoS3" 0 -4 0
   frame   data/chars/Reese/Idle.gif
Anyone have any ideas to this problem?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 05, 2009, 12:17:22 am
Quote
Do you have any idea how it will take to get those 2D scripts copied to 38+ chars and their alternate entities?

 Hmmm.... I usually made thorough check meaning although the AI is similar, I still spend some time testing the new enemies. So it might take a while.
 As for copying the scripts, that's possible but I can't guarantee the result without testing.

 IIRC the scripts used by them aside of shooting scripts are:

1. range check
 This script checks range to closest opponent then change the animation if he/she/it is within specified range
2. platform
 This script activates or deactivates platform effect to entity. Normally used for dropping down off platform
3. Targetting and action
 These scripts is for targetted shooting and dashes. Pretty simple
4. Antigravity
 This script activates or deactivates gravity effect. I used this together with diving attack.

Quote
Anyone have any ideas to this problem?

 Have you 'load' those shots?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 05, 2009, 09:58:17 pm
Quote
Have you 'load' those shots?
I'm pretty sure they are, or I wouldn't be able to shoot them myself. all three dinosaurs use the same four shots in the same way.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 07, 2009, 12:18:40 am
 Well, just because they use it same way, doesn't mean the projectiles will always be loaded. OpenBoR won't check if they aren't loaded yet.

 Anyways, I have just realized something. Although enemies can use FREESPECIALs, the latter don't have high priority compared to normal ATTACKs. That's why I never used FREESPECIAL for enemy even if he/she is clone of hero. I simply change FREESPECIAL name to ATTACK (unused ones that is).
 Try that!
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 07, 2009, 12:51:50 am
Quote
Well, just because they use it same way, doesn't mean the projectiles will always be loaded. OpenBoR won't check if they aren't loaded yet.
Yeah, but I'm pretty sure they're loaded. I can shoot the bullets with all three Dino chars but the A.I. clones of Lorenzo and Reese are having some trouble with the same bullets that A.I. Archie shoots.

Quote
Anyways, I have just realized something. Although enemies can use FREESPECIALs, the latter don't have high priority compared to normal ATTACKs. That's why I never used FREESPECIAL for enemy even if he/she is clone of hero. I simply change FREESPECIAL name to ATTACK (unused ones that is).
 Try that!
Already did! I'm using this in place of special, so now the A.i. clone will actually perform the move, sometimes, and stop using it for just breaking out of holds.
but I get what your saying though. once I get back to work, I'll change those attacks and see what happens.
Also, I've ran into 2 glitches in adventure mode, one with Streets of rage bad guys and 1 with the Battletoads enemies. They happened after I started using the new dev build. I'll check these myself first before I go on about it though.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 08, 2009, 05:46:26 pm
Me again. about that problem I've been going on about, it turns out that my the CPUs, Lorenzo and Reese, haven't even been performing their attacks at all. If anyone could figure out why this is happening, I'd appreciate  it, cause I'm stumped.  >:(
I'm attaching Archie's file to, since he's actually attacking.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 11, 2009, 08:44:12 pm
If there's anyone here who uses the BORed level designing program, can anyone tell me what this means:
Quote
System.IndexOutOfRangeException: Index was outside the bounds of the array.
A few weeks ago it worked fine, but now I get that message on every stage I load up, and I kinda need this to work.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 11, 2009, 11:34:52 pm
 I can't help with BoRed but I'd like to ask about the attack problem.

Quote
it turns out that my the CPUs, Lorenzo and Reese, haven't even been performing their attacks at all.

 You mean, they don't attack at all? no ATTACK1, FREESPECIAL just wandering around?

 Wait a second, when I compared the texts, I noticed that Archie has no 'atchain' set while Lorenzo and Reese have. Hmmm... I remembered that you once have problem with 'atchain' for enemies before. Maybe you should disable that to solve this.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 12, 2009, 06:48:56 pm
Quote
Wait a second, when I compared the texts, I noticed that Archie has no 'atchain' set while Lorenzo and Reese have.
:oops:
wow, I didn't notice that, but in any case, I copied all of archie's data back to the other two dinos and switched their frames back the way they were. regardless of what the problem was, i finally resolved it and they're attacking now. however there is one more thing I have an issue with. The dino's,all the A.I. clones for that matter, are chasing the projectiles. I don't know what I have all of them set to, but I'm certain i set the dino shots to "None". once they get shooting, they wont even when the enemy is out of range, they even try to hit their own shots with close up attacks. Strange.
BTW, I've finally finished all the new stages I wanted to throw in SGMB. I'm gonna take the time tomorrow to play through the different Modes to check for anymore bugs. If nothing goes wrong, I should be able to release 7.9 this weekend.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 13, 2009, 11:33:27 pm
 Hmmm... now that's a serious problem for Smash game. FYI, projectiles thrown with 'throwframe' or the script you are using now will be changed to shooter's type. For instance, projectile thrown by enemy will be of enemy type even if you set it as none.

 The best solution I can give you is that you change the projectiles into new form. Here's an example:

Quote
name       Shot
type       none
shadow     0
lifespan     2
nomove     1
nolife          1
antigravity     100
candamage       player

anim idle
   loop   1
   delay   6
   followanim   1
   followcond   1
   offset   3 3
   attack   1 1 6 6 1 1 1
   frame   data/chars/grunt/shotR.png
   frame   data/chars/grunt/shotY.png
   frame   data/chars/grunt/shotB.png
   frame   data/chars/grunt/shotR.png
   frame   data/chars/grunt/shotY.png
   frame   data/chars/grunt/shotB.png

anim follow1
   delay   200
   offset   3 3
   attack   0
   frame   data/chars/misc/empty.gif

 The type is none as you can see. Difference with regular projectile is that this one is fired with 'spawnframe' or with this function

Quote
void shooter(void Shot, float dx, float dy, float dz, float Vx, float Vy, float Vz)
{ // Shooting special projectile with speed control
   void self = getlocalvar("self");
   int Direction = getentityproperty(self, "direction");
   void vShot;

   if (Direction == 0){ //Is entity facing left?                 
      Vx = -Vx; //Reverse Vx direction to match facing
   }

   vShot = spawn01(Shot, dx, dy, dz);
   changeentityproperty(vShot, "velocity", Vx, Vz, Vy);
   return vShot;
}

void spawn01(void vName, float fX, float fY, float fZ)
{
   //spawn01 (Generic spawner)
   //Damon Vaughn Caskey
   //07/06/2007
   //
   //Spawns entity next to caller.
   //
   //vName: Model name of entity to be spawned in.
   //fX: X location adjustment.
   //fY: Y location adjustment.
      //fZ: Z location adjustment.

   void self = getlocalvar("self"); //Get calling entity.
   void vSpawn; //Spawn object.
   int  iDirection = getentityproperty(self, "direction");

   clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

   if (iDirection == 0){ //Is entity facing left?                 
          fX = -fX; //Reverse X direction to match facing.
   }

      fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
      fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
      fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
   
   vSpawn = spawn(); //Spawn in entity.

   changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
   changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
   
   return vSpawn; //Return spawn.
}

 Also, unlike regular projectile which automatically dies after hitting anything, this one doesn't. That's why I added followup to replicate that effect.

 I recommend that you start replacing the projectiles with these new version. The fact that enemy chases projectile is serious bug and you have no choice but to abandon the old system of projectile shooting.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 14, 2009, 01:10:29 am
So all I have to do is spawn my shots with this script now huh? Ok, but will it work if I spawn them with this script:
http://lavalit.com:8080/index.php/topic,3871.msg54505.html#msg54505 (http://lavalit.com:8080/index.php/topic,3871.msg54505.html#msg54505)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 14, 2009, 11:10:02 pm
 Ah, sorry for not being clear before. My internet connection lags so I can't explain clearer.

 Anyways, the shooter function above has extra parameter to set speed. You can use the spawn function you mentioned in that thread but if you do so, the projectile will be static. With this shooter, you can set speed, allowing you to set how fast it'll fly.

 Example:

 @cmd Shooter "Shot" 20 10 0 2 0 0

 Shot will be spawned 20 pixels in front of entity and 10 pixels above ground and flies at x axis with 2 pixels/centisecond speed.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 14, 2009, 11:21:06 pm
Quote
Anyways, the shooter function above has extra parameter to set speed.
Example:

 @cmd Shooter "Shot" 20 10 0 2 0 0
So with this paremeter, I can also set the speed of the shot to? cool.
Quote
You can use the spawn function you mentioned in that thread but if you do so, the projectile will be static.
What do you mean by "Static", and how's it different from using "Spawnframe", are I just don't use spawn at all.

Another thing, Can I set more than one shooting @cmd per frame, or can I only use one at a time? I'd like to see if I can use this to make "Spreading shots", or 3 or 4 bullets going in different Z directions, like in Contra or Dinosaurs for Hire.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Damon Caskey on November 15, 2009, 09:47:07 am
You can have multiple instances of "@cmd" per frame. I be live at one time Utunnels said the limit was 8 each, but I'm not sure if that's true anymore.

In any case, there is no practical limit, as you can always use a @script/@end_script tag and then call your function as many times as needed within.

DC
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: maxman on November 15, 2009, 05:13:53 pm
[off-topic i think] Well, for the script, I don't know if it's limited with 8 or not, as DC mentioned. But all I do know is with non script use in using over 8 characters. I'm not so sure about scripts yet.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on November 16, 2009, 11:27:53 pm
Quote
What do you mean by "Static", and how's it different from using "Spawnframe", are I just don't use spawn at all.

 Sorry for the confusion, it's tough to explain clearly. Static means it doesn't move at all. Notice the 'nomove 1 1' in the header of that projectile text above. That means the projectile is static if it's spawned normally with spawnframe. However, as I said in Wiki, nomove setting can be overriden meaning you can give velocity to projectile. That's why I can add velocity control.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 16, 2009, 11:41:23 pm
Ok, I just wanted to be sure.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Urien71 on November 21, 2009, 11:26:50 pm
How about Tyris Flare from Golden Axe 2, as a character suggestion? The sprites were much cleaner and more interesting in that game, and I don't see a lot of GA representation on the roster. :)

http://sdb.drshnaps.com/sheets/Sega/GoldenAxe/GoldenAxe2/TyrisFlareGA2.gif (http://sdb.drshnaps.com/sheets/Sega/GoldenAxe/GoldenAxe2/TyrisFlareGA2.gif)

Sprites are easy to access from SDB, as well from the above link, but I think there were a few more in game as well.

Just a suggestion.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 22, 2009, 08:16:21 pm
Tyris Flare from GA2 is in the roster, along with the rest of the playable cast from 2&3. Check my latest demo in the download section.


Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 02, 2009, 10:31:17 pm
Ok, after the last demo release, I took some time off, mainly messing with emulators and doing some small work in other mods. But for the past few days, I've gotten back to work. In the last updates, I worked on Pain# and 2D features that I haven't finished for the game yet, So now I'm working on them again, along with new stages. here's one of them:
Spoiler
(http://img109.imageshack.us/img109/4502/greenhill0.gif) (http://img109.imageshack.us/i/greenhill0.gif/) (http://img109.imageshack.us/img109/greenhill0.gif/1/w480.png) (http://g.imageshack.us/img109/greenhill0.gif/1/)
Spoiler
(http://img19.imageshack.us/img19/5723/greenhill1.gif) (http://img19.imageshack.us/i/greenhill1.gif/) (http://img19.imageshack.us/img19/greenhill1.gif/1/w480.png) (http://g.imageshack.us/img19/greenhill1.gif/1/)
Spoiler
(http://img200.imageshack.us/img200/9351/greenhill2.gif) (http://img200.imageshack.us/i/greenhill2.gif/) (http://img200.imageshack.us/img200/greenhill2.gif/1/w480.png) (http://g.imageshack.us/img200/greenhill2.gif/1/)
Spoiler
(http://img25.imageshack.us/img25/6586/greenhill3.gif) (http://img25.imageshack.us/i/greenhill3.gif/) (http://img25.imageshack.us/img25/greenhill3.gif/1/w480.png) (http://g.imageshack.us/img25/greenhill3.gif/1/)
Yes, the platforms are moving. ;)
This new demo will be a small one, it will have 5 2D stages(2 are done) and 4 3D(been meaning to make more stage anyway). It will only feature 8 characters, 7 of them are in the screen shots, and to give you more reason to try this out, the 8th char will be new to the mod. Hopefully, I'll be get this this out in a week at the least, as long as I don't run into anything to delay me, like the walls around the rock(3rd screenshot) that took me hours to get right, setting those up are very confusing. I also plan on ripping backgrounds from Battletoads/Double Dragon: The Ultimate team (that should be a hint on 2 guys I've been wanting to throw in  ;)), not to mention I already ripped a stage from Vectorman. I'll also need to work on the A.I scripts for 2D levels, and I'll try to give characters attacks for jumping higher or jumping down Platforms.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on December 03, 2009, 12:30:44 am
 Great! stages from Sonic is added. Aside of Sonic, which games whose background you are going to use as stages in this mod?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 03, 2009, 12:36:32 am
Quote
I also plan on ripping backgrounds from Battletoads/Double Dragon: The Ultimate team.
not to mention I already ripped a stage from Vectorman.
I Still have the comix zone stage, and the two stage I already finished: stage 1 from contra hard Corps, and The Flying mole stage(I think it's an edit of Flying fortress from Sonic 2). There's also I ristar stage I Want to rip. I'll post shots of those in the future.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 04, 2009, 09:20:23 pm
Another update. I started this new stage this morning and finished it a few hours ago. Reclaimation Center from Vectorman 2:
Spoiler
(http://img138.imageshack.us/img138/6104/reclaimation0.gif) (http://img138.imageshack.us/i/reclaimation0.gif/) (http://img138.imageshack.us/img138/reclaimation0.gif/1/w480.png) (http://g.imageshack.us/img138/reclaimation0.gif/1/)
Spoiler
(http://img710.imageshack.us/img710/4619/reclaimation1.gif) (http://img710.imageshack.us/i/reclaimation1.gif/) (http://img710.imageshack.us/img710/reclaimation1.gif/1/w480.png) (http://g.imageshack.us/img710/reclaimation1.gif/1/)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: UKLN5245 on December 06, 2009, 08:39:25 pm
 :laughing:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 06, 2009, 08:52:44 pm
:laughing:
What's funny? You'd think someones first post would be a little bigger.  :laughing:
Oh, and welcome to lavalit.  :cheers!:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 07, 2009, 09:50:19 pm
Another stage update. Stage 3 of Battletoads and Double Dragon, I had to zoom in to make it bigger.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on December 09, 2009, 11:50:17 pm
 No platforms yet for that stage?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 10, 2009, 06:53:31 pm
There weren't any platofrms on this stage. I just ripped the first part until you use the rope to climb down. There will only be walls on this stage, and the wall for the last Piller thing is giving my problems. I can jump on it, but for some reason I can walk though it to, which is what I don't want.
Another quick update, I've finally gotten all the stages done for this demo, there will be 5 3D, and 2D stages each. I'm also Coming with Drop attacks and Super Jump attacks for 2D levels, you'll be able to use them by Pressing attack or Jump while ducking. If your wondering, I used cancels.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: nedflandeurse on December 11, 2009, 09:10:21 am
You project is becoming more and more interesting.
Using platform system is great.
Good luck with it. :cheers!:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Kinjite30g on December 11, 2009, 06:48:18 pm
This game is gonna be intensed, i would like to play it just hoping to see this mod on the sega dreamcast. :)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 11, 2009, 06:55:55 pm
You project is becoming more and more interesting.
Using platform system is great.
Good luck with it. :cheers!:
Thanks dawg! It's actually coming out ok for now.
This game is gonna be intensed, i would like to play it just hoping to see this mod on the sega dreamcast. :)
I hope so to, but I'll never be to test it for DC unless I get a new one. Something happened to my old one and it's not responding to my controllers. :teary_eyed:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: liukang999 on December 12, 2009, 07:16:29 pm
you should put micheal jackson in this lol from micheal jackson moonwalker
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 13, 2009, 02:34:59 am
hey...... you never know.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 14, 2009, 09:13:11 pm
Yo, guys, for the past 2 days, I've been tryin' to update yall with screen shots of SGMB 2D gameplay, but Imageshack wont upload my images, and I don't another site I can upload multiple images I can Link in my posts. Since those shots show the new character I'm working on, I'll just post one of them here as a attachment.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Will on December 15, 2009, 03:57:13 am
you should put micheal jackson in this lol from micheal jackson moonwalker

I second this. First Genesis game I ever played!
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Phemt on December 15, 2009, 07:55:33 pm
you should put micheal jackson in this lol from micheal jackson moonwalker

I had to think about it for a second to get you were not kidding  :laughing:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 15, 2009, 11:04:35 pm
Wow, yall really want the legend in don't you? Well since he's been requested so many times I'll let yall know something: I already planned on Adding Micheal Jackson as a secret character a long time ago. He was going to appear along with a certain Basketball Player who had his own fighting game.  ;)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Fightn Words on December 15, 2009, 11:44:53 pm
Shaq-Fu! Ah, what a crap game that was, no offense DJ.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 15, 2009, 11:50:27 pm
That right, and none taken Dawg(dog), but I actually enjoyed it myself. I find it better than a lot of other old fighters. I should also mention MJackson and Shaq will also appear in my final project, that I may make a demo of at some point, just to show the purpose of SGMB.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Phemt on December 16, 2009, 06:54:05 am
Shaq-Fu! Ah, what a crap game that was, no offense DJ.

Not brilliant, but had a lot of animations per char.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: mgman on December 16, 2009, 12:19:28 pm
Hi, there. This is one hell of a rad game. I read that there's a Contra Hard Corps stage to this. Is there a way I can access it quicker? If not, how do I get to that stage, through story mode or somehow through free for all?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Fightn Words on December 16, 2009, 03:19:35 pm
Quote
Not brilliant, but had a lot of animations per char.

That's a huge understatement.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 16, 2009, 05:47:42 pm
Hi, there. This is one hell of a rad game. I read that there's a Contra Hard Corps stage to this. Is there a way I can access it quicker? If not, how do I get to that stage, through story mode or somehow through free for all?
I've already sent you the PM, but for anyone else whose confused, The contra stage isn't in my last demo because I didn't get the 2D stuff set for all the characters. It will be featured in the new demo I'm working on now.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 17, 2009, 05:46:32 pm
Yo guys, I've been trying to post this for some time but now Imageshack is loading my stuff now. These screen shots will show the Super Jump and Drop attacks that will be used to go up and down platforms in 2D levels.

First is the Super Jump: Pressing the jump button while Ducking will cancel you  into a jump almost 2 times the normal jump height, there may also be attacks:
Spoiler
(http://img197.imageshack.us/img197/8291/specialjump0.th.gif) (http://img197.imageshack.us/i/specialjump0.gif/)(http://img268.imageshack.us/img268/9453/specialjump1.th.gif) (http://img268.imageshack.us/i/specialjump1.gif/)(http://img30.imageshack.us/img30/8122/specialjump2.th.gif) (http://img30.imageshack.us/i/specialjump2.gif/)(http://img109.imageshack.us/img109/9215/specialjump3.th.gif) (http://img109.imageshack.us/i/specialjump3.gif/)(http://img43.imageshack.us/img43/3244/specialjump4.th.gif) (http://img43.imageshack.us/i/specialjump4.gif/)

Next is the Drop attack: Pressing the attack button while ducking cancels you to an attack that causes you to fall down one platform at a time, and most likely hitting anyone under you. You can also do this on the ground(where the Z is set), but there really isn't any need to it unless you wanna get down a platform.
Spoiler
(http://img30.imageshack.us/img30/680/dropattack0.th.gif) (http://img30.imageshack.us/i/dropattack0.gif/)(http://img109.imageshack.us/img109/5141/dropattack1.th.gif) (http://img109.imageshack.us/i/dropattack1.gif/)(http://img43.imageshack.us/img43/9996/dropattack2.th.gif) (http://img43.imageshack.us/i/dropattack2.gif/)(http://img109.imageshack.us/img109/9439/dropattack3.th.gif) (http://img109.imageshack.us/i/dropattack3.gif/)(http://img26.imageshack.us/img26/3463/dropattack4.th.gif) (http://img26.imageshack.us/i/dropattack4.gif/)
Hope you guys look forward to this. Peace.
X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 18, 2009, 09:59:57 pm
Well the demo I'm working with is almost done, just a few things here and there. I do have one problem I haven't been able to fix.
Spoiler
(http://img691.imageshack.us/img691/4531/walld.png) (http://img691.imageshack.us/i/walld.png/)
Quote
Wall  0     400  0  0  315  315 3 63
Wall  510 400  0  0  315  315 3 63
Wall  670 400  0  0  315  315 3 127

The lowest Platform is where the Z axis is set up, the others have walls around them, so there's no need for Super Jumps and drop attacks on this level. All the walls are set up so you can jump on the platforms, but the last one that's highlighted in yellow isn't working. I can jump on top of that platform but for some reason, I can walk through. I've been changing the numbers for days and I either get the same results or it doesn't work at all. I don't know why it's doing this but if anyone can figure it out, please let me know, the txt for the wall is the last wall command highlighted in red . It's becoming a real pain.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: ALUCARD2009 on December 19, 2009, 10:58:21 am
 your demo works with an slim psp 5.50 GEN D3,but we must wait 6 mn for the loading of the mod. ;)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on December 21, 2009, 12:08:20 am
 Hmmm.... have you tried this?

Wall  670 400  0  0  315  315 13 127

 Just guessing. I don't understand why either.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 22, 2009, 09:45:59 pm
Thanks Blood, I'll try that later on.

Since I couldn't get the demo to run for the past 2 days, I started editing sprites of a Mid-Boss from Sonic advance 3, Gmel, that I'am going to use in chaotix Rage, as well as SGMB. He's the black robot in this video:
Sonic Advance 3 Final Boss(not EX-Boss Final Zone) (http://www.youtube.com/watch?v=9SZ6l7kOZ30#normal)

I was going to use his original sheet for one sprite attacks, but I want him to do more than that, some I'm taking another robot from Sonic Battle, Emerl, Who copies the abilities of the rest of the characters in the game:
http://www.tsgk.captainn.net/index.php?p=showgame&t=dt&dt=2004-02-04&ga=78&sec=25 (http://www.tsgk.captainn.net/index.php?p=showgame&t=dt&dt=2004-02-04&ga=78&sec=25)

Now I'm editing Emerls sprite for new Gmel moves. Here's what I've got so far:
http://img193.imageshack.us/img193/5622/shotstretch.png (http://img193.imageshack.us/img193/5622/shotstretch.png)
So far they're coming out good.  ;)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on January 04, 2010, 01:24:26 am
 BTW DJ, I assume that you have got the patch for Cosmic Damage. Samus' air shooting is an example of what I said before about using 'type none' for projectiles. You can control the speed just from 'shooter2' command. The sideeffect about this is that horizontal speed doubles so if you set 1 for x speed, the projectile moves at 2 actually.

 Bad news is latest version has bug which break this technique :(.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 12, 2010, 01:06:16 am
I think I have it, but I don't think I've played it yet, the new one anyway. I was too busy with this, lol.

Since the Beta release: http://lavalit.com:8080/index.php/topic,2609.0.html (http://lavalit.com:8080/index.php/topic,2609.0.html) (Second Link posted)
I've gotten to work with the next beta. I haven't done much yet but work on new characters and figure out how to mod faster and I think it's working, but I'll turn my focus on A.I. and Stage portals soon. If you didn't know, my intent for SGMB was for you to pick a stage from portals after all A.I. are beaten, but I never got to that, You'll actually start in a hub or portals as soon you pick your char, when I get to that. Anyway the Characters:

For Joe, I'm working on his Special move, the one from Shinobi three where the dragons come out, and I almost got it, after that, he'll be ready for 2D combat.
(http://img693.imageshack.us/img693/4505/joe.gif) (http://img693.imageshack.us/i/joe.gif/) (http://img693.imageshack.us/img693/joe.gif/1/w480.png) (http://g.imageshack.us/img693/joe.gif/1/)

Chakan's pretty much done, just need to get him ready for 2D combat as well.
(http://img15.imageshack.us/img15/9070/chakan.gif) (http://img15.imageshack.us/i/chakan.gif/) (http://img15.imageshack.us/img15/chakan.gif/1/w480.png) (http://g.imageshack.us/img15/chakan.gif/1/)

Just so yall know, I'll making more sonic characters after these two guys for my upcoming mods.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DARK HAYABUSA on January 12, 2010, 02:34:40 am
Updated great DJ! It is incredible how to evolve your game. Just continues to surprise! :laughing:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 12, 2010, 09:36:11 pm
Thanks for the comment DH.

