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Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.1.2

No permission to download
Project is completed.
I should've believed myself when I thought the second person looks like Ryu Rider. Though he looks different than what I've remember from BoF 1.
I never thought that would be Rinoa Heartily, not with that stance.

Breath of fire used to be a nice game
It is one of my favorite RPGs, I really love the diverse race represented not in the world but also in character roster.
 
Wow... Nina looks almost exactly like Michelle Heart.

View attachment 7663
Yep, she does like Michelle :)
We are using her very first design:
NinaBreath1.jpg


If the selection were free, would Mario or Kirby also be a condition for appearance?
We had some Mario cameos in the game, but I decided to remove them to avoid copyright strikes
1712674823324.png
 
Velberan, a famous Brazilian YouTuber, tested our game and said something that was very important to us: that the game is fun to play.
That's the biggest concern when I develop a game: that it be fun to play. Everything else...is rest to me and it doesn't matter at all if the game isn't fun.

 
O Ilusionista updated Pocket Dimensional Clash 2 with a new update entry:

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PDC2 - Version 2.1.2

- Added information about each character's game of origin to the selection screen
- Added information on how to choose character colors on the selection screen
- Fixed the possibility of enemies blocking hypers movements
- Correction of the moment when hyper damage is registered during some players' hyper
- Fixed bug in one of the bosses that crashed the game when dying
- Felicia's helpers now use the same palette as her
- All attacks while running always knock the enemy back
- Some players'...

Read the rest of this update entry...
 
Congrats! It's awesome to see that your game is featured in other websites. Wow. What an achievement!

In case you're working on the multiple-in-one ninja for switching to idle from different moves, you can use beidle.

Code:
anim    pain #Get  hit light
    delay    5
    offset    336 293
    bbox 315 202 39 93
    #IDLE PAIN
    frame    data/chars/chun-li/cvs2_chunli_867.png
    @cmd velo001 -2 0 0
    frame    data/chars/chun-li/cvs2_chunli_867.png
    delay 11
    bbox 311 202 39 93
    frame    data/chars/chun-li/cvs2_chunli_868.png
    delay 4
    @cmd stop
    bbox 315 202 39 93
    frame    data/chars/chun-li/cvs2_chunli_867.png
    @cmd beidle
    frame    data/chars/chun-li/cvs2_chunli_867.png
    delay 5
    #DUCK PAIN
    bbox 315 238 39 54
    frame    data/chars/chun-li/cvs2_chunli_876.png
    @cmd velo001 -2 0 0
    frame    data/chars/chun-li/cvs2_chunli_876.png
    delay 11
    bbox 309 238 39 54
    frame    data/chars/chun-li/cvs2_chunli_877.png
    delay 4
    bbox 315 238 39 54
    frame    data/chars/chun-li/cvs2_chunli_876.png
    delay 1
    @cmd stop
    frame    data/chars/chun-li/cvs2_chunli_876.png
    @cmd    keyint2 "ANI_DUCK" 2 "D" 0
    @cmd    keyint2 "ANI_FOLLOW6" 0 "D" 1
    frame    data/chars/chun-li/cvs2_chunli_876.png

C:
void beidle()
{// Go to IDLE animation!
    void self = getlocalvar("self");

    setidle(self);
}
 
And, surprisingly, Chuck D. Head (from Decap Attack - Genesis) remains the leader in player preference.
It's really cool to see a forgotten character come back to life.
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If you've already played the game, don't forget to give your opinion here Pocket Dimensional Clash V 2.1
I'm probably the only person who picked Ryu as a favorite. That special look insane.
I'm torn between the Shinkuu Hadoken from MVC and the special from Alpha.
You amongst a small group of people out here making these games look like they came directly from CAP or Snk.
Now that I'm busy with a game, I have an idea of the development hell one has to go through.
Hope you @O Ilusionista doing better these days.
 
Some more news about Kenshin Himura for the project Pocket Dimensional Clash 2: all his palettes.
Can you guess all the references? :)
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Samurai shodown, that sick dude that has a thing for throwing Apples but that's all I got.
I always wanted to see him as The Battousai but we keep getting Reverse blade remakes.
 
The middle top is the color I know him from anime. The middle one is Haohmaru, bottom left is Ukyo while bottom right is Hatake Kakashi.
Middle right looks familiar but I couldn't remember who.

[couple days later]

Ah, now I remember! middle right is Sojiro Seta.
 
Last edited:
The new BG looks great.

Kenshin's palettes look amazing. I see a few references there. Haohmaru and Ukyo from SamSho. Kakashi from Naruto. The one with the pink top clothes I notice, but not sure who that is.

I know this is too early to discuss, but if you want easier scripts without relying on script tags in every animation for the MK ninja, you can use this script. Not sure about the script declaration for the char header, but it seems useful for the char itself.

Code:
script .....

