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OpenBoR => Mod Center => Wips => Topic started by: Mrgrill247 on October 24, 2008, 09:45:56 pm

Title: Sailormoon
Post by: Mrgrill247 on October 24, 2008, 09:45:56 pm
Hello eveyone.  Its been to long but I have finally started modding Sailormoon Arcade.  I have the basic animation from the original bor and my first edited stage of Neptune.  Needs work but at least here is proof.  So far Sailormoon will be playable ad I am using the edits of Sarakura. I do have his permission.
Title: Re: Sailormoon Arcade
Post by: NickyP on October 24, 2008, 10:08:18 pm
So do you plan on remaking the arcade game completely? Or are you just using the sprites?

Good luck on your project, feel free to ask us for any help!
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on October 24, 2008, 10:13:12 pm
For now I'm just using the all of the sprites and the edits from the arcade.  Stages will be new. I have all of the music from the Sailormoon PS1 and sound effects.
The game play will be close to the arcade.
Title: Re: Sailormoon Arcade
Post by: NickyP on October 24, 2008, 10:14:44 pm
Neat. When can we expect a demo?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on October 24, 2008, 10:21:05 pm
That I don't know.  Mabey a month in a half. But once I have something that is playable I will upload it.  Think of this mod as Sailormoon arcade 1.5.  New places to fight, different music and hopefully edits of Tuxedo Kamen using the male bad guys from the game.
Title: Re: Sailormoon Arcade
Post by: kbandressen on October 25, 2008, 03:01:39 am
Cool, the SM arcade game has some really nice graphics!  Hopefully this mod will put them to good use!
Title: Re: Sailormoon Arcade
Post by: Bloodbane on October 26, 2008, 12:15:38 pm
 Glad to see you again MrGrill!

... hopefully edits of Tuxedo Kamen using the male bad guys from the game.

 Hmm... AFAIK there aren't many males from the game (Cat burglars and Knzait...). Anyways wish you luck on this.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 09, 2009, 09:01:09 pm
4:21 PM 2/9/2009
Hello everyone. Saseshibure Mina!
It's been a great while since I have made updates to my mod.
I have decided to use Sailormoon's Sega Genesis game for my stages, bad guys from the Sailormoon Arcade and Ninja Master's Haoh-ninpo-cho.


I have dumped the wharf stage because I kept loosing too much colors.  The Sega Genesis stages does not loose colors at all.  Hopefully I will be able to use it one day.   

This screen shot present Sailormoon using "Moon Tiara Action" with mugen creator's Sakuraka permission.

This project is not dead. I'm getting ready to attend Cal State LA and need to save money.  Its fantastic that we have mods to play for free.

Its unfortunate that I do not have the internet at this time and must upload at the internet cafe.

Just for kick, if any one wants to do a sprite edit of Jigoku Shoujou using Sailormoon arcade style that would be great.

Take care-Mrgrill247
 

 
Title: Re: Sailormoon Arcade
Post by: Damon Caskey on February 09, 2009, 09:05:22 pm
Why not just use 16-bit color mode? You'll save huge amounts of time modding and have all the color you could ever want.

DC
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 11, 2009, 04:52:08 pm
Konbanwa mina!!

I am drinking a warm cup of Banana Kiwi Carma from Teavana and listening to the anime "Ruroni Kenshin" as I am modding.

Did you know that the foe Oniwabandana litteraly translates to devil with bandana. She is also from Episode 43 of Sailormoon. I have having fun in the notepad setting her up. She has the ability to throw knives, uses kunais and has a big sword.

The second stage of the elevator has been ripped as well.  I should get to that sometime this week. I'll continue to update everyone when I have the time.  In the mean time, enjoy these pics.


Damon Caskey,
I'll check out the tutorial on how to use 16-bit color mode.  Never used it before. If any one has any tips I'm all ears.

Take care-Mrgrill247

Title: Re: Sailormoon Arcade
Post by: Damon Caskey on February 11, 2009, 05:16:38 pm
In a nut shell, 16 bit mode gives each model its own 256 color palette to work with instead of a single 256 color palette for the whole module.

When you are preparing a model (character), you follow the same basic steps as in 8-bit mode and the individual images are still 8-bit .gif or .png files. But here is the cool part - You only worry about colors for that one model at a time, and forget about the rest. When making Sailor Moon or whoever, you get to devote all 256 colors to her. Then you go and do the same with Sailor whoever else and so on.

So not only do you have far more color capacity then the original sprites came close to using, you save time because you don't have to plan around reserved colors for the stages and other characters.

 ;)

The universal palette isn't gone though. It's still defined by the background image. The difference is that only the engine's default stage objects use it. So just like the models, you now get to devote 255 (256 - the transparent color) to each stage instead of the 128 you probably used before. And if that isn't enough, bring on the panel type entities and you can jump it up to a theoretical 65,000+.

DC
Title: Re: Sailormoon Arcade
Post by: Die_In_Fire on February 11, 2009, 09:47:07 pm
nice pics McgGrill!!

DC, when modifying an existing mod, how do I know if its set to 16 bit mode? well, I guess almost all modders use it.. or no??
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 12, 2009, 04:30:40 pm
Thanks DC. I am going check it out.
Title: Re: Sailormoon Arcade
Post by: kungpow12345 on February 12, 2009, 04:36:23 pm
 :( Oh come on Mr.Grill, let me help you...

I know you're capable of soooo much more than this.

You will know if the mod uses 16-bit mode in the video.txt file if it uses that.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 15, 2009, 12:19:12 am
when modifying an existing mod, how do I know if its set to 16 bit mode?

 Read video.txt and find 'colourdepth'. If it is set to 16bit then the mod is in 16bit.

Quote
well, I guess almost all modders use it.. or no??

 I think not all. I didn't use it in Crime Buster v2.5 but I am using it in my next mod.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 28, 2009, 03:18:26 pm
Working on the title screen. Something missing.Looks plain...


Title: Re: Sailormoon Arcade
Post by: HideRaisen on February 28, 2009, 07:33:57 pm
Hi there!
Nice title screen btw do you have any in-game screen shots for us to see? I'm not a fan of SM but I do dig the SM arcade game. :laughing:
Title: Re: Sailormoon Arcade
Post by: Bloodbane on March 02, 2009, 06:11:05 am
 Nice title screen MrGrill!

 I agree with you about 'plainness'. Maybe you could add tall buildings in background. And you could add other Sailors there.
Title: Re: Sailormoon Arcade
Post by: Fightn Words on March 02, 2009, 06:54:01 pm
Quote
And you could add other Sailors there.

That would be my suggestion, assuming the other characters are playable.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 02, 2009, 08:28:58 pm
Thanks for the feed back everyone.  Our goal is to have all five sailor soldiers playable.
However, I am looking a mugen stage that I wanted to take a look at:

(http://img530.imageshack.us/img530/8313/a3280ve9.gif) (http://img530.imageshack.us/my.php?image=a3280ve9.gif)
(http://img530.imageshack.us/img530/a3280ve9.gif/1/w320.png) (http://g.imageshack.us/img530/a3280ve9.gif/1/)

http://www.mugenhistory.com/ (http://www.mugenhistory.com/) is down.

New Start Screen:


Title: Re: Sailormoon Arcade
Post by: ryomaneo on March 05, 2009, 06:51:27 am
 ;D Wow i like that it looks very impressive much better than the old one.  :cheers!:
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 05, 2009, 04:26:27 pm
Stage 1 Arcade edit at the end of the stage.
Title: Re: Sailormoon Arcade
Post by: maxman on March 05, 2009, 10:29:49 pm
Damn.  :eyebrow_action: I can't wait to play this. ;D I'm crazy for Sailor Moon. :laughing:
Title: Re: Sailormoon Arcade
Post by: Bloodbane on March 06, 2009, 11:02:34 am
 Good edit!
 The hedge under mailbox should bulge forward.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 06, 2009, 09:33:22 pm
What do you think Bloodbane?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 07, 2009, 01:23:37 am
Need a hand in bor timing.  I included a gif of what it should look like, but I keep having trouble in the timing. Any thought?

anim jump
   loop   0   
   
   delay   3
   offset   28 82
   bbox   22 10 19 71
   frame   data/chars/moon/jump000.gif

   offset   21 107
   bbox   14 12 14 98
   frame   data/chars/moon/jump001.gif
   
      
   offset   27 99
   bbox   20 8 20 81
   frame   data/chars/moon/jump004.gif
   
   offset   36 98   
   bbox   29 15 46 16   
   frame   data/chars/moon/jump005.gif

   offset   40 104
   delay   14
   bbox   33 19 20 48
   frame   data/chars/moon/jump006.gif
   
   offset   40 110   
   bbox   33 22 16 54
   frame   data/chars/moon/jump007.gif
   
   offset   36 121
   bbox   30 34 16 72
   frame   data/chars/moon/jump008.gif

   offset   35 129
   bbox   28 39 15 62
   frame   data/chars/moon/jump009.gif

   offset   25 132
   delay   15
   bbox   20 39 14 79
   frame   data/chars/moon/jump010.gif

   offset   18 124   
   frame   data/chars/moon/jump011.gif

   offset   25 108
   delay   1000
   frame   data/chars/moon/jump012.gif
Title: Re: Sailormoon Arcade
Post by: Orochi_X on March 07, 2009, 04:50:59 am
Remove the first and last frame of the anim and use them as anim jumpdelay and anim jumpland respectively. Give them a delay of around 8.

In the newly shortened jump anim , put dropframe 5 and give the 4th(counting the fir st frame as 0) and last frame a delay of -1.

This will make sure that the key animations (first frame of falling back down and the moment of hitting the floor) will always be played at the right moment.

I'm afraid I can't help you with the frames in between as I don't know the correct timings of that particular game.... Probably around 4 - 7 at most.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 07, 2009, 07:24:58 am
Thanks Orochi_X!!

I also decided that I want to turn my mod into 16-Bit (High Color) as stated in OpenBor Wiki, but I do not understand the process.  Do I create a notepad named video.txt and add ColourDepth 16bit?  Do i place all of my Sailormoon sprites in a sheet and save it as a pallet?
Please explain.  Thanks
Title: Re: Sailormoon Arcade
Post by: kungpow12345 on March 07, 2009, 08:43:56 am
Hey Grill,

Don't worry. I'm working on adapting your data files over to 16-bit mode so you can understand how to do it.

:P Plus, I sent you an email about how BoR reads the color palette now when you have 16-bit mode enable. Read...my friend...read.

I'll check up with you soon.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on March 09, 2009, 12:45:39 pm
What do you think Bloodbane?

 Hmmm... The hedge still need to move forward. It looks as if the hedge and mailbox are poster instead of object.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 20, 2009, 03:52:38 am
Not much of a major update yet.  Busy editing Garoban's choke animation for other players not from Sailormoon Arcade.  Garoban should be able to choke other heroes or heroines from other beat em up games :laughing:

Here is a character from AVP :'(

Title: Re: Sailormoon Arcade
Post by: maxman on March 20, 2009, 05:55:07 am
Not much of a major update yet.  Busy editing Garoban's choke animation for other players not from Sailormoon Arcade.  Garoban should be able to choke other heroes or heroines from other beat em up games :laughing:

What the heck. ??? That guy from AVP?You gotta be kiddin' me. ???

Ah well. This might be ok if you like. :) Keep going, my man.
Title: Re: Sailormoon Arcade
Post by: Fightn Words on March 20, 2009, 09:33:23 pm
Good advice.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 20, 2009, 10:24:06 pm
That character from AVP was only a joke.  I was explaining in general that any one  can be  strangled.  I even separated the animations so that said character could be there.  Still it is funny though :laughing:
Title: Re: Sailormoon Arcade
Post by: Bloodbane on March 22, 2009, 01:12:25 pm
 Good! I thought Garoban's sprite is not cut by Sailor's sprite. Either way you need to prepare them.
Title: Re: Sailormoon Arcade
Post by: esn23 on March 24, 2009, 10:57:31 pm
Hey get with me and show me the sprite bases your using and I could do edits of the outter senshi for you so it can the frist mod with all the senshi
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 25, 2009, 02:31:21 pm
That is great ESN23.

http://ayu_tsukimiya.myweb.hinet.net/ (http://ayu_tsukimiya.myweb.hinet.net/)
Click on "Mugen Work".Go ahead and down load the mugen version of all the Sailormoon.   These do not have the shadows. Sakuraka gave me permission to use his sprites. 

Here is one example that I have edited by my friend Bernie. 

Title: Re: Sailormoon Arcade
Post by: the7k on March 25, 2009, 03:52:29 pm
Any chance you'll be implementing the Scouts' weapons into this?

As much as I'd jump at the chance to play as Sailor Saturn, the Silence Glaive is featured in so many of her moves that it seems necessary. Plus Venus' Whip, Uranus' Sword, etc. would be really cool to use.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 25, 2009, 07:57:39 pm
Venus will have her chain attack and here is another edit made by Bernie of Saturn


Any chance you'll be implementing the Scouts' weapons into this?

As much as I'd jump at the chance to play as Sailor Saturn, the Silence Glaive is featured in so many of her moves that it seems necessary. Plus Venus' Whip, Uranus' Sword, etc. would be really cool to use.


Title: Re: Sailormoon Arcade
Post by: the7k on March 25, 2009, 08:24:30 pm
beautiful, that looks really great.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on April 28, 2009, 06:21:57 am
I have great news!  I'm on my last character for editing out the shadows.  Here a pic of the last foe below.  The next thing to learn is scripting.......and bam, I have a dream mod of Sailormoon!
Title: Re: Sailormoon Arcade
Post by: Die_In_Fire on April 28, 2009, 07:16:00 am
that sprite looks very nice!!
Title: Re: Sailormoon Arcade
Post by: Bloodbane on April 29, 2009, 02:29:38 pm
 Ah, Kyulene from Sailor Moon arcade. I kept thinking on how to code her into OpenBoR. She has flying mode and walking mode in case one don't know.
Title: Re: Sailormoon Arcade
Post by: the7k on April 29, 2009, 03:31:32 pm
Ah, Kyulene from Sailor Moon arcade. I kept thinking on how to code her into OpenBoR. She has flying mode and walking mode in case one don't know.

I've thought about the same thing (I have similar enemies in my mod) - the best idea I could come up with was to have the flying mode be a weapon, and to set up certain moves to switch to this weapon.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 02, 2009, 06:54:06 am
 Yep I have thought about using weapons. Now I could think about "when exactly" enemy changes mode.
Title: Re: Sailormoon Arcade
Post by: the7k on May 02, 2009, 07:11:54 am
One of my enemies switches weapons everytime they are knocked down. Knock em down in flying mode, they go to ground mode - knock em down in ground mode, they go to flying mode.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 05, 2009, 06:06:33 am
Yeah... Kyulene as a great arsenal of moves.  So would the weapon idea work for her?
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 07, 2009, 02:19:40 am
 It should be. I don't have materials to test it though.

Quote
One of my enemies switches weapons everytime they are knocked down. Knock em down in flying mode, they go to ground mode - knock em down in ground mode, they go to flying mode.

 Good idea!
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 12, 2009, 03:27:59 pm
Does any one know  out how to make ice of this color and apply it to any enemy done by sailor mercury when she freezes them? I'm working on cleaning the shadow of the ice version
Title: Re: Sailormoon Arcade
Post by: DJGameFreakTheIguana on May 12, 2009, 03:34:41 pm
I never did it myself but I think you just need to make a Remap just for when their Frozen.

EDIT:
Found the info on it at the wiki:
Spoiler
fmap {int}

~{int} determines which remap to use by the entity if it gets frozen by an freeze attack (See 'freeze' for more info about freeze attack).
~You have to declare that remap with 'remap' before using this obviously.
~If hero has 'fmap' set, the respective remap can't be selected at select screen and continue option.
~If enemy has 'fmap' set, the respective remap can be used in levels. You might want to avoid using the remap unless you want to see Icemen on your levels.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 12, 2009, 05:42:52 pm
Say I wanted to manually color the character sprites in Photoshop.  Does any one have any ideas on the best way to do this?
Title: Re: Sailormoon Arcade
Post by: Fightn Words on May 12, 2009, 07:35:19 pm
Are you asking about making a whole different sprite animation for ice or are do you want a different palette for your characters & entities? I think you mean the latter, a whole new palette, which I can think of more then a few ways to do- I assume you want to change the contrast & saturation as well as the value, maybe make the colors 'look' like ice (almost inverted)?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 12, 2009, 08:12:08 pm
Are you asking about making a whole different sprite animation for ice or are do you want a different palette for your characters & entities? I think you mean the latter, a whole new palette, which I can think of more then a few ways to do- I assume you want to change the contrast & saturation as well as the value, maybe make the colors 'look' like ice (almost inverted)?

I wanted to change the palette to make the colors look like ice. The rip I have is from the Sailormoon Arcade.  I would like to learn how to make the colors of any character to look like ice.
Title: Re: Sailormoon Arcade
Post by: Fightn Words on May 12, 2009, 08:27:13 pm
Do you mean something like this:

(http://www.freeimagehosting.net/uploads/cc549d5d46.png)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 12, 2009, 08:40:01 pm
Yeah.  Thats the idea!
Title: Re: Sailormoon Arcade
Post by: Fightn Words on May 12, 2009, 08:46:17 pm
 :laughing:, sorry Mrgrill247. Layers. I make different versions of the original: negative blue colorized, regular blue colorized, and just semi randomly different versions with different hues, saturation, contrast, etc.- then while their layered I put them at 50% transparency & just play with the values some more until I get what I want.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 12, 2009, 08:55:58 pm
Thanks Fightn Word.  I will try this tonight.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 14, 2009, 04:09:18 am
 For Crime Buster, I took reference from KoF. I took shot of char when he's hit by Kula's Diamond Breath. Since it's still 8bit, I apply Beats of Rage palette to get proper color. Then I analyze the colors, I figured out that frozen remap has bright colors remapped to same color so that's what I do. Bright colors change to white, less bright to bright blue and so on to dark colors to gray.
 I apply this rule to enemies' remap. It's alot of work but worth it.