Now that I've got Chakan and Joe done, I'm gonna concentrate on some other stuff, but I need some help with something. I tried to set the range for one of the A.i. chars to jump over the walls in the Battletoads and double dragon 2D stage, but I just couldn't get the A.i. to jump unless I stepped close enough into it's jump attack range for it to do it:
Quote
anim   jump
   loop   0
        range   0 320
        rangea 30 70
        rangeZ -4 4
   dropframe   2
   delay   5
   offset   122 137
   bbox   115 106 24 34
   frame   data/chars/Spark/Jump-0.gif
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   delay   500
   frame   data/chars/Spark/Jump-0.gif
   delay   15
   bbox   112 106 29 31
   frame   data/chars/Spark/Jump-1.gif
   delay   1
   frame   data/chars/Spark/Jump-2.gif
I saw the default range numbers for it and made the jump range longer, but I'm still getting nothing. Anyone think they know what I should do?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on January 13, 2010, 11:55:49 pm
 Yeah, I was thinking about that but without checkplatform, there's no decent way to tell enemies to jump on their own. And they really need to jump on their own cause they can't wait for opponent to stand close to them.
 That's why the AI I've given you before is not-so-generic simply because they can't deal with higher platforms. Better than nothing though.

 Maybe you can widen 'rangea' to say '30 200'.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 14, 2010, 12:21:13 am
Maybe, and yeah, I should look at your scripts. I didn't include them only because they kept jumping around for no useful reason at all, but I still saved copies of them. I've given all the characters, in the beta, moves just for going up and down platforms, I just need to make them do it now.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on January 14, 2010, 12:27:44 am
Quote
they kept jumping around for no useful reason at all

 That's the flaw of default jump AI. It would be smarter if they measure wall's height before jumping but that would require script.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 21, 2010, 10:34:19 pm
Quote
they kept jumping around for no useful reason at all

 That's the flaw of default jump AI. It would be smarter if they measure wall's height before jumping but that would require script.
I see. I actually read a post from DC about Dev C, so I downloaded, and I'll install later, hopefully i helps me with script so I don't have to come here asking for it all the time.

Any who, I just recorded a new video of the SGMB beta demo. It's just showing two stages as well as the new guys, but the FPS on hypercam is very sucky, and made my video lag a lot, so I'll replace it when I find a better recorder. If you've played my last demo, you don't need to watch this, unless you wanna see Joe and chakan in lagged action:
Spoiler
http://www.youtube.com/watch?v=RHuleBDjGb8

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Die_In_Fire on January 21, 2010, 10:45:54 pm
looks very fun!!

ohh do't know who the starface char is, I think is ristar, but never played a game of him before.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 21, 2010, 11:03:14 pm
Yeah, that's ristar, he appear in my last SGMB demo before I started the beta demo. If you have a Genesis emulator, you should try it, it's a good game.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 27, 2010, 09:14:13 pm
Yo Folks!
After that last demo, I've finally gotten to work on the stage branch portals(I call them warp screens). I figured how to get them to work, and I already have all the stages branch together for endless play, unless you quite, which was my intention for this mod long ago. The Portals will spawn after all A.I. chars are dead, and that is where my two problems are.

1. I've got the Entities set up in groups like so:

Quote
group 8 8
at 0

*Entities*

group 100 100
at 0

group 4 4
at 0

*Portals*
^This is just a quick txt of what it looks like, this isn't the actual level file.

For some reason, the portals are still Spawning while the first group is still in screen. So did I mess on this somehow?

2. I just found this out while working on the last demo, but OpenBOR spawns entities according to where you are on the screen, making the portals spawn away from where I'm trying to place them. Here's the screen shot of the stage setup in OBeitor:
Spoiler
(http://img193.imageshack.us/img193/9774/ghill.png) (http://img193.imageshack.us/i/ghill.png/)
That's exactly where I want the portals to spawn, but they're not, so how can I get them to spawn where I'm setting them after all A.I. are gone.

Other then these two, Everything else is going quite well, like Hayate Musashi(Shadow Dancer), with all of his frames done and ready for modding, and E-102 Chaos gamma(Sonic Battle), who I am modding:
Spoiler
(http://img199.imageshack.us/img199/8665/gamma.gif) (http://img199.imageshack.us/i/gamma.gif/)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on January 28, 2010, 12:26:08 am
 Cool portals! They surely fits this mod! :cheers!:

Quote
For some reason, the portals are still Spawning while the first group is still in screen. So did I mess on this somehow?

 Yes, you should set it like this:

Quote
group 1 8   # <--- set minimum to 1
at 0

*Entities*

group 100 100
at 0

#group 4 4  <---- If they are nothing else to be spawned after the 1st group, these grouping could
#at 0                  be omitted

*Portals*

Quote
so how can I get them to spawn where I'm setting them after all A.I. are gone.

 Hmmm... I know the problem, that's why I have made spawner which spawns the portals AFTER every enemies are defeated. Buuut I think there's another way to solve this with spawnscript. Give me time to make it.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 28, 2010, 12:41:27 am
Cool portals! They surely fits this mod! :cheers!:
Thanks! BTW, did you notice they're the same Screens you break in the old sonic games for power ups? I just made them bigger.

Quote
Quote
For some reason, the portals are still Spawning while the first group is still in screen. So did I mess on this somehow?

 Yes, you should set it like this:

Quote
group 1 8   # <--- set minimum to 1
at 0

*Entities*

group 100 100
at 0

#group 4 4  <---- If they are nothing else to be spawned after the 1st group, these grouping could
#at 0                  be omitted

*Portals*
The thing is, I want enemies to spawn in as soon as another dies, and there are 8 on screen from the start, with four more coming in on each death. Doesn't setting the group to "1 8" stop enemies from spawning until all of the first one's are gone?


Quote
Quote
Quote
so how can I get them to spawn where I'm setting them after all A.I. are gone.

 Hmmm... I know the problem, that's why I have made spawner which spawns the portals AFTER every enemies are defeated. Buuut I think there's another way to solve this with spawnscript. Give me time to make it.
[/quote]
Ok, thanks man!  :cheers!:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Die_In_Fire on January 28, 2010, 12:44:25 am
Quote
so how can I get them to spawn where I'm setting them after all A.I. are gone.

 Hmmm... I know the problem, that's why I have made spawner which spawns the portals AFTER every enemies are defeated. Buuut I think there's another way to solve this with spawnscript. Give me time to make it.

Robovine did that on River City Rage, but I don't know if he used script.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on January 28, 2010, 12:52:27 am
Quote
did you notice they're the same Screens you break in the old sonic games for power ups? I just made them bigger.

 Oh, I thought you edited Shinobi 3's mission screen for the portals. Should have noticed the 'feet' of the portals.
Quote
The thing is, I want enemies to spawn in as soon as another dies, and there are 8 on screen from the start, with four more coming in on each death. Doesn't setting the group to "1 8" stop enemies from spawning until all of the first one's are gone?

 Oh if that's the case, use this:
Quote
group 8 8
at 0

*Entities*

group 1 1  #<---- added this group to prevent the next group from being activated until all enemies are defeated
at      0

group 100 100
at 0

#group 4 4  <---- If they are nothing else to be spawned after the 1st group, these grouping could
#at 0                  be omitted

*Portals*

 I use that 'group 1 1' alot in my mod. Very useful to seperate enemy groups or any spawn groups actually. I have posted that trick somewhere. Maybe it was buried in BoRRev forums.

 Oh yes about the spawnscript, it's done, check the attachment below. Put the script in scripts folder.

 Here's an example on how to use this spawnscript:
Quote
spawn   portal
spawnscript data/scripts/noscpos.c
coords   25 155  #<--- This coordinate defines the exact location of the portal measured from leftmost edge
at   0

 This spawnscript removes the scroll effect and replacing them back in their defined coordinate.

 HTH
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 28, 2010, 01:06:17 am
Bloodbane, your life saver homie! :cheers!:
BTW, speaking of scripts, I read a thread where DC mentioned the program called Dev C, used to edit .C files, and I downloaded on my Flash drive. If you know about it, you think you can give me some pointers some time? I still have two important scripts I need. Changing entity's header commands like hostile and candamage, and I need a spawnable menu for changing music, and I'm hoping Dev C can help with that.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on January 28, 2010, 01:36:31 am
 I don't have Dev C, sorry. I simply use notepad to edit .c files.
 Changing 'candamage' should be simple, dunno if hostile is changeable though.
 For making menu, I don't know how. Maybe Orochi_X could help you.

Quote
Robovine did that on River City Rage, but I don't know if he used script.

 IIRC, the branch entities in that demo is active on the start of level allowing players to access them  before defeating all enemies or clearing level.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Plombo on January 28, 2010, 01:52:56 am
I use either Notepad++ or SciTE to edit scripts.  A full-blown IDE like Dev C is major overkill for OpenBOR script in my opinion because it contains a compiler and other superfluous stuff.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 28, 2010, 08:41:00 pm
Thanks for letting me know that before I installed Dev C, Plombo. Since I have time, I'll go download one of those and see what my scripts look like on them.

EDIT:
I applied the spawn script to the portals last night and they work just fine now. But what I don't get is, I've always used "group 100 100" to seperate groups, and I'm wondering why that doesn't work now, and I have to use "1 1"?

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on January 29, 2010, 02:00:06 am
 group 100 100 is to disable the previous grouping. group 1 1 is mainly for seperating groups.

 What do you mean with 'that doesn't work now?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 29, 2010, 02:05:01 am
Quote
What do you mean with 'that doesn't work now?
Because in the past, when I've first started modding till now, I've always used 100's to stop the groups, but now that I think about it, I never actually separated groups, I just disabled them, and in this case didn't work, so that was just an error on my part.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 01, 2010, 12:54:08 am
Yo people, I just did a rough design of one of the adventure stages for the next demo. It's my first full 2D stage design so let me know what you think:
http://img442.imageshack.us/img442/3826/panal.png (http://img442.imageshack.us/img442/3826/panal.png)

The BG sprites were taking from Sonic advance 3's, Route99 stage.

EDIT:
I forgot to mention this is act2 of the first stage for Project Sonic rage, called Escape square, the name is a combo of City Square and City Escape, the first stages from sonic Adventure 1 and 2, and since I'm posted that last panel, I'll go ahead and post this panal for act1:
http://img6.imageshack.us/img6/3826/panal.png (http://img6.imageshack.us/img6/3826/panal.png)

The panel ground were tile rips from City Escape I got from Dark Hayabusa, and the Buildings came from a custom sheet of City square.



X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on February 01, 2010, 02:56:51 am
 Ah, the act2 panel looks nice. It looks simple, with just simple platform setting. I assume the main ground is flat meaning the metal bars are just decorations? I mean if they have platform set and have to be jumped over, I can imagine it would be unpleasant to jump over small gaps.

Quote
The panel ground were tile rips from City Escape I got from Dark Hayabusa, and the Buildings came from a custom sheet of City square.

 The buildings look odd. The white lines on the road are too big.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 01, 2010, 10:23:21 pm
Ah, the act2 panel looks nice. It looks simple, with just simple platform setting. I assume the main ground is flat meaning the metal bars are just decorations? I mean if they have platform set and have to be jumped over, I can imagine it would be unpleasant to jump over small gaps.
Thanks, and yes, the Metal bars are just there as railings(or decorations for this case), only the red floating platforms and the two building tops I have above will have platforms set to them, of course, the buildings will be brought down to jump on. I don't know if I should set wait for this stage, cause it may be possible to knock enemies off the buildings in the middle, and players would be stuck there since the enemies don't jump over walls.

Quote
The buildings look odd. The white lines on the road are too big.
Both statements are true, and I may actually redesign that whole panel, but in about the same manner as the one posted above. There is another stage I've worked on, but I'm not posting that right now, since it wont be in the next demo(and I'm to lazy to mess with those walls again, and make another portal.)

Also, Chaos Gamma is about done now, I just need to get him ready for 2D action. If you haven't played Sonic battle for GBA, here's a video of him:
Spoiler
http://www.youtube.com/watch?v=I4olLHO1reo
The two other characters, Emerl and Chaos, will also be SGMB in the future. If you can't tell, chaos is the blue monster made of water, and Emerl is the orange robot imitating the other's moves(when the same characters are picked, he's there as the double). He's got sprites of every bodies moves in Sonic Battle , check his sprite sheet:
http://www.tsgk.captainn.net/index.php?p=showgame&t=dt&dt=2004-02-04&ga=78&sec=25 (http://www.tsgk.captainn.net/index.php?p=showgame&t=dt&dt=2004-02-04&ga=78&sec=25)


X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 02, 2010, 09:03:59 pm
Yo, I'm back. About the Escape Square stage I posted yesterday, I redesigned it, but it isn't too different, I just put all the Buildings together and left the street open at the end for a good view of the background:
http://img121.imageshack.us/img121/2676/bgwork3.png (http://img121.imageshack.us/img121/2676/bgwork3.png)

I like this better than my last design, but I should maybe find some better looking buildings, but I'll worry about that later. What do you guys think?
BTW, I got the stage name wrong, It's not City square, it's Station square, lol. I would worked it into the mod but I was working on some other stuff.  ;)

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on February 03, 2010, 12:18:34 am
 It looks better now.
 The sunlight refraction on middle building's windows is odd. There are 2 type of them i.e / and \. It would be better if you just use one which is \ to adjust it with other buildings'.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 03, 2010, 12:22:44 am
I actually thought that looked kinda funny, but I'll turn that around before putting it into the mod.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 05, 2010, 09:20:10 pm
Yo guys, I got the panel for Escape Square Act2 done, check it out!
http://img403.imageshack.us/img403/5647/panal.gif (http://img403.imageshack.us/img403/5647/panal.gif)

BTW, does OpenBOR have a limit on the length of a stage? It stops at the end of the last buildings on the far right of this panel for some reason. Anyway, Once I get a better recorder, I'll make a video of this and Act1.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on February 05, 2010, 10:58:35 pm
 Aah, nice. I hope players can tell which objects are 'passable' and which are steppable.

Quote
BTW, does OpenBOR have a limit on the length of a stage? It stops at the end of the last buildings on the far right of this panel for some reason.

 Hmmm... have you declared enemy spawn on last part of that stage? OpenBoR immediately ends the level if there's no entities to be spawned left or no enemies left.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 06, 2010, 06:14:21 pm
Aah, nice. I hope players can tell which objects are 'passable' and which are steppable.
Thanks, but I think they should be able to tell, Other than the building tops, the only othre platforms to jump on are the railings on the sides of the two buildings that are connected around the middle.

Quote
Hmmm... have you declared enemy spawn on last part of that stage? OpenBoR immediately ends the level if there's no entities to be spawned left or no enemies left.
I did exactly that, but it starts before I get there. It's no big problem though, the last building tops are where the last enemy group starts, after that, I was gonna have the players run off to the right till the stage ends, to simulate modern sonic games.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on February 07, 2010, 03:18:44 am
Quote
after that, I was gonna have the players run off to the right till the stage ends, to simulate modern sonic games.

 Ah, I see. How players would know they have to run off?
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 07, 2010, 05:13:23 pm
Ah, I see. How players would know they have to run off?
As players always know how to run off, when the arrow tells them to go. I was gonna put some kind of Goal ring there..... I'll figure something out though.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on February 08, 2010, 01:04:47 am
 Goal Ring... cool!
 Maybe the goal ring is so high so player will have to run to jump high enough to enter that ring ;D. Just thinking out loud.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: masterderico on February 08, 2010, 01:07:54 pm
Dj, i played your last demo.

The offsets, moves, stages, sfx are GREAT. 10/10



The only thing i dont like is the large number of chars on the screen... You cant see your char sometimes, TOO MUCH INFORMATION! :laughing:

I think only 4 players on the screen is the best option.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 08, 2010, 07:30:59 pm
Goal Ring... cool!
 Maybe the goal ring is so high so player will have to run to jump high enough to enter that ring ;D. Just thinking out loud.
lol, but nah, I'm just gonna put some kind of ring in the end, that will end the level when touched. I would like to add a "Act cleared" sign when it's touched though. Maybe the ring will spawn it as a boss, so when it dies, the stage will end.  :) BTW, I redid the stage today, and made it a bit shorter, so in future stage, I'm gonna need to make the height larger, instead of the width.
Dj, i played your last demo.

The offsets, moves, stages, sfx are GREAT. 10/10

The only thing i dont like is the large number of chars on the screen... You cant see your char sometimes, TOO MUCH INFORMATION! :laughing:
Yeah, I play Mega brawl myself to get a feel for what players might think when they play, and I actually do lose myself in the madness sometimes, so I have to use the Special button a few times, but it's still fun for me.  ;D

Quote
I think only 4 players on the screen is the best option.
But that's what every other brawler game of this nature does: Onimusha Blade warriors, Super Smash Bros., Sonic battle, Power Stone etc., all only limit 4 players per match. So I wanted to do something different and add more, so I made mega brawl for lots of players can fight at they same time, and Free for all was for people who wanted a little less on the screen with only 8 fighters at a time. Both modes are pretty much what I wished for on Brawlers, more than 4 players on screen.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: masterderico on February 08, 2010, 08:03:22 pm
Goal Ring... cool!
 Maybe the goal ring is so high so player will have to run to jump high enough to enter that ring ;D. Just thinking out loud.
lol, but nah, I'm just gonna put some kind of ring in the end, that will end the level when touched. I would like to add a "Act cleared" sign when it's touched though. Maybe the ring will spawn it as a boss, so when it dies, the stage will end.  :) BTW, I redid the stage today, and made it a bit shorter, so in future stage, I'm gonna need to make the height larger, instead of the width.
Dj, i played your last demo.

The offsets, moves, stages, sfx are GREAT. 10/10

The only thing i dont like is the large number of chars on the screen... You cant see your char sometimes, TOO MUCH INFORMATION! :laughing:
Yeah, I play Mega brawl myself to get a feel for what players might think when they play, and I actually do lose myself in the madness sometimes, so I have to use the Special button a few times, but it's still fun for me.  ;D

Quote
I think only 4 players on the screen is the best option.
But that's what every other brawler game of this nature does: Onimusha Blade warriors, Super Smash Bros., Sonic battle, Power Stone etc., all only limit 4 players per match. So I wanted to do something different and add more, so I made mega brawl for lots of players can fight at they same time, and Free for all was for people who wanted a little less on the screen with only 8 fighters at a time. Both modes are pretty much what I wished for on Brawlers, more than 4 players on screen.

X)


More chars, less technical, IMHO.

But your mod is great anyway.  ;)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 08, 2010, 08:06:56 pm

More chars, less technical, IMHO.
True, but as long as a fighter has a goof fun factor, I don't care much for technical.

Quote
But your mod is great anyway.  ;)
Thanks. BTW, have you tried my newest Beta demo? it has 2D gameplay, and new characters.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: masterderico on February 08, 2010, 08:11:39 pm

More chars, less technical, IMHO.
True, but as long as a fighter has a goof fun factor, I don't care much for technical.

Quote
But your mod is great anyway.  ;)
Thanks. BTW, have you tried my newest Beta demo? it has 2D gameplay, and new characters.

X)

Yeah, is this version i was talking about. :)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 08, 2010, 08:17:25 pm
Yeah, is this version i was talking about. :)
Really? When you said "large number of chars on the screen", I thought you menat Mega brawl mode in V7.9. The beat demo only has 8 chars on screen for all levels, unless 8 is too many.  :laughing:

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 19, 2010, 12:48:39 am
Just a little something to show you guys. When you start what is now called Battle mode, you start off on the Sega Genesis, with a selection of four stages:
(http://img98.imageshack.us/img98/9282/hublevel.gif) (http://img98.imageshack.us/i/hublevel.gif/)

I plan on randomizing it later those later, but this mode will finally have endless play, and you'll be given 99 credit, so the only way to end it is to quit, because every level spawns those Sonic screen when the enemies are gone. BTW, about randomizing those screens, would it be easy for me if I just have the screen change entity to another in their Idle anims?

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: ryomaneo on February 19, 2010, 02:46:59 am
It looks good and all but i was thinking if worse comes for it perhaps you could put in the smash bros select stage format but then again thats your choice.  :cheers!:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 19, 2010, 08:49:16 pm
I don't think I could Make a select stage stage screen without Script, so I have to make do with what I'm doing now. Besides, what other game/mod lets you walk on the Sega Genesis Console?  :cheers!:

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Die_In_Fire on February 19, 2010, 09:36:30 pm
DJ, you had a very cool and original idea using the Genesis console, looks great!!  :cheers!:
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on February 19, 2010, 11:12:33 pm
 Putting characters sprite ontop of console like that is kinda cute ;D.

Quote
BTW, about randomizing those screens, would it be easy for me if I just have the screen change entity to another in their Idle anims?

 Hmmm.... IMO it would be better if the script just randomizes the screen spawn instead. This would need new script cause the random enemy spawner I made for Crime Buster v2.5 only supports 1 enemy and it doesn't matter if the spawners spawn same enemies. You need new script which supports 4 spawns (at least) and spawn different screen.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 19, 2010, 11:19:19 pm
DJ, you had a very cool and original idea using the Genesis console, looks great!!  :cheers!:
Thanks DIF, glad you like it. It could also double as a training ground, which I planned on making a long time ago, and I plan on using it for an actual stage to. ;)

Quote
Putting characters sprite ontop of console like that is kinda cute Grin.
I wouldn't say cute, but cool.  ;)

Quote
Hmmm.... IMO it would be better if the script just randomizes the screen spawn instead.
You've got a point, but I'd like to cycle the screens, giving players some freedom to choose any of the available stages. I had the Idea to make smaller screens, and players would have to hit the attack button to choose that stage as they walk across them, but I don't know how that would be possible without script.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: Bloodbane on February 19, 2010, 11:34:01 pm
 I say cute cause they are small character standing ontop of big console ;D.

 Anyways, I could make script for 4 random unique spawns but I'm afraid it won't efficient (still better than nothing though). But I have this idea in mind:
 Give the portals bbox and 1 HP. In their DEATH animation, they drop another portal randomly. This way, the random script I gave you before can be used.
 The idea is player can choose where they want to go just by hitting the screen.
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 19, 2010, 11:52:14 pm
I say cute cause they are small character standing ontop of big console ;D.
Oh, I see what you mean. As if there were like Chibi chars.  :laughing:

Quote
Give the portals bbox and 1 HP. In their DEATH animation, they drop another portal randomly. This way, the random script I gave you before can be used.
 The idea is player can choose where they want to go just by hitting the screen.
Man Blood, this is a Bomb-A** Idea man! Even better, I can just spawn to Screens, one for 3D stage, and one for 2D, and I've got color pallets for the screens to Identify which is which. Thanks, I'll try this after I release the demo, I'm testing it now, and there will be a Wii compatible version for it soon after.

X)
Title: Re: Sega Genesis Mega Brawler(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 24, 2010, 11:26:43 pm
Whazzup peeps! Now that I got the last beta demo uploaded in the downloads section, I'm now working on a Wii compatible version. I've already got the hud(Icons, lifebars, etc.) set up, and so all I should have left to change is the menu screens. After I finish that, and the new Gunstar Heroes Z demo, I'll be updating The original SBMM demo for the first time since November, with a wii compatible version of it following after. All that's comin' up, and you know I'll keep yall posted on it, so be lookin' out.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 26, 2010, 12:22:40 am
Hey people, just wanted to show yall another character I plan on adding to this mod, Saul, from the genesis game, Wolfchild(was also ported to SNES, Sega CD, and Amiga, I just found all of this out, along with his name):
Spoiler
http://www.youtube.com/watch?v=ilSXybN9lNo&feature=related
I really like concept of this game, it looks like it could have been a sequel to altered beast. One thing I really like about this game, is the BGM for stage2, I actually wanna add that level so I can put this track on it:
Spoiler
http://www.youtube.com/watch?v=qS_QQQFO4Yw&feature=related
Slammin'.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 03, 2010, 06:48:56 pm
I've ran into some problems recently, and need some help:

1. Sparkster has a three hit combo, his third hit is a small forward jump while swinging his sword, for some reason, when the anim is done, he goes into his jump anim. It may have something to do with the animation script for going into the jump anim by the set frame(animpos), but I don't have it set in his attack, so I don't know what the problem is, and the enemy version of him is stuck in the animation. I'll attach his files for anyone who can help, spark and sparkB.

2. I've been trying to get this demo on the wii, but the game crashes on 2D levels, but doesn't on the PC. I thought it might have been because I didn't set the script for animpos right, so I changed it for ever character, but the game still crashes on 2D level, mostly when some joins in, even then, it does it when I choose vector. This may be some sort of n effect with the new build, but I'l attach vectors file, since choosing him strops my game.

