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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.
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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!
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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.
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Neat. When can we expect a demo?
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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.
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Cool, the SM arcade game has some really nice graphics! Hopefully this mod will put them to good use!
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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.
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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
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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
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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
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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
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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??
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Thanks DC. I am going check it out.
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:( 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.
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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.
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.
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Working on the title screen. Something missing.Looks plain...
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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:
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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.
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And you could add other Sailors there.
That would be my suggestion, assuming the other characters are playable.
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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:
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;D Wow i like that it looks very impressive much better than the old one. :cheers!:
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Stage 1 Arcade edit at the end of the stage.
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Damn. :eyebrow_action: I can't wait to play this. ;D I'm crazy for Sailor Moon. :laughing:
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Good edit!
The hedge under mailbox should bulge forward.
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What do you think Bloodbane?
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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
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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.
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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
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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.
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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.
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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 :'(
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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.
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Good advice.
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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:
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Good! I thought Garoban's sprite is not cut by Sailor's sprite. Either way you need to prepare them.
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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
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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.
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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.
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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.
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beautiful, that looks really great.
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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!
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that sprite looks very nice!!
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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.
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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.
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Yep I have thought about using weapons. Now I could think about "when exactly" enemy changes mode.
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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.
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Yeah... Kyulene as a great arsenal of moves. So would the weapon idea work for her?
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It should be. I don't have materials to test it though.
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!
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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
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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:
Spoilerfmap {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.
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Say I wanted to manually color the character sprites in Photoshop. Does any one have any ideas on the best way to do this?
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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)?
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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.
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Do you mean something like this:
(http://www.freeimagehosting.net/uploads/cc549d5d46.png)
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Yeah. Thats the idea!
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: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.
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Thanks Fightn Word. I will try this tonight.
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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.
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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.
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How could I make Sailormoon walk up in openbor when the stage begins?
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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.
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Thanks Bloodbane. Expect a ton of fun and surprises from me.
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Maybe you've answered this before but is there any plans for a dc port?
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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.
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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.
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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:
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The bor editor? Dude, sorry I misunderstood. Also, sorry I made you to redownload it.
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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.
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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.
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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.
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How would you move the transparent color as 1st color? I am using Photoshop.
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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.
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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)
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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.
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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?
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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.
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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
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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.
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More pics. Also was thinking of having animated Mag Gear thugs standing around. Any one has their waiting animation ripped?
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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.
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Mr. Q's work doesn't have any of them waiting. It looks like it time to do some sprite rips...
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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?
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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.
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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?
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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.
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.
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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.
Spoilername 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
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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}
I wanted to recolor the Mad Gears colors using Sailormoon Arcade color's theme.
That would require 'artistic work'.
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Thanks Bloodbane. I start on the life bars.
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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?
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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.
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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?
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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?
Spoileranim 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
-
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.
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.
-
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)
-
Hey Mrgrill, you know how to rip sprites with Final burn alpha right? do you know to rip with Mame32?
-
What game are you ripping? Perhaps there are sprites are ready ripped.
-
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)
-
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.
SpoilerYukihime from THE NINJA MASTER(METAMOQESTER) will be joining the Sailormoon Arcade crowd.
-
Ok, I've got animget and I know how to clean as long as the sprite colors don't match the BGs. thanks.
-
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)
-
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.
-
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.
-
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.
Spoileranim 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
-
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.
-
Thanks MCW!!! Sailormoon can now dive. However is anim throw the best way to animate this throw?
-
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
-
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
-
The Sailormoon throw move should be flipped.
Here is the correction, read carefully
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.
-
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)
-
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
Spoilername 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
-
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.
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
-
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?
-
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!:
-
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.
-
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.
-
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.
-
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)
-
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.
-
- 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:
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
-
MCW, I think you should give some explanation on how this animation would throw enemy.
Nonetheless, this is Pseudo Throw technique without script.
-
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
Spoilername 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
-
I couldn't see an attack with type 3 normal damage. Also , many of your pain/fall animations don't have a delay set....
-
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.
-
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.
-
Can you give an example for attack3. What do you mean by defined properly?
-
attack# X Y Width Hieght etc etc
You are already using attack and attack2 in Moons anim attack and anim attack2 respectively.
-
So once that fixed it should show pain2, pain3 and fall3. Thanks.
-
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)
Spoileranim 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
-
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;
}
}
-
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.
-
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!
-
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?
-
Try my scripted Grabwalk Test Demo.
You can unpack the demo and play around with the scripts.
-
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.
-
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.
-
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.
-
MrGrill, can you attach the lib001.c file you are using for SailorMoon? I need to check the functions there.
-
Here you go.
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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:
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
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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
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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!:
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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.
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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
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Thanks Taxis! I can't believe I had two pink colors. :wow!:
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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.
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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.
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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
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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)
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I don't know, I mean check out how brutal Sailor Mercury's final kick is, it has a lot of force behind it.
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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.
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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?
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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?
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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.
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.
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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.
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Where would you put the bbox on this character? I'm thinking here. What do you think?
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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.
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Well, the marquee is fine enough for bbox IMO. What make you so doubtful about it?