C:
void main(){
    void self = getlocalvar("self");
    int map = getentityproperty(self, "map");
    int aniID = getentityproperty(self, "animationid");
    int frame = getentityproperty(self, "animpos");
    
    if(aniID == openborconstant("ANI_IDLE")){
        if(frame == 0){
            if(map == 0){
                updateframe(self, 1);
            }
            if(map == 1){
                updateframe(self, 3);
            }
            if(map == 2){
                updateframe(self, 5);
            }
            if(map == 3){
                updateframe(self, 7);
            }
        }
    }
    
    if(aniID == openborconstant("ANI_WALK")){
        if(frame == 0){
            if(map == 0){
                updateframe(self, 1);
            }
            if(map == 1){
                updateframe(self, 3);
            }
            if(map == 2){
                updateframe(self, 5);
            }
            if(map == 3){
                updateframe(self, 7);
            }
        }
    }
    
    if(aniID == openborconstant("ANI_PAIN")){
        if(frame == 0){
            if(map == 0){
                updateframe(self, 1);
            }
            if(map == 1){
                updateframe(self, 3);
            }
            if(map == 2){
                updateframe(self, 5);
            }
            if(map == 3){
                updateframe(self, 7);
            }
        }
    }
    
    if(aniID == openborconstant("ANI_RISE")){
        if(frame == 0){
            if(map == 0){
                updateframe(self, 1);
            }
            if(map == 1){
                updateframe(self, 5);
            }
            if(map == 2){
                updateframe(self, 9);
            }
            if(map == 3){
                updateframe(self, 13);
            }
        }
    }
    
    if(aniID == openborconstant("ANI_FREESPECIAL")){
        if(frame == 0){
            if(map == 0){
                updateframe(self, 1);
            }
            if(map == 1){
                updateframe(self, 7);
            }
            if(map == 2){
                updateframe(self, 13);
            }
            if(map == 3){
                updateframe(self, 19);
            }
        }
    }
}

For animation frame change, I think you already know this, but in case you don't have it.

C:
void changeframe(int Frame){
    void self = getlocalvar("self");
    updateframe(self, Frame);
}

That way, you don't need script tags.

Code:
anim idle

    offset 30 50
    delay 2
    frame .... #0
    delay 8
    frame .... #1
    @cmd changeframe 1
    frame .... #2
    frame .... #3
    @cmd changeframe 3
    frame .... #4
    frame .... #5
    @cmd changeframe 5
    frame .... #6
    frame .... #7
    @cmd changeframe 7
    frame .... #8
    
anim walk

    offset 30 50
    delay 2
    frame .... #0
    delay 8
    frame .... #1
    @cmd changeframe 1
    frame .... #2
    frame .... #3
    @cmd changeframe 3
    frame .... #4
    frame .... #5
    @cmd changeframe 5
    frame .... #6
    frame .... #7
    @cmd changeframe 7
    frame .... #8
    
anim pain

    offset 30 50
    delay 2
    frame .... #0
    delay 8
    frame .... #1
    @cmd beidle
    frame .... #2
    frame .... #3
    @cmd beidle
    frame .... #4
    frame .... #5
    @cmd beidle
    frame .... #6
    frame .... #7
    @cmd beidle
    frame .... #8

anim rise

    offset 30 50
    delay 2
    frame .... #0
    delay 8
    frame .... #1
    frame .... #2
    frame .... #3
    @cmd beidle
    frame .... #4 # end
    frame .... #5
    frame .... #6
    frame .... #7
@cmd beidle
    frame .... #8 # end
    frame .... #9
    frame .... #10
    frame .... #11
@cmd beidle
    frame .... #12 # end
    frame .... #13
    frame .... #14
    frame .... #15
    #frame .... #16

anim freespecial

    offset 30 50
    delay 2
    frame .... #0
    delay 8
    frame .... #1
    frame .... #2
    frame .... #3
    frame .... #4
    frame .... #5
    @cmd beidle
    frame .... #6 # end
    frame .... #7
    frame .... #8
    frame .... #9
    frame .... #10
    frame .... #11
    @cmd beidle
    frame .... #12 # end
    frame .... #13
    frame .... #14
    frame .... #15
    frame .... #16
    frame .... #17
    @cmd beidle
    frame .... #18 # end
    frame .... #19
    frame .... #20
    frame .... #21
    frame .... #22
    frame .... #23

I think this will save you a lot of headache.
 
@maxman Thanks buddy, this could be useful.
For the freespecials, I do prefer to have each move into different freespecials and using a script to detect the palette and change the animation.
Condensing multiple animations into a single animation after a certain number may not be a good idea because it ends up having the opposite effect - it doesn't make the job easier, it actually makes the job harder. Except in cases where this is really necessary, such as walking. A priori, the walk will be the same for everyone.

And I still need to analyze whether it wouldn't be easier to use weapons instead of all the codes in a single entity, since there will be 9 characters in one.

I've made a new stage for the Bonus Stage mode, where you will be able to select which stage you will go.The stage use some tricks, like the quite useful "neon" setting and the background to animate some parts :)

Neon is a quite underrated tool in OpenBOR. You can have two animations in a single palette, if you plan it right - you can see this in the video, with the elements in shades of green and the elements that flash in blue and purple.

The version of the engine that I use, 6391, had a problem regarding the use of neon: If you use neon in the main panel, it is drawn above the shadow, but this has already been corrected in V4.

For those who need to use it in V3, you can use the same method that I use: a fglayer only with the parts where you use the neon effect, with a negative Zpos.

Oh and Yo Noid is almost done :)
 
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