Hopefully someone can give me a hand with these, because the demo is ready, I just need to fix these bugs.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Plombo on March 03, 2010, 10:32:37 pm
2. I've been trying to get this demo on the wii, but the game crashes on 2D levels, but doesn't on the PC. I thought it might have been because I didn't set the script for animpos right, so I changed it for ever character, but the game still crashes on 2D level, mostly when some joins in, even then, it does it when I choose vector. This may be some sort of n effect with the new build, but I'l attach vectors file, since choosing him strops my game.

Is your mod using widescreen at all?  What does the log say when it crashes?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 03, 2010, 11:34:58 pm
Quote
Is your mod using widescreen at all?
I switched it standard screen before I paked it, I wouldn't be able to test it on the wii if it was wide.

Quote
What does the log say when it crashes?
I don't get jack from the log. If i do, it just says there's an exception in the animation script, but I didn't get that at all today, just log. I'll attach the last log.txt since my last wii test. I'm also attaching the script log to.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: spawn on March 03, 2010, 11:47:10 pm
Well it failed to load like 100 things lol,you should try to at least make sure your paths are correct.I remember when my mod wouldn't load because of one freaking path that wasn't right.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 03, 2010, 11:50:01 pm
If I remember correctly, those failed loads are sound effects that are missing. I'm pretty sure their not making the game crash, because they haven't before, but you never know, plus it's hard to read that stuff the way it's jumbled up like that.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Plombo on March 03, 2010, 11:53:34 pm
Well, you're right that those logs show nothing wrong.

Next question: what happens when OpenBOR crashes?  Does it freeze, code dump, or return to the Homebrew Channel?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 03, 2010, 11:55:41 pm
As soon as I spawn a character in a 2D stage, most of the time, it's vector, BOR just dumps codes, and resets when I push something on the GC controller. If the code is needed, I'll see if I can crash the game again, and type it up on a notepad to attach later on.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on March 04, 2010, 03:37:08 am
1. Sparkster has a three hit combo, his third hit is a small forward jump while swinging his sword, for some reason, when the anim is done, he goes into his jump anim. It may have something to do with the animation script for going into the jump anim by the set frame(animpos), but I don't have it set in his attack, so I don't know what the problem is, and the enemy version of him is stuck in the animation. I'll attach his files for anyone who can help, spark and sparkB.

 You are correct. The script to change to jump animation is the cause of the bug.
 It's true that you don't set that script in the attack animation but the attack animation leaves altitude which is read when Spark returns to IDLE.

 Here's his FREESPECIAL2:

Quote
   
anim   freespecial2
   loop   0
   delay   12
   offset   122 137
   Jumpframe   0 2 1
   bbox   110 106 33 32
   frame   data/chars/Spark/A2-0.gif
   attack3   128 101 31 47 13 0 0 0 0 20
   delay   8
   frame   data/chars/Spark/A2-1.gif
   attack3   129 119 28 29 13 0 0 0 0 20
   offset   122 130
   frame   data/chars/Spark/A2-2.gif

 Sparkster jump in this animation. Unfortunately, he hasn't landed yet when the animation is finished. I could predict this simply by calculating animation delay and compare it to jump delay.
 Total animation delay = 12+8+8 = 28
 Estimated required time from jump til land = jumpheight * 20 = 2*20 = 40
 As you can see Sparkster needs at least 12 centiseconds more to land. Since there aren't enough time, he's still in air.
 To solve this either give more time such as this:

Quote
anim   freespecial2
   loop   0
   delay   12
   offset   122 137
   Jumpframe   0 2 1
   bbox   110 106 33 32
   frame   data/chars/Spark/A2-0.gif
   attack3   128 101 31 47 13 0 0 0 0 20
   delay   8
   frame   data/chars/Spark/A2-1.gif
   attack3   129 119 28 29 13 0 0 0 0 20
   delay   25
   offset   122 130
   frame   data/chars/Spark/A2-2.gif

 or add landframe to ensure sparkster landed before animation ends.

 HTH
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 04, 2010, 09:22:36 pm
Thanks Blood, If one of your solutions work, I'll have one problem out of the way. But I still need to figure out what it is that's causing vector to shut donw 2D levels when He joins.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 09, 2010, 12:15:52 am
Since I still can't figure out why Vector is glitching SBMM Wii gameplay when joining, I figure I'll just get to work on some other stuff. So far, I've got 4 streets of rage related stages set up for battle mode, and started working on Hayate from Shadow dancer, He'll pretty much be an Alternate Joe, but he'll have two Ninjistsu specials like Joe as well:
Spoiler
(http://img717.imageshack.us/img717/6079/hayatewip.gif) (http://img717.imageshack.us/i/hayatewip.gif/)
This is it so far, works still been a bit slow, but I'm keepin' on with it.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 12, 2010, 04:48:57 pm
Good News peoples! I fixed both of the bugs that kept messed up SBMM on the wii, and now it runs without shutting off. There's a few corrections I need to make but if there aren't anymore bugs that get in the way, I'm releasing the Wii version tonight!

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 13, 2010, 09:56:01 pm
Just someone else to expect in SBMM soon:
Spoiler
http://www.youtube.com/watch?v=4iXtnxIlaLY
I have a sprite sheet of'em but it's got none of his other abilities on it.

In case you missed it, the new Wii beta demo is uploaded here:
http://lavalit.com:8080/index.php/topic,2609.0.html (http://lavalit.com:8080/index.php/topic,2609.0.html)

Be sure to let me know of any bugs you run into while playing it on the wii, if you have one to even play it on.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 20, 2010, 10:29:31 pm
Yo folks, I've been playing SBMM myself and found it hard for some the streets of Rage and Golden Axe chars to fight with the rest of the roster, so I've been trying to improve their gameplay more, making them faster with better animations, etc. you can't really tell from the screenshots though, I'm just posting them up for people to see:
Spoiler
(http://img251.imageshack.us/img251/9166/sgmbv790000.gif)
Spoiler
(http://img682.imageshack.us/img682/212/sgmbv790003.gif)
Spoiler
(http://img39.imageshack.us/img39/538/sgmbv790004.gif)
Spoiler
(http://img688.imageshack.us/img688/3271/sgmbv790005.gif)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on March 21, 2010, 09:40:54 am
 Hmmm... I'm not sure why you say SoR chars are like that but IMO it's because they don't have shoot ability. Most other characters have at least one allowing to attack from safe direction.

 I could suggest one way to solve this. Make them immune to shot's effect. They receive normal damage from shots BUT they won't be knocked down nor put in pain state by shots. This will help them closing in to attack from close range.
 You need to use defense command to make this.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 21, 2010, 03:57:56 pm
I did think about the issue of projectiles, but then I noticed that the Rick taylors are actually good against them, because they have moves that slide them over, so they're able to close that gab. So I decided this is now I'm going to fix the streets and Ax chars, giving them moves that slide them towards opponents, which, all I have to do is add move commands, but I'm also trying to make the anims better why I'm at it. I've even been adding DropV to some of them to.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 14, 2010, 12:33:09 am
Yo people, ever since the last time I've posted here, I've got a lot of work done, mostly stage design related. One of the last new features I'm trying to put in is stage selecting, using those modified sonic TVs you may have seen in battle mode from the beta demo. Bloodbane has been giving me pointers, but I think I got something twisted. Anyway here's his qoutes:
Quote
the TVs have bbox of course and player could hit them. They only have one HP so they die on one hit. In their DEATH animation, you run the random entity spawner or to be exact random portal spawner so they drop another portal on their death.
 This is only theory and still need to be tested 1st.
Quote
you could just made a TV spawn specific TV in DEATH animation. You need to make list for this then such as:

 TV A drops TV B
 TV B drops TV C
 and so on...
 finally the last TV drops TV A so the cycle repeats.
 If you have 4 types of TV then you need to have different spawn list for each type.
Quote
use enemy type for the portals so you can hit them.
I can kind of see what he's saying with this, but if I made an enemy who dies in one hit to spawn something else that does the same thing, what will happen to the portals that are there? Also here's how the txt looks like for the TV's:
Spoiler
name   Chaotix_Club(3D)
health   1
facing 1
subtype both
type   Endlevel
branch CR-S2

animationscript data/scripts/script.c


anim idle
   loop   1
   delay   150
   offset   50 93
   bbox  42  0  18  93
   frame   data/chars/Warps/CR2-0.gif
   frame   data/chars/Warps/CR2-1.gif

anim   death
   loop   0
   offset   50 93
   delay   6
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   @cmd   spawn01 "Bridge_2(3D)" 0 0 0
   frame   data/chars/Warps/Pain1.gif

It would just PM Bloodbane again, but it's hard to catch him during afternoon hours, so I'm posting it here.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on April 15, 2010, 02:35:09 am
 DJ, I was referring to this portals:
 
http://lavalit.com:8080/index.php/topic,67.msg57674.html#msg57674 (http://lavalit.com:8080/index.php/topic,67.msg57674.html#msg57674)

 This alternate portals could use enemy type allowing characters to hit them. Hacky I know but might work with your channel changing idea.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 15, 2010, 08:51:05 pm
Oh, I see. So turning that into an enemy will let me hit it, but about spawning a portal, I'm still at a loss about what's going to happen to the portal that there, cause it looks like it'll still be there, unless the death animation can kill it off with the command used to kill off summoned entities?

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on April 16, 2010, 02:00:25 pm
 You don't understand it do you?
 The alternate portals work differently than endlevel entities. The former only trigger the effect when it hits player so it should be safe to kill them.

 Maybe I should try it myself buut I don't have many levels for branch. Ah, I'll use my Contra mod.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 16, 2010, 06:25:37 pm
You don't understand it do you?
 The alternate portals work differently than endlevel entities. The former only trigger the effect when it hits player so it should be safe to kill them.

 Maybe I should try it myself buut I don't have many levels for branch. Ah, I'll use my Contra mod.
Well, you could just use my Beta demo for testing, since it uses branches and portals, and I'll try giving it a shot myself soon.

For the thread, I've done a little more work with all the stages, and added a few new ones to. four streets of rage stages and 1 sonic 3 stage. I've also been getting work done for guardian heroes, both the Saturn and the advance games. I've ripped magic effects from the advance game, and got most of the frame work done for one of the main heroes:
http://sdb.drshnaps.com/display.php?object=2295 (http://sdb.drshnaps.com/display.php?object=2295)

For the Saturn version, I've found a few Mugen characters of the heroes, and got sprites for Randy, and combined them with what Burnking had in his warpath mod:
(Randy is the kid in the white rob with a staff)
Spoiler
http://www.youtube.com/watch?v=e89d2E7AKGw

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: stevie.forever on April 16, 2010, 06:45:22 pm
hey DJGameFreakTheIguana do you know any good web sites i can get golden axe sprites from?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 16, 2010, 07:08:11 pm
hey DJGameFreakTheIguana do you know any good web sites i can get golden axe sprites from?
You can google for Spriters resource, or Sprite Database, but I don't know about enemies and all. If you want, I can send an open Copy of The golden Axe genesis remake through Email, since it's not here. It's got just about everything in it.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: stevie.forever on April 17, 2010, 05:15:28 pm
hey DJGameFreakTheIguana do you know any good web sites i can get golden axe sprites from?
You can google for Spriters resource, or Sprite Database, but I don't know about enemies and all. If you want, I can send an open Copy of The golden Axe genesis remake through Email, since it's not here. It's got just about everything in it.

X)
i sent you an message to your profile  :)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 17, 2010, 09:25:02 pm
Good news people, I got the TV changing trick to work, thanks to Bloodbane. I was gonna post how it works but it seems I didn't copy the latest update on the txt file, so I'll have to go back home and get it. But now that this is done, I can get the rest of the TV's done, fix a few things, and the new demo could be out soon, maybe in less of a week, but because of past events, I'm not making promises.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 18, 2010, 07:40:14 pm
Ok, Here's the stage select trick Blodbane helped me with:
Spoiler
Quote
name   Bridge_2(3D)
nomove      1
type       Enemy
nolife     1
score      0 -1
candamage     player
health   1000
facing 1
falldie    1
cantgrab 1
nodieblink 2


animationscript data/scripts/script.c

anim idle
   loop   1
   delay   150
        followanim 1
        followcond 1
   offset   50 93
          attack   42  0  18  93 0 0 1 1
           noreflect   1
   bbox  42  0  18  93
           hitfx   data/sounds/silent.wav
   frame   data/chars/Warps/SOR3-0.gif
   frame   data/chars/Warps/SOR3-1.gif

anim follow1
   delay   1
   offset   50 93
          hitfx   data/sounds/silent.wav
   frame   data/chars/Warps/SOR3-0.gif
        @cmd    jumptobranch "Brawl4" 1
   delay   150
   frame   data/chars/Warps/SOR3-0.gif
   frame   data/chars/Warps/SOR3-1.gif

anim   Pain
   loop   0
   offset   50 93
   delay   4
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   frame   data/chars/Warps/Pain0.gif
   frame   data/chars/Warps/Pain1.gif
   @cmd   spawn01 "Factory(3D)" 0 0 0
   frame   data/chars/Warps/Pain0.gif
        @cmd killentity getlocalvar("self")
   frame   data/chars/Warps/Pain1.gif
If you can't tell by the txt, the entity uses the same branch trick BloodB posted in his tutorial, except that this entity is an enemy, and can take damage from attacks, and when it does, it will spawn a new entity in the animation before dieing off, which will cycle through each entity that branch to the specific battle modes, and like in the tutorial, the entity attacks one you walk into the attackbox, which will go into another animation that uses a script command to branch player that walk into it.

I've been giving this some more thought and came up with an idea to make a real stage selecting menu, except the player(s) will be turned into a cursor, which will use different buttons to go to the next or previous portal entity using pain and attack#, and another button that will use a pain# with the branch cmd. I may test it someday.  ;)

EDIT:
Since this is a new page, I'll post a few shots from my tests. I wanna have at least a few on every page:
(http://img44.imageshack.us/img44/4989/60762272.th.gif) (http://img44.imageshack.us/i/60762272.gif/)(http://img441.imageshack.us/img441/8674/48294635.th.gif) (http://img441.imageshack.us/i/48294635.gif/)(http://img15.imageshack.us/img15/7707/13708675.th.gif) (http://img15.imageshack.us/i/13708675.gif/)(http://img515.imageshack.us/img515/9924/13525411.th.gif) (http://img515.imageshack.us/i/13525411.gif/)(http://img263.imageshack.us/img263/4937/34033350.th.gif) (http://img263.imageshack.us/i/34033350.gif/)


X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 18, 2010, 11:51:22 pm
Dev news folks. While surfing through this forum, I finished the frame work for Emerl. I put some GIFs for yall to see:
http://img441.imageshack.us/img441/8568/emerlspecial.gif (http://img441.imageshack.us/img441/8568/emerlspecial.gif)
http://img44.imageshack.us/img44/5859/emerlrun.gif (http://img44.imageshack.us/img44/5859/emerlrun.gif)
http://img171.imageshack.us/img171/5638/emerlcombo.gif (http://img171.imageshack.us/img171/5638/emerlcombo.gif)
He wont be in the upcoming demo, but expect him in after it.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on April 20, 2010, 07:15:27 pm
 Ah, nice! we have different battlegrounds from each character's world :). BTW are you hacking Splatterhouse mod? The last shot of the 5 shows Vectorman fighting zombies.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 20, 2010, 07:43:15 pm
Ah, nice! we have different battlegrounds from each character's world :). BTW are you hacking Splatterhouse mod? The last shot of the 5 shows Vectorman fighting zombies.
Dude, I hacked splatterhouse a long time ago, how do you think the 4 Rick Taylors got in?  :laughing:
EDIT:
Dev news folks: Most of the major stuff I wanted to add to SBMM is now finished. Before I release the mod, I'm gonna take the rest of these week to make some tweeks for some of the characters, and I still have to test it on the wii, but if all goes well, the new demo will be released this weekend.
 :boxing:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 10, 2010, 11:39:02 pm
Yo guys, I took a small break from demon's hand and went back to the SBMM beta, and here's some shots from the new development:
(http://img39.imageshack.us/img39/1448/bor0005.th.gif) (http://img39.imageshack.us/i/bor0005.gif/)(http://img29.imageshack.us/img29/1213/bor0003.th.gif) (http://img29.imageshack.us/i/bor0003.gif/)
These first two shots show off two new charaters: Silver from the sonic series, and Saul from wolfchild. Silver uses a lot of effects, his attack animations don't even do damage, it's the split second waves he shoots out of his hands using the cancel combo trick, and he also uses hid powers to move objects from the back of the screen that fly across the stage. Saul has a three hit combo, but his main focus is shooting. He has a normal, multi-hit, chase, 3-way, and big blast shot. I also edited new sprites for jump attacks and pain.

(http://img268.imageshack.us/img268/5277/bor0010.th.gif) (http://img268.imageshack.us/i/bor0010.gif/)
This shot is from a new stage, mushroom hill from sonic three and knuckles. The first 3D stage I made with walled platforms. I'm surprised that the enemies will actually jump up them to chase you, cause they don't on the 2D level.


(http://img42.imageshack.us/img42/4861/bor0014.th.gif) (http://img42.imageshack.us/i/bor0014.gif/)
This is just a test. You know how in BWWD's battletoads mod, where the toads' grabdown attacks may enemies lie down while being hit? He used the burn commands for that, but I'me adding it for my mod, and made it attack and pain 4. Rash as been updated on it, and so has sonic.


(http://img269.imageshack.us/img269/3779/bor0013.th.gif) (http://img269.imageshack.us/i/bor0013.gif/)
A mix of a panal and BG from SORXXX. I did this because I got this hip-hop mixtape, and there's a track on it called "Subway surfing" by Talib Kweli and Rakim, and I lately got the idea to make a stage based on it, and the song will play on this level. You can also see I added axel to the beta demo, because it's purpose was to update all the characters I have in the main demo with the new animations and 2D gameplay. I also plan on add a Golden Axe 3 stage for adventure and battle mode.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on June 11, 2010, 03:06:21 am
 They look good. You should show more shots from Silver and Saul to show their abilities.

 The subway stage looks weird. The background looks too small compared to scaled subway train. About the latter, you should use original size and fit z settings with it.

Quote
I'm surprised that the enemies will actually jump up them to chase you, cause they don't on the 2D level.

 That's funny.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: esn23 on June 11, 2010, 03:23:01 pm
why not add valis if you havnt already?
(http://www.spriters-resource.com/genesis/valis/yukoasou.png)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 11, 2010, 08:22:34 pm
They look good. You should show more shots from Silver and Saul to show their abilities.
Once I get back to work, I'll try to remember that, but it's easier to understand through video, once I get my stuff copied to this HD.

Quote
The subway stage looks weird. The background looks too small compared to scaled subway train. About the latter, you should use original size and fit z settings with it.
Your right, but I'd rather it looked weird, and I wanted to be able to give players a background they can see.

Quote
Quote
I'm surprised that the enemies will actually jump up them to chase you, cause they don't on the 2D level.

 That's funny.
lol, yes it is. They will only jump when I'm in jump attack range ont he 2D level, but on Mushroom hill, they actually use their jump animation to clear the wall, the even jump on a Z axis to.  :laughing:

why not add valis if you havnt already?
I haven't, and I didn't like the game very much, but she at least appeared on a Sega console though, but she's gonna need some type of magic efx or projectiles with that sword, but I'll come up with something when I get to her.  ;)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 13, 2010, 12:51:48 am
Yo people, I was able to record and upload a video to youtube. It shows both of the new stages, and the two new characters for the next demo. The music playing is "Subway Surfin" by Talib kweli and Rakim from the 2006 Fundation mixtape. It's what inspired me to make that subway stage, and it will play on that stage to.
http://www.youtube.com/watch?v=HHsmxKDyWpU# (http://www.youtube.com/watch?v=HHsmxKDyWpU#)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on June 14, 2010, 08:06:37 pm
 Saul looks small but he plays nice. Silver seems like another shooter to me. And where's his hid power where he throws object from back of screen?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 14, 2010, 08:12:52 pm
Quote
Saul looks small but he plays nice.
Yeah, but I'll start using drawmethod.... at some point....
Quote
Silver seems like another shooter to me.
Well, all his free specials are shots, but his standard combo shoots waves that die almost instantly.
Quote
And where's his hid power where he throws object from back of screen?
....................I forgot to do it..... You know how much pressure it is to play this on a keyboard when I got use to using controllers?  :nervous:    :laughing:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: esn23 on June 15, 2010, 08:22:01 pm
here are all the sprites from eternal champions
http://www.esnips.com/doc/6fada072-2fe3-48f5-94c8-2a6120498e3f/Eternal-Champions-10-Char-Lot (http://www.esnips.com/doc/6fada072-2fe3-48f5-94c8-2a6120498e3f/Eternal-Champions-10-Char-Lot)
If you want to add them as well.. I cant wait for valis though :)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 15, 2010, 08:42:49 pm
Thanks esn, cause I do plan on adding them.  :cheers!:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on June 16, 2010, 01:19:07 am
 After looking Silver's attack, I begin to wonder, is there any character who can attack or shot back or front? I mean straight to back or front in z axis, no x movement at all.

 I think Silver's special in which he casts something on ground should shoot wave at back and front too.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 16, 2010, 01:23:10 am
After looking Silver's attack, I begin to wonder, is there any character who can attack or shot back or front? I mean straight to back or front in z axis, no x movement at all.

 I think Silver's special in which he casts something on ground should shoot wave at back and front too.
That could work, and with that script, it's doable, and be useful in brawl matches. I'll have to try that blood.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: CryoNemis on June 21, 2010, 02:48:55 pm
Just a Sugestion, are you going to add Sketch Turner in the game? If not, I understand.

Edit:Never Mind, he's aready in.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 21, 2010, 06:08:27 pm
Just a Sugestion, are you going to add Sketch Turner in the game? If not, I understand.

Edit:Never Mind, he's aready in.
lol  :laughing:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 10, 2010, 09:57:34 pm
I have an idea for this mod that I wanna run by yall. You guys know how on mugen you can download characters and stages to put on it? Since updating this mod usually takes me months at a time, do you guys think it's a good idea to upload SBMM with the data folder, and once that's downloaded, I start uploading small updates in zip files at a time? Not multiple files though, cause the whole mod needs to be updated in what your downloading. I'm talkin', for example: I finish a character, and load'em up, then later when I finish another character, I re-upload the previous zip file with the first and second new characters. Get what I mean? For people who would wanna pak this mod, I'll include the Updated OpenBOR paker tool plombo made, with instructions on what to type in order to pak it. Hit me back if you think that's a good idea.  :boxing:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: spawn on July 10, 2010, 10:48:44 pm
Actually this would be a really great idea, instead of having to re-download the entire mod, i could just get the character or whatever it is that is missing. Brilliant!!!
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 10, 2010, 11:35:58 pm
^Thanks spawn. I figured I can get my work out more efficiently instead of taking so long and rushing when I realize there's nothing left to work on. When I last did work on this, Silver and Sual were about done, this just need alternate txt files for 2D stages and Enemas. I could start with them after I'm finished with Demon's Hand Demo, which I may get out tomorrow. BTW, I will eventually update the entire mod at some point, just after a few chars, levels, and anything major.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 14, 2010, 08:51:21 pm
Yo guys. I've ran into some kind of bug while working on the SBMM beta demo. See, I just updated the BOR build to 2851, and all of a sudden, one of my stages stopped working, so I figure it had to be one the enemies I spawned that's causing the bug. So, I made a copy of the stage file, deleted the names and brought one back each time it worked till it bugged again and I found out who was messing it up. I read the log file but I didn't get anything specific on what's cause the engine to crash, I just get this:
Spoiler
Code: [Select]
OpenBoR v3.0 Build 2851, Compile Date: Jul  6 2010

Game Selected: ./Paks/bor.pak

Initialize Video.............. 480x272 (Mode: 1, Depth: 16 Bit)
Loading menu.txt............. Done!
Loading fonts................ Done!
Timer init................... Done!
Initialize Sound..............
Failed to load: data/sounds/go.wav

Failed to load: data/sounds/block.wav

Loading sprites.............. Done!
Loading level order.......... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............