 In 16bit, I believe the rule is same except that we don't need to apply the palette 1st or IOW any color can be used.
 
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 14, 2009, 04:36:46 am
Right now I am redoing the mod with 16bit colors.  I pretty much would like to get a demo video to show due to the fact that I have been working on this so long.  I finally have all the shadows edited out since Monday night.  I'm thinking of having two version of each Sailor Soldiers, one is the arcade plus double dragon type moves and the other is adding Sakuraka edited supers for the anime feel.  A few hits here and there and "Moon Tiara Action"!  I will copy the arcade and then later add the extra stages I made.  I will try my best to follow the instructions, but If I need help I will be sure to ask.  If any one would like to contribute any edited sprites please feel free.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 16, 2009, 03:27:09 am
How could I make Sailormoon walk up in openbor when the stage begins? 
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 17, 2009, 02:27:50 am
 You need SPAWN and/or RESPAWN animation to show her walking up when stage begins. Don't forget to use 'spawn{#}' command to adjust spawn spot.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 18, 2009, 04:12:11 am
Thanks Bloodbane.  Expect a ton of fun and surprises from me. 
Title: Re: Sailormoon Arcade
Post by: CrimsonBoy on May 18, 2009, 09:05:54 am
Maybe you've answered this before but is there any plans for a dc port?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 21, 2009, 10:41:53 pm
I am editing my mod based on  Openbor V2.2011, colourdepth 16bit and I am not using a pallete.  Just noticed that Sailormoon's colors not right.  Any ideas what can cause this?
On a sidenote, I will not use securepak and will let anyone edit my mod for DC.
Title: Re: Sailormoon Arcade
Post by: maxman on May 22, 2009, 01:49:51 am
Yep! Same problem with colors I have, I think. :laughing:

Edit: I think Custom palette works for me on 16 bit, but using like adaptive, or whatever. It gets messed up.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 22, 2009, 01:53:17 am
Weird, I gave you advise on how to do this and it happens to me all of a sudden.  Good grief Charlie Brown :laughing:  Now I'm going to redownload the editor and do it from scratch. And just when I was making more progress. :oops:
Title: Re: Sailormoon Arcade
Post by: maxman on May 22, 2009, 02:12:12 am
The bor editor? Dude, sorry I misunderstood. Also, sorry I made you to redownload it.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 25, 2009, 01:44:55 am
 Too bad I'm not at home so I couldn't check the sprites. Anyways, have you used 'palette' command for SailorMoon?

 The icon is not transparent too.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 26, 2009, 02:37:17 am
Bloodbane, can you explain how I can have my mod using no palette's.  I set the video text to 16 bit and I did not make a custom  pallet.  What is the correct steps to making characters playable with a full pallet?  I do not want to go back in time and create a custom pallet with only 1 heroine and 5 foes in my mod for full color. Thanks.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 27, 2009, 06:22:53 am
 Well, almost like making custom palette except that you gather all sprites used by the char in the big sheet. Then convert it to indexed mode with exact colors. Put the transparent color as 1st color then you have palette for that char.
 Apply this palette to .gifs and/or .pngs you are using for the char then declare the palette you are using with 'palette'. It's not necessary but it's best to declare one.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on May 27, 2009, 06:42:25 am
How would you move the transparent color as 1st color?  I am using Photoshop.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 27, 2009, 06:59:37 am
 Open the color table then copy the color in 1st color to transparent color whever it is then set 1st color as transparent color.
 Alternatively, you can make a palette which only contain transparent color. Force this palette when you are making the custom palette above so the transparent color become the 1st color.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 02, 2009, 03:42:44 am
I have followed your instruction on the color palette. Would I place the color palette for Sailormoon in her character folder with her animations?  Also, how would I note this in the character text?  Thanks!!

On a side note, Adobe CS4 Mater Edition is so useful for modding.  You can check out the tutorials at http://tv.adobe.com (http://tv.adobe.com)
Title: Re: Sailormoon Arcade
Post by: maxman on June 02, 2009, 04:10:53 am
You need to switch the colors 1 and 6. I think that the pink background is on the 6th, so you need to switch to the 1st in the color table. And have the 1st color to the 6th. The 1st color is only for the color background of your char image. All you need to do is choose a pic you're having problem with, and choose Exact (after going to Indexed). You see the color table? You switch 'em. You make sure that your pink background is always on the first (first row, first column). Get to Custom to double check.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 02, 2009, 04:14:08 am
That's already done.  Where does the color palette goes after it has been applied to for Sailormoon?  Do I put it in here folder?  Does this need to be noted in the notepad?
Title: Re: Sailormoon Arcade
Post by: maxman on June 02, 2009, 04:52:31 am
That's already done.  Where does the color palette goes after it has been applied to for Sailormoon?  Do I put it in here folder?  Does this need to be noted in the notepad?
I can't tell. But. I can show you the link. I might be wrong. To me its not like  custom palette.
http://lavalit.com:8080/index.php/topic,2972.msg43822.html#msg43822 (http://lavalit.com:8080/index.php/topic,2972.msg43822.html#msg43822)

Maybe you can put it in her folder I guess.

You can mean with this (#)? About the color palette noted in notepad, to me, I don't think so.
Title: Re: Sailormoon Arcade
Post by: Die_In_Fire on June 02, 2009, 08:06:54 pm
you don't need to put a pallette file anywhere, you need:

-declare on video.txt as 16 or 32 bit
-forget about .pal files
-make sure all sprites of the char share the same palette, making the background the colour transparent too. I did this by making a sheet with all char's sprites and then cut them to make frames

-declare de palette on the char .txt file. Usually most people use the idle frame for that. the command as previously said is: pallette data/chars/blalba/idle.gif (example)

-nothing more, just make an animation and then test on openbor to see if colour fails. if all frames share the same palette, and the pallette is declred on the text file, you will not have the problem
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 11, 2009, 12:44:48 am
I'm getting ready to do my bonus stage for Sailormoon Arcade.  Here is what I have fully ripped.  If any one wish to make suggestion on how to make this stage look better, please do.  This stage is not animated.  
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 11, 2009, 12:48:07 am
More pics.  Also was thinking of having animated Mag Gear thugs standing around. Any one has their waiting animation ripped?
Title: Re: Sailormoon Arcade
Post by: DJGameFreakTheIguana on June 11, 2009, 01:02:11 am
Your best bet is to Paxplode a Final fight mod and look for them, but I'm not sure if any of the waiting anims are there.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 11, 2009, 02:46:09 am
Mr. Q's work doesn't have any of them waiting.  It looks like it time to do some sprite rips...
Title: Re: Sailormoon Arcade
Post by: Bloodbane on June 11, 2009, 04:49:39 am
 I almost didn't notice difference between those backgrounds until I observed the part around the dancers.
 Anyways, I like the most filled one, the one with building behind, striped pole and dancer.

 Are you using bglayer? I asked cause you attached 2 backgrounds. If you do, you should add clouds in backmost background cause it's plain blue.

 As for Mad Gears waiting, are they going go stand on street like that?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 11, 2009, 10:42:16 am
I almost didn't notice difference between those backgrounds until I observed the part around the dancers.
 Anyways, I like the most filled one, the one with building behind, striped pole and dancer.

 Are you using bglayer? I asked cause you attached 2 backgrounds. If you do, you should add clouds in backmost background cause it's plain blue.

 As for Mad Gears waiting, are they going go stand on street like that?

I was thinking of changing the background but I;m having a hard time finding a great back ground. Any ideas?  As for the Mad Gear waiting, I might have to edit the stage further just to have them waiting in the background with animations.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 13, 2009, 06:17:47 am
I wanted to give a big thanks to everyone for helping me out on making Sailormoon have true colors.  Thanks!!

I'll have to paxplode Bloodbane's mod for Icon get and pain.  Need to read on how to adjust Icon and health bar.  If anyone is intereded in helping me recolor a few  Final Fight Bad guys using the Arcade pallet of Sailormoon Arcade that would be great.  Also do any one know any Kung Fu bad guys from other arcade games?
Title: Re: Sailormoon Arcade
Post by: Bloodbane on June 13, 2009, 07:46:11 am
Quote
If anyone is intereded in helping me recolor a few  Final Fight Bad guys using the Arcade pallet of Sailormoon Arcade that would be great.

 If you are in 16bit, you don't need such adjustments cause every entity could use their own palette. Unless, you want Mad Gears colors to suit Sailormoon theme.

Quote
Also do any one know any Kung Fu bad guys from other arcade games?

 Hmmm... 2nd boss of D.D Crew is Kung Fu guy. IIRC Bruce Lee Story for Genesis/Snes has chars with Kung Fu style. Bruce Lee himself I think.
 The Shadow has enemies in Kung Fu style but they appear late in game.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 15, 2009, 04:03:23 am
I wanted to recolor the Mad Gears colors using Sailormoon Arcade color's theme.  

On a side note, I'm having trouble shirking my health bar.  

Spoiler
name   Sailormoon
health   100
speed   11
type   player
shadow   0

icon             data/chars/moon/227a.gif
iconpain       data/chars/moon/229a.gif
iconpain       data/chars/moon/229a.gif
iconget        data/chars/moon/228a.gif



anim idle
   loop   1
   delay   7
   offset   23 93
   bbox   18 9 13 82
   frame   data/chars/moon/004a.gif

   delay   7
   offset   24 92
   bbox   13 6 17 88
   frame   data/chars/moon/002a.gif
   
   
   delay   20
   bbox   13 6 17 88
   frame   data/chars/moon/003a.gif

   delay   10
   offset   24 92
   bbox   13 6 17 88
   frame   data/chars/moon/002a.gif

   delay   999999
   offset   24 93
   bbox   13 6 17 88
   frame   data/chars/moon/175a.gif

anim walk      
   loop   1
   delay   7
   offset   19 92
   bbox   13 3 13 93
   frame   data/chars/moon/008a.gif
      
   delay   7
   offset   21 91
   bbox   13 3 13 93   
   frame   data/chars/moon/009a.gif
      
   delay   7
   offset   19 92
   bbox   13 3 13 93   
   frame   data/chars/moon/010a.gif
         
   delay   7   
   offset   19 93
   bbox   13 3 13 93
   frame   data/chars/moon/011a.gif
      
   delay   7   
   offset   16 94
   bbox   13 3 13 93
   frame   data/chars/moon/012a.gif
         
   delay   7   
   offset   17 93
   bbox   13 3 13 93
   frame   data/chars/moon/013a.gif
         
   delay   7   
   offset   19 92
   bbox   13 3 13 93
   frame   data/chars/moon/014a.gif
         
   delay   7   
   offset   20 91
   bbox   13 3 13 93
   frame   data/chars/moon/015a.gif
      
   delay   7
   offset   19 92
   bbox   13 3 13 93   
   frame   data/chars/moon/016a.gif
      
   delay   7
   offset   17 93
   bbox   13 3 13 93   
   frame   data/chars/moon/017a.gif
      
   delay   7
   offset   16 94
   bbox   13 3 13 93   
   frame   data/chars/moon/018a.gif
      
   delay   7
   offset   17 93
   bbox   13 3 13 93   
   frame   data/chars/moon/019a.gif

anim up

   loop    1
   delay   14   
   offset   25 91   
   bbox  
        frame   data/chars/moon/056a.gif
        
   delay   14   
   offset   26 91
   bbox  
   frame   data/chars/moon/057a.gif
   
   delay   14
   offset   27 91
   bbox  
   frame   data/chars/moon/058a.gif
        
   delay   14
   offset   22 91
   bbox  
   frame   data/chars/moon/059a.gif
        
   delay   14
   offset   15 91
   bbox  
   frame   data/chars/moon/060a.gif
   
   delay   14
   offset   14 91
   bbox  
   frame   data/chars/moon/061a.gif   
   
   delay   14
   offset   15 91
   bbox
   frame   data/chars/moon/062a.gif
      
   delay   14   
   offset   18 91
   bbox
   frame   data/chars/moon/063a.gif                 


anim run
   loop   1
   delay   11
   offset   39 85
   bbox   
   frame   data/chars/moon/034a.gif
   #sound   data/sounds/foot.wav
   
   delay   11
   offset   38 94
   bbox   
   frame   data/chars/moon/035a.gif

   delay   11
   offset   42 90
   bbox   
   frame   data/chars/moon/036a.gif

   delay   11
   offset   46 92
   bbox   
   frame   data/chars/moon/037a.gif

   delay   11
   offset   43 94
   bbox   
   frame   data/chars/moon/038a.gif

   delay   11
   offset   41 90
   bbox   
   frame   data/chars/moon/039a.gif

   delay   11
   offset   34 92
   bbox   
   frame   data/chars/moon/040a.gif


anim get
   loop   0
   offset   29 62
   frame    data/chars/moon/146.gif   


   delay   30
   offset   28 49
   frame   data/chars/moon/007.gif












       



Title: Re: Sailormoon Arcade
Post by: Bloodbane on June 17, 2009, 04:57:37 am
 You would need to use custom lifebar which is usually merged with icon. Then you need to set these:

p{#}life   {x}   {y}
p{#}icon   {x}   {y}
lbarsize   {w}   {h}   {noborder}   {type}   {orientation}   {border}   {shadow}   {graph}   {backfill}

Quote
I wanted to recolor the Mad Gears colors using Sailormoon Arcade color's theme.

 That would require 'artistic work'.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 17, 2009, 05:14:13 am
Thanks Bloodbane.  I start on the life bars.
Title: Re: Sailormoon Arcade
Post by: Die_In_Fire on June 17, 2009, 07:51:51 am
you don't need to put a pallette file anywhere, you need:

-declare on video.txt as 16 or 32 bit
-forget about .pal files
-make sure all sprites of the char share the same palette, making the background the colour transparent too. I did this by making a sheet with all char's sprites and then cut them to make frames

-declare de palette on the char .txt file. Usually most people use the idle frame for that. the command as previously said is: pallette data/chars/blalba/idle.gif (example)

-nothing more, just make an animation and then test on openbor to see if colour fails. if all frames share the same palette, and the pallette is declred on the text file, you will not have the problem

did you try that?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 17, 2009, 11:56:30 am
I declared 16 bit, made Sailormoon have the same pallet, but when I typed "palette data/chars/moon/004a.gif,Openbor did not recognize it.  However when I tested Sailormoon out, all of her colors were intact.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on June 19, 2009, 05:53:12 am
Quote
but when I typed "palette data/chars/moon/004a.gif,Openbor did not recognize it.

 Strange. Latest OpenBoR should recognize that command.

 Can we see your video.txt?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 20, 2009, 04:30:12 am
How can I have my mod display the same video size of Mr. Q's Art of Fighting?  I paksploded both Art of Fighting and Crime Buster v2.5 but can't figure out why Pain 1, Pain 2 and Pain 3 are separated?


Spoiler
anim pain
   loop    0
   delay   7
   offset  121 201
   bbox    102 100 39 97
   frame   data/chars/1ryo/pain1.gif
   frame   data/chars/1ryo/pain2.gif
   frame   data/chars/1ryo/pain1.gif
   frame   data/chars/1ryo/de01.gif

anim pain2
   loop    0
   delay   7
   offset  121 201
   bbox    102 100 39 97
   frame   data/chars/1ryo/pain3.gif
   frame   data/chars/1ryo/pain4.gif
   frame   data/chars/1ryo/pain3.gif
   frame   data/chars/1ryo/de03.gif

anim pain3
   loop    0
   delay   2
   offset  121 201
   bbox    102 100 39 97
   move       -6
        frame   data/chars/1ryo/pain1.gif
        frame   data/chars/1ryo/pain1.gif
        frame   data/chars/1ryo/pain1.gif
        frame   data/chars/1ryo/pain2.gif
        frame   data/chars/1ryo/pain2.gif
        frame   data/chars/1ryo/pain2.gif
   move    -3
        frame   data/chars/1ryo/pain2.gif
        frame   data/chars/1ryo/pain2.gif
   move    -1
        frame   data/chars/1ryo/pain2.gif
   delay   55
        frame   data/chars/1ryo/pain2.gif

Here is my video file.


