Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

No permission to download
Project is completed.
Right now, no, but its a cool idea. I am just afraid the player would have an unfair advantage by doing this - remember not all characters have wall jump, only Melee and certain characters.

I might even change that - I'm thinking about adding wall jumping to all characters, and thinking about a new trait for melees, like OTG. Melees already have an exclusive trait: during the normal combo, enemies are not thrown back, making it much easier to do combos.

Some of the new characters we are considering for Pocket Dimensional Clash 2. As a Brazilian, Blanka is a must :)
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Goku please!!!! 😀
 
I wish Goku to be there.
But I hope the sprite looks more like his actual design perhaps.
Perhaps palette can give different color schemes !
 
If I could use the Hulk sprite’s arms I could make a pretty good Cerebella (Skullgirls) for this game. She’d be good Brazil representation (the people behind the game stated she was the equivalent of Brazilian) on top of Blanka.
 
Hulk smash! Watch Hulk destroying the Sentinels.
The stage has some unique features, like the door opening only if you beat everyone and the warp travel in the end - everything controlled by script :)

Full video
hey bud, mind sharing the script that opens that door? on atov i have a level that a door is implied that thats the next level through it.. i wanted to after all enemies are defeated, to have the door open and have the level end after walking into it. i looked through the files but cant figure out which is the script.. if you can thank youl8.jpg
 
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hey bud, mind sharing the script that opens that door? on atov i have a level that a door is implied that thats the next level through it.. i wanted to after all enemies are defeated, to have the door open and have the level end after walking into it. i looked through the files but cant figure out which is the script.. if you can thank youView attachment 9256
Sir, although I don't know how Mr. O Ilusionista achieved this, I did something similar: creating an enemy "door" without hitbox, it blocked the "opened door" on the map. When a specific enemy is defeated, the "door"'s health also drops to 0, then can plays its "open door" death animation.
 
hey bud, mind sharing the script that opens that door? on atov i have a level that a door is implied that thats the next level through it.. i wanted to after all enemies are defeated, to have the door open and have the level end after walking into it. i looked through the files but cant figure out which is the script.. if you can thank you
Hey @AlexDC22 @hbdhl what I do is done by script.

In the Avegers project, I used a single entity for multiple effects in multiple levels, thinking that this would be more optimized, but later I realized that this is not a good idea, so when I need an animation or effect in a certain level, I create a specific entity for that level, which can be unloaded when the level ends.

In this case, the entity is "military_hq_gates", type panel one.
The important things here is the animationscript and the entities I load with it (since they aren't loaded on the stage anymore). And that I use multiple animations on the same entity

name militar_hq_gates
type panel
shadow 0
facing 1
subject_to_minz 0
subject_to_maxz 0

palette none
offscreenkill 2000

animationscript data/scripts/grabscript.c

load Living_Laser
load Vega

The main code is on the idle animation, which is the closed gate
1727097070924.png

I use a longer delay on the first frame to make sure that the normal enemies have already appeared on the level (in this case, the Sentinels).

@cmd reinforcementCheck 2 "ANI_FOLLOW3"

This code uses a function to detect if there are less than 2 enemies on the screen (the M.Bison that is standing still on the screen is an enemy) and, if true, tells the gate to switch to the FOLLOW3 animation.
This is my FOLLOW3 animation, but nothing here will be useful for your case, other than that you would need to spawn an "endlevel" type entity to finish the level. In my case, I spawn the "Living Laser" enemy and turn it into a boss using a script.


anim follow3
loop 0
delay 60
offset 1 151
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
delay 4
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
offset 1 152
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
offset 1 151
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
offset 1 152
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
offset 1 151
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
offset 1 152
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
offset 1 151
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
offset 1 152
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
delay 300
@cmd spawnAni "Living_Laser" 174 0 -2 "ANI_FOLLOW10" 0 0 0
@cmd dasher 0 0.5 0
@cmd makeBoss "Living_Laser" 1
@cmd playmusic "data/music/boss_batman_joker_21.ogg" 1
sound data/sounds/door_open.wav
frame data/levels/2-militarhq/MilitarHq_Boss_gate.gif
@cmd suicide
frame data/chars/misc/empty.gif

In your case, you will need to either have an invisible enemy (or one that cannot be hit) for this to work. Or turn the gate into an enemy. Or even change the level type so that it does not end when you kill all the enemies.

This is the function I use:

C-like:
void reinforcementCheck (int Enemies, int Ani)
{
// Check how much enemies are on the screen and if it less than the desired, change caller animation
// Bloodbane/Douglas Baldan - 28/09/2016
    void self = getlocalvar("self");
    int Enemy = openborvariant("count_enemies");

    if(Enemy < Enemies){
      if (self!=NULL()){
         performattack(self, openborconstant(Ani));
      }
    }
}
 
So far, the roster for the next Pocket Dimensional Clash 2 update (V3, january'25) + some hidden characters.
As you can see, we got some new faces, like Kenshin Himura and Shiki :)

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I've been a little absent because I moved to a new house and everything is still a bit chaotic around here. But everything will soon be back to normal.
 
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