Cacheing 'Flash'
Cacheing 'SKETCH'
Cacheing 'han'
Cacheing 'ginjirou'
Cacheing 'SILVER_'
Cacheing 'SAUL_'
Cacheing 'SONIC_B'
Cacheing 'KNUCKLES_B'
Cacheing 'VECTOR_B'
Cacheing 'TOEJAM_B'
Cacheing 'EARL_B'
Cacheing 'SKETCH_B'
Cacheing 'RISTAR_B'
Cacheing 'VECTORMAN_B'
Cacheing 'RASH_B'
Cacheing 'SPARKSTER_B'
Cacheing 'JOE_MUSASHI_B'
Cacheing 'CHAKAN_B'
Cacheing 'Badnick'
Cacheing 'Badnick-Hover'
Cacheing 'Eggpawn'
Cacheing 'Eggpawn-Gun'
Cacheing 'Eggpawn-Heavy'
Cacheing 'Eggpawn-Knight'
Cacheing 'Eggpawn-Bomb'
Cacheing 'E-Drill'
Cacheing 'E-Taser'
Cacheing 'Emerl-Cyber'
Cacheing 'Emerl-Scrapper'
Cacheing 'Apple'
Cacheing 'Meat'
Cacheing '1up'
Cacheing 'Money'
Cacheing 'Gold'
Cacheing 'Time'
Cacheing 'Box'
Cacheing 'Crate'
Cacheing 'Trash'
Cacheing 'Table'
Cacheing 'Chair'
Cacheing 'Fence'
Cacheing 'Drum'
Cacheing 'Trolly'
Cacheing 'Sigma-Plat'
Cacheing 'SWind'
Cacheing 'S-Wave'
Cacheing 'Bolder'
Cacheing 'Bubble'
Cacheing 'Bubble2'
Cacheing 'A-FX'
Cacheing 'Sil-FX0'
Cacheing 'Sil-FX1'
Cacheing 'Sil-FX2'
Cacheing 'Sil-STire'
Cacheing 'Sil-Spike'
Cacheing 'GrabD'
Cacheing 'GPro1'
Cacheing 'GPro2'
Cacheing 'GBomb'
Cacheing 'GBombEX'
Cacheing 'FireBall'
Cacheing 'TimeStop'
Cacheing 'Crash'
Cacheing 'TS-F'
Cacheing 'KF'
Cacheing 'Jar'
Cacheing 'Jar2'
Cacheing 'Jar3'
Cacheing 'SJar'
Cacheing 'Funk'
Cacheing 'JFX1'
Cacheing 'JFX2'
Cacheing 'Tamato'
Cacheing 'TFX1'
Cacheing 'Joek'
Cacheing 'Joepk'
Cacheing 'JoeSP'
Cacheing 'S-Plain'
Cacheing 'SPS-0'
Cacheing 'SPS-1'
Cacheing 'SPFX'
Cacheing 'RFX'
Cacheing 'VMShot'
Cacheing 'Bolo'
Cacheing 'Beam'
Cacheing 'ball'
Cacheing 'light'
Cacheing 'Mb-B'
Cacheing 'Wolfshot1'
Cacheing 'Wolfshot2'
Cacheing 'Wolfshot3'
Cacheing 'Wolfshot4a'
Cacheing 'Wolfshot4b'
Cacheing 'Wolfshot4c'
Cacheing 'Wolfshot5'
Cacheing 'WolfSP1'
Cacheing 'WolfSP2'
Cacheing 'WolfSP3'
Cacheing 'WolfSP4'
Cacheing 'WolfSP5'
Cacheing 'WolfSP6'
Cacheing 'WolfSP7'
Cacheing 'WolfSP8'
Cacheing 'WolfSP5a'
Cacheing 'WolfSP6a'
Cacheing 'WolfSP7a'
Cacheing 'WolfSP8a'
Cacheing 'Battle_Highway(3D)'
Cacheing 'Oshin(3D)'
Cacheing 'Lava_River(3D)'
Cacheing 'Rat_Ship_Tail(3D)'
Cacheing 'Blag_Ally(3D)'
Cacheing 'Green_Hill(2D)'
Cacheing 'Reclaimation_Center(2D)'
Cacheing 'Flying_Mole(2D)'
Cacheing 'Contra_Stage_1(2D)'
Cacheing 'Ropes'n_Roper(2D)'
Cacheing 'Knife'
Cacheing 'Shot'
Cacheing 'Star'
Cacheing 'Steam'
Cacheing 'Steamer'
Cacheing 'Furnace'
Cacheing 'Bullet2'
Cacheing 'Missile'
Cacheing 'Bullet'
Cacheing 'Hshot'
Cacheing 'Grenade'
Cacheing 'Plat-0'
Cacheing 'Plat-1'
Cacheing 'Plat-2'
Cacheing 'Plat-3'
Cacheing 'Plat-4'
Cacheing 'Plat-5'
Cacheing 'Con0-P0'
Cacheing 'Con0-P1'
Cacheing 'Con0-P2'
Cacheing 'Con0-P3'
Cacheing 'Son1-P0'
Cacheing 'Son1-P1'
Cacheing 'Son1-P2'
Cacheing 'Son1-P2a'
Cacheing 'Son1-P2b'
Cacheing 'Top0'
Cacheing 'Top1'
Cacheing 'Rail'
Cacheing 'VMan0P'
Cacheing 'Lava-0'

Loading 'Flash'
Loading 'SKETCH'

Failed to load: data/chars/ghost/sounds/punch5.wav

Failed to load: data/chars/burnking/sounds/punch.wav

Failed to load: Data/sounds/swing.wav

Failed to load: data/sounds/marvel/gfire.wav

Failed to load: data/sounds/marvel/gfire.wav

Failed to load: data/chars/burnking/sounds/punch.wav

Failed to load: data/chars/han/sounds/jump.wav

Failed to load: data/chars/burnking/sounds/throw.wav

Failed to load: Data/sounds/swing.wav

Failed to load: Data/sounds/swing.wav
Loading 'HAN'
Loading 'ball'

Failed to load: data/sounds/marvel/thorligh.wav

Failed to load: data/chars/han/sounds/jump.wav

Failed to load: data/chars/burnking/sounds/throw.wav

Failed to load: data/sounds/marvel/thorligh.wav
Loading 'GINJIROU'
Loading 'SILVER_'
Loading 'SAUL_'
Loading 'SONIC_B'
Loading 'Bolder'

Failed to load: Data/CHARS/Knuckles/ora.wav

Failed to load: Data/CHARS/Knuckles/ora.wav

Failed to load: Data/CHARS/Knuckles/ora.wav

Failed to load: Data/CHARS/Knuckles/ora.wav
Loading 'KNUCKLES_B'
Loading 'VECTOR_B'
Loading 'Toejam_B'
Loading 'EARL_B'
Loading 'SKETCH_B'
Loading 'RISTAR_B'
Loading 'VECTORMAN_B'

Failed to load: data/chars/rash/gr.wav
Loading 'RASH_B'

Failed to load: data/chars/Spark/pain.wav
Loading 'SPARKSTER_B'
Loading 'JOE_MUSASHI_B'
Loading 'CHAKAN_B'
Loading 'Swind'
Loading 'S-Wave'
Loading 'Bubble'
Loading 'Bubble2'
Loading 'A-FX'
Loading 'Sil-FX0'
Loading 'Sil-FX1'
Loading 'Sil-FX2'
Loading 'Sil-STire'
Loading 'Sil-Spike'
Loading 'GrabD'
Loading 'GPro1'
Loading 'GPro2'
Loading 'GBomb'
Loading 'GBombEX'
Loading 'FireBall'
Loading 'TimeStop'
Loading 'Crash'
Loading 'TS-F'
Loading 'KF'
Loading 'Jar'
Loading 'Jar2'
Loading 'Jar3'
Loading 'SJar'
Loading 'Funk'
Loading 'JFX1'
Loading 'JFX2'
Loading 'Tamato'
Loading 'TFX1'
Loading 'JoeK'
Loading 'JoePK'
Loading 'JoeSP'
Loading 'S-Plain'
Loading 'SPS-0'
Loading 'SPS-1'
Loading 'SPFX'
Loading 'RFX'
Loading 'VMShot'
Loading 'Bolo'
Loading 'Beam'
Loading 'light'
Loading 'Mb-B'
Loading 'Wolfshot1'
Loading 'Wolfshot2'
Loading 'Wolfshot3'
Loading 'Wolfshot4a'
Loading 'Wolfshot4b'
Loading 'Wolfshot4c'
Loading 'Wolfshot5'
Loading 'WolfSP1'
Loading 'WolfSP2'
Loading 'WolfSP3'
Loading 'WolfSP4'
Loading 'WolfSP5'
Loading 'WolfSP6'
Loading 'WolfSP7'
Loading 'WolfSP8'
Loading 'WolfSP5a'
Loading 'WolfSP6a'
Loading 'WolfSP7a'
Loading 'WolfSP8a'
Loading 'Bullet2'
Loading 'Missile'
Loading 'Bullet'
Loading 'Hshot'
Loading 'Grenade'

Loading models............... Done!
Object engine init........... Done!
Input init................... 1. Logitech Dual Action USB - 12 Buttons
2. Philips Retractable PC Controller - 12 Buttons
Done!


Level Loading:   'data/levels/3D/Hub.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 286584832 Bytes

Loading 'Battle_Highway(3D)'
Loading 'Oshin(3D)'
Loading 'Contra_Stage_1(2D)'
Loading 'Ropes'n_Roper(2D)'

Level Loaded:    'data/levels/3D/Hub.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 285949952 Bytes

Level Unloading: 'data/levels/3D/Hub.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 285167616 Bytes

Level Unloaded:  'data/levels/3D/Hub.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 285167616 Bytes

Level Loading:   'data/levels/3D/Sonic2a.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 285143040 Bytes

Loading 'Green_Hill(2D)'
Loading 'Flying_Mole(2D)'
Loading 'Blag_Ally(3D)'

Level Loaded:    'data/levels/3D/Sonic2a.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 286248960 Bytes

Since I couldn't figure it out, I brought the enemy txt file with me, which I'll attach, to show it to you guys, but I may have to take certain stuff off and on to find out what's bugging it, but if anyone here can figure it out, please let me know.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Plombo on July 14, 2010, 11:36:17 pm
2851 has a nasty engine bug that causes the engine to crash sometimes, even when there's nothing wrong in the mod.  I'm fixing the bug right now. :)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 14, 2010, 11:39:25 pm
2851 has a nasty engine bug that causes the engine to crash sometimes, even when there's nothing wrong in the mod.  I'm fixing the bug right now. :)
Oh, Ok then. Think that fix will be done by friday? I'm goin' out of town for the weekend and I'm bringing my work with me. until then, I guess I'll just downgrade till I find a build that works with the attached file.  :)

EDIT:
I just Downloaded 2848 and it worked fine, so I guess the bug happened during that upgrade.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 18, 2010, 12:44:52 am
Ey people, I made some new stages today. Check'em out:

(http://img215.imageshack.us/img215/1681/panelr.th.png) (http://img215.imageshack.us/i/panelr.png/)

http://img46.imageshack.us/img46/3048/fullpanel.gif (http://img46.imageshack.us/img46/3048/fullpanel.gif)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Plombo on July 18, 2010, 04:16:41 pm
2851 has a nasty engine bug that causes the engine to crash sometimes, even when there's nothing wrong in the mod.  I'm fixing the bug right now. :)
Oh, Ok then. Think that fix will be done by friday? I'm goin' out of town for the weekend and I'm bringing my work with me. until then, I guess I'll just downgrade till I find a build that works with the attached file.  :)

The fix is done, but the new server can't generate daily snapshots yet.  You can download build 2859 with the fix from this post (http://lavalit.com:8080/index.php/topic,4722.msg67311.html#msg67311).

Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on July 18, 2010, 07:36:34 pm
 I can't understand what's the 1st stage is for. As for 2nd one, nice! did earthquake happened?
 You should smoothen the edges to make it more natural (it's tough work I know).

 BTW are you planning complex platform in that 2nd stage?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 19, 2010, 06:26:14 pm
I can't understand what's the 1st stage is for.
I was actually gonna post what they were for, but I was at my uncles place for the weekend out of town, and his PC had issues with lavalit. That stage is a 3D field for battle mode, using the panel sprites from the metropolis level from sonic 2. I put some platforms to jump on in the corners, and I plan on putting lava in the middle. The first stage that will feature traps.  :)

Quote
As for 2nd one, nice! did earthquake happened?
Thanks! As for the stage design, it's for the sonic mod that follows chaotix rage, so you could say that or it's eggman's work.

Quote
You should smoothen the edges to make it more natural (it's tough work I know).
believe me, I tried to, but my uncles PC would turn the sprite around for me to do so. Don't worry though, I saved an extra copy of the panel sprites before I put them together in that image.

Quote
BTW are you planning complex platform in that 2nd stage?
Yeah, that's what I was going for. I will add spikes from the sonic game to poke in and out in certain places, and I added some holes there to. I was gonna have all the act 2 stages be 2D stages, but I decided to do this in 3D. I'll try making harder levels later on, but I'm not to sure with holes, they caused a lot of problems for me in BWWD's Battletoads mod.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 22, 2010, 08:38:03 pm
He people, I've ran into another problem. I'm trying to ad water effects to a BGlayer, but it doesn't seem to be responding to the variables:
Code: [Select]
BGLayer data/bgs/Ristar0/BG3.gif 0 0.5 0 2 0 0 2000000000 1 1 0 1 1 1 1 0
While I'm posting this, here's a quick video of more new stages I'm working on. I simply uploaded because I don't upload videos as often as I really want to:
Spoiler
http://www.youtube.com/watch?v=s-CsKs89DvA

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on July 31, 2010, 02:39:19 am
 Cool stages! you could make full stage for 2D mods here, for adventure not for brawlers like this.

 Oh yes, it's been a while but I'll inform you anyways, although the enemies I made for you before (for 2D battle) use scripts, basicly their AI covers all possible opponent position and react based on this.

 Each character has attack animation for case in which opponent is:
- Right above
- Above and front
- Directly in front
- Right below
- Below and front

 For 'above' case, I simply use jumpframe to make character jumps. The main goal is to jump to higher platform. He/she can attack while doing this.
 For 'below' case, I use script to drop character from platform and reactivate it again so he/she lands on below platform (if there's any).

 I can't give strict jump speed for jumping up cause it depends on platforms altitude different. For easy reference, using character's jumpheight as jumpup speed is good enough.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 02, 2010, 12:48:24 am
Cool stages! you could make full stage for 2D mods here, for adventure not for brawlers like this.
Don't sweat it blood, there will be 2D structured stages for adventure more in the future. Not too mention I planed long ago of adding 2D stages for cosmic damage as well.  ;)

Quote
Oh yes, it's been a while but I'll inform you anyways, although the enemies I made for you before (for 2D battle) use scripts, basicly their AI covers all possible opponent position and react based on this.

 Each character has attack animation for case in which opponent is:
- Right above
- Above and front
- Directly in front
- Right below
- Below and front

 For 'above' case, I simply use jumpframe to make character jumps. The main goal is to jump to higher platform. He/she can attack while doing this.
 For 'below' case, I use script to drop character from platform and reactivate it again so he/she lands on below platform (if there's any).

 I can't give strict jump speed for jumping up cause it depends on platforms altitude different. For easy reference, using character's jumpheight as jumpup speed is good enough.
Thanks for giving me that info blood, but I don't know if I still have the exact copies of them.... Actually, I might, because I never got around to updating cronus, one of the chars you fixed up for me, but I'll have to go into more detail with you later.

BTW, do you remember that old script you used to get character to do a free special, by holding one button and pressing another? I can't find the command for it. I wanna make more free specials with the Attack2 - 4 buttons, like how player entities have a special 2 command, that worked by holding forward and pressing special.

---------------
Now, it's time to give yall some news. First off, I haven't been upating much because I didn't wanna be spamming this with everything each post at a time. SO here's the deal so far"
I've decided to see if I can upload patch files for the beta demo, so if you have the data folder, you can just copy what I upload over it, so i don't have to upload the new versions in full zip files.

I'm currently working on more pain animations. Two for getting hit upwards, where you will jump to a certain height in your pain anim, just like enemies in SOR when adam would uppercut them before kicking them away. The other will have to jumping in the same height, but moving backwards. There's another made for the battletoads. In Bwwd's mod, the toads had grabdown attacks that layed enemies on the ground while hitting them. Turn out he was using fire pain for this, so I'm changing it to pain number, and other character may make use for this, like sonic, who will start laying enemies down while spinning over them.

Other that working on Silver the hedgehog and Saul, I've also started work for Guardian heroes advance characters, and Ray is the first I've worked on. The plan is to get the three main heroes and their elemental powers, so I can use the sprites for those powers on the original Guardian heroes, who you've seen in Burnking's Guardian heroes Warpath mod if you've played it yet.

Other than the stages I've shown you in the videos, I've also made two adventure stages that will be in the beta demo when updated, 1 streets of rage level and 1 battletoads level.

I don't have any shots with me at the moment, but If I remember, I'll try making some tomorrow, cause I gotta show yall what I did with Ray's special.  ;D

That's all for now, peace.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on August 02, 2010, 01:19:29 am
Quote
BTW, do you remember that old script you used to get character to do a free special, by holding one button and pressing another? I can't find the command for it. I wanna make more free specials with the Attack2 - 4 buttons, like how player entities have a special 2 command, that worked by holding forward and pressing special.

 Which one? I don't remember.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 02, 2010, 01:26:42 am
Quote
BTW, do you remember that old script you used to get character to do a free special, by holding one button and pressing another? I can't find the command for it. I wanna make more free specials with the Attack2 - 4 buttons, like how player entities have a special 2 command, that worked by holding forward and pressing special.

 Which one? I don't remember.
It was an earlier script you wrote for 2D stage players. Before I used slide, and ended up using cancel, there was the script where I had to hold down the attack button and press down in order to do the Follow animation. I'll have to search this thread or my PMs.

EDIT:
Hey wait a minute. Can cancel work with walking and running animations? all I wanna do is hold forward and press the A# buttons to perform more free specials, so i don't have to use directional inputs(like D,F,A). If this is the case, I may not need that script after all, and just use cancel commands on said animations.  :hmm:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on August 02, 2010, 01:51:06 am
Nope, cancel doesn't work with WALK and RUN.

Quote
It was an earlier script you wrote for 2D stage players. Before I used slide, and ended up using cancel, there was the script where I had to hold down the attack button and press down in order to do the Follow animation. I'll have to search this thread or my PMs.

 Oh that one! I use slide actually since your characters don't have slide attack so it doesn't matter if I use it for drop down platform.

 If you want something like Forward+Attack2 or Forward+Attack4, I might be able to make that with script.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 02, 2010, 02:13:03 am
Nope, cancel doesn't work with WALK and RUN.
Dizzam....

Quote
If you want something like Forward+Attack2 or Forward+Attack4, I might be able to make that with script.
That's it, and thanks. Another reason why I should look at script more often(still didn't finish the music menu yet), but this is what the beta demo was made for: working on new features.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 03, 2010, 02:43:50 am
What's up yall? Now that I've put the time in to do it, I wanna show yall 2 things I've done recently.
First off, if any of yall saw that video I posted in the last page, you'll see silver's cancel combo attacks shot waves from his hand, damaging enemies.
Spoiler
http://img830.imageshack.us/i/bor0035.gif/
After making an enemy copy of him, I had to figure out how to make it work, since enemies don't use cancel, and wont progress since it's a projectile doing the damage. So, I made a copy of the Projectile, and removed the attack box numbers from it, and copied them to Silver, and extending the attack to fit the wave, looking as if the wave is still doing damage, but it's actually the enemy:
Silver's Player attack anim:
Code: [Select]
anim attack1
loop 0
delay 8
offset 114 138
bbox 105 104 16 34
cancel 3 7 0 a freespecial
Move 5
frame data/chars/Silver/A1-0.gif
Move 0
@cmd shoot "A-FX" 0 0 0
frame data/chars/Silver/A1-1.gif
frame data/chars/Silver/A1-2.gif
frame data/chars/Silver/A1-3.gif
delay 2
frame data/chars/Silver/A1-3.gif
frame data/chars/Silver/A1-3.gif
frame data/chars/Silver/A1-3.gif
frame data/chars/Silver/A1-3.gif

Code: [Select]
name A-FX
health 1
type None
speed  5
shadow 0
Remove 0
#alpha 5
#setlayer -1
candamage enemy obstacle

anim idle
loop 0
delay 4
offset 120 137
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
           attack1 126  114  9  12  8  0  0  0  0  20
frame data/chars/Silver/AFX-0.gif
attack1  121  109  18  21  8  0  0  0  0  20
frame data/chars/Silver/AFX-1.gif
attack1  117  108  26  23  8  0  0  0  0  20
frame data/chars/Silver/AFX-2.gif
attack1  111  100  40  38  8  0  0  0  0  20
frame data/chars/Silver/AFX-3.gif
@cmd killentity getlocalvar("self")
frame data/chars/Silver/AFX-3.gif

Silver's Enemy attack anim:
Code: [Select]
anim attack1
loop 0
delay 8
offset 114 138
bbox 105 104 16 34
Move 5
frame data/chars/Silver/A1-0.gif
Move 0
@cmd shoot "A-FXE" 0 0 0
attack1  126  109  18  21  8  0  0  0  0  20
frame data/chars/Silver/A1-1.gif
attack1  122  108  26  23  8  0  0  0  0  20
frame data/chars/Silver/A1-2.gif
attack1  116  100  40  38  8  0  0  0  0  20
frame data/chars/Silver/A1-3.gif

Code: [Select]
name A-FXE
health 1
type None
speed  5
shadow 0
Remove 0
#alpha 5
#setlayer -1
candamage Player enemy obstacle

anim idle
loop 0
delay 4
offset 120 137
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/Silver/AFX-0.gif
frame data/chars/Silver/AFX-1.gif
frame data/chars/Silver/AFX-2.gif
frame data/chars/Silver/AFX-3.gif
@cmd killentity getlocalvar("self")
frame data/chars/Silver/AFX-3.gif

Next, Advance Guardian Heroes', Ray and his special move:
Spoiler
http://img341.imageshack.us/i/bor0037.gif/
In the game, Ray summons lighting and I guess he absorbs it, so I ripped the animation, and even made it bigger, so you don't see the end of it in 2D stages:
Spoiler
http://img514.imageshack.us/i/sp12.gif/
After this, he shoots the lighting with a no move command on it, because spawning doesn't count the hits towards him, so I had to put nomove on the projectile:
Spoiler
http://img576.imageshack.us/i/bor0038.gif/
This projectile uses extending frames, and when the lightning reaches the end of the full animation(of frames), it goes into a black frame, and shoots the same beam, except it actually moves, before it dies in the frame after it:
Spoiler
http://img818.imageshack.us/i/bor0039.gif/
and here the text files for how it's done:

Code: [Select]
anim special
loop 0
delay 15
offset 118 359
bbox 0
drawmethod 310 330 0 0 0 -1 -1
frame data/chars/Ray2/SP0.gif
delay 5
frame data/chars/Ray2/SP-0.gif
frame data/chars/Ray2/SP-1.gif
frame data/chars/Ray2/SP-2.gif
frame data/chars/Ray2/SP-3.gif
frame data/chars/Ray2/SP-4.gif
frame data/chars/Ray2/SP-5.gif
frame data/chars/Ray2/SP-6.gif
frame data/chars/Ray2/SP-7.gif
frame data/chars/Ray2/SP-8.gif
frame data/chars/Ray2/SP-9.gif
frame data/chars/Ray2/SP-10.gif
frame data/chars/Ray2/SP-11.gif
frame data/chars/Ray2/SP-12.gif
delay 10
frame data/chars/Ray2/SP-13.gif
delay 8
frame data/chars/Ray2/SP-14.gif
frame data/chars/Ray2/SP-15.gif
frame data/chars/Ray2/SP-16.gif
delay 7
@cmd shoot "RaySP0" 0 0 0
frame data/chars/Ray2/SP-17.gif
frame data/chars/Ray2/SP-18.gif
frame data/chars/Ray2/SP-19.gif
frame data/chars/Ray2/SP-20.gif
frame data/chars/Ray2/SP-21.gif
frame data/chars/Ray2/SP-22.gif
frame data/chars/Ray2/SP-23.gif
frame data/chars/Ray2/SP-24.gif
frame data/chars/Ray2/SP-25.gif
frame data/chars/Ray2/SP-26.gif
frame data/chars/Ray2/SP-27.gif
frame data/chars/Ray2/SP-28.gif
frame data/chars/Ray2/SP-29.gif
frame data/chars/Ray2/SP-30.gif
frame data/chars/Ray2/SP-31.gif
frame data/chars/Ray2/SP-32.gif
frame data/chars/Ray2/SP-33.gif
frame data/chars/Ray2/SP-34.gif
frame data/chars/Ray2/SP-35.gif
frame data/chars/Ray2/SP-36.gif
delay 20
offset 118 137
frame data/chars/Ray2/FSP-10.gif

Code: [Select]
name RaySP0
health 1
type none
shadow 0
candamage enemy obstacle
animationscript data/scripts/script.c
remove 0
setlayer 1
nomove 1

anim idle
loop 0
delay 4
offset 118 369
bbox 0
           fastattack 1
frame data/chars/Ray2/SPFX-0.gif
offset  118  373
attack1 139 330 74 41 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-1.gif
offset  118  365
attack1 0
frame data/chars/Ray2/SPFX-2.gif
attack1 142 327 115 35 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-3.gif
attack1 0
frame data/chars/Ray2/SPFX-4.gif
attack1 142 329 157 35 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-5.gif
attack1 0
frame data/chars/Ray2/SPFX-6.gif
attack1 141 330 210 31 1 0 0 0 0 30
frame data/chars/Ray2/SPFX-7.gif
attack1 0
offset  118  363
frame data/chars/Ray2/SPFX-8.gif
attack1 142 332 259 32 1 0 0 0 0 30
offset  118  366
frame data/chars/Ray2/SPFX-9.gif
attack1 0
frame data/chars/Ray2/SPFX-10.gif
attack1 141 333 298 34 1 0 0 0 0 30
offset  118  368
frame data/chars/Ray2/SPFX-11.gif
attack1 0
frame data/chars/Ray2/SPFX-12.gif
attack1 142 335 344 29 2 0 0 0 0 30
frame data/chars/Ray2/SPFX-13.gif
attack1 0
frame data/chars/Ray2/SPFX-14.gif
attack1 141 336 383 31 2 0 0 0 0 30
offset  118  372
frame data/chars/Ray2/SPFX-15.gif
attack1 0
offset  118  374
frame data/chars/Ray2/SPFX-16.gif
attack1 142 336 394 35 2 0 0 0 0 30
frame data/chars/Ray2/SPFX-17.gif
attack1 0
@cmd shoot "RaySP1" 0 0 0
frame data/chars/Ray2/SPFX-18.gif
@cmd killentity getlocalvar("self")
frame data/chars/Ray2/SPFX-18.gif

Code: [Select]
name RaySP1
health 1
type none
shadow 0
candamage enemy obstacle
Speed 15
remove 0
setlayer 1

anim idle
loop 1
delay 4
offset  118  374
           fastattack 1
blast      142  337  395  31  40  0  0  0  30
frame data/chars/Ray2/SPFX-16.gif
frame data/chars/Ray2/SPFX-17.gif

That's the only significant things right now, but I'll have more to show later.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 03, 2010, 08:15:49 pm
I have a quick question folks: Isn't there a command for grab attacks, that let go of the opponent during the attack? Cause I'm making grab attacks with pain anims that make the victim slide, but then the character is still holding them from a distance away.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on August 05, 2010, 12:21:47 pm
 AFAIK there's none. The only way to let go is by knocking down opponent.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 05, 2010, 08:04:31 pm
Really? I thought there was a command for that. Guess I've been holding out for it for nothing then. I'll just and start making the attacks knockdown then.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: CyberSoulX on August 08, 2010, 06:31:22 pm
Yo DJ! You should add ranger X on the roster.
http://www.youtube.com/watch?v=DYMD-hyEECk# (http://www.youtube.com/watch?v=DYMD-hyEECk#)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 08, 2010, 06:47:18 pm
Yo Cybersoul! No need to seat it, I know full well of that game, and I already have plans of adding him(Regardless that I think he's suppose to be a giant robot).  ;)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 25, 2010, 01:27:19 am
Hey guys, I got some screen shot for the new stages:
Round 3 - Streets of rage 2
(http://img413.imageshack.us/img413/3323/bor0058.th.gif) (http://img413.imageshack.us/i/bor0058.gif/)
I ripped and made this stage at the request of a sega forums user.