Spoiler
######################### Video Modes #############################
#
# Syntax: video [value]
#
# [value]:  0 = 320x240
#
#           1 = 480x272
#
#           2 = 640x480
#
#           3 = 720x480
#
#           4 = 800x480
#
#           5 = 800x600
#
#           6 = 960x540
#
###################################################################

video 1

######################### Colour Depth ############################
#
# Syntax: colourdepth [value]
#
# [value]:  8bit
#
#           16bit
#
#           32bit
#
###################################################################

colourdepth 16bit

############################ Scenes ###############################
#
# Syntax: scenes [path]
#
# [path]:   data/8_char_limit_and_must_end_with_Slash/
#
# Supported Scenes: gameover.txt, logo.txt, intro.txt, howto.txt
#
###################################################################

scenes data/scenes2/

########################## Backgrounds ############################
#
# Syntax: backgrounds [path]
#
# [path]:   data/8_char_limit_and_must_end_with_Slash/
#
# Supported Backgrounds: title, titleb, logo, select, unlockbg, hiscore
#
###################################################################

backgrounds data/bgs2/

########################## Level Order ############################
#
# Syntax: levels [filename]
#
# [filename]:   levels2.txt
#
# Usage: File to load up levelorder instead of default levels.txt
#
###################################################################

levels   levels2.txt

########################## Model List #############################
#
# Syntax: models [filename]
#
# [filename]:   models2.txt
#
# Usage: File to load up model list instead of default models.txt
#
###################################################################

models   models2.txt

Title: Re: Sailormoon Arcade
Post by: Bloodbane on June 22, 2009, 01:20:19 am
Quote
but when I typed "palette data/chars/moon/004a.gif,Openbor did not recognize it.

 I should've asked the logs file. Anyway what did log say?

 BTW about your video.txt, I don't think you need to declare extra scenes, levels,models and background. Try deleting those.

Quote
can't figure out why Pain 1, Pain 2 and Pain 3 are separated?

 I believe Mr.Q wanted different effect for attacks in his mod. Specially for PAIN3, Ryo is pushed behind.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 23, 2009, 11:50:32 pm
Just installed Hypercam 2.  Here a little bit of Sailormoon in action.  Need to figure out how to spawn here intro correctly. 

http://www.megaupload.com/?d=BSAEFTG7 (http://www.megaupload.com/?d=BSAEFTG7)

 
Title: Re: Sailormoon Arcade
Post by: DJGameFreakTheIguana on June 24, 2009, 12:08:25 am
Hey Mrgrill, you know how to rip sprites with Final burn alpha right? do you know to rip with Mame32?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 24, 2009, 12:17:53 am
What game are you ripping? Perhaps there are sprites are ready ripped.
Title: Re: Sailormoon Arcade
Post by: DJGameFreakTheIguana on June 24, 2009, 12:19:55 am
DDCrew, I need the sprites and stages for SGMB:
D.D. Crew arcade playthrough part 1 of 3 (http://www.youtube.com/watch?v=u5VPf2umBDk#lq-lq2-hq)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 24, 2009, 12:41:42 am
I have good new and bad.  The bad new is that only Mame can support this rom which means you might have to use ani get and capture each screen shot.  BonusJZ, the creator of Night Slashers X is an expert in this department because Mame screen capture requires lot of time.  Stages are not too bad but for character rip....  It when I ripped this stage out. Took forever but will worth it.  Good luck. :cheers!:  If you are using CS4, I would be happy to give you some tips for ripping.

Spoiler
Yukihime from THE NINJA MASTER(METAMOQESTER) will be joining the Sailormoon Arcade crowd.
Title: Re: Sailormoon Arcade
Post by: DJGameFreakTheIguana on June 24, 2009, 12:46:08 am
Ok, I've got animget and I know how to clean as long as the sprite colors don't match the BGs. thanks.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 27, 2009, 04:06:56 am
I'm in the process of creating a good parry move. So far I have the second shot is her parry. The first frame is her idle.  Any thoughts?  I want to give the impression that Sailormoon has been training for years and is a great martial artist.  Kind of like Qai Chang Caine from Kung Fu the legeng continue.This parry is lacking..  What is the differences from anim attackup and  down?.  I did not find anything in http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=ATTACK (http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=ATTACK)
Title: Re: Sailormoon Arcade
Post by: maxman on June 27, 2009, 06:14:47 am
Little OK to me. I don't know about this.

BTW speaking of anim attackup and down, I'm looking at Terry's text file that Mr. Q made. It says there that jumpframe is added in it. If you want your character to attack like the FF chars from Art of Fighting mod, you can use that. Your char attacks on each side like dodge command (U,U or D,D), but moves forward.

BTW Let me PM you if you're around.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on July 01, 2009, 01:42:28 am
 ATTACKUP is attack whose command is Up,Up while ATTACKDOWN is Down,Down. Simple as that. Whether you want to move, shoot or anything while in that move, it's up to you.

 As for parry, somewhere in this forum it has been discussed.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 01, 2009, 04:47:34 am
How can I emulate this move in openbor?  Its Sailormoon back jump attack. She looks to the left and kind of jump behind to deliver a fly kick.  


Also when i test sailormoon out, I can only get the Elbow Drop & Walk and Sailor FLy Kick to work. However, She can not jump straight and perform the Jump Kick. Need help.

Spoiler
anim jumpattack1 *Walk and Sailor FLy Kick*
   loop    0
   delay   6
   offset  49 109
   bbox
   frame   data/chars/moon/151.gif
   offset   53 100
   delay   35
   attack  43 2 81 60 13 1 0 0 13
   frame   data/chars/moon/152.gif
   delay   7
   attack  0 0 0 0
   frame   data/chars/moon/152.gif

anim jumpattack2 *Elbow Drop Sailormoon

   loop    0
   delay   2
   offset  37 106
   bbox   
   frame   data/chars/moon/147.gif

   delay   7
   offset  32 112
   bbox   
   attack  39 16 25 61 5 0 0 0 8
   frame   data/chars/moon/148.gif


anim jumpattack3 *Jump Kick Sailormoon*
   loop    0
   delay   6
   offset  50 105
   bbox    
   frame   data/chars/moon/149.gif
   offset   54 109
   delay   35
   attack  39 0 68 78 13 1 0 0 13
   frame   data/chars/moon/150.gif
   delay   7
   attack  0 0 0 0
   frame   data/chars/moon/150.gif

Title: Re: Sailormoon Arcade
Post by: MCW on July 01, 2009, 02:26:32 pm
Anim jumpattack
-attack1 button is push
-perform in jump straight
-if anim jumpforward is not input, anim jumpattack can perform in jump toward

Anim jumpforward
-attack1 button is push
-perform in jump toward only

Anim jumpattack2
-down + attack1 button is push
-perform in jump straight or jump toward

Anim jumpattack3
-up + attack1 button is push
-perform in jump straight or jump toward

Anim runjumpattack
-attack1 button is push
-perform in running jump only

Anim jumpspecial
-special button is push
-perform in jump straight or jumptoward

If you want Sailormoon to fly down very fast, use dive.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 02, 2009, 06:13:20 am
Thanks MCW!!!  Sailormoon can now dive.  However is anim throw the best way to animate this throw?
Title: Re: Sailormoon Arcade
Post by: Damon Caskey on July 02, 2009, 08:24:43 am
No. THROW is never the best way to throw. Ever. It's the easiest on the surface, but you have almost no control at all over what happens. For a garden variety throw, you should use anim GRABBACKWARD.

(http://www.caskeys.com/arc/games/openbor/wiki/images/0/09/Ani_andy_throw_0001.gif)

See how this throw actually has Andy force the defender into position, keeps both fighters in sync with each others animations, and ultimately flips defender over like a "real" throw instead of just slinging him back?

While this is all possible with THROW, it isn't really feasible. It requires dedicating ATTACK1 just for THROW and even then can't be fully controlled as THROW has a set of default behaviors you'll be fighting against the whole time. Trust me. Use GRABBACKWARD, build the throw yourself. You'll get better results and have less headaches.

DC

Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 03, 2009, 06:38:43 am
Seems like I can't get the foe to fly from the throw. Spoiler
anim grabbackward
      offset  31 93
      delay    15
     bbox    0 0 0 0
     frame   data/chars/moon/169.gif
    offset    30 83
   delay    1
     grabin    1 20
      attack  1 1 55 94 0 0 1 1
    frame   data/chars/moon/170.gif
      offset   30 83  
     delay   15
    bbox    0 0 0 0
   frame   data/chars/moon/171.gif
   offset    26 74
   frame   data/chars/moon/172.gif
   offset  33 78
   delay   15
   frame   data/chars/moon/173.gif
   offset   33 92
   delay   20
     frame   data/chars/moon/174.gif
Title: Re: Sailormoon Arcade
Post by: MCW on July 03, 2009, 05:08:31 pm
The Sailormoon throw move should be flipped.

Here is the correction, read carefully
Quote
anim grabbackward
   attackone 1
   loop   0
   offset   31 93
   delay   15
   bbox   0 0 0 0
   frame   data/chars/moon/169.gif
   offset   30 83
   delay   13
   attack   1 1 55 94 0 1 1 1
   dropv   4 -2 0
   damageonlanding 20 2
   frame   data/chars/moon/170.gif
   offset   30 83
   attack   0 0 0 0
   frame   data/chars/moon/171.gif
   offset   26 74
   frame   data/chars/moon/172.gif
   offset   33 78
   frame   data/chars/moon/173.gif
   offset   33 92
   delay   20
   frame   data/chars/moon/174.gif

You can use attack# to link to anim pain# and anim fall# so the animation is smoother.

Title: Re: Sailormoon Arcade
Post by: Bloodbane on July 06, 2009, 03:18:46 am
 In details, MCW set knockdown power in the attack which wasn't set before. That was the reason enemy didn't fly.

 I agree with MCW about using alternate attacktype. Once you make custom throw with GRABBACKWARD, it's recommended that you use alternate animation for the custom thrown.
 I've made tutorial on how to set custom throw here:

http://lavalit.com:8080/index.php/topic,67.60.html (http://lavalit.com:8080/index.php/topic,67.60.html)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 07, 2009, 02:47:37 pm
Here is my updated work in progress. I pretty much need to still adjust her attack values and bboxes.  However, my throw does not flow well as compared to DC.  Need to adjust anim attackup and down to have her do the plain jump similar to Art of Fighting BOR.On a side note, I changed the size on the typewriter typing to size 15 so that anyone can read this from the cell.   You kind of forget that people have internet on their phones. :oops:

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

Spoiler
name   Sailormoon
type   player
health   120

speed   9
running      25 3 3 1 0
shadow   0   

combostyle      1
atchain         1 1 2 3 4



icon          data/chars/moon/227.gif
iconpain       data/chars/moon/229.gif
iconpain       data/chars/moon/229.gif
iconget        data/chars/moon/228.gif


com            D F A freespecial1
com            D U A freespecial2
com            D F S freespecial3
com          D U S freespecial4

#-------moves
anim spawn
   loop    0
   delay   50
   offset  25 100
   bbox    0 0 0 0
   frame   data/chars/moon/55.gif   

   delay   7
   offset   23 93
   bbox   0 0 0 0
   frame   data/chars/moon/004.gif
   
   delay   7
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif
   
   
   delay   20
   bbox   0 0 0 0
   frame   data/chars/moon/003.gif

   delay   10
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif


anim idle
   loop   1
   delay   999999
   offset   24 93
   bbox   13 6 17 88
   frame   data/chars/moon/175.gif

anim walk      
   loop   1
   delay   7
   offset   19 92
   bbox   13 3 13 93
   frame   data/chars/moon/008.gif
      
   delay   7
   offset   21 91
   bbox   13 3 13 93   
   frame   data/chars/moon/009.gif
      
   delay   7
   offset   19 92
   bbox   13 3 13 93   
   frame   data/chars/moon/010.gif
         
   delay   7   
   offset   19 93
   bbox   13 3 13 93
   frame   data/chars/moon/011.gif
      
   delay   7   
   offset   16 94
   bbox   13 3 13 93
   frame   data/chars/moon/012.gif
         
   delay   7   
   offset   17 93
   bbox   13 3 13 93
   frame   data/chars/moon/013.gif
         
   delay   7   
   offset   19 92
   bbox   13 3 13 93
   frame   data/chars/moon/014.gif
         
   delay   7   
   offset   20 91
   bbox   13 3 13 93
   frame   data/chars/moon/015.gif
      
   delay   7
   offset   19 92
   bbox   13 3 13 93   
   frame   data/chars/moon/016.gif
      
   delay   7
   offset   17 93
   bbox   13 3 13 93   
   frame   data/chars/moon/017.gif
      
   delay   7
   offset   16 94
   bbox   13 3 13 93   
   frame   data/chars/moon/018.gif
      
   delay   7
   offset   17 93
   bbox   13 3 13 93   
   frame   data/chars/moon/019.gif

anim up

   loop    1
   delay   14   
   offset   25 91   
   bbox  
        frame   data/chars/moon/056.gif
        
   delay   14   
   offset   26 91
   bbox  
   frame   data/chars/moon/057.gif
   
   delay   14
   offset   27 91
   bbox  
   frame   data/chars/moon/058.gif
        
   delay   14
   offset   22 91
   bbox  
   frame   data/chars/moon/059.gif
        
   delay   14
   offset   15 91
   bbox  
   frame   data/chars/moon/060.gif
   
   delay   14
   offset   14 91
   bbox  
   frame   data/chars/moon/061.gif   
   
   delay   14
   offset   15 91
   bbox
   frame   data/chars/moon/062.gif
      
   delay   14   
   offset   18 91
   bbox
   frame   data/chars/moon/063.gif                 


anim run
   loop   1
   delay   11
   offset   39 85
   bbox   
   frame   data/chars/moon/034.gif
   #sound   data/sounds/foot.wav
   
   delay   11
   offset   38 94
   bbox   
   frame   data/chars/moon/035.gif

   delay   11
   offset   42 90
   bbox   
   frame   data/chars/moon/036.gif

   delay   11
   offset   46 92
   bbox   
   frame   data/chars/moon/037.gif

   delay   11
   offset   43 94
   bbox   
   frame   data/chars/moon/038.gif

   delay   11
   offset   41 90
   bbox   
   frame   data/chars/moon/039.gif

   delay   11
   offset   34 92
   bbox   
   frame   data/chars/moon/040.gif


anim get
   loop   0
   offset   29 62
   frame    data/chars/moon/146.gif   


   delay   30
   offset   28 49
   frame   data/chars/moon/007.gif



anim attack1
   loop   0
   delay   4
   bbox   15 8 19 91   
   offset   24 93
   frame   data/chars/moon/111.gif
   
   offset   27 93
   attack   35 8 34 21 8 0 0 0 8
   frame   data/chars/moon/112.gif   

   delay   5
   bbox   15 8 19 91   
   offset   24 93
   attack  0 0 0 0
   frame   data/chars/moon/111.gif   


anim attack2
   range   0 61
   loop    0
   delay   5
   offset   42 87
   bbox   33 6 17 87
   frame   data/chars/moon/116.gif
   
   
   attack2   52 21 37 15 9 0 0 0 13
   offset   37 81
   frame   data/chars/moon/117.gif
   
   
   bbox   34 14 21 78
   offset   38 87
   frame   data/chars/moon/118.gif
   
   
   offset   33 97
   bbox   25 19 29 81
   attack2 0 0 0 0   
   frame   data/chars/moon/119.gif
   
anim attack3
   range   0 61
   loop    0
   delay   5
   attack   61 0 24 74 9 0 0 0 13
   offset   42 102
   frame   data/chars/moon/120.gif      

   offset   42 91
   bbox   22 7 29 87
   attack  0 0 0 0
   frame   data/chars/moon/121.gif
   
      
anim attack4
   range   0 61
   loop    0
   delay   5
   offset   38 96
   bbox   31 3 16 82
   frame   data/chars/moon/122.gif


   offset   27 96
   bbox   16 1 22 62
   frame   data/chars/moon/123.gif

   offset   33 99
   frame   data/chars/moon/163.gif

   offset   50 107
   frame   data/chars/moon/164.gif

   offset   50 113
   frame   data/chars/moon/165.gif


   attack   63 0 22 98 18 1 1 0 13
   offset   33 102
   frame   data/chars/moon/124.gif

   offset   39 101
   bbox   32 4 51 56
   attack  0 0 0 0
   frame   data/chars/moon/125.gif

   offset   50 101
   bbox   43 8 21 70
   frame   data/chars/moon/126.gif

   offset   43 82
   bbox   31 7 26 80
   frame   data/chars/moon/127.gif

   offset   32 93
   bbox   20 17 27 81
   frame   data/chars/moon/139.gif

   offset   28 82
   bbox   19 5 25 82
   frame   data/chars/moon/020.gif

anim pain
   loop    0
   delay   3
   offset  22 92
   bbox    6 4 34 91
   move       -1
   frame   data/chars/moon/787.gif   
   
   delay   3
   offset  22 92
   bbox    6 4 34 91
   move       1
   frame   data/chars/moon/787.gif


   delay   25
   offset  42 88
   bbox   20 15 38 75
   move       -1
   frame   data/chars/moon/805.gif
       
   delay   25
   move    1
   offset  42 88
   bbox   20 15 38 75
   frame   data/chars/moon/805.gif

   delay   6
   offset  22 92
   bbox    6 4 34 91
   move       -1
   frame   data/chars/moon/787.gif   
   
   delay   6
   offset  22 92
   bbox    6 4 34 91
   move       1
   frame   data/chars/moon/787.gif
   

