In Progress Pretty Soldier Sailor Moon vs. Nightmare

The project is currently under development.
Enemy.png

The female enemy shown in the video is now complete,
and I plan to move on to the male enemy next.
Progress on the enemy sprites is slower than expected,
so it looks like only these two enemies and one boss will appear
when the game demo is released.
 

In this video, I adjusted the size of the enemy's special attack and completed Sailor Jupiter's grab attack.
The new enemy revealed previously and the gradient effect on the health bar remain unfinished.
 

The "how-to" video I was working on yesterday fell short of the desired result because I had pushed the colors of the text, background, and characters to the limit; today, I remade it by efficiently reducing the color palette.
 

I’ve finally completed the MP gauge—one of the features I’ve wanted to implement.
When it fills to a certain level, the square slots next to it activate.
I plan to have the player consume two of these slots to trigger a super move.
The script was created with help from *Streets of Rage X*.
 

In this video, you can see the changes to the MP gauge and life bar that I just finished implementing today. The boss's health bar color has been updated, and since the "how-to" section was already revealed previously, the basic framework is now nearly complete.
 
The HP and MP bars looks great with gradients because that helps distinguish the project from a typical OpenBOR "mod" and makes it feel more like a complete, standalone title.

However, there is one thing that has the exact opposite effect: the number of fonts you use in various places. I counted—roughly—nine different fonts (color variations don't count as different fonts). That’s something that tends to give away the fact that it’s a fan game.

Try cutting that down to two fonts—or three at most, for very specific areas.
 
The HP and MP bars looks great with gradients because that helps distinguish the project from a typical OpenBOR "mod" and makes it feel more like a complete, standalone title.

However, there is one thing that has the exact opposite effect: the number of fonts you use in various places. I counted—roughly—nine different fonts (color variations don't count as different fonts). That’s something that tends to give away the fact that it’s a fan game.

Try cutting that down to two fonts—or three at most, for very specific areas.
Thank you. I have fonts I created myself as well as fonts intended for longer text; if we include the ones used for the "How-To" section and the credits, the total number of fonts would exceed two.
 
HowTo-02-1.PNG

HowTo-02-2.PNG

I am currently working on standardizing the fonts used in the game.
The inconsistency in fonts stems from the fact that the project was built upon a previous one leaving behind traces of the old style and also because I blended different styles myself.
 
View attachment 16188

View attachment 16189

I am currently working on standardizing the fonts used in the game.
The inconsistency in fonts stems from the fact that the project was built upon a previous one leaving behind traces of the old style and also because I blended different styles myself.

Minor suggestion @DD Tokki, though of course it's just an opinion - I would eliminate the "Mega Crush" button. I always found it a bit odd to have an entire button dedicated to a singular - and honestly kind of boring functionality. Why not just map the Mega Crush move to Attack + Jump? This would give you a more streamlined control scheme, and the engine can do it natively with ajspecial command.

DC
 
Minor suggestion @DD Tokki, though of course it's just an opinion - I would eliminate the "Mega Crush" button. I always found it a bit odd to have an entire button dedicated to a singular - and honestly kind of boring functionality. Why not just map the Mega Crush move to Attack + Jump? This would give you a more streamlined control scheme, and the engine can do it natively with ajspecial command.

DC
I see. So, a "Mega Crash" can also be triggered by pressing Attack and Jump together.
Sometimes I might be messing up the input; there are instances where pressing the buttons simultaneously doesn't work quite right, resulting in just an attack or a jump instead.
I should ask someone who uses a script or feature that ensures reliable inputs to find out the best way to press both buttons at the same time.
 
I see. So, a "Mega Crash" can also be triggered by pressing Attack and Jump together.
Sometimes I might be messing up the input; there are instances where pressing the buttons simultaneously doesn't work quite right, resulting in just an attack or a jump instead.
I should ask someone who uses a script or feature that ensures reliable inputs to find out the best way to press both buttons at the same time.

If you are trying to script it, you need to check the bits from both directions. The native ajspecial command maps to Attack + Jump for you. I've never had any issues at all with it, on controllers or keyboard. Can you provide any more details?

DC
 
If you are trying to script it, you need to check the bits from both directions. The native ajspecial command maps to Attack + Jump for you. I've never had any issues at all with it, on controllers or keyboard. Can you provide any more details?

DC
C:
maxattacks        999
maxattacktypes    999
maxfollows        999
maxfreespecials    999
colourselect     1
noaircancel        1
noslow            1
nodropen
ajspecial         1
lifescore         100000

It turns out the "ajspecial 1" command was already set on the model.
That explains why I remember how it behaved when I pressed the buttons simultaneously.
If I pressed them precisely, it worked fine, but if one button was pressed even slightly before the other, it would trigger an attack or a jump instead; I think I enabled the Mega Crash button because of those split-second timing mismatches.
I made the foolish mistake of enabling both the "ajspecial" and Mega Crash buttons at the same time.
 
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