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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.
Spoileranim 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.
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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.
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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:
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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.
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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!
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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.
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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?
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?
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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.
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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.
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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.
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I've got the demo but I don't understand your problem MrGrill. Both freespecial plays fine except that both are missing effects.
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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.
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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.
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.
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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?
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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.
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Talic, can you give an example on how to add it.
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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).
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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.
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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.
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.
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.
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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?
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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]
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
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?
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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.
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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?
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You are correct about OpenBoR version. I used same one with Crime Buster v2.5. I'm going to use latest version after this.
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.
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:
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:
spawn wave
coords 1000 140
at 0
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It worked! All I need is to add the water pipes. How do I change the hud and fonts?
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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?
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Sorry for the late reply.
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.
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.
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 :).
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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.
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.
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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.
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Bloodbane, can you add that script option of bounce?
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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.
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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.
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is finished version or just a demo?
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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.
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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.
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How do I add the empty pak? I never knew why my demo would crash, but at least you answered half of my question.
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How do I add the empty pak?.
Quick and easy way: Give an empty text file the ".pak" extension. Done.
DC
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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.
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Many thanks to Bloodbane and Makron!
The screen shot that is shown is the boss stage :cheers!:
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You're welcome MrGrill!
Castor & Polx duo were tough to make. However compared to other duo bosses, they are the easiest IMO.
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Just thought i would show a picture to say the project is not dead. Were making great progress.
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Really nice work.Keep up!
Could you tell us your general progress?
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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.
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A few supers has been implemented as well.
Is the super cut-in movie just like arcade version does? :eek:
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Just the super without the arcade intro because we are planning to add other characters that donot have that type of intro.
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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. :)
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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?
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Who's that cool looking chick on that pic?
(http://lavalit.com:8080/index.php?action=dlattach;topic=2051.0;attach=7478)
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Episode 43. Sailor Senshi VS Oniwabandana R2 (DVD)
http://www.youtube.com/watch?v=kNNR5QU2pzg
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I'm asking about the girl with long white hair and black outfit. What be her name?
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Oniwabandana
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Oniwabandana
You sure, I can't find anything on the net with that name?
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The episode feature her on the on the youtube video.
http://wikimoon.org/index.php?title=Oniwabandana
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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
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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.
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Nice job on making them shoot!
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no neptune u could rip her from the 3DO game
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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
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Another stage put together. Thanks Bloodbane for your help!
Still working on the next stage!
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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?
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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!
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@ 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.
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Go, go, go Mr Grill the project is looking pretty cool so far! :cheers!:
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Nice to know that Sailormoon is receiving some applause. Right now we are at five stages.
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When I saw the video of this I actually thought I was watching the arcade game. Nice work.
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I didn't bother watching the video until now. Nice one. ;D
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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.
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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. :)
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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. :)
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@ 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. :)
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Mrgrill, your game will be awesome, I'm pretty sure of it! :)
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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.
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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.
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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.
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: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. :'(
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this game is very good
I hope the demo 2
Thanks
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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.
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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 ;)
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I do the coding works for this mod :).
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.
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I do the coding works for this mod :).
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!
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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.
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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.
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What is the spec of the .wav? AFAIK OpenBoR can't play 16bit wavs.
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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.....
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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.
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Too bad there's only Kunzait and Zoicyte :(. Missing 2 more generals (forgot their name).
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There are a few frames of Nephrite. Not many thought, but some good sprite edits might help.
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There are a few frames of Nephrite. Not many thought, but some good sprite edits might help.
Nice!
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I just know Tuxedo Mask is gonna be a playable character ;D
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Hm...Only of someone could make an edit out of him.
I just know Tuxedo Mask is gonna be a playable character ;D
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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
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I can provide all of the male sprites in one axis and see
if you can work with an edit. Would that work?
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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)
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Well that is good news.
http://www.spriters-resource.com/genesis/bishosenshisailormoon/
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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:
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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:
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Nice edit on Zoyzite.
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dairen dont you mean mamoru?
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Darien = English version
Mamoru = Japanese version
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Actually these were hidden sprite inside the arcade game.
dairen dont you mean mamoru?
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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
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lol!
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japanese version of sailor moon will always be the best , how is this game coming along ?
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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
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Darien = English version
Mamoru = Japanese version
Lol, in France he was named Bourdu... (this name don't even exist AFAIK) ;D
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Yes lol ... Bourdu in france :p
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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.
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Looks like another update with new baddies and stages will be happening by August. Sailor Mars....
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I only see the sailor scouts but not enemies. I thought the enemies got updated or something.
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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.
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Are you talking about another demo with Sailor Mercury in it? Where?
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Hmm.. I thought it was uploaded. Will upload to lava lit.
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Please, post the link when i is done :D
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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.
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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.
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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.
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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!
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Cool!
The graphic is very suitable for your Mod.
Good work!
I wonder how many playable characters you have finished?
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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?
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Here is preview of Sailor Mars's projectile! It plays every 5 seconds.
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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!:
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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!
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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!
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Jinrei is my favorite ninja character. He is going to rock!
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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.