Possible Future:
(http://img716.imageshack.us/img716/3994/bor0059.th.gif) (http://img716.imageshack.us/i/bor0059.gif/)
After playing Sonic CD recently, I came to realize how cool the background art was in that game. I used a background from one of the special stages, and used texture sprites from Sonic 3's Deathegg stage for the panel. I made this stage for Silver the hedgehog to use in arcade once I put it in. I'm trying to make at least one stage for each character in that mode. Once arcade mode is implemented, I'll start on making secret characters to unlock in that mode. 1 of them is about done now.  ;)

New Junk City:
(http://img713.imageshack.us/img713/6357/bor0060.th.gif) (http://img713.imageshack.us/i/bor0060.gif/)
Stage 1 from the Earthworm Jim game. I plan on using this stage some time in my final project, so I went ahead and made it for worm man himself once he's on the beta demo.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on August 25, 2010, 02:57:11 am
 Pretty cool DJ! That SoR2 uses SoR2 music also right? it's one of my favorite music of the game.

 Hmmm... new junk city is filled with tires, I hope it doesn't tire players ;D. Anyways, do you have clue which tire is the 'ground'? IIRC in Earthworm Jim, tires bounces Jim upward forcing him to leave the tire area.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 25, 2010, 08:39:59 pm
Pretty cool DJ! That SoR2 uses SoR2 music also right? it's one of my favorite music of the game.
Dreamer? I'm using the remix for that level in SOR remake.  :)
My favorite was Too Deep BTW, the round 4evel in the elevator that leads to the boss fight with abedede.  ;D

Quote
Hmmm... new junk city is filled with tires, I hope it doesn't tire players ;D.
pfft lol

Quote
Anyways, do you have clue which tire is the 'ground'? IIRC in Earthworm Jim, tires bounces Jim upward forcing him to leave the tire area.
lol, I just used it as the ground, nothing more, but you do "RC". I'm saving the ground you actually walked on for the first level of EWJ2, because that level barely had any real ground, just scenery placed in front of jim's feet.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 28, 2010, 08:05:50 pm
Yo guys, here's a video I made, but forgot to post:
Spoiler
http://www.youtube.com/watch?v=Uo7mWUW_HH0# (http://www.youtube.com/watch?v=Uo7mWUW_HH0#)

If anyway forgot or missed it, the new update was uploaded for the beta demo. Be sure to try it out and let me know what you think of the add-ons.
http://lavalit.com:8080/index.php/topic,2609.0.html (http://lavalit.com:8080/index.php/topic,2609.0.html)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 30, 2010, 01:01:31 am
Hey guys, I need to ask for some advance on this stage I posted before:
http://img46.imageshack.us/img46/3048/fullpanel.gif (http://img46.imageshack.us/img46/3048/fullpanel.gif)

Now, this is what Bloodbane posted:
You should smoothen the edges to make it more natural (it's tough work I know).
I've tried to do this, and I'll attach the image so you guys can see it so yall can let me know if I did this right. The one on the bottom was my second try, when I released how the direction on the first one was kinda off.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on August 31, 2010, 02:35:45 am
 I thought you are going to post the whole panel but a portion instead. Anyways, the 2nd is better.

 While I'm here, are you going to update the AI for 2D levels? From the video, it's kinda waste of space if all brawlers are only fighting on top floor.

 Ah, it turns out the tireyard is 3D level. I thought it's 2D.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 31, 2010, 08:44:52 pm
I thought you are going to post the whole panel but a portion instead. Anyways, the 2nd is better.
That all I did, and it was just to make sure I was on track with what you meant. Not that you've confirmed it, and can get on with the rest of the stage, and use this for other 3D levels such as this.  :)

Quote
While I'm here, are you going to update the AI for 2D levels? From the video, it's kinda waste of space if all brawlers are only fighting on top floor.
At one point I will, I'n always concentrating on new characters that I don't touch the A.I. unless for adjustments. This will be something I'll have to get on later, but for the most part, they do sometimes perform the drop attack and Super jump moves(for going up and down the platforms), but only when they're trying to actually attack.

Quote
Ah, it turns out the tireyard is 3D level. I thought it's 2D.
Oh. Yeah, it's 3D. I'm saving the 2D work for the 1st level of Earthworm Jim 2, and the snot level from the first.

---------
While I'm here, I have a question to ask: Remember that level script for spawning entities in a certain spot of the level, regardless of screen position? Is there a way to do this when spawning from entities? If you look at the attachment below this post, you see the character list for the next roster, but two of the Icons have a "?" on them, because you will have to unlock them. When the player unlocks them, and selects them from the char select screen, I want to be able to show the characters icon when unlocked. I was thinking of spawning a single icon frame as a type none entity in the exact spot of their "?" icon. I was thinking of using anim wait to spawn with, but could end up anywhere because the players are in different places. Unless someone has a better idea for something like this, can anyone come up with a suggestion?


X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 02, 2010, 04:52:17 am
 Unfortunately, OpenBoR crashes when entity spawns something in select screen :(.

 The only solution I could give you is the trick made by malik for his select screen. His trick allows selection box to appear on character's portrait in select screen. With this trick, you can cover the ? box with icon.
 Hmmm... Kazuya test demo doesn't have this implemented so you might need to ask malik directly. Oh yes, magggas also use this trick in his MK mod.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 02, 2010, 04:31:13 pm
Unfortunately, OpenBoR crashes when entity spawns something in select screen :(.
Really? I remember a long time ago, OX said you could do this to add effects or something.
Quote
The only solution I could give you is the trick made by malik for his select screen. His trick allows selection box to appear on character's portrait in select screen. With this trick, you can cover the ? box with icon.
 Hmmm... Kazuya test demo doesn't have this implemented so you might need to ask malik directly. Oh yes, magggas also use this trick in his MK mod.
Thanks, I'll ask them about this.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Orochi_X on September 02, 2010, 05:07:16 pm
I said what?!?!?!?!   :wow!:

That's just crazy!

Before I started to script my select screens , I used some trickery with anim wait but I never tried anything like what you are asking about.

Using anim wait alone wouldn't work as the changes would only appear when the character is selected.

I might have an (almost) script free idea but I want to do some testing first.....

How many ? boxes will you need and do you unlock all the chars at the same time?

Spoiler
Or you could come over to the dark side and script your select screen  >:D
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 02, 2010, 06:49:52 pm
I said what?!?!?!?!   :wow!:

That's just crazy!

Before I started to script my select screens , I used some trickery with anim wait but I never tried anything like what you are asking about.

Using anim wait alone wouldn't work as the changes would only appear when the character is selected.
Really? I remember you giving someone tips on adding effects to the select screen. I think i may have been the guy who was making a rage of the dragons mod.

Quote
I might have an (almost) script free idea but I want to do some testing first.....
Ok.

Quote
How many ? boxes will you need and do you unlock all the chars at the same time?
2 at the moment, but there will be three next time for a streets of rage villain. As for unlocking, I wanna unlock them when you complete a certain stage, specifically, the stage you fight them in on the upcoming arcade mode(1-on-1 or more depending on players). I remember this was done before on skull kings, when a character was selectable after beating the stage, but I don't see anything specific on how that works, I just see the normal one for unlocking when you beat a level, and making only being able to pick them on sets that were locked.

Quote
Or you could come over to the dark side and script your select screen  >:D
I'll need someone to walk me through it, like the music menu script(That i still didn't finish.  :eyebrow_action: )

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 03, 2010, 09:10:40 pm
Yo guys, I've seem to have ran into some bugs.

While testing one of the new stages for the Beta Demo, with platforms to jump on, I ran into another bug. It seems the animation script is messed up on one of the A.I. Characters. To try and figure out who, I began testing the stage, replacing every A.I. spawn with just one character. I tired this with a number of characters, but it was too slow. So, I took the original copy of the stage, and started replacing every character with sonic (He was the first on the list) 1 char at a time as I tested. When I did this, the stage seemed to run fine once both Vector and Knuckles were replaced. So, I went back, fixed the script to better settings with knuckles, and spawned him over every char like I did before, and there was no bug. Once I changed the chars back, OpenBOR still bugged out on me. I even went back and took the script off knuckles, and it bugged again. I got these same resualts when I did the same testing with Vector. I tried the stage again with both Knux and vector replaced with sonic, and still, I got cut off. I then got the idea to do this with a char who I didn't give the script, luckily, earlier testing showed I forgot to add the script to saul, so I used him to replace chars. As I got furthor down the list, I ran into yet another problem, this one, the log file didn't show, in fact, after I replaced E-102 Gamma, OpenBOR just bugged out before the stage even loaded. I checked the log again, and got this:

Code: [Select]
Loading models............... Done!
Object engine init........... Done!
Input init................... XBOX 360 For Windows (Controller) - 10 Buttons
Done!


Level Loading:   'data/levels/3D/Sonic6c.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 301527040 Bytes

Loading 'S6c-2'
Loading 'S6c-1'
Loading 'S6c-0'
Loading 'SAUL_B'
Loading 'E123_Omega_B'
Loading 'Emerl_B'
Loading 'Toejam_B'
Loading 'EARL_B'
Loading 'JOE_MUSASHI_B'
Loading 'SKETCH_B'
Loading 'RISTAR_B'
Loading 'VECTORMAN_B'
Loading 'CHAKAN_B'
Loading 'Ray__B'

Failed to load: data/chars/rash/gr.wav
Loading 'RASH_B'

Failed to load: data/chars/Spark/pain.wav
Loading 'SPARKSTER_B'

Level Loaded:    'data/levels/3D/Sonic6c.txt'
Total Ram: 534786048 Bytes
 Free Ram: 0 Bytes
 Used Ram: 291495936 Bytes

As you see, no real bugs are stated, however, testing this problem before, I found out that the char after the last on the list to be loaded, in this case 'SPARKSTER_B', is the char that's cuasing teh system to fail. Remeber, this has nothing to do with the animation script I was testing before. The thing that gets me though, only two entities left to be loaded after 'SPARKSTER_B' are two of the warp TVs, but they always worked fine up until I started replacing chars with Saul, so they can't be failing the engine, I haven't even touched their txt files since the last update and they worked on there, and even before then. I hope this is clear enough what my problems are, but at this point, any progress I was making with this has been put on stop mode. I will go code some other stuff, but I wanna regulate these problems now. I may be able to get something if I remove the script from the A.I., and redo them one char at a time until one faults, so I hope it works, because I'm really close to getting this update done.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 04, 2010, 01:10:47 am
 Hmmm... have you tried disabling some of enemy spawns to see which one is the culprit?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 04, 2010, 02:14:26 am
That's what I was doing when I replaced each character one at a time with character who were working. I switched every entity as sonic to, and he didn't crash, and saul didn't have the script, so he couldn't crash. While I was doing this, Openbor started crashing while loading the stage, the log file of that event is posted in code(you know, that big gray area).

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 05, 2010, 06:57:34 pm
After more testing, I've seem to come across the characters who are crashing the game. The characters are Vector, Silver, Omega, and Earl, and the game hasn't crashed once since I took off their animation scripts(after making copies before this). I don't know why they are bugged, and the scripts seemed to be placed right. If anyone could look at the attached files and figure it out, I'd appreciate it. Till then, I'll see if I can figure it out myself at home.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: NickyP on September 05, 2010, 07:09:47 pm
The problem is most likely script related; I scanned through the texts and as far as normal OBOR code, everything is fine.

When you leave these characters in the mod and it crashes, what does the script log say?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 05, 2010, 07:16:55 pm
Oh yeah, I forgot all about that thing since it's something I usually don't have to look at. If you can give me a minute, I'll need to run back home and make SBMM crash again.

EDIT:
Ok, I got it to crash again, and here's the scriptlog in the attachment.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 05, 2010, 07:42:12 pm
 Oh you posted scriptlog instead of openborlog.

 Anyways, like NickyP said, there's doesn't seem to be anything wrong with the nonscript stuffs. However regarding script, I discovered that Omega_B and Vector_B loaded animation script with animationscript command but didn't use any functions in defined there.
 I suggest that you remove that command. Dunno if that's the source of the bug though.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 05, 2010, 09:00:03 pm
It's not the source at all. I've tried with and without it, but it doesn't bug the game. Actually, they never had them to begin with, which is weird that it bugs out now.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 07, 2010, 07:11:24 pm
Ayo peeps. I've decided that I'm just gonna go ahead an finish the rest of this update with those files edited without the script, and once that's done, I spend the next update working on the 2D A.I. and fixing anything that needs fixing before I go on with what I originally planned before.

At the moment, everything so far is going smoothly with the newly implemented arcade mode, and the two stages I made. The only thing I still need help with now is setting 2 of the arcade stages to unlock a character after beating the stage I set them for. If I'm not able to get their icons done for the select screen, I'll try to handle it next time. So, anyone know how to do this? Skull king somehow pulled this off in his mod.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 08, 2010, 04:27:01 am
 I think Skull Kingz simply uses load command in those 2 stages to load known heroes. This command works as long the level is loaded (doesn't matter if it's cleared or not).
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 08, 2010, 05:00:52 pm
The load command for a stage header? I saw this in the help tool, but I didn't know it was for this purpose. So what I think I'm going to do is load the character in the stage that comes after beating them. Thanks Blood, I was just going look in the manual for this.

EDIT:
Ok, so I got the load thing to work, so now the characters are selectable after the stage is completed, but uh, they are gone when I turn the mod off. Is there a way that I can load them, but then keep them permanently(or the save data gets erased)?
What I did was put the command "know" for these chars in the models, text, then "load" them in the stage.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 11, 2010, 05:37:59 am
 Hmmm... I think load command is level object.

Quote
Is there a way that I can load them, but then keep them permanently(or the save data gets erased)?

 The only way is with script and use the write to text function. When replaying the mod, the saved text is checked to see if the char has been unlocked or not. If it has been unlocked, the char is unlocked by script and made available for selection.
 I said unlocked not loaded which means ALL characters are loaded but some are locked. Damon Caskey has posted news about how to do this. I haven't tried these yet so you might want to ask someone else.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 11, 2010, 08:48:53 pm
Quote
Hmmm... I think load command is level object.
Yeah, I found that out when I went back to the manual.

Quote
The only way is with script and use the write to text function. When replaying the mod, the saved text is checked to see if the char has been unlocked or not. If it has been unlocked, the char is unlocked by script and made available for selection.
 I said unlocked not loaded which means ALL characters are loaded but some are locked. Damon Caskey has posted news about how to do this. I haven't tried these yet so you might want to ask someone else.
I figured much of all this. So, any idea where DC posted this news? It's about the last thing I need before releasing this update.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 11, 2010, 08:56:29 pm
 He posted that here:

http://lavalit.com:8080/index.php/topic,4751.0.html (http://lavalit.com:8080/index.php/topic,4751.0.html)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 19, 2010, 09:19:30 pm
While still having trouble with the selectable script for the secret characters:
http://lavalit.com:8080/index.php/topic,4751.msg69900.html#msg69900 (http://lavalit.com:8080/index.php/topic,4751.msg69900.html#msg69900)
I decided to just work on some more characters while I'm still figuring it out.

First up, suggested by Cybersoul-X, I've started work on Ranger-X. Since it has no sprite sheet that I could find, I ripped them myself, and a few EFX from enemies for free specials:
(http://img265.imageshack.us/img265/7511/sheeto.th.png) (http://img265.imageshack.us/i/sheeto.png/)
Current progress, I would say 20%.

Next up. the Sole hero of Alien Soldier, Epsilon Eagle. He has two sprite sheets, but none of his shots from the game, however, I ripped them a few months back and left the shots in folders until I got to them.
(http://img37.imageshack.us/img37/1974/epsiloneagle.th.gif) (http://img37.imageshack.us/i/epsiloneagle.gif/)
Current Progress around 45%

Last but not least, Enn, from Advance gurdian heroes. If you've played the last update, and used Ray, then you've mostly seen how Enn will be like, the difference is that his free specials are fire bassed. I finished all of his frame a few months back, with the only thing left to do was rip the fire beam for his special move using the No&GBA emulator, that way, I could see the entire beam since it stretches from the screen:

After going through many frames and ripping the entire beam, I now have the sprites set up for the move(Enn is on the right of this shot):
(http://img405.imageshack.us/img405/1241/anim052.th.png) (http://img405.imageshack.us/i/anim052.png/)
Just like Ray's electric special, Enn will spawn this beam, and when it reaches it's full length, it will shoot the full beam before reaching it's last frame and dieing.
(http://img535.imageshack.us/img535/4355/beamsheet.th.png) (http://img535.imageshack.us/i/beamsheet.png/)
No modding progress for this guy yet.

That's all for now.

EDIT:
At the request of outside forum users, Alex Kidd and Wonder boy will make an appearance. I forgot who it was, but someone ask requested valis here on this topic. I have a bunch of sprites form the first game, but I'll be ripping from the 3rd game. BTW, Valis 3 is pretty cool.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: maxman on September 19, 2010, 09:57:22 pm
Damn, son! You got some new progress there! I like the fact that you add more characters in your mod. A lot of characters come along nicely. ;D SOOO.... this mod is getting tight and pimpy, yah!
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 19, 2010, 10:53:13 pm
Damn, son! You got some new progress there! I like the fact that you add more characters in your mod. A lot of characters come along nicely. ;D
Thanks for the comments.  :)

Quote
SOOO.... this mod is getting tight and pimpy, yah!
Those are two good words to describe it.   :laughing:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 29, 2010, 11:28:40 pm
Yo folks. After putting the finishing touches on Epsilon Eagle, I went to work finishing the sprites for Enn to shoot that big red beam I have posted above. After that, I wanted to see if I can work those jumping scripts that bloodbane did for me some time ago, using vectorman as a test subject. He's reacting to the script, but I can't get him to super jump or drop down while I'm standing right over or under him. If anyone can understand this script, or Bloobane drops by, I could use some pointers with this:
Quote
(@cmd commands also added to walk and run anims)
anim   attack1
   loop   0
   delay   3
   offset   42 95
   bbox   19 51 45 45
   attack3   56 49 70 26 12
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"
   frame   data/chars/VMan/A1-0.gif
   frame   data/chars/VMan/A1-1.gif
   attack   0
   frame   data/chars/VMan/A1-2.gif
   frame   data/chars/VMan/A1-3.gif
   frame   data/chars/VMan/A1-4.gif
   frame   data/chars/VMan/A1-5.gif
   frame   data/chars/VMan/A1-6.gif
   frame   data/chars/VMan/A1-7.gif

(Gave a range to test)
anim   attack2
   loop   0
   delay   3
   offset   42 95
   bbox   19 51 45 45
           Range     0 5
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"
   frame   data/chars/VMan/A1-7.gif

anim   follow1
   loop   0
   delay   6
   offset   42 95
   bbox   22 34 44 60
   Jumpframe   0 6
   frame   data/chars/vman/jump-0.gif
      attack1  21  75  43  35  15  1  0  0  0  20
   frame   data/chars/vman/jump-1.gif
   frame   data/chars/vman/jump-2.gif
      attack1  27  78  37  37  15  1  0  0  0  20
   frame   data/chars/vman/jump-3.gif
      attack1  32  73  27  32  15  1  0  0  0  20
   frame   data/chars/vman/jump-4.gif
      attack1  0
   frame   data/chars/vman/jump-5.gif
   frame   data/chars/vman/jump-6.gif
   frame   data/chars/vman/jump-7.gif
   frame   data/chars/vman/jump-8.gif
   frame   data/chars/vman/jump-9.gif
   frame   data/chars/vman/jump-10.gif
   frame   data/chars/vman/jump-11.gif

anim   follow2
   loop   0
   fastattack   1
   delay   7
   offset   42 75
   bbox   7 33 73 40
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 0
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on October 01, 2010, 07:27:39 pm
 I think the @cmd attack1 is not needed anymore. rangea and range can do it too. I used that command cause I was pretty much script freak that time.

 So you could do it like this:

Quote
anim   attack1
   delay   3
   offset   42 95
   bbox   19 51 45 45
   attack3   56 49 70 26 12
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"
   frame   data/chars/VMan/A1-0.gif
   frame   data/chars/VMan/A1-1.gif
   attack   0
   frame   data/chars/VMan/A1-2.gif
   frame   data/chars/VMan/A1-3.gif
   frame   data/chars/VMan/A1-4.gif
   frame   data/chars/VMan/A1-5.gif
   frame   data/chars/VMan/A1-6.gif
   frame   data/chars/VMan/A1-7.gif

anim   attack2
   loop   0
   delay   3
   offset   42 95
   bbox   19 51 45 45
           Range     0 5
   frame   data/chars/VMan/A1-7.gif

anim   attack3
   range 0 95
   rangea -10 250
   delay   6
   offset   42 95
   bbox   22 34 44 60
   Jumpframe   0 6
   frame   data/chars/vman/jump-0.gif
      attack1  21  75  43  35  15  1  0  0  0  20
   frame   data/chars/vman/jump-1.gif
   frame   data/chars/vman/jump-2.gif
      attack1  27  78  37  37  15  1  0  0  0  20
   frame   data/chars/vman/jump-3.gif
      attack1  32  73  27  32  15  1  0  0  0  20
   frame   data/chars/vman/jump-4.gif
      attack1  0
   frame   data/chars/vman/jump-5.gif
   frame   data/chars/vman/jump-6.gif
   frame   data/chars/vman/jump-7.gif
   frame   data/chars/vman/jump-8.gif
   frame   data/chars/vman/jump-9.gif
   frame   data/chars/vman/jump-10.gif
   frame   data/chars/vman/jump-11.gif

anim  attack4
   range 0 95
   rangea -250 10
   fastattack   1
   delay   7
   offset   42 75
   bbox   7 33 73 40
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 0
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   attack1   14 70 55 50 7 0
   frame   data/chars/vman/jumpa-0.gif
   attack1   0
   frame   data/chars/vman/jumpa-1.gif

 The @cmd to change entity's reaction to platforms is still necessary so I leave them be.
 The idea is ATTACK3 will be played when opponent is higher than him, 250 pixels above while ATTACK4 will be played when opponent is lower than him, 250 pixels below.