   

anim jumpdelay
   loop    0
   delay   8
   offset   28 82
   bbox   19 5 25 82
   frame   data/chars/moon/020.gif

anim jumpland
   loop    0
   
   offset   25 132
   frame   data/chars/moon/30.gif

   offset  18 124
   bbox    1 44 33 86
   frame   data/chars/moon/31.gif


   delay   12
   offset  25 108
   bbox    12 18 27 95
   frame   data/chars/moon/32.gif


anim jump
   loop    0
   delay   20
   offset  21 107
   bbox    
   frame   data/chars/moon/21.gif
   delay   15
   offset   27 99
   frame   data/chars/moon/24.gif
   offset   36 98
   frame   data/chars/moon/25.gif
   offset   40 104
   frame   data/chars/moon/26.gif
   offset   40 110
   frame   data/chars/moon/27.gif
   offset   36 121
   frame   data/chars/moon/28.gif
   offset   36 129
   frame   data/chars/moon/29.gif

anim forwardjump
   loop    0
   delay   23
   offset  21 107
   bbox    
   frame   data/chars/moon/22.gif
   delay   20
   offset  21 107
   bbox    
   frame   data/chars/moon/21.gif
   delay   15
   offset   27 99
   frame   data/chars/moon/24.gif
   offset   36 98
   frame   data/chars/moon/25.gif
   offset   40 104
   frame   data/chars/moon/26.gif
   offset   40 110
   frame   data/chars/moon/27.gif
   offset   36 121
   frame   data/chars/moon/28.gif
   offset   36 129
   frame   data/chars/moon/29.gif


anim runjump
   loop    0
   delay   23
   offset  21 107
   bbox    
   frame   data/chars/moon/22.gif
   delay   20
   offset  21 107
   bbox    
   frame   data/chars/moon/21.gif
   delay   15
   offset   27 99
   frame   data/chars/moon/24.gif
   offset   36 98
   frame   data/chars/moon/25.gif
   offset   40 104
   frame   data/chars/moon/26.gif
   offset   40 110
   frame   data/chars/moon/27.gif
   offset   36 121
   frame   data/chars/moon/28.gif
   offset   36 129
   frame   data/chars/moon/29.gif



anim runattack
   loop    0
   delay   2
   offset  45 65
   bbox    
   move    15
   frame   data/chars/moon/160.gif
   offset  45 65
   blast
   frame   data/chars/moon/261.gif
   move    0
   offset   43 68
   delay   5
   frame   data/chars/moon/161.gif
   offset    46 72
   delay   15
   blast   0 0 0 0  
   frame   data/chars/moon/162.gif
   
   
anim runjumpattack
   loop    0
   delay   7
   offset  35 108
   bbox    
   frame   data/chars/moon/153.gif
   offset    42 120
   frame   data/chars/moon/154.gif
   offset    76 104
   frame   data/chars/moon/155.gif
   offset    88 95
   frame   data/chars/moon/156.gif
   offset    70 114
   frame   data/chars/moon/157.gif

anim block
   loop    0
   delay   5
   offset  27 90
   frame   data/chars/moon/47.gif

   offset   27 90
   frame   data/chars/moon/48.gif

   delay   100
   offset   27 90
   frame   data/chars/moon/49.gif

   
anim attackup
   loop    0
   delay   6
   offset  21 96
   bbox    0 0 0 0
   jumpframe 1 2 0 -1   
   frame   data/chars/moon/23.gif

anim attackdown
   loop    0
   delay   6
   offset  21 96
   bbox    0 0 0 0
   jumpframe 1 2 0 1   
   frame   data/chars/moon/23.gif


anim jumpattack
   loop    0
   delay   6
   offset  49 109
   bbox
   frame   data/chars/moon/151.gif
   offset   53 100
   delay   35
   attack  43 2 81 60 13 1 0 0 13
   frame   data/chars/moon/152.gif
   delay   7
   attack  0 0 0 0
   frame   data/chars/moon/152.gif

anim jumpattack2

   loop    0
   delay   2
   offset  37 106
   bbox   
   frame   data/chars/moon/147.gif

   delay   7
   offset  32 112
   bbox   
   attack  39 16 25 61 5 0 0 0 8
   frame   data/chars/moon/148.gif


anim jumpattack3
   loop    0
   delay   6
   offset  50 105
   bbox    
   frame   data/chars/moon/149.gif
   offset   54 109
   delay   35
   attack  39 0 68 78 13 1 0 0 13
   frame   data/chars/moon/150.gif
   delay   7
   attack  0 0 0 0
   frame   data/chars/moon/150.gif

anim jumpspecial
   loop 0
   delay    6
   offset   21 96
   frame   data/chars/moon/23.gif

   offset   37 100
   delay   6
   frame   data/chars/moon/158.gif

   delay   35
   offset   46 100
   dive    3 2
   frame   data/chars/moon/159.gif
     

anim grab
   loop    0
   delay   5
   offset  26 92
   frame   data/chars/moon/166.gif
   
   delay   100
   offset   27 90
   frame   data/chars/moon/168.gif

anim grabattack
   loop    0
   delay   5
   offset   27 90   
   bbox    
   attack  0 0 0 0
   frame   data/chars/moon/168.gif
   delay   23   
   attack6 12 1 33 94 8 0 1 0 16
   frame   data/chars/moon/167.gif








anim grabattack2
   loop    0
   delay   5
   offset   27 90   
   bbox    
   attack  0 0 0 0
   frame   data/chars/moon/168.gif
   offset   18 92
   delay   23   
   attack4 12 1 33 94 8 1
   frame   data/chars/moon/167.gif
   offset   18 92
   attack   0 0 0 0 0 0
   frame   data/chars/moon/167.gif
   delay   7
   offset   23 93
   bbox   0 0 0 0
   frame   data/chars/moon/004.gif
   
   delay   7
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif
   
   
   delay   20
   bbox   0 0 0 0
   frame   data/chars/moon/003.gif

   delay   10
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif


anim grabbackward   
   attackone 1
        loop    0
      offset  31 93
      delay   15
      bbox    0 0 0 0
      frame   data/chars/moon/169.gif
      
   
   throwframewait  1
   offset  30 83
      delay   13
      attack  1 1 55 94 0 1 1 1
      dropv   4 -2 0
      damageonlanding 20 2
      frame   data/chars/moon/170.gif
      
   
   offset  30 83
      attack  0 0 0 0
      frame   data/chars/moon/171.gif
      
   
   offset  26 74
      frame   data/chars/moon/172.gif
      
   
   offset  33 78
      frame   data/chars/moon/173.gif
         
   
   offset  33 92
      delay   20
      frame   data/chars/moon/174.gif
   
   
anim fall
   loop    0
   delay   50
   offset  36 83
   bbox    0 0 0 0
   landframe 3   
   frame   data/chars/moon/829.gif
   offset   40 78
   delay   10
   frame   data/chars/moon/830.gif
   offset   38 78
   delay   300
   frame   data/chars/moon/831.gif
   offset   36 77
   delay   10
   frame   data/chars/moon/833.gif
   offset   36 20
   frame   data/chars/moon/854.gif   
   
   
anim rise
   loop    0
   delay   15
   offset   36 20
   bbox    0 0 0 0
   frame   data/chars/moon/854.gif   
   offset   32 36
   delay   9
   frame   data/chars/moon/855.gif
   offset   31 50
   frame   data/chars/moon/006.gif
   offset   31 50
   frame   data/chars/moon/005.gif
   
   delay   7
   offset   23 93
   bbox   0 0 0 0
   frame   data/chars/moon/004.gif
   
   delay   7
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif
   
   
   delay   20
   bbox   0 0 0 0
   frame   data/chars/moon/003.gif

   delay   10
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif




Title: Re: Sailormoon Arcade
Post by: Damon Caskey on July 07, 2009, 03:29:20 pm
The reason it isn't flowing like my throw is because you are not doing it like my throw; you guys basically ignored what I was talking about.

While there is defiantly more then one way to skin a cat, you will never replicate the the throw I displayed spot on by using attacks and pre orchestrated animations. You have to employ the generic pose method.

Look closely. At no point is there ever an attack made. Instead function calls take place that put the defender into a set of poses, and then send him on his way.

Code: [Select]
anim grabbackward

#Kakaekomi Nage

flipframe 4

delay 10
offset 100 200
bbox 0
move 30
@cmd bind0010 1 15 0 -2 0 "RGRAB"
sound data/sounds/vand0002.wav #Voice effect.
frame data/chars/andy/andy0103
delay 20
move 0
frame data/chars/andy/andy0430
delay 12
move 0
frame data/chars/andy/andy0431
delay 8
@cmd bind0010 1 10 10 -2 0 "RTLTDN"
frame data/chars/andy/andy0432
delay 4
move -40
@cmd bind0010 1 0 40 -2 0 "RVERDN"
sound data/sounds/vand0019.wav #Voice effect.
frame data/chars/andy/andy0433
move 0
@cmd bind0004 1 0 0 0 11 0 #Release bind.
@cmd dama0001 1 0 10 "ATK_NORMAL5" 0 3 3 0 30 1 1
     frame data/chars/andy/andy0433
delay 25
move 0
bbox 75 110 35 90
frame data/chars/andy/andy0434
delay 12
frame data/chars/andy/andy0434
frame data/chars/andy/andy0008

(http://www.caskeys.com/arc/games/openbor/wiki/images/0/09/Ani_andy_throw_0001.gif)

1. "I'm grabbed" - Static pose.
2. "I'm getting pulled forward" - Static Pose.
3. "I'm being flipped" - Static Pose.
4. "Thrown" - Backward fall. This can and should be animated, not a stiff looking "laying down all the way" like you have above. And it's so easy. Use of infinite delay combined with Dropframe ensures body rotation is perfectly timed no matter how far/high/out defender is thrown. Likewise with Landframe so the ground impact is always perfect.

The whole principal is brain numb simple. Defender uses a set of static poses that act as building blocks. The attacker puts them together to create any type of throw desired. This is far and away the best way to perform throws (no offense to others out there who do other things). It's simple, elegant, and functional.

Spoiler
(http://www.caskeys.com/arc/games/openbor/wiki/images/0/09/Ani_andy_throw_0001.gif)(http://www.caskeys.com/arc/games/openbor/wiki/images/b/b6/Ani_andy_throw_0002.gif)(http://www.caskeys.com/arc/games/openbor/wiki/images/2/21/Ani_andy_throw_0003.gif)(http://www.caskeys.com/arc/games/openbor/wiki/images/3/3d/Ani_mika_0001.gif)

I'm not bragging, because I didn't invent it. The pros did. Technos, Capcom, Sega, SNK, Arc Systems, and so on. This is how they all do it. OX and I both have described it in detail. Look for it, employ it. Enjoy it. Or don't, but then don't ever expect throws to be fully on par with the golden age games we strive to emulate.

DC
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 07, 2009, 05:38:23 pm
OK, your text helps greatly, but is this line part of scripting?

@cmd   bind0010 1 15 0 -2 0 "RGRAB"

Can you break down what this means so that I can make this mod fun to play for others.  Other than that, I'm very exicited of the progress I have been slowly making.  

Also I'm experimenting with the size of my text when I type in the forum.  Is size 13 font easy to read on the cell phones?
Title: Re: Sailormoon Arcade
Post by: DARK HAYABUSA on July 08, 2009, 02:52:21 am
Hey! this is interesting and I think quite functional studies inadvertently given me an idea for improvements in the Angel-0, Damon Caskey thanks! :wow!:
Title: Re: Sailormoon Arcade
Post by: Bloodbane on July 10, 2009, 04:05:34 am
 Yeah, pseudo throw is only good for some throws but generally script does it way better.

 If you want to make throw like DC showed above then you need to learn script.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 12, 2009, 04:57:12 am
Ok, I am convinced that I must learn how to script.  Where does one even start to understand.  My goal right now is to learn how to create the same throw from the Sailormoon arcade game.
Title: Re: Sailormoon Arcade
Post by: Orochi_X on July 12, 2009, 06:58:19 am
Just to clarify the issue with fonts. There is no need to enlarge the font. The default setting is perfectly eligible on any device.

The problem was the tiny font you used to use was too small to read.



HERE (http://lavalit.com:8080/index.php/topic,1440.0.html) is the original scripted throw tutorial.....It should answeer some of your questions.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 13, 2009, 05:49:17 pm
Thanks Orochi_X :cheers!:  Pretty soon I'll have a perfect video of throwing people the right way.  WIP Throw still.

Sailormoon Arcade Throws (http://www.youtube.com/watch?v=ZRNEgOVn6AE#lq-lq2-hq-vhq)

Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 19, 2009, 04:45:57 am
How can I mark in the Sailormoon text the following:

First is basic 5 hit combo displaying pain 1 -3 and then falling with animations
fall 1 -4,
second is  grabbed with 0toss and kneeing with pain #3 and

finally throwing Flay with 1 toss and toss.

Keep in mind that I'm very slow in learning scripting and I am desperately tying to under stand it.

Its very frustrating but I know that scripting is also used in web site and I'm trying to learn.
Title: Re: Sailormoon Arcade
Post by: MCW on July 19, 2009, 02:17:17 pm
- Just use attack to link anim fall for the 5 hit combo with sprite fall1-4.

- The sprite 0toss is use for anim grabbed.

- The sprite pain1-2 is use for anim pain.

- The sprite pain3 is use for anim pain2.

- The sprite 1toss is use for anim pain3.

- The sprite fall1-4 is use for anim fall.

- The sprite 2toss, fall4 is use for anim fall3.


Sailormoon's anim grabbackward:
Quote
anim grabbackward
   attackone 1
   loop   0
   offset   31 93
   delay   15
   bbox   0 0 0 0
   attack2   1 1 55 94 0 0 1 1
   frame   data/chars/moon/169.gif
   offset   30 83
   delay   13
   attack3   1 1 55 94 0 0 1 1
   frame   data/chars/moon/170.gif
   offset   30 83
   attack3   1 1 55 94 0 1 1 1
   dropv   4 -2 0
   damageonlanding 20 2
   frame   data/chars/moon/171.gif
   offset   26 74
   attack   0 0 0 0
   frame   data/chars/moon/172.gif
   offset   33 78
   frame   data/chars/moon/173.gif
   offset   33 92
   delay   20
   frame   data/chars/moon/174.gif
Title: Re: Sailormoon Arcade
Post by: Bloodbane on July 21, 2009, 01:23:24 am
 MCW, I think you should give some explanation on how this animation would throw enemy.
 Nonetheless, this is Pseudo Throw technique without script.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 22, 2009, 03:15:08 pm
Ok. Can someone please check my text out.  I do not know why anim pain2, anim pain3 and anim fall3 is not working. 


Sailormoon's Text
Spoiler

name   Sailormoon
type   player
health   120

speed   9
running      25 3 3 1 0
shadow   0   

combostyle      1
atchain         1 1 2 3 4



icon          data/chars/moon/227.gif
iconpain       data/chars/moon/229.gif
iconpain       data/chars/moon/229.gif
iconget        data/chars/moon/228.gif


com            D F A freespecial1
com            D U A freespecial2
com            D F S freespecial3
com          D U S freespecial4

#-------moves
anim spawn
   loop    0
   delay   50
   offset  25 100
   bbox    0 0 0 0
   frame   data/chars/moon/55.gif   

   delay   7
   offset   23 93
   bbox   0 0 0 0
   frame   data/chars/moon/004.gif
   
   delay   7
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif
   
   
   delay   20
   bbox   0 0 0 0
   frame   data/chars/moon/003.gif

   delay   10
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif


anim idle
   loop   1
   delay   999999
   offset   24 93
   bbox   13 6 17 88
   frame   data/chars/moon/175.gif

anim walk      
   loop   1
   delay   7
   offset   19 92
   bbox   13 3 13 93
   frame   data/chars/moon/008.gif
      
   delay   7
   offset   21 91
   bbox   13 3 13 93   
   frame   data/chars/moon/009.gif
      
   delay   7
   offset   19 92
   bbox   13 3 13 93   
   frame   data/chars/moon/010.gif
         
   delay   7   
   offset   19 93
   bbox   13 3 13 93
   frame   data/chars/moon/011.gif
      
   delay   7   
   offset   16 94
   bbox   13 3 13 93
   frame   data/chars/moon/012.gif
         
   delay   7   
   offset   17 93
   bbox   13 3 13 93
   frame   data/chars/moon/013.gif
         
   delay   7   
   offset   19 92
   bbox   13 3 13 93
   frame   data/chars/moon/014.gif
         
   delay   7   
   offset   20 91
   bbox   13 3 13 93
   frame   data/chars/moon/015.gif
      
   delay   7
   offset   19 92
   bbox   13 3 13 93   
   frame   data/chars/moon/016.gif
      
   delay   7
   offset   17 93
   bbox   13 3 13 93   
   frame   data/chars/moon/017.gif
      
   delay   7
   offset   16 94
   bbox   13 3 13 93   
   frame   data/chars/moon/018.gif
      
   delay   7
   offset   17 93
   bbox   13 3 13 93   
   frame   data/chars/moon/019.gif

anim up

   loop    1
   delay   14   
   offset   25 91   
   bbox  
        frame   data/chars/moon/056.gif
        
   delay   14   
   offset   26 91
   bbox  
   frame   data/chars/moon/057.gif
   
   delay   14
   offset   27 91
   bbox  
   frame   data/chars/moon/058.gif
        
   delay   14
   offset   22 91
   bbox  
   frame   data/chars/moon/059.gif
        
   delay   14
   offset   15 91
   bbox  
   frame   data/chars/moon/060.gif
   
   delay   14
   offset   14 91
   bbox  
   frame   data/chars/moon/061.gif   
   
   delay   14
   offset   15 91
   bbox
   frame   data/chars/moon/062.gif
      
   delay   14   
   offset   18 91
   bbox
   frame   data/chars/moon/063.gif                 


anim run
   loop   1
   delay   11
   offset   39 85
   bbox   
   frame   data/chars/moon/034.gif
   #sound   data/sounds/foot.wav
   
