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World Arena project

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Offline nedflandeurse

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Re: World Arena project
« Reply #225 on: March 27, 2016, 04:34:16 AM »
Thanks guys.
I received support code from nice coders friends.
My wall jump is 100% fixed

I'm trying to make it possible (as a variation) from enemies and obstacles.
The idea is to simulate a jump where you step on enemy's head and obtacles.
Something you can see in AVP and final fight

Hopefully, DC will come back with some appropriate stuff to recreate this feature.
Still working on my game system. W.A. Project.

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Offline Damon Caskey

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Re: World Arena project
« Reply #226 on: March 27, 2016, 12:05:47 PM »
I will friend, and please accept my apologies for being so slow. I'll get it to you soon as I can.

DC

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Offline nedflandeurse

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Re: World Arena project
« Reply #227 on: March 28, 2016, 12:51:46 PM »
No worries friend, IRL is always a priority to me. :)
Thanks for taking the time.
Still working on my game system. W.A. Project.

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Offline Damon Caskey

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Re: World Arena project
« Reply #228 on: April 14, 2016, 09:35:50 PM »
Good news, script is finished and tested. I'll get some documentation going and package it up for you in the morning.

DC

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Offline nedflandeurse

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Re: World Arena project
« Reply #229 on: April 15, 2016, 08:35:53 AM »
Good news indeed, friend!
Thanks for taking some of your time to make it possible.
Still working on my game system. W.A. Project.

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Offline nedflandeurse

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Re: World Arena project
« Reply #230 on: April 28, 2016, 01:47:32 PM »
Sorry for double post.
I finally go ahead and created a proper wall jump sprite.
Mostly sprited from scratch.


Only the 1st picture is ingame screenshot.

Both 2nd and 3rd are simulations.
This is how jump on obstacle and jump on enemy will look like.

Hopefully these will work with the script of DC.
Still working on my game system. W.A. Project.

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Offline BeasTie

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Re: World Arena project
« Reply #231 on: April 28, 2016, 02:08:58 PM »
Nice,  looking good.  I've got some more obstacles that Lictbringer and I ripped if you're interested.  They will match the sprites you have.  I think some are already posted.

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Offline nedflandeurse

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Re: World Arena project
« Reply #232 on: April 28, 2016, 02:25:14 PM »
Thanks BeasTie, and yes I'm interested.
I got some of the rips in your project thread, but if there are not posted ones, I would like to give a look at them aswell.

I'm planning an heavy-obstacle interaction mod, so it can be very usefull.
The idea is to have almost empty levels, with everything destuctible as obstacle entities.
Even doors, some of the walls and objects...
Still working on my game system. W.A. Project.

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Offline maxman

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Re: World Arena project
« Reply #233 on: April 28, 2016, 05:29:24 PM »
Looks awesome! I like when she jumps off of her opponent in that shot. Lots of hard work I tell ya. You brought a very big effort in showing the in-game shots. I bet that was hard to implement but you made it.
Projects in Progress:
Dragon Duo (on hold)
Captain Commando (CPS2/MVC style) (on hold)
Unelmia (on hold)
Secret project (on hold)
Double Dragon Remake (in progress)
Castlevania Rebirth (on hold)

Misc.:
Openbor Tutorials (to be resumed later on)

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Offline nedflandeurse

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Re: World Arena project
« Reply #234 on: April 29, 2016, 11:00:36 AM »
Thanks Maxman! I liked the  fact Linn Kurosawa can do it in AVP!

The move itself is coded, not really hard .
It uses follow regular system on hit.
JonSilva uses it in his AOF mod (Ryo)

For me the difficulty is the move have to be triggered during jump with jump buton imput.
And it creates some kind of conflict with the fact jump is already pushed just before.

This is why I will use some custom script by DC. Not yet released.
He promised to release it soon. But IRL sometimes takes the control, I know it.

I'm still not sure if the script/function will really fix the problem.
But this feature is still broken, unless I update it with proper script.

An easy way to fix it. The easy one would be to have an imput with A1 or A2.
Still working on my game system. W.A. Project.

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Offline Damon Caskey

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Re: World Arena project
« Reply #235 on: April 29, 2016, 05:37:30 PM »
I had to depart for London (and am still here) before I got documentation done. One thing you need to do as prep work - make sure you have a height setting for your obstacles. That is very important because the jump system uses obstacle height.

DC

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Offline nedflandeurse

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Re: World Arena project
« Reply #236 on: April 29, 2016, 07:15:49 PM »
I don't know how to define an obstacle height.
I can't find any info about height settings. (Is it in the entity header?)

I personally define a plateform for all my obstacles to make the "walkable"
Is that OK? Or I need something else.

My regular obstacle code.
Code: [Select]
name Box
type    obstacle
cantgrab 1
shadow  0
gfxshadow  1
health  50
diesound  data/sounds/wood2.wav
nolife  1
noatflash 1
offscreenkill  2000
candamage  obstacle npc enemy


anim idle
loop 0
delay 5
offset 43 94
bbox    4 4 77 94
      platform   -5 94 0 0 106 106 12 83
frame data/chars/misc/box1.gif

anim fall
loop 0
delay 8
offset 43 94
hitfx   data/sounds/indirectobsta.wav
attack 4 4 77 94 5 1 1 0 6 30
frame data/chars/misc/box2.gif
frame data/chars/misc/box3.gif

Have a nice trip.
Still working on my game system. W.A. Project.

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Offline BeasTie

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Re: World Arena project
« Reply #237 on: April 29, 2016, 08:14:11 PM »
Just add it in the header.

Code: [Select]
height {alt}

    ~Affects an entity's ability to walk under platforms.
    ~If the platform is higher off the ground than this entity's height, this entity can move under it. Otherwise, it will get pushed out. However if somehow entity get stuck under platforms which are shorter, entity can only change direction and slide (see Animation Types below).
    ~{alt} is measured from the offset point up.
    ~This setting applies to all animation. If you want certain animations to have different heights use 'animheight' (see Animation Data).

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Offline nedflandeurse

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Re: World Arena project
« Reply #238 on: April 30, 2016, 03:39:07 AM »
So it was really in the header.
Thanks BeasTie, I'll use it.
Still working on my game system. W.A. Project.

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Offline nedflandeurse

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Re: World Arena project
« Reply #239 on: June 01, 2016, 01:35:28 PM »
I finally finished pickup system with all variations.
2nd finisher after dragon sleeper is ceiling hold (pictured here)

I placed the sparks on enemy's neck and legs. What do you guys thinks of it?

Enemy's position have been simplified to avoid creating complex damage sprites.
So the move is not accurate to a "real" ceiling hold
« Last Edit: June 01, 2016, 01:39:06 PM by nedflandeurse »
Still working on my game system. W.A. Project.

 

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