 You may need to expand ATTACK animation number with maxattacks though cause there are more attacks IIRC a 2D brawler needs.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 01, 2010, 10:48:20 pm
Thanks blood, I'll try that out, but I gotta ask about this:
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW1"
   @cmd   attack1 0 95 -250 -20 "ANI_FOLLOW2"

Since those anims are attack3-4 now, I don't have to change Follow1-2?

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on October 04, 2010, 12:06:04 pm
 Those @cmds aren't not required anymore. Those function is to change animation if opponent is within range. If they are declared in middle of animation, it might worth it but since they are not, range and rangea is enough to replace them.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 06, 2010, 08:31:11 pm
Well, while setting up the animations for this, attack 2 and 3 wont be performed unless I use though @cmds, so I have to keep them. On another note, and this is something I knew would happen, the AI don't just follow up platforms now, but they use their super jump move every time I jump, which is something I need to fix. I'm thinking I can use the anti air animation(need to find the name of that) to keep them from doing that while someone is jumping.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on October 10, 2010, 06:55:40 pm
 Oh that issue! Now I remember why I used script instead of range commands. Still... how did my some of enemies in Contra mod work then? ??? I make them act range based instead of simple and stupid one (hard to explain).
 Anyways, wasn't atchain used to solve this? I forgot the rest.

Quote
the AI don't just follow up platforms now, but they use their super jump move every time I jump, which is something I need to fix.

 Yeah, this issue too. I think this is only a matter of range or attack setting. Now I remember why the animation to switch platform both for going up and down uses attacking animation instead of just simple jump. The reason is so it can be used to as anti air attack.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 10, 2010, 10:41:08 pm
Yeah, this is the problem I ran into, but this was somewhat fixed using anim upper, and using it to repeat their attack 1 anim while in the air. They will super jump while your in the air, but only when your right over them. Right now, it's perfectly fine.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: maxman on October 11, 2010, 05:17:45 am
.. They will super jump while your in the air...

Almost like Crash Bandicoot style for super jump. :laughing:
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on November 28, 2010, 03:07:53 pm
Yo people. Just letten you guys know incase you start to wonder, my aunts PC is messed up at the moment, and until it gets fixed, I wont be able to use any internet, which is why I haven't been around in the past few weeks. I'm only here now because I'm visiting some family out of town and they have a working PC, so I've just been gathering up all kinds of stuff but I leave home sometime real soon.

As for SBMM, I'm still working on new stages, new chars, and updating chars from the main demo to the beta demo. I'll be able to let yall in on all that once my aunts PC is working again.

Until then, peace out.  :cheers!:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 19, 2010, 12:23:20 am
Yo people, guess who's back!?
My aunts PC is working again(somewhat) so I can come back here to lavalit again. Since I wont be here long though, I figure I can just post these shots. Each shot shows the newcomers to the beta demo. Some were edited from the main demo, and the others are new to the game.

(http://img269.imageshack.us/img269/9794/bor0012.th.gif) (http://img269.imageshack.us/i/bor0012.gif/)(http://img340.imageshack.us/img340/628/bor0086.th.gif) (http://img340.imageshack.us/i/bor0086.gif/)(http://img31.imageshack.us/img31/9172/bor0087.th.gif) (http://img31.imageshack.us/i/bor0087.gif/)(http://img687.imageshack.us/img687/985/bor0089.th.gif) (http://img687.imageshack.us/i/bor0089.gif/)(http://img31.imageshack.us/img31/4824/bor0090.th.gif) (http://img31.imageshack.us/i/bor0090.gif/)(http://img574.imageshack.us/img574/1927/bor0091.th.gif) (http://img574.imageshack.us/i/bor0091.gif/)(http://img694.imageshack.us/img694/7629/bor0092.th.gif) (http://img694.imageshack.us/i/bor0092.gif/)(http://img35.imageshack.us/img35/6240/bor0093.th.gif) (http://img35.imageshack.us/i/bor0093.gif/)(http://img440.imageshack.us/img440/6007/bor0094.th.gif) (http://img440.imageshack.us/i/bor0094.gif/)(http://img190.imageshack.us/img190/5100/bor0095.th.gif) (http://img190.imageshack.us/i/bor0095.gif/)

Other updates on the beta demo will be soon.

Peace
X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 30, 2010, 08:49:53 pm
Hey people. For a while I've been trying to work out a plan for sprite editing and maybe even get to it. today, for a few hours, I worked at this single idle sprite for a character I'd like to try getting in my game. With the help of sprites from Jump Ultimate stars and Photoshop, I made this happen:
(http://img718.imageshack.us/img718/83/50168693.th.jpg) (http://img718.imageshack.us/i/50168693.jpg/) (http://img526.imageshack.us/img526/6673/92555588.png)

I know the face, hair, and shading needs work, but what do yall think of the rest of it?

X) (http://img526.imageshack.us/i/92555588.png/)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: spawn on December 31, 2010, 01:02:51 am
It looks epic, nice work :cheers!:
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Fightn Words on December 31, 2010, 03:50:53 am
Other then those things you mentioned DJ I'd say you'd reached the goal you set for yourself, though I'm not really familiar with that style. One thing you might try that would be in keeping with the style is make the head's proportion larger, although it works just as well the way it is now too. Good luck with the rest of his frames.  :cheers!:
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 01, 2011, 07:10:00 pm
It looks epic, nice work :cheers!:
Thanks Spawn.  :)

Other then those things you mentioned DJ I'd say you'd reached the goal you set for yourself, though I'm not really familiar with that style. One thing you might try that would be in keeping with the style is make the head's proportion larger, although it works just as well the way it is now too. Good luck with the rest of his frames.  :cheers!:
Thanks for the comments, and yeah, the head really needs work. Until now, I never realized how axel's face is so much like galsia's(or garcia's, whoever you call him). I'll be taking a better look at those jump sprites though. Besides' that guy from Yu-YU-Hagisho(I actually watched that back on Adult Swim) I also plan to use Train from Black Cat(anime series that came ON DEMAND):
http://www.spriters-resource.com/ds/jus/sheet/2018 (http://www.spriters-resource.com/ds/jus/sheet/2018)
I'll be getting back to Ethan's sprites in the near future to try reworking his face and trying to shade better.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 11, 2011, 06:39:31 pm
Yo people.
I don't have much of an update right now, except for the fact that I'm getting close to releasing the next beta demo, featuring the new chars featured in the screen shots a few posts up. So there's that later, but more importantly, there's something I'm gonna be trying soon, and it may end up changing the mod up a bit. See, after getting a new Xbox, I started play Marvel: Ultimate Alliance again. After playing the simulation mod a few times, I started noticing how the action in the game is quick and barely slows up at all, and it's because there's barely any pain reaction from the heroes or villains unless there's a heavy attack or grab moves done. What I'm gonna try here, and this is gonna be in another separate demo, is use the command "noreflect 1" I think it is, with a lot of attacks from the heroes and villains to see how the game plays out, and hoping the action starts to pick up and stay constant like in Marvel. All that later though. One thing I'll have to get back to after releasing this next demo is setting up the script for unlocking chars, and maybe, I can soon get back to that music menu script.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: O Ilusionista on January 17, 2011, 11:13:15 am
It looks epic, nice work :cheers!:

Indeed, this REALLY looks epic!
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 25, 2011, 07:59:58 pm
Thanks O Ilusionista  :)

Got some news people, I've finally got a rom to work on one of these Sega Saturn Emulators, and it's Three Dirty Dwarfs, the one saturn game I wanted play the most!  ;D
After figuring out some of the functions, I learned how to rip the sprites through the emulator itself rather then using animget. I started on one of them, and this is what I have so far:
Spoiler
(http://img696.imageshack.us/img696/2710/sheetg.png) (http://img696.imageshack.us/i/sheetg.png/)
X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 04, 2011, 08:26:36 pm
After releasing that new demo, I went ahead and went back to work on the beta demo. This time I'm going back to adventure mod and adding two golden axe stages. I plan on ripping 5 stages from GA3 and 2 from GA2 for the complete adventure. I'm ripping and modding the enemies from SEEP's Golden Axe genesis mod. There's not much to show right now but I'm gonna post this screenshot for the lulz(I don't think I've ever used that term before).
I also plan on adding a gunster heroes adventure mode in the future, and I may cross it with Alien Soldier.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 07, 2011, 08:41:43 pm
Just about done with the first Golden Axe stage, I just have to whip up a boss for a it. Here's a few shots:
(http://img691.imageshack.us/img691/2743/sbmm1.th.gif) (http://img691.imageshack.us/i/sbmm1.gif/)(http://img14.imageshack.us/img14/2513/sbmm2.th.gif) (http://img14.imageshack.us/i/sbmm2.gif/)(http://img607.imageshack.us/img607/2854/sbmm3.th.gif) (http://img607.imageshack.us/i/sbmm3.gif/)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: talic on February 07, 2011, 09:00:27 pm
sorry, but i don't understand, the way this is going.
I mean at start it was a Smash brother type game with Sega Heroes and Sega Genesis Graphics, now.. i just don't understand it is a Fighting Sega game? a Brawl game and what about the marvel alliance thing.

I am so confuse... sorry. :nervous:
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 07, 2011, 09:25:23 pm
It's cool, I do throw a lot out there.  ;D

First off, the game is was always intended to be a brawler, but I'm also going to use everything in it to make 5 part series(that's what I got planned now) with the Sega heroes going up against the villains. That's why there's an adventure mode, to gather and decide what stages to use when I get to that mod while still giving players much to play in one mod. Same goes for the 2D stages.

To put it short, this is a multi-purpose mod for working on everything I want all at once. If you've ever played Chaotix Rage(where the whole story starts actually), just think how much better it's gonna be now thanks to all the stuff I've learned over these past 2 and a half years.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: talic on February 08, 2011, 06:45:35 am
 :wow!: OOoo.. Now i see. Cool idea i hope this come nice.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 08, 2011, 08:46:44 pm
Thanks.

I've got 2 more shots. Both of them from Godel Axe stage 2:
(http://img708.imageshack.us/img708/1213/bor0003.th.gif) (http://img708.imageshack.us/i/bor0003.gif/)
(http://img121.imageshack.us/img121/2102/bor0004.th.gif) (http://img121.imageshack.us/i/bor0004.gif/)

Maybe not a good idea to take both shots in the same spot.  :eek:

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on February 10, 2011, 03:16:26 am
This time I'm going back to adventure mod and adding two golden axe stages. I plan on ripping 5 stages from GA3 and 2 from GA2 for the complete adventure. I'm ripping and modding the enemies from SEEP's Golden Axe genesis mod.

 That's an interesting idea, having heroes from other world fight in certain game. Hopefully you got the balance right cause each game has different rule and balance.

Quote
I also plan on adding a gunster heroes adventure mode in the future, and I may cross it with Alien Soldier.
X)

 2D levels? Hmmm... Gunstar is quote hard to set IMO but Alien Soldier is even harder cause the latter is practically bosh rush game.

 Oh how many heroes will participate in this cross game?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 10, 2011, 10:11:39 pm
Quote
That's an interesting idea, having heroes from other world fight in certain game. Hopefully you got the balance right cause each game has different rule and balance.
Yeah, I'm workin' hard on that balance by trying to figure out how fast the enemies should attack and the right aggression setting.

Quote
2D levels? Hmmm... Gunstar is quote hard to set IMO but Alien Soldier is even harder cause the latter is practically bosh rush game.
I'll just be doing simple 2D and 3D levels and mix the enemies from both games. Both games were officially made by Treasure anyway for the Sega Genesis anyway. Not to mention the rips will make good use for when I get back to the Gunstar Heroes Z mod.

 
Quote
Oh how many heroes will participate in this cross game?
Besides all the characters from the main and beta demo, I still have to add in more chars from Contra Hard Corps, Guardian heroes, and Eternal Champions. If I'm able to custom make sprites, I'm hoping to fit in more recent Sega chars from Phantasy star online, Madworld, Yakuza, and Altered Beast 2(PS2). Then you still have to figure the ripping I'm doing from D.D. Crew, Three Dirty Dwarves, and I'm also looking to get Two Crud Dudes(A.K.A. Crude Buster), Alien Storm, and Astal.

So I really don't have any idea on the number right now....

BTW, my rippings from Three Dirty Dwarves:
Spoiler
(http://img834.imageshack.us/img834/2710/sheetg.png) (http://img834.imageshack.us/i/sheetg.png/)

Uploaded with ImageShack.us (http://imageshack.us)
All already cleaned a bunch of colors off, but I saved it in photoshop's extension so this is the original file.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on February 11, 2011, 05:53:34 pm
 Ah good ripping! There's an enemy ripped too.

 Oh forgot to ask this before, are you going to edit the backgrounds from Golden Axe 3 (and other games) too? I asked cause aside of complex platforming, I wonder if you'd like to make new levels.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 11, 2011, 07:15:13 pm
Ah good ripping! There's an enemy ripped too.
Thanks. The only reason the enemy was in the shot cause I had to hit'em to do the second attack. I will rip them eventually. If you've never seem the game before, here's a clip:
Spoiler
http://www.youtube.com/watch?v=fft8XGMPBPU

Quote
Oh forgot to ask this before, are you going to edit the backgrounds from Golden Axe 3 (and other games) too? I asked cause aside of complex platforming, I wonder if you'd like to make new levels.
It's depends. The GA Series is mainly beat'em up, so I'm only going to edit if I need to, since they will most likely be 3D. Gunstars for example is mainly a 2D shooter, so I will edit some stages to be 3D if I can(the mine cart and battleship stages come to mind), but they will mainly be 2D.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: talic on February 11, 2011, 08:19:58 pm
Wow Three Dirty Dwarf's that game is fantastic.
The gameplay was a little hard but i really like how smooth the sprites and stages moves. And the shadow effect was amazing.

Quick question:
There will be only 3D levels?.
i kind of preffer only 2D levels because is more easy to see, you will not have a bunch o player in front of you doing his super huge specials.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 12, 2011, 01:06:39 am
Wow Three Dirty Dwarf's that game is fantastic.
The gameplay was a little hard but i really like how smooth the sprites and stages moves. And the shadow effect was amazing.
I really like that game to for the same reasons, but know what you mean about the difficulty. I'm ok by myself, but when I played with my little brother, we kept getting confused on which dwarf we were when we got hit, and by the time we got it together, we'd get hit the third time. lol

Quote
Quick question:
There will be only 3D levels?.
i kind of preffer only 2D levels because is more easy to see, you will not have a bunch o player in front of you doing his super huge specials.
Both.  :)
If 3D stages are hard for you, I still plan to add more arcade stages for 1 on 1 combat(or whatever many players are playing).

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 12, 2011, 08:17:49 pm
Just posting up current work I did on cleaning that sheet:
Spoiler
(http://img535.imageshack.us/img535/1893/sheetf.png) (http://img535.imageshack.us/i/sheetf.png/)

Uploaded with ImageShack.us (http://imageshack.us)
I erased most of the colors, so I can erase those little dots on my own. It is about done, but apparently, the emulator screen most not have been at the right size, because all the sprites have stretch marks on them, so I'm fixing them one by one. Once I get back to ripping, I'll check the screen first before ripping.

EDIT:
For a while now, besides the Golden Axe Stages, I've brought over Cronus and updated him with more of his original Golden Axe moves and even more Free special attacks. I'd post more screen shots but they wouldn't really do the moves justice, so you'll have to wait to see them in their full glory:
(http://img59.imageshack.us/img59/753/cronus0001.gif) (http://img59.imageshack.us/i/cronus0001.gif/)
(http://img826.imageshack.us/img826/6360/cronus0004.gif) (http://img826.imageshack.us/i/cronus0004.gif/)
(http://img826.imageshack.us/img826/5531/cronus0005.gif) (http://img826.imageshack.us/i/cronus0005.gif/)

Uploaded with ImageShack.us (http://imageshack.us)

I also plan to add the real mist effects to his special attack, rather then the purple smoke seep used for him. Besides that, all that's left to do with him is prep him for 2D combat, give him AI copies for battle mode. Once that's done, I'll get back to finishing the 2 stages, and designing a new hub menu.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 18, 2011, 07:21:22 pm
Yo peeps. I'm just on the verge of completing the next update patch for the beta demo. After ripping the stage and giving cronus new moves to make him more bada**, I ripped 2 enemies from Golden Axe 3 weren't in the genesis mod we have here, Beneti(the amazon chick) and Dead Frame(The lizard looking skeletons). I also ripped a few more sprite for Cold Bit(The knight) for extra moves. I tried to make him a bit challenging with a combo chain, freespecial, and running attack:
Spoiler
(http://img812.imageshack.us/img812/4193/96828674.png) (http://img812.imageshack.us/i/96828674.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Man, Cold Bit and dead frame gave some issues waiting on them to do certain moves. Almost took me an hour to catch cold bit swinging his sword down.  >:(

On the next update I plan on making a new hub menu for adventure mode and changing arcade mode.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 02, 2011, 09:25:32 pm
I've been getting up on things recently. For one thing, Arcade mode will be all about fighting bosses now, but the number of players=number of enemies rule will still follow. I've finished Barbon and still working Antonio from the SOR series, giving both of them freespecials(Antonio's will be more flashier, but both his and Barbon's moves will still be effective). While doing that, I've started another character, Jonathan Blade from Eternal Champions. The shots are attached at the bottom now because of the recent mishap of Imageshack.

-----------------
Also, I wanna ask what people thought of putting noreflect in combo attacks in the demo I uploaded right here:
http://www.filedropper.com/sbmmnoreflectdemo (http://www.filedropper.com/sbmmnoreflectdemo)

The purpose to keep the action going without slowing down much(much like in Marvel Alliance). Any comments or suggestions about it will be appreciated.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on March 03, 2011, 05:32:28 am
Quote
I've finished Barbon and still working Antonio from the SOR series, giving both of them freespecials(Antonio's will be more flashier, but both his and Barbon's moves will still be effective).

 Good! Are they for Streets of Rage world?

Quote
I wanna ask what people thought of putting noreflect in combo attacks in the demo I uploaded right here:

 From the Marvel Alliance video you showed in demo thread, I think it's better to use defense command instead of noreflect cause you can specify the damage which can be endured by characters. Even better, you can define different defense value for different character.
 Noreflect is best used for attacks which won't put entity in PAIN or FALL at all.

 About the mod, this noreflect is hardly significant IMO cause there are so many knockdown attacks 'flying around'.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 21, 2011, 06:28:02 pm
Yo people, I'm back!  :cheers!:
My aunts PC broke down again, so I was out for a while, and SBMM work kinda slowed downed from playing Yakuza so much. I beat about 2 weeks back, but I bought phantasy star universe to, then I beat that last weekend. Besides working on cosmic damage again, my schedule is freeing up.
Since those screen shots I posted last time, I've begun to set up a new hub menu for Battle mode using a simpler trick from hitting big TVs. Now your taking to a menu with all the stage put up, and you select by moving your cursor to the desired stage, pressing a button, and your all set. Check the 2 shots below.  ;)

Good! Are they for Streets of Rage world?
Yep.  :)

Quote
From the Marvel Alliance video you showed in demo thread, I think it's better to use defense command instead of noreflect cause you can specify the damage which can be endured by characters. Even better, you can define different defense value for different character.
 Noreflect is best used for attacks which won't put entity in PAIN or FALL at all.

 About the mod, this noreflect is hardly significant IMO cause there are so many knockdown attacks 'flying around'.
I see. I'll have to look into that command. Thanks.

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on March 21, 2011, 06:43:20 pm
 Welcome back!

 That's cool level select menu! Hopefully it's stable if player stands between 2 TVs and 'click' there.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 21, 2011, 06:47:44 pm
Thanks Blood.

Not to worry about stability. I was thinking about this myself so I shot 2 TVs at once with Earthworm Jim(I didn't have the cursor entities yet), and I was just taken to one of the levels. It's all good.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 27, 2011, 02:24:28 am
You guys remember that sprite I tried to make some time ago:
http://lavalit.com:8080/index.php/topic,2575.msg73373.html#msg73373 (http://lavalit.com:8080/index.php/topic,2575.msg73373.html#msg73373)

I'm about to attempt it again, but this time with a different character. I recently found "The Club" for the Xbox360 at a disc reply a few weeks back, and with this being a sega title, I had to try to do something. I'm starting off with the Club's favorite son, Killin:
http://www.gamespot.com/xbox360/action/theclub/images/6185766/1/?tag=thumbs_below%3Bthumb;1 (http://www.gamespot.com/xbox360/action/theclub/images/6185766/1/?tag=thumbs_below%3Bthumb;1)

With him, there are two characters I plan on using as a base: K'(KOF) and Kabal(Mortal Kombat). If any of you guys have any suggestions, let me know.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on March 28, 2011, 12:03:08 am
 That guy uses a gun, are you going to have another shooter in this mod?

Quote
With him, there are two characters I plan on using as a base: K'(KOF) and Kabal(Mortal Kombat)

 So you are going to shrink them after editing?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 28, 2011, 01:01:29 am
Quote
That guy uses a gun, are you going to have another shooter in this mod?
Most likely, but it will only be for his freespecials, I'll try to mix his moves between K' and Kabal, and anyone else I think may have fitting moves.

Quote
So you are going to shrink them after editing?
I'm shrinking them before editing. I want them to be close to Streets of rage as I can do them, and shrinking them afterwords will only mess up the end result in game.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 31, 2011, 10:13:33 pm
The new SBMM update is going a little slow while trying to learn these scripts and working on other projects, but These are the things I'll be updating:
-Grab problems: Left attack 3 on grab moves, cause attack to hold on to targets, which results in crashes.
-New stage select menu: A few posts above.
-The new arcade mode.
Some characters may be made in between these updates, like Blade from Eternal Champions who's close to being finished.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 07, 2011, 09:56:08 pm
YO people. I have a question to ask about SBMM and what anyone here thinks should be concentrated on first. I'm still behind on adventure mode and arcade mode, so I wanna know which one do you think I should focus on more. Either full levels of bad guys or organized 1-0n-1 or higher fights.

Also, the characters. Should I grab the ones already done in the main demo and just update them, or should I keep on adding new who haven't been done yet?

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on April 10, 2011, 01:16:39 am
Quote
so I wanna know which one do you think I should focus on more. Either full levels of bad guys or organized 1-0n-1 or higher fights.

 Umm... I'm not sure about the main theme of your mod. Is it about 1vs1 fights or adventure? The answer will be my answer to your question.

Quote
Should I grab the ones already done in the main demo and just update them, or should I keep on adding new who haven't been done yet?

 Hmmm... how many characters you'd like to have?
 The answer to this question depends on your focus. Do you focus on wide variety of characters or abilities they have?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 10, 2011, 01:33:04 am
Quote
Umm... I'm not sure about the main theme of your mod. Is it about 1vs1 fights or adventure? The answer will be my answer to your question.
The main theme altogether is a fighting game full of sega characters, but I wanna have multiple play styles to it.

Quote
Hmmm... how many characters you'd like to have?
as many as I can think of and able to get in.  :)
Quote
The answer to this question depends on your focus. Do you focus on wide variety of characters or abilities they have?
Variety, besides, most of them have various abilities anyway. You do have a point though, I guess it does depend on my focus. I could probably do it in turns: update 2 or 3 pre-made chars from the main demo, then make 1 whole new character.

My post was mainly to see what people might have wanted to see done with this mod first, or their input on it. I guess I'll just going at it as usual.  :)

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 13, 2011, 08:16:22 pm
Working a little slowly thanks to MS paint taking long to load up and even save files, I've finally got all the cursors done for the stage select screen(a few posts back)
Not only that, but I've got the first Gunstar Heroes modified and ready for the beta demo, so the next update will contain both of those after I set the enemies for some of the battle mode stages since I haven't got some of the newer chars in them.