   delay   11
   offset   38 94
   bbox   
   frame   data/chars/moon/035.gif

   delay   11
   offset   42 90
   bbox   
   frame   data/chars/moon/036.gif

   delay   11
   offset   46 92
   bbox   
   frame   data/chars/moon/037.gif

   delay   11
   offset   43 94
   bbox   
   frame   data/chars/moon/038.gif

   delay   11
   offset   41 90
   bbox   
   frame   data/chars/moon/039.gif

   delay   11
   offset   34 92
   bbox   
   frame   data/chars/moon/040.gif


anim get
   loop   0
   offset   29 62
   frame    data/chars/moon/146.gif   


   delay   30
   offset   28 49
   frame   data/chars/moon/007.gif



anim attack1
   loop   0
   delay   4
   bbox   15 8 19 91   
   offset   24 93
   frame   data/chars/moon/111.gif
   
   offset   27 93
   attack   35 8 34 21 8 0 0 0 8
   frame   data/chars/moon/112.gif   

   delay   5
   bbox   15 8 19 91   
   offset   24 93
   attack  0 0 0 0
   frame   data/chars/moon/111.gif   


anim attack2
   range   0 61
   loop    0
   delay   5
   offset   42 87
   bbox   33 6 17 87
   frame   data/chars/moon/116.gif
   
   
   attack2   52 21 37 15 9 0 0 0 13
   offset   37 81
   frame   data/chars/moon/117.gif
   
   
   bbox   34 14 21 78
   offset   38 87
   frame   data/chars/moon/118.gif
   
   
   offset   33 97
   bbox   25 19 29 81
   attack2 0 0 0 0   
   frame   data/chars/moon/119.gif
   
anim attack3
   range   0 61
   loop    0
   delay   5
   attack   61 0 24 74 9 0 0 0 13
   offset   42 102
   frame   data/chars/moon/120.gif      

   offset   42 91
   bbox   22 7 29 87
   attack  0 0 0 0
   frame   data/chars/moon/121.gif
   
      
anim attack4
   range   0 61
   loop    0
   delay   5
   offset   38 96
   bbox   31 3 16 82
   frame   data/chars/moon/122.gif


   offset   27 96
   bbox   16 1 22 62
   frame   data/chars/moon/123.gif

   offset   33 99
   frame   data/chars/moon/163.gif

   offset   50 107
   frame   data/chars/moon/164.gif

   offset   50 113
   frame   data/chars/moon/165.gif


   attack   63 0 22 98 18 1 1 0 13
   offset   33 102
   frame   data/chars/moon/124.gif

   offset   39 101
   bbox   32 4 51 56
   attack  0 0 0 0
   frame   data/chars/moon/125.gif

   offset   50 101
   bbox   43 8 21 70
   frame   data/chars/moon/126.gif

   offset   43 82
   bbox   31 7 26 80
   frame   data/chars/moon/127.gif

   offset   32 93
   bbox   20 17 27 81
   frame   data/chars/moon/139.gif

   offset   28 82
   bbox   19 5 25 82
   frame   data/chars/moon/020.gif

anim pain
   loop    0
   delay   3
   offset  22 92
   bbox    6 4 34 91
   move       -1
   frame   data/chars/moon/787.gif   
   
   delay   3
   offset  22 92
   bbox    6 4 34 91
   move       1
   frame   data/chars/moon/787.gif


   delay   25
   offset  42 88
   bbox   20 15 38 75
   move       -1
   frame   data/chars/moon/805.gif
       
   delay   25
   move    1
   offset  42 88
   bbox   20 15 38 75
   frame   data/chars/moon/805.gif

   delay   6
   offset  22 92
   bbox    6 4 34 91
   move       -1
   frame   data/chars/moon/787.gif   
   
   delay   6
   offset  22 92
   bbox    6 4 34 91
   move       1
   frame   data/chars/moon/787.gif
   

   

anim jumpdelay
   loop    0
   delay   8
   offset   28 82
   bbox   19 5 25 82
   frame   data/chars/moon/020.gif

anim jumpland
   loop    0
   
   offset   25 132
   frame   data/chars/moon/30.gif

   offset  18 124
   bbox    1 44 33 86
   frame   data/chars/moon/31.gif


   delay   12
   offset  25 108
   bbox    12 18 27 95
   frame   data/chars/moon/32.gif


anim jump
   loop    0
   delay   20
   offset  21 107
   bbox    
   frame   data/chars/moon/21.gif
   delay   15
   offset   27 99
   frame   data/chars/moon/24.gif
   offset   36 98
   frame   data/chars/moon/25.gif
   offset   40 104
   frame   data/chars/moon/26.gif
   offset   40 110
   frame   data/chars/moon/27.gif
   offset   36 121
   frame   data/chars/moon/28.gif
   offset   36 129
   frame   data/chars/moon/29.gif

anim forwardjump
   loop    0
   delay   23
   offset  21 107
   bbox    
   frame   data/chars/moon/22.gif
   delay   20
   offset  21 107
   bbox    
   frame   data/chars/moon/21.gif
   delay   15
   offset   27 99
   frame   data/chars/moon/24.gif
   offset   36 98
   frame   data/chars/moon/25.gif
   offset   40 104
   frame   data/chars/moon/26.gif
   offset   40 110
   frame   data/chars/moon/27.gif
   offset   36 121
   frame   data/chars/moon/28.gif
   offset   36 129
   frame   data/chars/moon/29.gif


anim runjump
   loop    0
   delay   23
   offset  21 107
   bbox    
   frame   data/chars/moon/22.gif
   delay   20
   offset  21 107
   bbox    
   frame   data/chars/moon/21.gif
   delay   15
   offset   27 99
   frame   data/chars/moon/24.gif
   offset   36 98
   frame   data/chars/moon/25.gif
   offset   40 104
   frame   data/chars/moon/26.gif
   offset   40 110
   frame   data/chars/moon/27.gif
   offset   36 121
   frame   data/chars/moon/28.gif
   offset   36 129
   frame   data/chars/moon/29.gif



anim runattack
   loop    0
   delay   2
   offset  45 65
   bbox    
   move    15
   frame   data/chars/moon/160.gif
   offset  45 65
   blast
   frame   data/chars/moon/261.gif
   move    0
   offset   43 68
   delay   5
   frame   data/chars/moon/161.gif
   offset    46 72
   delay   15
   blast   0 0 0 0  
   frame   data/chars/moon/162.gif
   
   
anim runjumpattack
   loop    0
   delay   7
   offset  35 108
   bbox    
   frame   data/chars/moon/153.gif
   offset    42 120
   frame   data/chars/moon/154.gif
   offset    76 104
   frame   data/chars/moon/155.gif
   offset    88 95
   frame   data/chars/moon/156.gif
   offset    70 114
   frame   data/chars/moon/157.gif

anim block
   loop    0
   delay   5
   offset  27 90
   frame   data/chars/moon/47.gif

   offset   27 90
   frame   data/chars/moon/48.gif

   delay   100
   offset   27 90
   frame   data/chars/moon/49.gif

   
anim attackup
   loop    0
   delay   6
   offset  21 96
   bbox    0 0 0 0
   jumpframe 1 2 0 -1   
   frame   data/chars/moon/23.gif

anim attackdown
   loop    0
   delay   6
   offset  21 96
   bbox    0 0 0 0
   jumpframe 1 2 0 1   
   frame   data/chars/moon/23.gif


anim jumpattack
   loop    0
   delay   6
   offset  49 109
   bbox
   frame   data/chars/moon/151.gif
   offset   53 100
   delay   35
   attack  43 2 81 60 13 1 0 0 13
   frame   data/chars/moon/152.gif
   delay   7
   attack  0 0 0 0
   frame   data/chars/moon/152.gif

anim jumpattack2

   loop    0
   delay   2
   offset  37 106
   bbox   
   frame   data/chars/moon/147.gif

   delay   7
   offset  32 112
   bbox   
   attack  39 16 25 61 5 0 0 0 8
   frame   data/chars/moon/148.gif


anim jumpattack3
   loop    0
   delay   6
   offset  50 105
   bbox    
   frame   data/chars/moon/149.gif
   offset   54 109
   delay   35
   attack  39 0 68 78 13 1 0 0 13
   frame   data/chars/moon/150.gif
   delay   7
   attack  0 0 0 0
   frame   data/chars/moon/150.gif

anim jumpspecial
   loop 0
   delay    6
   offset   21 96
   frame   data/chars/moon/23.gif

   offset   37 100
   delay   6
   frame   data/chars/moon/158.gif

   delay   35
   offset   46 100
   dive    3 2
   frame   data/chars/moon/159.gif
     

anim grab
   loop    0
   delay   5
   offset  26 92
   frame   data/chars/moon/166.gif
   
   delay   100
   offset   27 90
   frame   data/chars/moon/168.gif




anim grabattack
   loop    0
   delay   5
   offset   27 90   
   bbox    
   attack  0 0 0 0
   frame   data/chars/moon/168.gif
   delay   23   
   attack6 12 1 33 94 8 0 1 0 16
   frame   data/chars/moon/167.gif








anim grabattack2


   loop    0
   delay   5
   offset   27 90   
   bbox    
   attack  0 0 0 0
   frame   data/chars/moon/168.gif
   offset   18 92
   delay   23   
   attack4 12 1 33 94 8 1
   frame   data/chars/moon/167.gif
   offset   18 92
   attack   0 0 0 0 0 0
   frame   data/chars/moon/167.gif
   delay   7
   offset   23 93
   bbox   0 0 0 0
   frame   data/chars/moon/004.gif
   
   delay   7
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif
   
   
   delay   20
   bbox   0 0 0 0
   frame   data/chars/moon/003.gif

   delay   10
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif



   
   
anim fall
   loop    0
   delay   50
   offset  36 83
   bbox    0 0 0 0
   landframe 3   
   frame   data/chars/moon/829.gif
   offset   40 78
   delay   10
   frame   data/chars/moon/830.gif
   offset   38 78
   delay   300
   frame   data/chars/moon/831.gif
   offset   36 77
   delay   10
   frame   data/chars/moon/833.gif
   offset   36 20
   frame   data/chars/moon/854.gif   
   
   
anim rise
   loop    0
   delay   15
   offset   36 20
   bbox    0 0 0 0
   frame   data/chars/moon/854.gif   
   offset   32 36
   delay   9
   frame   data/chars/moon/855.gif
   offset   31 50
   frame   data/chars/moon/006.gif
   offset   31 50
   frame   data/chars/moon/005.gif
   
   delay   7
   offset   23 93
   bbox   0 0 0 0
   frame   data/chars/moon/004.gif
   
   delay   7
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif
   
   
   delay   20
   bbox   0 0 0 0
   frame   data/chars/moon/003.gif

   delay   10
   offset   24 92
   bbox   0 0 0 0
   frame   data/chars/moon/002.gif






   
anim grabbackward

        flipframe 1
   throwframewait  1
   move   3
   delay   20
   loop    0
      offset  31 93
   bbox    0 0 0 0
      frame   data/chars/moon/169.gif

   
   move   0
   offset  30 83
      delay   12
      attack  1 1 55 94 0 1 1 1
      dropv   4 -2 0
      damageonlanding 20 2   
      frame   data/chars/moon/170.gif
   
   delay   8
   move   0
   offset  33 82
      attack  0 0 0 0
      frame   data/chars/moon/171.gif
   
   delay   4
   dropframe 7
   move   0
   offset  26 74
      frame   data/chars/moon/172.gif
      
   
   move   0
   offset  33 78
      frame   data/chars/moon/173.gif
         
   
   move   0
   offset  33 92      
      frame   data/chars/moon/174.gif



Flau's Text
Spoiler
name   Flau
health   500
speed   8
type   enemy
icon   data/chars/flau/Flauicon.gif


anim idle

   loop   1
   delay   10
   offset   101 130
   bbox   99 42 41 84   
   frame   data/chars/flau/idle2.gif      

   offset   101 130
   bbox   99 42 41 84
   frame   data/chars/flau/idle3.gif

   offset   101 130
   bbox   99 42 41 84
   frame   data/chars/flau/idle2.gif

   offset   101 130
   bbox   99 42 41 84
   frame   data/chars/flau/idle3.gif

   offset   101 130
   bbox   99 42 41 84
   frame   data/chars/flau/idle2.gif

   offset   101 130
   bbox   99 42 41 84
   frame   data/chars/flau/idle3.gif

   offset   101 130
   bbox   99 42 41 84
   frame   data/chars/flau/idle2.gif

   offset   101 130
   bbox   99 42 41 84
   frame   data/chars/flau/idle3.gif

   
anim walk
   loop   1
   offset   101 130
   bbox   93 39 26 89
   delay   7
   frame   data/chars/flau/walk1.gif

   offset   101 128
   bbox   93 39 26 89
   frame   data/chars/flau/walk2.gif


   offset   101 130
   bbox   93 39 26 89
   frame   data/chars/flau/walk3.gif

   offset   101 128
   bbox   93 39 26 89
   frame   data/chars/flau/walk4.gif

   offset   101 130
   bbox   93 39 26 89
   frame   data/chars/flau/walk5.gif


anim pain
   loop       0
   delay      4
   offset     101 130
   bbox       77 36 51 94
   frame      data/chars/flau/pain1.gif
   
   
   offset     101 130
   bbox       85 38 41 91
   frame      data/chars/flau/pain2.gif
   frame      data/chars/flau/pain2.gif
   
   offset     101 130
   bbox       80 37 52 91   
   frame      data/chars/flau/pain3.gif
   frame      data/chars/flau/pain3.gif
   frame      data/chars/flau/pain3.gif

   offset     101 130
   bbox       80 37 52 91   
   frame      data/chars/flau/pain3.gif
   frame      data/chars/flau/pain3.gif
   frame      data/chars/flau/pain3.gif
   frame      data/chars/flau/pain3.gif   
   bbox       85 38 41 91
   frame      data/chars/flau/pain2.gif
   frame      data/chars/flau/pain2.gif

   offset     101 130
   bbox       85 38 41 91
   frame      data/chars/flau/pain2.gif
   frame      data/chars/flau/pain2.gif
   bbox       77 36 51 94
   frame      data/chars/flau/pain1.gif
   frame      data/chars/flau/pain1.gif



anim pain2
   loop   0
   offset     101 130
   bbox       85 38 41 91
   frame      data/chars/flau/pain2.gif


anim pain3
   loop   0
   offset   101 130
   bbox   7 30 97 86
   frame   data/chars/flau/1toss.gif







anim grabbed
   loop   0
   offset   101 130
   bbox   99 42 41 84
   delay   10
   frame   data/chars/flau/grab.gif










anim fall
    loop       0
    delay      50
    offset     101 130
         frame      data/chars/flau/fall1.gif
    delay      20
         frame      data/chars/flau/fall2.gif
    delay      10
         frame      data/chars/flau/fall3.gif
    delay       10   
    frame       data/chars/flau/fall4.gif

anim fall3
   loop   0
   delay   6
   offset   44 108
   bbox   78 3 78 106
   frame   data/chars/flau/2toss.gif
   
   offset   101 130
        delay    10   
   frame    data/chars/flau/fall4.gif





anim rise
    loop       0
    delay      30
    offset     101 130
         frame      data/chars/flau/fall4.gif
    delay      20
         frame      data/chars/flau/rise1.gif
    frame       data/chars/flau/rise2.gif
Title: Re: Sailormoon Arcade
Post by: Orochi_X on July 22, 2009, 03:23:06 pm
I couldn't see an attack with type 3 normal damage. Also , many of your pain/fall animations don't have a delay set....
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 22, 2009, 03:36:12 pm
Just uploaded my demo.  
http://www.megaupload.com/?d=L8I55Q0 (http://www.megaupload.com/?d=L8I55Q0B)

Orochi_X , can you help me make the corrections?  That way I can advance and start adding the rest of the foes in.
Title: Re: Sailormoon Arcade
Post by: Orochi_X on July 22, 2009, 03:39:34 pm
Grabbing now.  ;)


EDIT: These animations need proper delays...


anim pain2
   loop   0
   offset     101 130
   bbox       85 38 41 91
   frame      data/chars/flau/pain2.gif


anim pain3
   loop   0
   offset   101 130
   bbox   7 30 97 86
   frame   data/chars/flau/1toss.gif


Moon simply needs attack3 defined properly.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 22, 2009, 04:07:32 pm
Can you give an example for attack3.  What do you mean by defined properly?
Title: Re: Sailormoon Arcade
Post by: Orochi_X on July 22, 2009, 04:12:08 pm
attack# X Y Width Hieght etc etc


You are already using attack and attack2 in Moons anim attack and anim attack2 respectively.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 22, 2009, 05:17:41 pm
So once that fixed it should show pain2, pain3 and fall3.  Thanks.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 27, 2009, 06:10:20 am
Still can't throw correctly. I know I am still doing something wrong and I know you guy have told me but I am still throwing wrong. If anyone can correct this, I would be very thankful.
Please help with the text part here. 

clip0007 Can't throw (http://www.youtube.com/watch?v=zPAdlrrznXE#lq-lq2-hq-vhq)

Spoiler
anim grabbackward
    attackone 1
   loop   0
   delay   10
   offset   31 93
   frame   data/chars/moon/169.gif
   delay   20
    attack3  47 1 14 96 0 0 1 1
       offset  30 83
   grabin   1 24
    forcedirection 1
   frame   data/chars/moon/170.gif
    attack3  0 0 0 0 0
   offset  33 82
   delay   30
   frame   data/chars/moon/171.gif
   offset  26 74
   attack5   57 8 27 36 0 1 1 1
   delay   11
   frame   data/chars/moon/172.gif
   delay   1   
    damageonlanding 8
   offset  33 78   
    grabin  0 0
   frame   data/chars/moon/173.gif
   attack5   0 0 0 0 0
   offset  33 92
   delay   30
   frame   data/chars/moon/174.gif


Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 01, 2009, 05:26:40 am
Ok, I started using scripts but I have no clue why I can't make Sailormoon throw Flau.  I read the log and I don't understand what it say.  Help!!!

Spoiler
####animationscript function main#####
# data/chars/moon/moon.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animnum = getlocalvar("animnum");
    if(animnum==110)
    {
        if(frame==2)
        {
            bind(1, 26, -1, 0, -1);

        }
        if(frame==2)
        {
            forceanim(openborconstant("anim, fall2"));

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

        }
        if(frame==3)
        {
            forceanim(openborconstant("anim, fall2"));

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

        }
        if(frame==4)
        {
            forceanim(openborconstant("anim, fall2"));

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

        }
        if(frame==5)
        {
            forceanim(openborconstant("anim, fall3"));

        }
        if(frame==6)
        {
            forceanim(openborconstant("anim, fall3"));

        }
        return;
    }

}
Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 04, 2009, 01:34:09 am
 Mrgrill, you should be posting OpenBoRlogs text here instead of the other one.
 Why don't you explain to us what is exactly you are doing?

 Anyways, attached below is my own suggestion to fix Sailormoon's throw. It's still using Pseudo Throw BTW.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 04, 2009, 04:09:25 am
Thanks Bloodbane!.  That pretty much what I have been trying to do. Now I can finally move on add to Sailormoon. Also you have helped me a great deal.  Now I can do this with the other 4 Sailor Soldiers.  Thank You!
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 08, 2009, 05:38:16 am
Ok, I finally got the cmd bind to work.  I copied the MarvelPC mod and added the script folder and it worked. Been toying around with the throws but for some reason when Sailormoon throws to the left it comes out great, but to the right, its off.  Any ideas?
Title: Re: Sailormoon Arcade
Post by: MCW on August 08, 2009, 09:35:40 am
Try my scripted Grabwalk Test Demo.

You can unpack the demo and play around with the scripts.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 08, 2009, 03:14:01 pm
I would think that when you use backward throw to throw the foe, they should be grabbed in the same position from left to right.  Wouldn't grab walk be like Haggar's move?  I just want to throw this person with out walking.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 11, 2009, 01:09:34 am
 MrGrill, you are combining Pseudo Throw trick with Play-the-opponent technique. It's recommended not to. If you're using script for the latter then just use that. The solution I gave you before is just simple solution.

 About your problem, the problem lies enemy's positioning.
 Just a minute, what do you meant with throwing right? is it:
1. Throwing to front while facing right (grabbed enemy on right)
2. Throwing to back while facing left (grabbed enemy on left)

 I think the @bind command you're using is the cause of the problem but I need the answer of that question 1st.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 11, 2009, 01:59:28 am
Hi Bloodbane.  I wanted to use the bind cmd because I want to copy the throw from the arcade.  When I grab the bad guy from the right its perfect 1 2 3 4 5.  But from the left, it not position right 2a & 3a.  Do you mind taking a look at it.

I know frame 4 and 5 needs to be fixed on my end.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 11, 2009, 03:22:16 am
 MrGrill, can you attach the lib001.c file you are using for SailorMoon? I need to check the functions there.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 11, 2009, 03:38:42 am
Here you go.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 11, 2009, 04:02:43 am
 Hmmm.... I found the problem. You set the parameters for bind function wrong. Let me explain it:

bind(int null, float x, float z, float y, int dir)

- null: determines if you want to hold opponent or let it go.
 0 = let go ; 1 = hold; Other value than these two has no effect
- x,y,z : determines the distance between player and opponent in x y and z respectively.
- dir: determines facing direction of opponent.
 0 = no change; 1 = same direction as player; -1 = opposite direction as player; 2 always right; -2 always left.

 Here's the correction:

Quote
anim grabbackward
        flipframe 1
        attackone 1
   move   3
   delay   12
      offset  31 93
   bbox    0 0 0 0
@cmd bind 1 7 0 1 -1      
   frame   data/chars/moon/169.gif
   move   0
   offset  30 83
      delay   15
        hitfx   data/sounds/silent.wav
      attack2 1 1 55 94 0 1 1 1
      dropv   3 -3 0
      damageonlanding 20 2
        forcedirection 1
@cmd bind 1 10 0 1 -1
   frame   data/chars/moon/170.gif
   delay   10
   offset  33 82
      attack  0 0 0 0
        @cmd bind 0 0 0 0 0
      frame   data/chars/moon/171.gif
   offset  26 74
   delay   15
      frame   data/chars/moon/172.gif
   delay   15
   offset  33 78
      frame   data/chars/moon/173.gif
   delay   5
   offset  33 92      
      frame   data/chars/moon/174.gif

 I also remove 'grabin' since it's not required here.

 HTH
Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 13, 2009, 05:03:16 am
 I forgot that I could just use the current mod I have to fix the throw. That's what I did. Anyways, here's the fix.

 Unlike previous fix, this one uses Play-the-opponent method and it requires some standard. Flau has new fall animations now.

 FALL2 : thrown animation
 FALL3, FALL4 and FALL5 : different poses used for slam or throw

 Currently, FALL3 is Flau's grabbed state in which she's standing. The offset is by her chest.
 FALL4 is Flau's 1toss.gif in which she's being turned upside down. The offset is under her stomach.
 FALL5 is Flau's 2toss.gif in which she has been turned upside down. The offset is to the left of stomach and right above her right arm.

 I described this cause this standard MUST be applied to every grabbable enemy. Since Flau is the only one using this, the throw won't work on other enemies.

 HTH
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 14, 2009, 02:09:08 am
Thanks for your help Bloodbane.  The throw now works.  Now I can finish Flau and start working on the next foe.  I'm very happy. :cheers!:
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 17, 2009, 03:54:22 am
I have never seen this before.  I started working on Tesuni today to encounter a pink square around her.  What gives.  I'm using 16bit and each character is suppose to have their own pallet.



Title: Re: Sailormoon Arcade
Post by: Taxis on August 17, 2009, 05:02:01 am
I take a look to the palette of idle, and i think that i found the problem:

You have 2 "pink" colors in your palette:
1st color of the palette: ff00ff
17 color of the palette: fc00fc

Your idle sprite have the fc00fc in the background. Change it with the ff00ff

I hope you understand me, because my english isn't very good ^^U
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 17, 2009, 02:45:15 pm
Thanks Taxis!  I can't believe I had two pink colors. :wow!:
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 18, 2009, 05:18:16 am
WIP Tesuni.  

Just wanted to let everyone one know that I started working on Teseni (the foe that looks like Grace Jones).

Does anyone have any ideas for adding extra moves to Sailormoon, such as Double Dragon moves, maybe a pinattack or something.

I pretty have all of the moves finshed, minus the supers from Sarakura's Mugenversion which will be done later once I get a good chuck of the foes done to release a real demo.  

Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 20, 2009, 01:45:34 am
Quote
Does anyone have any ideas for adding extra moves to Sailormoon, such as Double Dragon moves, maybe a pinattack or something.

 One thing that crossed my mind is airgrab. Sailormoon grabs enemy in mid air then slams him/her to ground with her elbow.

 This one is tough to make due to stabilizer scripts though.

 The only problem for this is, I don't have idea on how to make Sailormoon toss enemy to air.
Title: Re: Sailormoon Arcade
Post by: Damon Caskey on August 20, 2009, 10:53:39 am
One thing that crossed my mind is airgrab. Sailormoon grabs enemy in mid air then slams him/her to ground with her elbow.

 This one is tough to make due to stabilizer scripts though.

 The only problem for this is, I don't have idea on how to make Sailormoon toss enemy to air.

I do. Been there, done that, bought the tee shirt.

IAF Demo (http://www.youtube.com/watch?v=4RGkZAEwEnU#normal)

The problem is, I don't know anything about Sailor Moon herself. By that I mean, I don't know what moves would or would not be in character for her to perform. Is she more "girly"? Or does she like to slam people around and BBQ them the way I have Homoura doing? Something in between? Maybe she is a stereotypical anime "hammer from nowhere" type. I just don't know because I don't have anything to do with Sailor Moon.

So as far as suggesting what she could do, I can't help you. But if you do decide on something and don't know how to implement it, I can get you started.

DC
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 20, 2009, 04:01:53 pm
I would say that Sailor Mars (red), Sailor Juipter (green) and Sailor Venus ( yellow) are the most brutal of the groups.  Sailor Moon (Blue) and Sailor Mercury (Blue short hair) are very girly. But then again this arcade game have Sailor Moon and Sailor Mercury doing more moves  in this game than in the anime   :cheers!:.  So  i would say that they are alot stronger in the arcade game.

On a side note, I was trying to add the next foe Tesuni and I get this message attached.  What does it mean. It will only load the first walk animation.  When I add the next one, it crashes.. ok now i get the pink square again. I thought I corrected this earlier, but I do not know why I have pink.  The first color in the color table is pink per http://borrevolution.vg-network.com/tutorial.htm (http://borrevolution.vg-network.com/tutorial.htm)

Title: Re: Sailormoon Arcade
Post by: Cobra on August 20, 2009, 04:13:33 pm
I don't know, I mean check out how brutal Sailor Mercury's final kick is, it has a lot of force behind it.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 20, 2009, 04:22:07 pm
Your right Cobra.  I believe this arcade game show them that they have all improved on their fighting skills and ready to kick but.  The only move I would not add would be a groin stomp.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 23, 2009, 08:30:13 am
Quote
I would say that Sailor Mars (red), Sailor Juipter (green) and Sailor Venus ( yellow) are the most brutal of the groups.

 Hmmm... that reminds me, in the genesis version, they can perform slam except of Sailor Moon.

 Anyways, like Damon said above, we could add any moves to these girls but would that fit? I mean , wanna see Sailor Moon breaks enemy's neck?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on August 26, 2009, 08:21:12 pm
For starters, I would like to see Sailormoon hop over a foe like Ibuki Street Fighter 3 3rd Strike and Sailor Juipter (green) do plenty of slams. But not enough to rip their heads off :oops:

I'm going to have to do some home work and watch a few Sailormoon episodes for move edits and work on my third foe tonight.  Also need to start working on my hub.

I was experimenting on having the foes have a different pain and fall animation. The grabbed animation is perfect. This looks better than the original arcade version because they used Idle, which seemed boring.  I wanted to simulate the pain animation for the knee attack.

I thought I could do @cmd   forceanim "ANI_PAIN3 during anim grabattack and then during anim grabattack2 have @cmd   forceanim "ANI_PAIN3 " and followed with @cmd forceanime anim fall.  At this point how much should the @cmd   bind be?
Title: Re: Sailormoon Arcade
Post by: Bloodbane on August 29, 2009, 06:42:00 am
Quote
Sailormoon hop over a foe like Ibuki Street Fighter 3 3rd Strike and Sailor Juipter (green) do plenty of slams.

 Ah yes, I has same thought about that. I was thinking of having Sailormoon jumps to enemy's head and stomps her/him.

Quote
At this point how much should the @cmd   bind be?

 I forgot to tell you about the .psd I've included in the rar before. I did that so you know that I made reference for slams and throws before setting values in scripts.
 That means to get those values, you need to make grab reference yourself then measure the distance from Sailor Moon's offset to enemy's offset. Remember to use negative values if the distance is behind or below.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 02, 2009, 06:05:20 pm
Not a major update, but I'm working on custom moves for Yasha.  So far I have a jump that was never in the arcade  :wow!: and a new attack.  

Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 05, 2009, 03:49:44 pm
Where would you put the bbox on this character? I'm thinking here. What do you think?
Title: Re: Sailormoon Arcade
Post by: maxman on September 05, 2009, 09:06:29 pm
Sorry. I posted this but the signal failed to transmit. I would say that I got this blue bbox on a char there. I forgot what I wrote. >:( I point out the bbox by using MSPaint.

EDIT: Sorry forgot to attach screenshot.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on September 06, 2009, 04:44:47 am
 Well, the marquee is fine enough for bbox IMO. What make you so doubtful about it?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 11, 2009, 04:41:32 am
Well, the marquee is fine enough for bbox IMO. What make you so doubtful about it?

I don't want the bbox to be bad.  

On a sidenote, I wanted to make Yasha jump straight up as a upper without inflicting pain because he is a mischief taunting foe. So far he only jumps very little. This is one of the edits I created.  Orginally the roll animation appeared when he would fall out of the forest trees.  
In the future he would be a grappler and shoot some type of projectile in the air.

Spoiler
anim upper
   loop   0
   delay   5
   offset   100 130   
   frame   data/chars/Yasha/idle1.gif

   offset   100 130
   frame   data/chars/Yasha/idle2.gif

   offset   100 130
   delay   5
   jumpframe 100 100
   frame   data/chars/Yasha/Jump1.gif

   offset   100 130
   frame   data/chars/Yasha/Jump2.gif

   offset   100 130
   frame   data/chars/Yasha/Jump3.gif

   offset   100 130
   bbox   87 43 42 79   
   frame   data/chars/Yasha/idle3.gif

   offset  100 130
   bbox    85 70 36 55
        frame   data/chars/Yasha/rise2.gif

I tried messing with the jump frame but I'm not getting any results.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on September 11, 2009, 05:03:45 am
Quote
jumpframe 100 100

 No wonder you're not getting anything :). You set the jump to performed on 101st frame while the animation only consists of 7 frames. Try setting it properly and read manual if you forgot how to.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 11, 2009, 05:21:40 am
Quote
jumpframe 100 100

 No wonder you're not getting anything :). You set the jump to performed on 101st frame while the animation only consists of 7 frames. Try setting it properly and read manual if you forgot how to.

Thanks for explaining that.  After I messed with the jumpframe, Yasha started jumping so far that it took ten seconds for him to return. I was laughing my but off.  Now I can start on the next foe: Tesuni with the raquet. 

I would be nice to add a mini game in the future where the Sailor Soldiers play tennis. :laughing:

Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on November 16, 2009, 12:31:17 am
FYI: After another long period of moving and finally having the internet again, I will start working on Sailormoon Arcade.  Expect pics and progress soon.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on January 16, 2011, 03:35:02 am
http://www.youtube.com/watch?v=7pfPcJs_1ak# (http://www.youtube.com/watch?v=7pfPcJs_1ak#)

First, I had to redo Sailormoon because of a virus on my old computer.

Almost all of the basic attacks are done with the exception of walk and fly kick. 
The next step after that is inserting the unused animation from the arcade game and finally converting Wave to openbor and finally adding the Sailormoon Arcade fonts and Icons correctly.

I have been busy with my life, but it brings me great pleasure that I am working on my mod.  Consequently, this is also the year of the rabbit!



Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on January 26, 2011, 03:29:54 pm
Lately I have been running Mame 110b using the debug code to double check her offsets for her new unused animations. What I would like to know is how can I add sprites to a mugen charcter and align it there. Aside from that I am looking to release  demo with 2 stages next week. I am editing the ocean stage of Undercover Cops by adding layers, cleaning the skies, and having the ocean move in another part of the stage with no ship. I would like to have three separate sound tracks, which would be Sailormoon arcade, Sailormoon albums and Battle Arena Toshinden Music 2 which would pay homage to a demo I released with Beats of Rage was introduced to me by Mr.Q. The other day I decided to play Night Slashers X by Bonus JZ. Jack has been my favorite character to play due to the fact that he reminds me of a 80's rock star. So after playing the game I decided to compare the arcade and this version and I noticed more edits. My favorite one would be zombie surfing. I started to get an idea of how cool it would be if Sailor Jupier could do that. The problem would be if its to violent to use. Then it hit me that the Maniquins would be perfect. Another idea I came across was the zombie ram. I would like to do the same thing but using the Mankins again and exploding upon impact. These two ideas are great and I have to give credit to BonuzJZ.   
Title: Re: Sailormoon Arcade
Post by: Bloodbane on January 30, 2011, 12:32:03 am
Quote
My favorite one would be zombie surfing. I started to get an idea of how cool it would be if Sailor Jupiter could do that. The problem would be if its to violent to use.

 I think it's okay ;). I mean would it be more violent compared to shooting electric bolts?

Quote
Another idea I came across was the zombie ram. I would like to do the same thing but using the Mankins again and exploding upon impact.

 Now that's pretty violent.
 Exploding upon impact? you mean... the mannequin will shatter to pieces or just simple explosion?
Title: Re: Sailormoon Arcade
Post by: volcanic on January 30, 2011, 03:50:07 am
Quote
Another idea I came across was the zombie ram. I would like to do the same thing but using the Mankins again and exploding upon impact.
To be frank ,I dont' think that's a good idea.That will be much out of place.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on January 30, 2011, 04:46:03 am
Actually I can picture Sailor Jupiter doing the ram because she is the strongest sailor soldier.  I'm thinking the ram should be for all enimes, but with some comical effect.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 02, 2011, 05:42:40 am
I have added all of her unused animations to the mod.  Note that this is still a rough copy.

When I perform her super by pressing d d s or u u s,

Sailormoon goes through both wand animations; holding the wand with her regular sailor outfit and recycling the animation with the princess outfit.