I plan on getting the new arcade mode set after this, with two Streets of rage, Golden Axe, sonic bosses ready, and I can set up a good demo of that.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 16, 2011, 05:35:49 pm
Ok people. I've finished some fixes I had to make last night and everything seems to be running smoothly. The only problem I'm having is that SBMM wont run when I use the new update I have set up in my Portable HD, but still runs on my Main HD and paked on the wii, with the log file not giving my any reason why. Instead of racking my head over it, I'm just gonna upload the whole data and pak downloads for the beta. I've also notice me filedropper links have died since the last upload, so I gotta take'em down. If I don't run into any problems, I'll have them up in a few hours from now.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 18, 2011, 07:40:19 pm
Ok, not that I got that new update out of the way, I've already gotten started on the new additions to Arcade mode. First off, General Slaughter from Battletoads is ready. With him and the other 4 bosses from SOR and Golden Axe, I wanna get one more boss ready: Mecha Knuckles. If any of yall played my last chaotix rage demo, this boss appeared on th pumpkin hill level. He mainly uses projectiles with only one close up attack, and I plan on giving him two more moves to. Once I'm done with him, I'll gather up some enemies to face when you choose to face them in team battles. I'll make screen shots soon.

BTW, BIG reminder: The new update was uploaded last night. If you haven't gotten it yet, click on my sig and scroll down to Beta demo. From there, click on the link under Data Download.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on April 18, 2011, 10:58:48 pm
 Good work! So does this mean, there will be Battletoads world?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 18, 2011, 11:22:49 pm
Battletoads had their own world long ago(hey have 2 adventures stages in the main demo, and one of them WAS the FIRST adventure stage. lol). I do plan on merging with double dragon and just having a single adventure for the Ultimate Team.

BTW, I have script here I was getting help for months ago(before this PC went down), it's the script for unlocking a character after completing a stage, but I never got it to work. Thing is, the topic I kept this in was in the script section, and I don't think any of the topics there were removed from that clean up, but I still can't find it. Since I'm finally getting started on Arcade mode, I'd like to get this script done to unlock defeated opponents(or secret heroes you run into). I'll attached it here for anyone to take a look at it. It also had to be placed in a level.txt as so:
Quote
endlevelscript        data/Scripts/MS1-UL.C
Afterwords, I still need a method of the unlocked chars icon showing up in the select screen.

EDIT: SHOTS!

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: maxman on April 19, 2011, 01:03:23 am
Looks like this mod is progressing really good. And for the stages, is that a stage select? Your shots are good though. :thumbs_up: ;) You've been working on it for years on this, eh? Since you registered. Just like me. :) I registered but never bothered modding till two months later I started.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 19, 2011, 01:48:20 am
Yeah, ever since finding out about megasonic, I was dead-set on modding from that point on.  ;D
BTW, that shot is from arcade mode. Stage Select is shown on this post at the bottom:
http://lavalit.com:8080/index.php/topic,2575.msg76933.html#msg76933 (http://lavalit.com:8080/index.php/topic,2575.msg76933.html#msg76933)

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: maxman on April 19, 2011, 01:56:17 am
Been involved with Mugen forums lately. Of course, I saw the stage select and it's interesting. :) I know I come post sometimes. Never been active as I used to be, since I started school. I visit a little bit.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 25, 2011, 05:20:47 pm
Been meaning to update you guys on this for a while but kept forgetting the shots. The arcade menu will work much like the battle mode menu, but you will have 4 choices of bosses for each round(may go up to 7, with your choice of the final boss on round 8 ), and how many you wanna face. NPC will be spawned with you in those matches:
(http://www.imgplace.com/img831/4628/83bor0032.th.gif) (http://www.imgplace.com/viewimg831/4628/83bor0032.gif)(http://www.imgplace.com/img708/2741/18bor0033.th.gif) (http://www.imgplace.com/viewimg708/2741/18bor0033.gif)(http://www.imgplace.com/img847/3310/56bor0034.th.gif) (http://www.imgplace.com/viewimg847/3310/56bor0034.gif)
Because I only have 6 bosses ready, you will only have two bosses to choose from till I get more done.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 26, 2011, 10:39:53 pm
For a little bit now, I've been updating Pulseman and Socket:
(http://www.imgplace.com/img28/3408/850000.th.gif) (http://www.imgplace.com/viewimg28/3408/850000.gif)(http://www.imgplace.com/img28/9311/390001.th.gif) (http://www.imgplace.com/viewimg28/9311/390001.gif)
Look forword to them soon.
Also, the new update patch is made, tested, and ready for download. Remember, if you don't have the beta demo data folder, get it here:
SBMMbeta_data_.zip - 134.25MB (http://www.zshare.net/download/89123342846f0618/)
and extract this beta patch into the data folder:
http://www.mediafire.com/?u8djc7qphi56wtm (http://www.mediafire.com/?u8djc7qphi56wtm)
This new beta patch includes the new arcade mode. If you choose to face more then 1 opponent, allys will be spawned on your side, and more enemies will spawn for each player in the match.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 27, 2011, 09:24:12 pm
So, one of the steps I'm taking after the arcade release for the beta demo is updating in the main demo. I don't know if I'll release a new update of that of it's own yet, but I can just update some chars a little quicker. So far, I've gone through Zitz, Pimple, and Grinder:
(http://www.imgplace.com/img171/7347/760015.th.gif) (http://www.imgplace.com/viewimg171/7347/760015.gif)(http://www.imgplace.com/img819/5628/310016.th.gif) (http://www.imgplace.com/viewimg819/5628/310016.gif)
Man I love the D.D. crew stage BMG I used on that level.  :)

I planned on tackling the SOR cast who aren't in the beta demo yet, but decide the uh..... job..... that the authors of SORxxx did, the sprites have to manually be set via offset command which making the sprite placement more tedious, but the sprites palettes weren't even done right either. Hoping to find some clean rips or devise someway of ripping from SORv5, cause I like those upgrade moves(Zan's I could paste edit though), and adam's new sprites. I will ask for permission on that first though.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on April 28, 2011, 05:35:37 pm
Small update here. Finished adding new features for a few more guys, Espio, Shadow, Archie, Lorenzo, and Reese. All of them including the 3 in the last post only need their icons done and platform attacks for 2D gameplay.
(http://www.imgplace.com/img852/9665/76bor0018.th.gif) (http://www.imgplace.com/viewimg852/9665/76bor0018.gif) (http://www.imgplace.com/img638/8304/76bor0019.th.gif) (http://www.imgplace.com/viewimg638/8304/76bor0019.gif)

P.S. Lovin' the track I used in this level to.  ;D

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 03, 2011, 11:58:55 pm
Yo guys. If you haven't noticed,  was gone for the past few weeks because the PC was being fixed. It's back up now and running just fine. Over that time I jumped around other projects so you will see my progress on them at some point. Anyway, here are the next three chars for the roster: Larcen, Randy, and Hyu.
(http://www.imgplace.com/img228/2839/18larcen1.th.gif) (http://www.imgplace.com/viewimg228/2839/18larcen1.gif)(http://www.imgplace.com/img861/7864/76larcen2.th.gif) (http://www.imgplace.com/viewimg861/7864/76larcen2.gif)(http://www.imgplace.com/img814/135/76larcen3.th.gif) (http://www.imgplace.com/viewimg814/135/76larcen3.gif)(http://www.imgplace.com/img861/1897/66randy1.th.gif) (http://www.imgplace.com/viewimg861/1897/66randy1.gif)(http://www.imgplace.com/img825/7841/54randy2.th.gif) (http://www.imgplace.com/viewimg825/7841/54randy2.gif)(http://www.imgplace.com/img13/5223/38randy3.th.gif) (http://www.imgplace.com/viewimg13/5223/38randy3.gif)(http://www.imgplace.com/img830/4231/87hyu1.th.gif) (http://www.imgplace.com/viewimg830/4231/87hyu1.gif)(http://www.imgplace.com/img541/1365/62hyu2.th.gif) (http://www.imgplace.com/viewimg541/1365/62hyu2.gif)(http://www.imgplace.com/img834/2250/25hyu3.th.gif) (http://www.imgplace.com/viewimg834/2250/25hyu3.gif)

All three are more then halfway finished and will be included in the next update. Besides them, I've been going back and updating more chars in the main demo, including Tails, Shadow, Blaze, Zan, Max, and more.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 09, 2011, 02:29:07 am
The time for the new patch is getting close. As usual, it will come with a few new characters, so after this, I will work on the new sonic adventure stage, bring over the other stages from the main demo. At some point during that time, I may finish up Alisia Dragoon and finish modifying some of the guys from the main demo. Here's some shots from some test runs:
(http://www.imgplace.com/img708/6591/87bor0038.th.gif) (http://www.imgplace.com/viewimg708/6591/87bor0038.gif)(http://www.imgplace.com/img822/9272/52bor0039.th.gif) (http://www.imgplace.com/viewimg822/9272/52bor0039.gif)(http://www.imgplace.com/img6/4051/97bor0040.th.gif) (http://www.imgplace.com/viewimg6/4051/97bor0040.gif)(http://www.imgplace.com/img14/9533/28bor0042.th.gif) (http://www.imgplace.com/viewimg14/9533/28bor0042.gif)

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 11, 2011, 07:43:55 pm
Now that I have something to show off, I can update again. I decided to finish up Nack the Weasel before the next update:
(http://www.imgplace.com/img839/2215/98nack1.th.gif) (http://www.imgplace.com/viewimg839/2215/98nack1.gif)(http://www.imgplace.com/img594/4153/97nack2.th.gif) (http://www.imgplace.com/viewimg594/4153/97nack2.gif)(http://www.imgplace.com/img146/7750/51nack3.th.gif) (http://www.imgplace.com/viewimg146/7750/51nack3.gif)

I had a thought just a while ago, and I think I may edit his shotgun into something that shoots a lazer and use that as his new special move, I just need to figure out how I'm gonna do it.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on June 12, 2011, 09:32:45 pm
Quote
I think I may edit his shotgun into something that shoots a lazer and use that as his new special move, I just need to figure out how I'm gonna do it.

 Good idea! What about having alternate shot such as 3 way or piercing beam?
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 13, 2011, 02:41:11 pm
In one of the comic issues though, Nack did shoot sonic with some type of scoped lazer gun, but it wouldn't hurt for it to pierce through. lol, now your giving my ideas for his hand gun.  ;D

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 16, 2011, 12:13:21 am
New Sonic adventure stage is up folks, and after playing this, I realize that I need to update some of those robots with new attacks, jump animations, and Palettes:
(http://www.imgplace.com/img171/7557/26sab0.th.gif) (http://www.imgplace.com/viewimg171/7557/26sab0.gif)(http://www.imgplace.com/img17/3668/47sab1.th.gif) (http://www.imgplace.com/viewimg17/3668/47sab1.gif)(http://www.imgplace.com/img580/9726/29sab2.th.gif) (http://www.imgplace.com/viewimg580/9726/29sab2.gif)(http://www.imgplace.com/img690/3429/48sab3.th.gif) (http://www.imgplace.com/viewimg690/3429/48sab3.gif)(http://www.imgplace.com/img823/8160/22sab4.th.gif) (http://www.imgplace.com/viewimg823/8160/22sab4.gif)(http://www.imgplace.com/img600/2485/60sab5.th.gif) (http://www.imgplace.com/viewimg600/2485/60sab5.gif)
Soon, I'll be getting those stages that's been sitting in the main demo and bring them over here. I already updated the SOR and Battletoad enemies in the noreflect demo, so after removing that command, they'll be ready.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: MatMan on June 16, 2011, 03:52:49 am
Cool, looks like utter mayhem (Good Times) ;D
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 16, 2011, 08:48:57 pm
It does, don't it? lol
There's a lot of enemies around but their health is low, so most of them will die quickly. This is my way to regulate my need to throw in a lot of enemies in one place.  ;D

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 26, 2011, 08:20:23 am
New Zan anims:
(http://hostinga.imagecross.com/image-hosting-04/9057Zan-FSP6.gif) (http://www.imagecross.com/)Image Hosting (http://www.imagecross.com/) FSP-6 gif based on SORRV5

(http://www.imgplace.com/img683/3934/68zfsp7.th.gif) (http://www.imgplace.com/viewimg683/3934/68zfsp7.gif) FSP-7 color

(http://hostinga.imagecross.com/image-hosting-04/182Zan-FSP7.gif) (http://www.imagecross.com/)Image Hosting (http://www.imagecross.com/) FSP-7 gif

(http://www.imgplace.com/img708/2955/52zfsp8.th.gif) (http://www.imgplace.com/viewimg708/2955/52zfsp8.gif) FSP-8 color

(http://hostinga.imagecross.com/image-hosting-04/4288Zan-FSP8.gif) (http://www.imagecross.com/)Image Hosting (http://www.imagecross.com/) FSP-8 gif

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 27, 2011, 02:50:16 am
Here's a new attack for blaze, a Firey version of her special2:
(http://hostinga.imagecross.com/image-hosting-04/1805Blaze-FSP9.gif) (http://www.imagecross.com/)Image Hosting (http://www.imagecross.com/)FSP9 GIF

(http://hostinga.imagecross.com/image-hosting-04/5977bor---001.png) (http://www.imagecross.com/)Image Hosting (http://www.imagecross.com/)Screenshot of second wave

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on July 27, 2011, 07:42:48 am
 :laughing: Soul Fire is really burning!

 BTW are you using sprites from Rage of the Streets or you ripped Blaze's and Zan's sprites yourself? I asked this cause the former has color loss due to use of BoR palette.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 27, 2011, 07:47:11 am
SOrxxx, been usin' them since i started this mod.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on July 27, 2011, 08:01:00 am
 My, you should refresh their sprites including other Streets of Rage characters. AFAIK they are using Beats of Rage palette and lose their original colors. Try ripping yourself or get ripped sprites somewhere and reconvert the sprites for this mod.

 You are using 16bit so there's no reason to force palette anymore.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 28, 2011, 05:21:42 am
Yeah, I may do that, but SOR3 already has ripped sheets, so I just need to rip certain moves, like Blazes knife uppercut. I'll be doing the same thing with Vector and Vectorman, :laughing:, to.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on August 17, 2011, 08:34:23 am
Brawlers:
It's been a while, again, since the last update, and didn't do much around working on Demon's Hand, so after about almost week out of town to a family reunion, I'm gettin' back to brawlers. So far, to following chars in the screenshots have been updated for 2D gameplay:
(http://www.imgplace.com/img696/5728/76tails.th.png) (http://www.imgplace.com/viewimg696/5728/76tails.png)(http://www.imgplace.com/img560/9602/80shadow.th.png) (http://www.imgplace.com/viewimg560/9602/80shadow.png)(http://www.imgplace.com/img839/6003/35archie.th.png) (http://www.imgplace.com/viewimg839/6003/35archie.png)(http://www.imgplace.com/img508/558/77lorenzo.th.png) (http://www.imgplace.com/viewimg508/558/77lorenzo.png)(http://www.imgplace.com/img651/8733/95reese.th.png) (http://www.imgplace.com/viewimg651/8733/95reese.png)(http://www.imgplace.com/img814/5104/64zitz.th.png) (http://www.imgplace.com/viewimg814/5104/64zitz.png)(http://www.imgplace.com/img803/720/92pimple.th.png) (http://www.imgplace.com/viewimg803/720/92pimple.png)(http://www.imgplace.com/img641/3107/56grinder.th.png) (http://www.imgplace.com/viewimg641/3107/56grinder.png)
I still have Mighty, Blaze, Zan to go, and then I can finally finish Alisia Dragoon. Once I'm done with them, I'm bringing back 5 stages from the main demo, you can already see tails on Planet Scorch from Ristar.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 04, 2011, 01:14:44 am
Yo people. Work as been slow but I'm gettin' stuff done. other then getting all those chars ready for the next update, I got Alisia Dragoon done and her monsters, who will chase enemies while shooting their projectiles. I brought 4 stages from the main demo, and put on a new 2D stage I made from a Sonic CD stage. At the moment, I'm fixing problems within a few characters, giving Vector the Crocodile a new move, and finally put a blast hitflash on his bubble move, which was intended since I first made him in Chaotix Rage to be like it was in Sonic Heroes.  ;D I've given every Golden Axe enemy a jump animation, cause i found you could get stuck in stage 2 if they're on the other side of that hole offscreen, and the only to get to them is to have a homing weapon or screen filling attack, both attacks Earthworm Jim has. The last thing I'm thinking of is a new move for Adam, but I can't think of anything.  >:(

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 07, 2011, 12:07:49 am
Ran into an issue here folks. I'm doin' a little updating for Vector and I can't figure it out how to do this right. Since I first made him Chaotix Rage, one of his moves were shooting fire out of his mouth, but the sprites were just copy over to make the flames larger while vector turns left and right. Now I'm getting him to actually shoot those flames in short distances, but I'm having trouble trying to get the fire to shoot in certain detections. The flip x in drawmethod has no effect on the flames and the turn command can only be used once. I could try making the flames face a different direction, but if I do that, they will shoot in that direction regardless, and if done when vector is facing the oppisite direction of the flames, it's gonna look like he's twirling around and farting flames out his a**, which is funny to think about, but not what I'm trying to do. So, how am I gonna make this guy actually turn around multiple times in one animation?

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 07, 2011, 01:11:49 am
Quote
So, how am I gonna make this guy actually turn around multiple times in one animation?

 Well, I believe you know what answer I'm going to say ;D ;D

Spoiler
Script solution!

void flip()
{// Flip to opposite direction
    void self = getlocalvar("self");
    int dir = getentityproperty(self,"direction");

    if(dir==0){ // Facing left?
      changeentityproperty(self, "direction", 1);
    } else {
      changeentityproperty(self, "direction", 0);
    }
}

This is one of useful basic functions :)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 07, 2011, 01:16:45 am
And that's the answer I was counting on.  ;D
Thanks.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: nsw25 on September 07, 2011, 05:46:27 am
will the next update be a PAK file ? i remember trying ti diwnload a demo of this prior and was just stacks of different folders and couldnt work out how to get it to work :(
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 07, 2011, 10:09:14 pm
Sorry about that man but know one ever told me about that and I found out for myself during a test where I downloaded it. Since then I've been working on this new update, but I don't know if I can pak it because the last time I tried, it failed because I reached the file limit. So unless certain limits are expanded, I may not be able to pak this again.

Anyway, that script with vector worked, so now is fire moves is handled, and I also gave him a new move to, he shoots music from his mouth.   :)
(http://www.imgplace.com/img89/10/26vectorfsp1.th.gif) (http://www.imgplace.com/viewimg89/10/26vectorfsp1.gif)(http://www.imgplace.com/img97/1695/48vectorfsp2.th.gif) (http://www.imgplace.com/viewimg97/1695/48vectorfsp2.gif)(http://www.imgplace.com/img225/2088/20vectorfsp31.th.gif) (http://www.imgplace.com/viewimg225/2088/20vectorfsp31.gif)(http://www.imgplace.com/img833/8576/99vectorfsp32.th.gif) (http://www.imgplace.com/viewimg833/8576/99vectorfsp32.gif)

but I've ran into a snag again. For some reason, Vector's brawler A.I. file cause OpenBOR to crash now. The log said "can't compile script" but he has the header for it, but then I also found this:
Code: [Select]
Script compile error: can't find function 'attack1'

Script compile error in 'animationscript': attack1 line 9, column 12

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

Can't compile script!

Of course, every characters has a attack1 animation, so I have no idea what's goin' on here. I'll attach vector's A.I. file and scriptlog encase their needed.

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Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 08, 2011, 01:01:54 am
 Well, the log said, VectorB can't find attack1 function NOT can't find ATTACK1 animation. I checked his text and found this:

Quote
animationscript data/scripts/escript.c
animationscript data/scripts/script.c

 Why he uses 2 animation script? I believe one is plenty.

 I can't tell the exact file to fix because of this but the error message means the animation script VectorB is using don't have attack1 function.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 08, 2011, 01:08:40 am
I'm not too surprised, I did think the attack"1" thing might be a possibility, but I didn't go through it before coming here.

The Escript is for enemy A.I. and the second one is just for the scripts used in it. I only kept them apart because that was the script someone(maybe you) passed to me, so I kept it in it's own file, but maybe I can put them together.

Anyway, I'll look into the missing attack 1, but here's the thing, if this is a problem now, how come this never came up before? I never got this message until after I finished those new moves and copied it to him. Must be something the new version detects now?

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on September 08, 2011, 09:05:40 pm
I tried to fix it for him but I went through every attack and added 1 to the ones that were missing it, but for some reason, the game crashed again for tails, but the same fix I applied to vector actually worked, and OpenBOR didn't crash on the stage his A.I. is spawned.
Well, the log said, VectorB can't find attack1 function NOT can't find ATTACK1 animation. I checked his text and found this:

Quote
animationscript data/scripts/escript.c
animationscript data/scripts/script.c

 Why he uses 2 animation script? I believe one is plenty.

 I can't tell the exact file to fix because of this but the error message means the animation script VectorB is using don't have attack1 function.
Then it's the second script.c then, because this didn't come up until I gave that to him, and he needed it for the throw and turn scripts.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on September 10, 2011, 12:55:53 am
Quote
how come this never came up before? I never got this message until after I finished those new moves and copied it to him. Must be something the new version detects now?

 Looks that way. Regardless, as I said before, one animation script is plenty so just use one file for it and gather all your required functions in there.

Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 02, 2011, 10:54:15 pm
Last night I opened up Shiva and Lisa 3 and Golden axe Legends for some bosses to use in arcade mode, and eventually secret characters. I wont show much right now, but here's some cut and Paste edits of Yamato:
(http://www.imgplace.com/img262/8015/97edits.th.gif) (http://www.imgplace.com/viewimg262/8015/97edits.gif)
His sprites are limited but I'll try to give him some cool moves, and I already have a few ideas.  ;)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 06, 2011, 12:42:54 am
Another boss I edited from shiva and lisa.... technically, he wasn't a boss in this mod, but whatever, here's shiva, and he's more then 90% done:
(http://www.imgplace.com/img90/9336/87bor0063.th.gif) (http://www.imgplace.com/viewimg90/9336/87bor0063.gif)(http://www.imgplace.com/img831/7476/86bor0071.th.gif) (http://www.imgplace.com/viewimg831/7476/86bor0071.gif)(http://www.imgplace.com/img13/7171/18bor0080.th.gif) (http://www.imgplace.com/viewimg13/7171/18bor0080.gif)

All he needs are 2 animations, and 2D gameplay, and he'll be set. I also edited a punch sprite for him and gave him a special2 similar to Blaze's.  :)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 07, 2011, 07:26:50 pm
What up people. I gots a new video up, a preview of shiva:
http://www.youtube.com/watch?v=lJZiiwXFb-Y

Sorry for the lag, but this is the best I can do until we get a new windows program or a better recorder.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: ryomaneo on October 08, 2011, 02:40:23 am
Excellent work dj your mod is such a masterpeice but my suggestion would be also for other chars to be added to it perhaps dj boy and cyborg justice. http://www.youtube.com/watch?v=ZtiXaUU0I2U
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 08, 2011, 04:54:52 pm
Dizzam, I just spoke to someone on youtube about DJ Boy. Anyway, here's a copy of that post:
Quote
In time. I still have many characters I have to update from the older version of brawlers, so DJ boy isn't the only one on the waiting list.
Though, I think your the first guy who brought up Cyborg justice. I've only seen one sheet from the game  for the main character you start with, and I don't think it was even full. Regardless, I can't get them now, but I'll keep the game in mind.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 15, 2011, 08:48:37 pm
Wow, posts are missing.  :oops:

Anyway, here's a set of shots for Yamato's last 2 moves:
first set:
1st shot: Yamato runs straight through the stage.
2nd shot: when hits an enemy, he stops, and summons a clone
3rd shot: Yamato and his clone perform a fast combo on the enemy, and finishes with a sword slash. The clone then vanishes.

Second set:
1st shot: Yamato runs straight through the stage.
2nd shot: when hits an enemy, he slashes them and slides to a stop, then vanishes.
3rd shot: Yamato Clones appear, each one takes a slash at the enemy and vanishes. Yamato reappears.

With these done, all I need to do is add the shrapnel to Yamato's Special move and he'll be ready for 2D combat.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: maxman on October 15, 2011, 10:37:55 pm
Wow! I like the way you make Yamato summon the clone in a different side. It's awesome, indeed!

About posts being removed, this isn't the first time it happened now. It happened after you posted in my Dragon Duo post of Jeff and I saw msmalik681's post of Kazuya work or something, I forgot, somewhere around May this year. You remember me posting someone's Jeff sprite. After that, it got removed so I reposted it.