How can I fix it so that she does one set only when pressing d d s and the other pressing u u s.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 06, 2011, 08:01:52 pm
 I've got the demo but I don't understand your problem MrGrill. Both freespecial plays fine except that both are missing effects.
 
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 08, 2011, 04:30:06 am
I've got the demo but I don't understand your problem MrGrill. Both freespecial plays fine except that both are missing effects.
 

On they keyboard when I press d d s or u u s, it's pretty hard to do, I will have to change the command to some thing simple. Do you have any suggestion Bloodbane?

Aside from that mistake, I have been working on editing this stage like crazy. Are there any instruction on how to change the axis so that Sailormoon does not walk over the crate? I also need to fix the position of the bars because it suppose to cover that straight shadow line under the pier. I'm working on adding the waves and the water drain as well.

The final part of this stage will be an out Zombie attack. 

Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 08, 2011, 06:20:58 pm
Quote
Do you have any suggestion Bloodbane?

 Oh, I thought you have no problem executing the commands. Well, actually I have changed the commands myself. Anyways, assuming these are super moves I could suggest this:

com D F U S freespecial5
com U F D S freespecial6   

 Roughly, it's half circle from up and from down.

Quote
Are there any instruction on how to change the axis so that Sailormoon does not walk over the crate?

 It's the z command in levels.txt. It's used to define level width.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 10, 2011, 04:52:50 am
Great idea for the freespecials. I will add that on the next update.  I finally have the ocean moving but my problem is the the two giants bars in the fore ground because it moves with the stage. In the original stage, the bar would stay with the back ground and not move. In the first picture the bar is in the wrong place, it should be right where the shadow on the beach is at. Now in the second pictures it disappears off screen. Keep in mind that the ocean is animated.

Please move this to my Sailormoon Arcade work in progress. I do not know why it posted here?
Title: Re: Sailormoon Arcade
Post by: talic on February 10, 2011, 10:16:02 am
Great idea for the freespecials. I will add that on the next update.  I finally have the ocean moving but my problem is the the two giants bars in the fore ground because it moves with the stage. In the original stage, the bar would stay with the back ground and not move. In the first picture the bar is in the wrong place, it should be right where the shadow on the beach is at. Now in the second pictures it disappears off screen. Keep in mind that the ocean is animated.

Please move this to my Sailormoon Arcade work in progress. I do not know why it posted here?

I think that happens if you are using a big (size) .gif image for the frontlayer.
Try adding the column using a entity.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 10, 2011, 03:17:26 pm
Talic, can you give an example on how to add it.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 11, 2011, 05:46:37 pm
 That's not right Talic. Even if you use tiny image for frontpanel, you would have same problem. The real problem is because frontpanel scrolls faster than panel, that's why it never match the latter.

 To solve this, simply use fglayer command and set scroll speed properly. Here's an example:

fglayer    data/bgs/hive/ground.png 10 0 0 0 0 0 0 22 1 1

 And here's a screenshot:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra45.gif)

 The level shown here uses foreground layer which scrolls at same speed as panel and it covers entities such as the alien tube.

 MrGrill, try using this command. Oh change the 22 above with 1 (you don't need that many). 
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 12, 2011, 03:37:46 am
Thanks Bloodbane, I can not wait to try this.  

What am I doing wrong? Also, why do I have to reverse the animation of the waves to display correctly on the screen?  I noticed from time to time that I will get receive this message "FATAL: tried to set animation with invalid address (Flash, 7)." How do I fix this because my mod keeps crashing half way through the stage.


 
http://hotfile.com/dl/104242988/28e107f/2.12.11_Sailormoon_Arcade.rar.html (http://hotfile.com/dl/104242988/28e107f/2.12.11_Sailormoon_Arcade.rar.html)

Also improved speed of waves and here is Sailormoon's superlist:
com s freespecial #-------360: Spinning fist and spinning kick
com d f a freespecial1 #-------Moon Tiara Action
com d u a freespecial2 #-------Moon Tiara Action Alternate
com d f J freespecial3 #-------Salutes and fires moonbeams
com d f s freespecial4 #-------Wand Move
com d f u s freespecial5 #-------Pricess Wand Move
com u f d s freespecial6 #-------Cries
com u u j freespecial7 #-------Hadoken Fire

I have not added any special effects.
I am working on Sailormoon's Moon Tiara Action's projectile and Alternate using pshot but it is not coming out.

Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 13, 2011, 06:00:07 pm
Quote
Also, why do I have to reverse the animation of the waves to display correctly on the screen?

 That's because every entity will face left when spawned on screen or IOW mirrored. For enemies, it's not big deal since they can change their facing direction easily but for static entities, it's a problem. You can solve it by mirroring like you did but the best solution is to set this in the header:

facing 1

 I set this in every decoration entity I have.

Quote
I noticed from time to time that I will get receive this message "FATAL: tried to set animation with invalid address (Flash, 7)."

 I don't know, I didn't get this bug yet. Let me try it again.

Quote
I am working on Sailormoon's Moon Tiara Action's projectile and Alternate using pshot but it is not coming out.

 It's because the projectile is not loaded. For player's projectiles, always use load instead of know. See the shots below.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 14, 2011, 04:10:02 am
Thanks Bloodbane, I now have Sailormoon throwing projectiles. My only problem is that com d f a freespecial1 and
com d u   a freespecial2 have the same projectile throw. Do you have any recommendation on how I should make freespecial2's projectile throw different? Also can you show me how you added the layer code for the two red columns? I inserted the this below:


background   data/bgs/BEACH/back.gif
panel      data/bgs/BEACH/beach.gif   none
fglayer      data/bgs/BEACH/2bars.gif 10 0 0 0 0 0 0 22 1 1

The bars are there for a few seconds and disapper.


The only thing left for at this stage is two add the animated water pipes and work on my stage 1b: Big Trouble in Little China! Bloodbane, do you mind giving me a hand on coding the enemies when I am done with the stages?
Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 14, 2011, 10:37:36 pm
Quote
Do you have any recommendation on how I should make freespecial2's projectile throw different?

 1st, you have to make alternate knife and load it in models.txt.

 2nd, you change thrown knife with custknife command like this:

 throwframe ...
 custknife [projectilename]

Quote
The bars are there for a few seconds and disapper.

 That's strange, I set it like this and there's nothing wrong:

fglayer    data/bgs/BEACH/2bars.gif 10 0 0 0 0 0 0 1 1 1

Quote
do you mind giving me a hand on coding the enemies when I am done with the stages?

 Coding enemies is simple you can do it yourself unless you want something special such as Castor and Polx. Regardless, how do you want the enemies?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 15, 2011, 01:28:27 am
Are you using the same engine that I included? I still have no clue why it appears and disapeer.  This is driving me crazy. Can you give me some pointers on how to code enemies? I feel when I play the game, these enemies really give me a beat down.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 15, 2011, 07:41:43 pm
Ok, i had to change and use Nightslashers X's obor version. Now the bars are staying. Just have to touch up the waves on the bar with the skeleton hanging because of the line.

http://hotfile.com/dl/105116911/e7afab5/2.15.11_Sailormoon_Arcade.rar.html (http://hotfile.com/dl/105116911/e7afab5/2.15.11_Sailormoon_Arcade.rar.html)

Just noticed that when i reach to the end of the stage,the ocean stop moving. Why?
Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 16, 2011, 06:05:10 pm
 You are correct about OpenBoR version. I used same one with Crime Buster v2.5. I'm going to use latest version after this.

Quote
Can you give me some pointers on how to code enemies? I feel when I play the game, these enemies really give me a beat down.

 Tesuni hasn't give me any problem yet but for Flau, it's either her attack frequency or Sailor Moon's pain animation time. I believe it's the latter cause when I checked her pain time, she's in pain for 68 centiseconds. That's very long IMO. Usually characters have less than that, 25 centiseconds is good.

Quote
Just noticed that when i reach to the end of the stage,the ocean stop moving. Why?

 It's simply because the animated ocean disappears after you left it behind. This is what's called with offscreenkill. In latest versions, you can define offscreenkill to make the ocean "last longer".
 However, IMO it's better to do placement+ offset shifting combo. Change the offset of the wave like this:

Quote
name wave
type none

anim idle
   loop 1
   offset 440 50
   delay 10
   frame data/chars/misc/2wave
   frame data/chars/misc/3wave
   frame data/chars/misc/4wave

 And shift the spawn location like this:

Quote
spawn   wave
coords   1000 140
at   0
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 23, 2011, 08:12:16 pm
It worked! All I need is to add the water pipes.  How do I change the hud and fonts?
Title: Character Select Screen
Post by: Mrgrill247 on February 26, 2011, 04:55:40 am
We have animated water pipes! :wow!:

How would I begin to program the Sailormoon Select Screen? In the arcade, the 1p is moved around each of the players and when selected the portrait changes and the character below does their signature taunt and all of them run off the screen.

Also I have Sailor V, Sailor Venus alternate character to add. Would it be possible to play an alternate button and have her standing and then run off the screen with the rest of the players?

Also in my character select screen these weird black lines appear. Why?
Title: Re: Sailormoon Arcade
Post by: Bloodbane on February 27, 2011, 06:10:35 pm
 Sorry for the late reply.

Quote
How do I change the hud and fonts?

 Fonts is change by simply changing the fonts in sprites folder.
 HUD is comprised of lifebar, status and much more so which one you want to change.

Quote
How would I begin to program the Sailormoon Select Screen?

 We only have tricks for this though and it's not like how the real game does it though.

Quote
in my character select screen these weird black lines appear. Why?

 Odd, did it only happen in game?

 Congrats on adding the animated pipe BTW :).
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 22, 2011, 02:23:53 pm
I wanted to add the icon and the lifebar from Sailormoon arcade and a magic meter which would consume all specials. So far I have the icon with the name Sailormoon together. I'm going to play with it alittle and see if I can get it working on my own.

Thanks for the compliements on the water pipe! As for the progress of the stage, I edited out the homeless people and the graffiti, but I am still kepping the compactor at the end of the stage.
I will have an edited section of the ocean in the background.

I do have a question, is there a way to copy Leona's from King of Figters way of throwing a n ear ring from her hair and copying the bounce properties? Would that have to be scripted?





Sorry for the late reply.

Quote
How do I change the hud and fonts?

 Fonts is change by simply changing the fonts in sprites folder.
 HUD is comprised of lifebar, status and much more so which one you want to change.

Title: Re: Sailormoon Arcade
Post by: Bloodbane on March 23, 2011, 01:37:57 am
 I'm not sure how to toss bouncing projectile without script. With script, it's simple and I have the script. Since you have used script, I could just add this function to your scripts.
 The extra command you need to add to the earring bomb's text is bouncefactor command which controls bouncing effect.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on March 28, 2011, 12:05:42 am
Bloodbane, can you add that script option of bounce?

Title: Re: Sailormoon Arcade
Post by: Bloodbane on March 29, 2011, 02:13:59 am
 It turns out setting bouncing projectile is longer than I thought. Oh well, here you go, check the attachment below.
 To shoot the bouncing projectile, perform FREESPECIAL4 whose command is D F Special.
Title: Sailormoon Arcade Update 4.2.11
Post by: Mrgrill247 on April 04, 2011, 01:45:40 am
http://hotfile.com/dl/113247248/e6a20c0/Sailormoon_Openbor_v3_Build_2244_4.02.11.rar.html (http://hotfile.com/dl/113247248/e6a20c0/Sailormoon_Openbor_v3_Build_2244_4.02.11.rar.html)

Many thanks to Bloodbane for adding the bounce in the hairpin throw, shadows and Makron for the unused arcade animations.

Remember Down Forward A, Moon Tiara Action and Down Up A, hairpin throw.
Title: Re: Sailormoon Arcade
Post by: MIKE MASTERS on April 04, 2011, 02:33:20 am
is finished version or just a demo?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on April 04, 2011, 12:41:46 pm
This is just a demo with one stage that still needs to be fined tuned with many other changes to this first stage. Music, adding voices, bascially all of the fun stuff.
Title: Re: Sailormoon Arcade
Post by: bWWd on April 04, 2011, 12:58:44 pm
you forgot to include empty pak,it crashed on me when i was doing throw many times in a row.red headed enemy needs some offset adjusting.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on April 04, 2011, 01:46:17 pm
How do I add the empty pak? I never knew why my demo would crash, but at least you answered half of my question.
Title: Re: Sailormoon Arcade
Post by: Damon Caskey on April 04, 2011, 02:03:18 pm
How do I add the empty pak?.

Quick and easy way: Give an empty text file the ".pak" extension. Done.

DC
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on April 11, 2011, 07:33:22 pm
Thanks DC!
Update: At this point I am editing the ocean so It could flow with out any ships, boxes etc in the background. It has a total of 4 animations and I have finished 2.

I am really enjoy working on this stage because you do not see a great beach often that is animated for a beat em up game.

 
I would like to add some sort of birds flying, kind of like a tribute to a stage I did long ago in the Search For Athena and look for a music track that has waves crashing and merge it with the stage song.
Title: Stage 1 and boss completed!
Post by: Mrgrill247 on May 28, 2011, 04:59:06 pm
Many thanks to Bloodbane and Makron!

The screen shot that is shown is the boss stage :cheers!:
Title: Re: Sailormoon Arcade
Post by: Bloodbane on May 28, 2011, 11:55:06 pm
 You're welcome MrGrill!

 Castor & Polx duo were tough to make. However compared to other duo bosses, they are the easiest IMO.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 01, 2011, 01:48:55 am
Just thought i would show a picture to say the project is not dead. Were making great progress.
Title: Re: Sailormoon Arcade
Post by: volcanic on September 01, 2011, 02:01:15 am
Really nice work.Keep up!

Could you tell us your general progress?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 01, 2011, 02:28:40 am
So far we have completed Stage 1a, 1b, 2a and 2b. Bloodbane did a real nice job of coloring Oniwabandana (the ninja) and the programing is excellent.  I am proud to say we have half of the enemies programmed and Sailormercury is coming. Stage 3a is also being programmed and 3b has been ripped and is being put together. A few supers has been implemented as well.
Title: Re: Sailormoon Arcade
Post by: volcanic on September 01, 2011, 02:36:21 am
A few supers has been implemented as well.
Is the super cut-in movie just like arcade version does? :eek:
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 01, 2011, 03:58:29 am
Just the super without the arcade intro because we are planning to add other characters that donot have that type of intro.
Title: Re: Sailormoon Arcade
Post by: maxman on September 01, 2011, 09:32:14 am
Perfect looking! :cheers!: Now that looks exactly like the original Sailor Moon Arcade game! Splendid job! :cheers!: I love the stages you add from non-Sailor Moon Arcade games. :)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 02, 2011, 12:16:26 pm
Perfect looking! :cheers!: Now that looks exactly like the original Sailor Moon Arcade game! Splendid job! :cheers!: I love the stages you add from non-Sailor Moon Arcade games. :)

Thanks for the compliements.
Would anyone be interested converting some of the Sailormoon voices to openbor?
Title: Re: Sailormoon Arcade
Post by: MatMan on September 02, 2011, 12:18:44 pm
Who's that cool looking chick on that pic?

(http://lavalit.com:8080/index.php?action=dlattach;topic=2051.0;attach=7478)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 02, 2011, 01:31:22 pm
Episode 43. Sailor Senshi VS Oniwabandana R2 (DVD)

http://www.youtube.com/watch?v=kNNR5QU2pzg
Title: Re: Sailormoon Arcade
Post by: MatMan on September 02, 2011, 01:33:58 pm
I'm asking about the girl with long white hair and black outfit. What be her name?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 02, 2011, 01:49:40 pm
Oniwabandana
Title: Re: Sailormoon Arcade
Post by: MatMan on September 02, 2011, 03:12:16 pm
Oniwabandana

You sure, I can't find anything on the net with that name?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on September 02, 2011, 04:36:40 pm
The episode feature her on the on the youtube video.

http://wikimoon.org/index.php?title=Oniwabandana

Title: Re: Sailormoon Arcade
Post by: Feanor on September 02, 2011, 06:19:43 pm
Oniwabandana

You sure, I can't find anything on the net with that name?
Maybe you typed it wrong, because I found it very easily...
http://www.spriters-resource.com/arcade/prettysoldiersailormoon/oniwabandana.png
Title: Re: Sailormoon Arcade
Post by: Bloodbane on October 01, 2011, 02:04:01 am
 Here's a video:

http://www.youtube.com/watch?v=GOk2DIL_YPU

 It shows Castor and Polx and their duo attacks. I had to dodge for couple seconds to give them chance to show those :). The video also shows 2 of Sailor Moon's special: Cry attack and Moon Tiara. We don't have proper SFX for the attacks now.
 There's slight bug at the end of the video but it has been fixed now.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on October 01, 2011, 01:19:21 pm
Nice job on making them shoot!
Title: Re: Sailormoon Arcade
Post by: esn23 on October 04, 2011, 08:51:15 am
no neptune u could rip her from the 3DO game
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on October 04, 2011, 11:50:02 am
Hell No!  :no!:

However...... I did receive permission from the author to use her when she is released.

http://tsukino-ai.blogspot.com/



no neptune u could rip her from the 3DO game
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on October 31, 2011, 01:38:44 am
Another stage put together. Thanks Bloodbane for your help!
Still working on the next stage!
Title: Re: Sailormoon Arcade
Post by: volcanic on October 31, 2011, 02:28:50 am
Great work. Keep going on.
I think the remake really makes sense because the ARC version is not fun to play.
I want to know how many playable characters you've finished?
Title: Re: Sailormoon Arcade
Post by: maxman on October 31, 2011, 02:59:22 am
Happy Halloween (in here), MrGrillz! Awesome stage you got there! Now I'm wondering after you finish this mod, I might use that stage for my mod. Anyways, yours is super cool as always, but I never have time to post!
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on October 31, 2011, 08:37:36 pm
@ Volcanic
Sailormoon is almost completed. We are missing one supers. She now has a move where press up up  or down down will move her to another plain.


Sailormercury is the next soldier to be playable.  Editing the stages is the biggest pain because you really want to surprise the player.  This stage that was just finished is very surprising and will have you on your toes. 

@ Maxman
Glad you like this stage.
Title: Re: Sailormoon Arcade
Post by: Crimefighters2 on November 02, 2011, 09:12:05 am
Go, go, go Mr Grill the project is looking pretty cool so far!  :cheers!:
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on November 02, 2011, 01:55:19 pm
Nice to know that Sailormoon is receiving some applause. Right now we are at five stages.
Title: Re: Sailormoon Arcade
Post by: Fightn Words on November 02, 2011, 02:57:52 pm
When I saw the video of this I actually thought I was watching the arcade game. Nice work.
Title: Re: Sailormoon Arcade
Post by: maxman on November 04, 2011, 06:15:55 pm
I didn't bother watching the video until now. Nice one. ;D
Title: Happy 2012-WIP SailorMercury!
Post by: Mrgrill247 on January 14, 2012, 03:40:32 am
Hi all!
I am waiting for permission for the first official demo of Sailormoon Arcade from the admins. There are a total of three stages each consisting with two sections and Sailormoon is playable.

com D F A freespecial1 #Moon Tiara One Crystal
com D U   A freespecial2 #Moon Ball Unlimited
com D U J freespecial3 #Invincible
com D F U S freespecial4 #Time Stop
#com d f u s freespecial5
com D U S freespecial6 #Cry
#com u u j freespecial7   

Also I finally started on Sailormercury. Here is the rough cut. Basically for Sailormercury I am using an older build to have the basic and once I have that finished, I move her over to the real demo.
Title: Re: Sailormoon Arcade
Post by: NickyP on January 14, 2012, 03:46:41 am
Do you plan to make a seperate 4-player version? I ask only because it seems like the current HUD you have wouldn't look right with four people.  :)
Title: Re: Sailormoon Arcade
Post by: maxman on January 14, 2012, 04:05:03 am
It's been like 4 years you've been working on this mod here, MrGrill. You have been keeping up with your effort along with the help of Bloodbane. You've had a lot of time to work on. Glad you've improved. :)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on January 14, 2012, 04:41:05 am
@ Nickyp: That would be great once the mod is finished.
@ Maxman: thanks for the props!

Do you plan to make a seperate 4-player version? I ask only because it seems like the current HUD you have wouldn't look right with four people.  :)
Title: Re: Sailormoon Arcade
Post by: nedflandeurse on January 14, 2012, 07:43:42 pm
Mrgrill, your game will be awesome, I'm pretty sure of it! :)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on January 15, 2012, 05:44:10 am
Thanks Nedflanders.
Has anyone tested the game? Her dodge feature really helps when the yoma starts shooting exploding tennis balls. Make sure you press up up or down down.
Title: Re: Sailormoon Arcade
Post by: BeasTie on January 15, 2012, 06:05:44 am
I don't know much about sailor moon, but for some reason I remember coming across lots of these videos recently when searching for sfx and graphic effects.  Theres lots of short clips on youtube from sailor moon cartoons that are just 'power ups' and 'effects' etc.  that are only 10-30seconds long that could be used for cutscenes or even fullscreen specials.  Otherwise there's probably other thing you could use, like ripping sound effects from them.

link - http://www.youtube.com/watch?v=QC-zK-iJfTk&feature=related

Sorry if you're on to this already, I've only read recent posts in this thread.
Title: Demo 1
Post by: Mrgrill247 on January 17, 2012, 02:13:40 am
I have everything ripped from the PS1 game and the arcade. It's just a matter of time of adding them.  I don't think I will add the full screen specials because If I did, Sailor Pluto would not have hers.

In the mean time, while the admins are uploading the game, here is it:

http://www.megaupload.com/?d=BQH09TLP

I don't know much about sailor moon, but for some reason I remember coming across lots of these videos recently when searching for sfx and graphic effects.  Theres lots of short clips on youtube from sailor moon cartoons that are just 'power ups' and 'effects' etc.  that are only 10-30seconds long that could be used for cutscenes or even fullscreen specials.  Otherwise there's probably other thing you could use, like ripping sound effects from them.

link - http://www.youtube.com/watch?v=QC-zK-iJfTk&feature=related

Sorry if you're on to this already, I've only read recent posts in this thread.
Title: Re: Sailormoon Arcade
Post by: ryomaneo on January 25, 2012, 06:20:00 am
 :teary_eyed: I hate to break your bubble guys but megaupload has been shutdown due to copy right  infrigment etc so just thought I would let every one know megaupload is no good no longer. :'(
Title: Re: Sailormoon Arcade
Post by: sidnei55 on January 25, 2012, 07:15:12 am
this game is very good
I hope the demo 2

Thanks
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on January 25, 2012, 02:33:18 pm
No problem. It is uploaded on the main site under the demo section.
As for updates I Am almost done with Mercury's sprites. Afterward she will be coded, another stage set will be added and finally a story.

Title: Re: Sailormoon Arcade
Post by: nedflandeurse on January 26, 2012, 08:10:05 am
Very professional work!
I just regret not to have Mars in this demo  ;D (my fav!)
The atmosphere is very good! Your choice of background is great (beach from Undercover cops...)
Where did you get the chinese stage? (I can't identify it)

Also, will your add elements to you gameplay? It could be great to have multiple moves and throws ;)
Title: Re: Sailormoon Arcade
Post by: Bloodbane on January 28, 2012, 12:38:39 am
 I do the coding works for this mod :).

Quote
Where did you get the chinese stage? (I can't identify it)

 It's from Guardians/ Denjin Makai 2 for arcade. It's the 3rd stage if you choose to go China instead of woods.
Title: Re: Sailormoon Arcade
Post by: nedflandeurse on January 29, 2012, 05:03:52 pm
I do the coding works for this mod :).

Quote
Where did you get the chinese stage? (I can't identify it)

 It's from Guardians/ Denjin Makai 2 for arcade. It's the 3rd stage if you choose to go China instead of woods.

OK! THis this the explanation :)
I have not played otherthan first level for the moment, very nice stage!
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on February 29, 2012, 12:17:49 am
The author gave me permission to use Sailor Pluto and rgveda99 resized the sprites to correct portions by charzynee. rgveda99 states that the 99 percent resize looks better.
Title: Music
Post by: Mrgrill247 on March 11, 2012, 05:31:15 am
I am using the Batch Audio/sound convertion and I converted the theme to Sailormoon Arcade to wav.  When added it in the notepad, it did not play. What is the proper procedure? So far I have Sailormoon shouting when she is throwing people for crowd control, happy when she grabs an item and crying for that one super, but no theme song.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on March 12, 2012, 12:14:14 am
 What is the spec of the .wav? AFAIK OpenBoR can't play 16bit wavs.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on April 21, 2012, 03:31:46 pm
Nothing major right now. Been working 13 hours a day until 4/20. Mars has all of her annimations, looking at another stage the BB converted. Need to ad some bells and whistles.  Is it possible to add a transparency spot light to randomly appear for a few moments? Pretty soon a themed stage will be made.....
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 25, 2012, 04:09:37 pm
Right now I am working on Garoban from SM Arcade. Sprites are being cleaned and organized. Mar's sprites are halfway done and next for the foes are Queen Beryl, Kunzaito and Zoizato.
Title: Re: Sailormoon Arcade
Post by: Bloodbane on June 26, 2012, 01:08:01 am
 Too bad there's only Kunzait and Zoicyte :(. Missing 2 more generals (forgot their name).
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 26, 2012, 01:25:29 am
There are a few frames of Nephrite. Not many thought, but some good sprite edits might help.
Title: Re: Sailormoon Arcade
Post by: riccochet on June 26, 2012, 03:58:24 am
There are a few frames of Nephrite. Not many thought, but some good sprite edits might help.
Nice!
Title: Re: Sailormoon Arcade
Post by: Itsuchi KS on June 26, 2012, 02:22:22 pm
I just know Tuxedo Mask is gonna be a playable character ;D
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 26, 2012, 04:04:52 pm
Hm...Only of someone could make an edit out of him.

I just know Tuxedo Mask is gonna be a playable character ;D
Title: Re: Sailormoon Arcade
Post by: Itsuchi KS on June 26, 2012, 05:34:27 pm
I could but I would need his sprites ripped...well, at least those that he has in the Sailor Moon games. I don't rip sprites though, I jus make characters and games...oh, and now stages
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 26, 2012, 05:56:16 pm
I can provide all of the male sprites in one axis and see
if you can work with an  edit.  Would that work?
Title: Re: Sailormoon Arcade
Post by: Itsuchi KS on June 26, 2012, 07:54:49 pm
Yep, and I think I can find some sprites from the game or pics so I can get his palate.

EDIT:
Actually, I found a lead http://www.spriters-resource.com/community/showthread.php?tid=14864&page=3 (http://www.spriters-resource.com/community/showthread.php?tid=14864&page=3)
and http://www.spriters-resource.com/community/printthread.php?tid=13803 (http://www.spriters-resource.com/community/printthread.php?tid=13803)
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 27, 2012, 01:44:24 pm
Well that is good news. 

http://www.spriters-resource.com/genesis/bishosenshisailormoon/

Title: Re: Sailormoon Arcade
Post by: Itsuchi KS on June 27, 2012, 01:51:32 pm
I've read his wiki to see what his story and moves are so would u like for me to start the sprite process? He's just my type of character and it would be a shame not to have the great Prince Darien as a playable character to aid Princes or Queen Serenity since that's part of his duty :laughing:
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 27, 2012, 06:23:29 pm
Thumbs up for the sprite process. Also if you paxplode my mod, you will see the sprites of Queen Serenity that was hidden in the arcade.

I've read his wiki to see what his story and moves are so would u like for me to start the sprite process? He's just my type of character and it would be a shame not to have the great Prince Darien as a playable character to aid Princes or Queen Serenity since that's part of his duty :laughing:
Title: Re: Sailormoon Arcade
Post by: maxman on June 28, 2012, 03:57:04 am
Nice edit on Zoyzite.
Title: Re: Sailormoon Arcade
Post by: esn23 on June 28, 2012, 11:21:18 am
dairen dont you mean mamoru?
Title: Re: Sailormoon Arcade
Post by: maxman on June 28, 2012, 05:59:25 pm
Darien = English version
Mamoru = Japanese version
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on June 28, 2012, 09:50:11 pm
Actually these were hidden sprite inside the arcade game.

dairen dont you mean mamoru?
Title: Re: Sailormoon Arcade
Post by: esn23 on June 28, 2012, 10:24:58 pm
yes im aware of that but dic butchered sailor moon for americans they changed names sexes sexuality of characters and more in the end it wasnt the same cartoon hehe
Title: Re: Sailormoon Arcade
Post by: Itsuchi KS on June 29, 2012, 01:39:42 am
lol!
Title: Re: Sailormoon Arcade
Post by: liamx2000 on July 04, 2012, 06:39:28 pm
japanese  version of sailor moon will always be the best , how is this game coming along ?
Title: Re: Sailormoon Arcade
Post by: darknior on July 06, 2012, 05:38:44 am
Woaw ... really impressive game when we see all the screenshots !!!

And all these sprites are excellent ...
http://www.spriters-resource.com/community/showthread.php?tid=14864&page=3
http://www.spriters-resource.com/community/printthread.php?tid=13803

I think i will love this game lol

Is there a link where we can find a demo to try it ?
The old MEGAUPLOAD link is dead :(
Thanks
Title: Re: Sailormoon Arcade
Post by: nedflandeurse on July 06, 2012, 06:11:20 am
Darien = English version
Mamoru = Japanese version

Lol, in France he was named Bourdu... (this name don't even exist AFAIK) ;D
Title: Re: Sailormoon Arcade
Post by: darknior on July 06, 2012, 06:45:05 am
Yes lol ... Bourdu in france :p
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 06, 2012, 06:01:41 pm
Go to the download section under WIP and the demo will be there.  If you can't get to that link, I can upload it via Rapidshare.

Those rips on the web link you posted are great but they have no axis. As a rule, I am going to include the PDF in the mod so if anyone want to add a little something, they can. Garoban is a great example, she has a move where she chokes the player. Now you can add your favorite player here and bang!

With the cheat that Makron wrote, I scroll through the sprites, align them in PDF Adobe Photoshop CS2 Image Ready. In my demo you can see the Cat Burglars running off with the loot and shooting located in the wharf stage from Denjin Makai 2.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 25, 2012, 11:35:39 pm
Looks like another update with new baddies and stages will be happening by August.  Sailor Mars....
Title: Re: Sailormoon Arcade
Post by: maxman on July 26, 2012, 12:44:45 am
I only see the sailor scouts but not enemies. I thought the enemies got updated or something.
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 26, 2012, 05:17:35 am
The next update will contain Garoban as the boss.  The last update had he introduction of the cat burglars, the puppet people and wip wharf stage and Sailormercury. For the month of August, Sailormars is up next.  Were going in order from the anime series.
Title: Re: Sailormoon Arcade
Post by: Itsuchi KS on July 26, 2012, 06:05:42 am
Are you talking about another demo with Sailor Mercury in it? Where?
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 26, 2012, 07:56:45 am
Hmm.. I thought it was uploaded. Will upload to lava lit.
Title: Re: Sailormoon Arcade
Post by: darknior on July 26, 2012, 10:28:56 am
Please, post the link when i is done :D
Title: Re: Sailormoon Arcade
Post by: Mrgrill247 on July 26, 2012, 06:18:21 pm
It's ready on the main site. :cheers!:

Also the Wharf stage is a work in progress. It's a beta. Expect changes. Funny, I thought I had uploaded this.
Title: Re: Sailormoon
Post by: Mrgrill247 on September 08, 2012, 08:04:32 pm
Hello all,
I finally found a stage that needs to be edited and will fit right out of the Sailormoon universe. It's a chocolate candy store. You can see the picture in my avatar.  If i can have a perfect rip of the amusement park from Denjin Makai. It would be perfect if it was easy ripping that stage out. And three people that come walking out of the house from Night Slashers arcade in the intro.
Title: Re: Sailormoon
Post by: Mrgrill247 on September 20, 2012, 06:55:26 am
What a horrible night. The Fbi viruses invaxed my computer and corrupted all of my files. Luckly i had all of my Sailormoon materials backed up twice. The sad part is i was close to completing Sailor Jupiter wih her aligned sprites. So let this be a leasson to everyone, always back up your stuff. Now i have to hunt for the mame version of Sailormoon arcade and final burn. What really sucks is that i have to rerip Jinrei.
Title: Re: Sailormoon
Post by: Mrgrill247 on September 24, 2012, 07:16:35 pm
Just started working on our first Banpresto guest star for Sailormoon Arcade.  Sprites are ripped and I am putting him together.
He would make a great guest appearances over at Night Slasher X or even  a Final Fight game! You got to love ninjas!
Title: Re: Sailormoon
Post by: volcanic on September 25, 2012, 09:52:01 pm
Cool!
The graphic is very suitable for your Mod.
Good work!
I wonder how many playable characters you have finished?

Title: Re: Sailormoon
Post by: Mrgrill247 on September 26, 2012, 12:34:59 am
 As of right now the we will have three playable characters.
Sailormars should be ready for the next demo with a great stage. Jinrei and Jupiter are both characters i am working on sprite wise.  I would honestly say that Sailormoon arcade, Guardians, Oni Ninja and Night Slashers's sprites and background will work nicely.








:plasma_sword:
Cool!
The graphic is very suitable for your Mod.
Good work!
I wonder how many playable characters you have finished?
Title: Re: Sailormoon
Post by: Mrgrill247 on October 13, 2012, 08:48:18 pm
Here is preview of Sailor Mars's projectile! It plays every 5 seconds.
Title: Re: Sailormoon
Post by: nedflandeurse on October 13, 2012, 08:59:45 pm
Good news! Most of banpresto arcade Beat em ups have the same kind of graphics. It'll be OK!
Any addition to the project is welcome!!

Keep up the good work! :cheers!:
Title: Re: Sailormoon
Post by: Mrgrill247 on October 13, 2012, 09:24:38 pm
Actually this sprite is from Sailormoon Arcade. Makron over at the Sailormoon Forums was able to hack it and find all of the sprites that were not included in the arcade.

He pretty much gave out the information how to access the sprites and boom, we now have Sailor Mars with a great super.

Here is the process to arrange them in order. It's long!
Title: Re: Sailormoon
Post by: nedflandeurse on October 14, 2012, 05:18:35 am
Sorry, I was talking of your "ninja" character.
He will be will mixed with the whole mod!

Glad to see Mars will be in the next demo, since she's my fav!
Title: Re: Sailormoon
Post by: Mrgrill247 on October 14, 2012, 06:32:16 am
Jinrei is my favorite ninja character.  He is going to rock!
Title: Re: Sailormoon
Post by: Mrgrill247 on November 02, 2012, 06:24:36 pm
At this time i am working on editing the beach stage. I am not to happy of the bottom portion of the sand. As for the candy shop i am considering of making one really lomg stage.
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