Too bad some posts got removed here like before. I didn't know the posts got removed till I came to this thread. Plus I heard from utunnels or SX saying posts were removed. I don't quite remember who said it though.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 16, 2011, 12:54:58 am
Thanks Maxman. To be more accurate, I'm shooting that clone with a script @cmd and adding "NoMove 1"rather then using spawn, because attacks from a spawned entity doesn't count towards you, so I use shoot for more complex projectiles, but this is the first time I've done something like this, and it's really cool how it turned out.
-----------
About the missing posts, I noticed the topic up on the side but didn't read through it, I pretty much got the hint from the title, but this is something that happens every once in a while.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on October 16, 2011, 11:24:06 pm
 Cool clone attack! And it's good thing you pay attention to scoring too.

 Maybe you could add another clone attack to do whole screen attack. I'm referring to Yamato's 2nd clone attack, in which he summons a clone then each one stands on each screen edge. Both slashes to opposite edge to slash anyone standing. You could make something similar ;)

Quote
Too bad some posts got removed here like before. I didn't know the posts got removed till I came to this thread. Plus I heard from utunnels or SX saying posts were removed.

 Lost, maxman not removed! There's big difference between those.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 17, 2011, 01:18:14 am
Wow, how come I never thought of anything like that? I don't how I'd get them to stand at certain coards at any given moment, but I could do a move I did for another project. One of the heroes charges up, then shoots animations of himself running very fast through both sides of the screen, then both shots come back and die, and at that moment, the hero reappears again. I've already got a similar idea for Yamato now, so I'll change his free special 6 when I get back to him.
Doing these moves with Yamato has been giving me ideas of ninja tracks for Espio, Joe, and Hayate Musashi, so if I remember, I'll add new moves to them, Hayate wont make it into this next update though, so he'll be updated later.
Thanks for the ideas there Blood.  :cheers!:

P.S. Max and Roo are being updated, in case your interested in knowing.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on October 18, 2011, 05:28:28 am
 You could modify the shoot function to spawn the projectile on certain coordinate instead, relative to screen that is. I have function to spawn relative to screen but it's basic spawn not shoot version.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 18, 2011, 06:09:32 pm
Cool, but I may not need it now. I changed the move to have yamato spin, split into 6 fast clones going in different directions and slashing. Maybe for a certain battle in mission mode, I can come up with something for that script.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 26, 2011, 04:53:47 pm
Quick announcement here folks: I paked Sega Brawlers a while ago and started it to see if it would work, and this time, it actually did work this time, I still have it paused at home right now, but the next release will be paked this time, and I'm still gonna upload the data folder for it to separately though. There's not much left for me to do, Max, Roo, Yamato, and Shiva are finished, I gave Mighty the Armadillo 3 more free specials, and added 5 stages from the older demo. The only things I've got left to do is add those 5 stages to the stage select menu for battle mode, and properly insert shiva's sound files. I was gonna add a Ristar boss to the roster, but he's gonna need more work with his sprites since they were only ripped in pieces and I need to edit some and rip animations, so I may have him in next time. That's all for now: Peace.

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on October 27, 2011, 08:47:30 pm
Ayo, just posting screenshots if Max and Roo, both of the have SORRv5 based alternate pallets, and so do shiva and yamato for that matter. If all goes well, this demo will be released tomorrow afternoon.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 03, 2011, 01:54:52 am
I've been keeping my latest work on brawlers under wraps when I've taken the time to work on it, but I will let you guys know I've gone back to ripping sprites from Three Dirty Dwarfs using the Yabuase Sega Saturn Emulator:
(http://www.imgplace.com/img256/830/20greg.th.png) (http://www.imgplace.com/viewimg256/830/20greg.png)
(http://www.imgplace.com/img593/6919/70idle.th.png) (http://www.imgplace.com/viewimg593/6919/70idle.png)(http://www.imgplace.com/img832/6933/36walk.th.png) (http://www.imgplace.com/viewimg832/6933/36walk.png)(http://www.imgplace.com/img825/6760/58attacks.th.png) (http://www.imgplace.com/viewimg825/6760/58attacks.png)

Because the debug VDP1 menu keeps the background black, I'll have to take these home and color in the missing black color from the pink copies. I don't much about this emulator except for the debug mode and using the space bar to frame skip when you pause the emulator, so if anyone here may happen to know a better way to rip with this emulator, I'd be happy to hear it, because the folks at Spriters-Resource ain't much help right now.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: BeasTie on December 03, 2011, 02:23:13 am
maybe you should capture shots with normal background still there and just clean unwanted pixels, find a spot in game where he can stand infront of a background that doesnt have any colors the char uses then can automate in photoshop or w/e to make unwanted colors your pink transparent color.

Also you could try just capturing video of gameplay that way you can just play as normal capturing hundreds/thousands of frames, then is quite easy to load the video into something and export every frame as an image then run through your automation that removes every color except ones the char uses, then you can just dig through them and pick out what you need.  I've done this to rip from mame and dos games before.

Edit: forgot to say played your mod a while back, it's really cool, i'd been trying to do something like that at the time then saw your mod and was blown away.  I been messing with something similar again, but starwars sprites.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 03, 2011, 02:32:52 am
Those would be a good ideas but the problem is that the sprites are stretched in the game(Check attachment below), and the method I'm using is the only way to rip the perfect sprites, unless I figure out the the exact video resolution so the stretches don't come up. Your ideas would be good for my arcade rips though.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: BeasTie on December 03, 2011, 05:22:57 am
should be able to force it's native resolution somehow, did a quick search I think these are the choices you have to try. The first or second being the likely ones.

320x224, 640x224, and 720x576 Resolution ..
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 03, 2011, 03:37:10 pm
Nope. 320x244 is the default resolution, and the other two still have stretched sprites.

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Fightn Words on December 03, 2011, 08:17:15 pm
Quote
Quote
so if anyone here may happen to know a better way to rip with this emulator, I'd be happy to hear it

BeasTie is right, when I ripped Saturn sprites I used a different emulator, which I could alter to fit at Un-stretched resolution. I was able to save video & use it for ripping (be aware that the file sizes get pretty big quickly). I used SSF which should have similar functions to Yabuse. Good luck DJ.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 03, 2011, 11:16:12 pm
SSF huh? I'll see if I can get it to work.

On another note, I'm more then halfway done with my next update, so I'll finally let yall in on it. What I'm putting together is a new mode called Alliance mode. If any of you played my Noreflect demo, it's basically just like that. If you haven't, 4 NPCs are spawned with you, and you all fight together against enemy mobs all mixed together from adventure mode. I'm only doing 4 stages for now and I'm about done with the 4th one:
(http://www.imgplace.com/img830/7889/79bor0107.th.png) (http://www.imgplace.com/viewimg830/7889/79bor0107.png)(http://www.imgplace.com/img94/7643/42bor0114.th.png) (http://www.imgplace.com/viewimg94/7643/42bor0114.png)
If any of you guys remember, I originally wanted to make a Marvel Alliance style Sega mod. This Alliance demo is basically a demo of that. 2 Rick taylors are also being updated for this mod, the Splatter house 3 and mutant version(Same game really).

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Cyrus Annihilator on December 04, 2011, 05:30:36 pm
Great project!!! Congratz!
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 04, 2011, 07:19:26 pm
Thanks.  :)

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on December 05, 2011, 03:12:29 am
 Nice work!
 Do the NPCs have significant difference? With mixed sprites like this, it would be hard to tell NPCs and enemies unless they are different.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on December 05, 2011, 07:10:54 pm
It shouldn't be too hard to tell who your friends are, your teaming up with the other heroes just like in arcade mode and the enemies you'll be facing are the ones from their respective games, much like Marvel Alliance. Besides, your partners will spawned next to you in the beginning of each level anyway, so you'll see them right away.

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 04, 2012, 07:30:53 pm
Yo people. Since the last release, I've mainly been off playing some on my new games, most notably Sonic Generations and Spawn: Armageddon. This mourning though, I've started adding a low DropV(Mainly 1 2) to certain attacks to stop cheap juggling. Once I go through every character, good juggling should only be done with special moves. So far, I;ve got sonic and tails done, and 2 of knuckles files.
As a reminder, the new update is paked again, and has been uploaded 2 days ago. Get it in demos from the downloads tab or follow the link(the small pic) in my sig for the demo topic where I have it uploaded to. Peace.  ;)

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 21, 2012, 10:18:59 pm
Some quick videos of me playing as Blaze and Randy in Battle Mode:
http://www.youtube.com/watch?v=MZiXT2XogzU
http://www.youtube.com/watch?v=2CHFEypmlLA&feature=mfu_in_order&list=UL

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on January 22, 2012, 03:53:26 am
 That's cool remix of Dreamer! Where did you get it?

 I'm curious since Dreamer is one of my favorite track from Streets of Rage 2 tracks.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on January 22, 2012, 03:56:30 am
If's the SORRv5 remix, I got it right off of youtube to put in that video. All you have to do is search.

Also, after those two videos, I put up 5 videos in a matter of hours tonight. If anybody wants to see them, here's the link to my channel: http://www.youtube.com/user/DJGameFreakTheIguana?feature=mhee

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on February 25, 2012, 12:30:24 am
Since I've spent so much time with the DropV thing, I decided to take a break on it and update a character for the old demo. First in line is Charmy Bee from Chaotix. So far, I've fixed up a few boxes for attacks, and updated a few animations. Check the shots below.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 22, 2012, 04:06:45 pm
What up Lavalit people. I actually got internet at my house a few days ago so I'm able to come here more often then before, except that I've recently gotten a job where I work 8 hours a day with only 2 days off.

Anyway, I uploaded a quick video of charmy on Sega brawlers, but I'll need to find a better recorder(as always).
http://www.youtube.com/watch?v=Y4jgOPdQWNQ

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: nedflandeurse on March 23, 2012, 05:36:17 am
It's always a good thing to see some updates in your nice project!!
Thanks for sharing, I'll try it ASAP. :)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 23, 2012, 03:52:20 pm
Nice to hear that from you but my latest update was weeks ago, so I don't know if you had already got it or not. I wish I'd be able to do more now but I got to work in about 2 hours and that will be 4 8 hours  :P
I'll try to do something though.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on March 23, 2012, 11:34:08 pm
 Nice video!

 BTW is there a rogue Emerl in enemies? Some of them are attacking their own.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 24, 2012, 02:18:22 pm
Thanks.

That's Emarl Brawler(_B in txt files) A.I., the ones that attack players and enemies in battle mode. I use them for this stage to test on so it doesn't take too long to load. The Emarls you might have been thinking of are the gray colored ones from sonic adventure mode stages, to emulate the emarl copies from sonic battle for GBA.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on March 29, 2012, 03:04:07 pm
Just finished a new move for charmy. He spins around tossing big drops of honey on the field freezing enemies(It's suppose to be really sticky). It's similar to Toejam & Earl's Panic attack when they run fast and toss jars, except charmy's staying in one place.

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on May 10, 2012, 04:57:41 pm
Yo peeps. Haven't done too much with brawlers lately, too busy wit Xbox Live, finishing Prototype 2 a few days ago(haven't gotten to the radnet challenges yet, I just wanted to get through the story first) and beating The Dishwasher: Dead Samurai on normal, and going to run through on easy just for stocking up on items and upgrades before hitting harder levels.

Anyway, last night I got back on and off Sega Brawlers, starting where I left off, adding Dropv "1 2" and "1 3" to certain attacks to stop cheap juggling. I left off in the enemy list through OpenborStats last time, starting and ending at these characters:
Grounder_B
Han_B
Hayabusa
Hening
Hyu_B
keada
Knight_E
Knuckes_B
Larcen_B
Lorenzo_B

Since that's not a lot for the amount of free time I have, I'm setting a goal for myself to work non-stop for a whole hour and report the list of characters I went through, so I'll be back then.

EDIT: Had to give myself more time, I had to take care of some things, but I'm up to about an hour of working, and these are all the chars that were updated with the DropV commands:
Max_B
Mecha-Knuckles
METAL_SONIC_MK1_B
METAL_SONIC_MK1_E
MIGHTY_B
Moan
Muffy
Mutant_Rick_B
Nack_B
Ninjo
orc
pig
pigman
pig_
PIMPLE_B
poncho
PULSEMAN_B
Rae
Ralap
RANDY_B

I think it's pretty good compared to the first list even though I'm not much of a fast worker, and that was in the span of a few hours, but man, did this get boring after a while. I'm going to play something and do this again later on.

BTW, I'm posting this to try and motivate myself into working on this more and faster, since I've barely done jack since march.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on May 25, 2012, 04:27:04 am
What up guys. I've just been thinking about how long it takes Sega Brawlers to load because of all the characters, and I wanna know if anyone has any ideas on how to load characters only when the player chooses, like in mix masters, unless there's no option outside of that. If there is, I'd like to here it.

Back to the topic, I'm done with all the dropv stuff for enemies, and all I have left is the NPCs, but I've decided that sense it's been a while since the last release, I would add 2 secret characters to the roster, along with updated charmy. After those and some cleaning up, the next Sega Brawlers release will be done, not saying when, I'm easily distracted, but I'm gonna do some work for the rest of the night.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 07, 2012, 03:57:15 am
He's pretty much done by this point, so I'll show him now, Tiger, the Martial Artist enemy from Streets of Rage 3 is being added as a new secret character:
http://fav.me/d5124jh
http://fav.me/d52egf1
http://fav.me/d52p3v0

What do you guys think, I edited some sprites and gave him 3 freespecials along with a Special move for a decent move set.

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: Bloodbane on June 07, 2012, 10:12:52 am
 Ah, that Tiger guy! He's good enough for player if you can tolerate the missing abilities.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 07, 2012, 12:18:11 pm
Well, the only thing he's really missing are grabs and throws, but his freespecials are a shorter version of Blaze's Soul Fire, actually shooting Soul Fire, and a very fast kick combo similar the Robert Garcia from KOF, but the edit wasn't very well done, lol, I took his leg from his high kick attack and vertically flipped it. His special is a flying fire kick. I'll post the attachment so you can see what I did.
Oh yeah, he's got a running attack to, a sliding kick.

X)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 08, 2012, 03:38:07 pm
I started some work on a new character for Sega Brawlers and decided to record it. Enjoy:
http://www.youtube.com/watch?v=aD_25FlM5Ug&feature=youtu.be

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: esn23 on June 08, 2012, 05:45:50 pm
so no chance for the valis girl to be in this game :(
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on June 09, 2012, 03:32:15 am
Oh damn, sorry dude, things have been moving real slow since I got that job back in march, and I actually just got back home almost an hour ago. Trust me, over the past few months with that and finally having my own internet connection and all those good XBLA games, I've missed out on a lot of work with brawlers, and forgot all about her.... again. Valis and the other 2 girls from the genesis games, Kid Chameleon, and Eternal Champions have been on the list forever, encluding Dynamite headdy and ripping the sprites from 3 Dirty Dwarfs(Burnking asked about that over XBL), 2 crude dudes, and D.D. Crew.
Hey listen, if you have anything like sprites, ways to get them, other games or content I can use, or just ideas, get with me on a PM. One idea I had was for her special move, to use her super form(She gets some upgraded armor after beating that temple stage on the genesis) to shoot a large wave or perform an ultra like combo with her sword. Anyway, I'll try making myself a note or something on that.

x)
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: esn23 on June 11, 2012, 10:11:25 pm
im ripped jetta maxx and am no ripping riptide from eternal champions shadow is out there for mugen as well as raven
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: BeasTie on June 11, 2012, 10:26:41 pm
I had a look the other day for you because I thought I had all the eternal champions sprites somewhere.  But it seems none of the female chars still have been ripped.
Title: Re: Sega Brawlers Megamix(Check first post for Char list)
Post by: DJGameFreakTheIguana on July 19, 2012, 03:46:36 am
It's cool you guys. A long time ago, a user from BrawlerAve hooked me up with a lot of Mugen characters for Eternal Champions. The only char that could be complicated would be Shadow Yamato, cause I liked her outfit from the genesis game over the one from CD, lol. I'll try to make their special moves close to their Vendetta finishers from the game, like Blade's javelin beam.


==============
On another note, I'd like to announce that I've finally finished adding dropV to every character in the game, and their other files, doing the math, there's about 60 playable characters, and all of them have 2 other txt files, and that's just the playable characters, lol. Once I get back into the grove of things, I'll try to update like I use to, which could be hard because of all the new games I have around thanks to my steady pay check.
(bought 5 PS2 games friday 2 weeks ago, and for some reason, Star Wars unleashed 2, which I never picked up. The crazy part is that I was thinking about getting the game on my way there, and it ended up in my bag with the other games, I'm sure it's cause the clerk picked it up from behind him mixing it up with the games I got, LMAO)
Anyway, I'll try to be more active around the forum like I use to, starting now.

My first order of business is to add a new mission stage before cleaning this game up for an update.

x)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 10, 2012, 03:19:09 pm
I've now finished changing everyone's MP Bar, setting each free special to drain a certain amount of MP, and now special moves will drain life if the MP bar isn't full, like SOR3, except the MP bar doesn't go back down, so use wisely. It's been a while since I played SBMM with every character loaded, so I'm gonna do that with these new settings, plus the DropV stuff I did in the last update. My next goal is to add a shop hub to load secret characters with money you collect throughout the game, but I'll need help setting up the money system that was used in MixMasters, but I had the hub set up during the last update. At some point, I'll finally start on Valis.

x)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 17, 2012, 02:35:34 am
Skipped everything else for now, and went to Valis. First up is Yuko, the sheet just needs to be cleaned, which I wont get into tonight:
(http://img152.imageshack.us/img152/6153/yukosheet.png) (http://imageshack.us/photo/my-images/152/yukosheet.png/)

Uploaded with ImageShack.us (http://imageshack.us)
The other two girls, Cham and Valna, have also been ripped... well, I used Animget to take shots of the sprites, but I have all the used sprites in snapshots for both.

X)
Title: Re: Sega Brawlers Megamix
Post by: Die_In_Fire on August 18, 2012, 01:01:27 am
Will you add Yuko on school's uniform?? if you are not thinkin of add her, did you take screens of her with animget too?  ;D
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 18, 2012, 12:54:26 pm
I think that's from Valis 1, seen the sprites already at spriters-resource:
http://spriters-resource.com/genesis/valis/sheet/31535

I didn't have any plans since it wasn't her armor, which would be more fitting to use, plus, I ripped from Valis 3 anyway since it was the latest game I wanted to get anything that may not have been in V-1. Also, I already have an alternate outfit planned for Yuko ripped later from V-3.

Also, thanks to Gimp, I was able to clean those sprites easily, I didn't even have to go back to my old PC for Photshop:
(http://img255.imageshack.us/img255/8655/valissheets2.png) (http://imageshack.us/photo/my-images/255/valissheets2.png/)

Uploaded with ImageShack.us (http://imageshack.us)

BTW, I do use animget in case your wondering.

X)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 18, 2012, 04:55:53 pm
A bit of an update guys, I got Yuko's sprite into a sheet but one of her magic attacks just makes the screen flash, so I took effects from Enn's Advance Guardian Heroes sheet and I'm gonna have Yuko shoot it, with nomove 1 in the header, for her third freespecial move. Note, I did some color editing for it below, and that blue ball took a while since I had to I was trying to redo all 11 shades of it's original color into blue, but just changed the darkest 5, and slightly toned down the other 6 shadows, I thought the color would fit, but it will change really fast:
(http://img802.imageshack.us/img802/1710/yukol.png) (http://imageshack.us/photo/my-images/802/yukol.png/)

Uploaded with ImageShack.us (http://imageshack.us)

X)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 23, 2012, 02:21:59 pm
Here's some shots of Yuko from Valis 3:
(http://img825.imageshack.us/img825/5190/yuko1.png) (http://imageshack.us/photo/my-images/825/yuko1.png/)
(http://img821.imageshack.us/img821/3431/yuko2.png) (http://imageshack.us/photo/my-images/821/yuko2.png/)
(http://img269.imageshack.us/img269/5303/yuko3v.png) (http://imageshack.us/photo/my-images/269/yuko3v.png/)
(http://img442.imageshack.us/img442/4849/yuko4.png) (http://imageshack.us/photo/my-images/442/yuko4.png/)

Uploaded with ImageShack.us (http://imageshack.us)

x)
Title: Re: Sega Brawlers Megamix
Post by: esn23 on August 23, 2012, 04:17:10 pm
awesome now thats what im talking about if you want more i can show you this and hope that it helps

http://www.spriters-resource.com/other_systems/valisiv/sheet/38525

http://www.spriters-resource.com/other_systems/valisiv/sheet/38526

http://www.spriters-resource.com/snes/supervalis4/sheet/32125

http://www.spriters-resource.com/genesis/valis/sheet/31535
Title: Re: Sega Brawlers Megamix
Post by: Die_In_Fire on August 23, 2012, 09:32:06 pm
I think that's from Valis 1, seen the sprites already at spriters-resource:
http://spriters-resource.com/genesis/valis/sheet/31535



ohh you are right, I didnt saw her!!

thos screens looks great!! Yuko looks like she's able to kick some arses!!
Title: Re: Sega Brawlers Megamix
Post by: Bloodbane on August 23, 2012, 09:58:32 pm
 Did you rescale Yuko? IMO she looks rescaled.

 Nice work BTW! :)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 24, 2012, 11:46:01 am
awesome now thats what im talking about if you want more i can show you this and hope that it helps

http://www.spriters-resource.com/other_systems/valisiv/sheet/38526
Dizzam, now there's a 4th character I gotta add, thanks for that extra work  :P  ;D
I was gonna surprise you later but I already ripped Yuko in here "Super Armor?" from Valis 3
(http://img689.imageshack.us/img689/7379/yuko2sheet.png) (http://imageshack.us/photo/my-images/689/yuko2sheet.png/)
Uploaded with ImageShack.us (http://imageshack.us)
As you can see, I didn't clean this through Gimp yet, but yeah, she's there. Anyway, good to see that you're satisfied, she'll be in the next update.  ;)


ohh you are right, I didnt saw her!!

thos screens looks great!! Yuko looks like she's able to kick some arses!!
It's cool, and glad you like the shots.  :peace:

Did you rescale Yuko? IMO she looks rescaled.

 Nice work BTW! :)
She's very scaled, she matches Alisia Dragoon's scaled height to be exact. I know people outside of this site wont like it, but maybe when one of those sprite editors stop making new sonic and Mario sprites and concentrate on other characters, maybe the sprite quality would be better, I can only work with what I got. That's not directed towards you BloodB, but I caught bad reception from certain people about the sprite mixes, mainly from Spriters-Resource forums, they take sprite mixing seriously, but if this video link is good enough for people, this game should be to:
http://www.youtube.com/watch?v=hBxG_gwNTcc
(Skip to 5:47 for the fight unless you wanna watch the whole thing)

Anyway, end mini rant, and thanks for your comment. BTW, that video I posted needs a mod(Note to self: talk to Maggas)

x)
Title: Re: Sega Brawlers Megamix
Post by: esn23 on August 24, 2012, 09:00:31 pm
awesome im glad to see she will make an appearance in this game..
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 25, 2012, 04:54:53 pm
New screenshot, finally got her special move done:

(http://img255.imageshack.us/img255/9259/yukosp.png) (http://imageshack.us/photo/my-images/255/yukosp.png/)

Uploaded with ImageShack.us (http://imageshack.us)

Just gotta do her dodge animation and she'll be about done.  ;D

x)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on August 26, 2012, 07:34:58 pm
Hey, I got a question, it's about Cham(the chick with the whip). I see in the genesis game that's her name, but I saw a video of the PC version and her name in it was Char. So before I work on her, does anyone know which name is correct, or does it matter?

x)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on September 17, 2012, 03:05:21 am
Haven't updated in a while, but I got Cham and Valna done, and Lena is almost done, I just need to catch a playthrough video of her powers being used, so I'll know how to set up her special attacks.

x)
Title: Re: Sega Brawlers Megamix
Post by: DJGameFreakTheIguana on September 20, 2012, 04:43:38 pm
Update: The other night, I changed the bridge level in adventure mode to just a straight path with holes in it(much like the bridge level from SOR1), all those walls I had to set for the original level was a lot of work so I dumbed it down. Also, I just finished the main file for Lena, and all I have left for her is to make her file for 2D gameplay, and make different color palettes. Once that's done, Sega Brawlers will be ready for it's next release, I just need to test it on the Wii some more first.

x)
Title: Re: Sega Brawlers Megamix
Post by: BeasTie on September 20, 2012, 08:20:19 pm
Cool stuff.
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