64th Street: A Detective Story

Has there ever been an attempt to update or recreate this game? I think it could be fun with some updated gameplay and music.
Oh yes!
please make it !
I'm sure if you try you can come up with some results.
Even from scratch.
Good luck if you ever take on such a project.
 
Oh wow. That's not quite what I was getting at, but I suppose if nobody else is interested, that would be my only option huh?

It's true that in the past I've done SOME minor Mugen work for characters like Jubilee (Most notably) Zatanna, Kyle Rayner, Blue Beetle, Sinestro, Shazam, Radioactive Man, etc. However, I've never done anything OPENBOR related and I *would* have to learn it all from scratch. Hmm....it's a terrifying thought. :D
 
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Oh wow. That's not quite what I was getting at, but I suppose if nobody else is interested, that would be my only option huh?

It's true that in the past I've done SOME minor Mugen work for characters like Jubilee (Most notably) Zatanna, Kyle Rayner, Blue Beetle, Sinestro, Shazam, Radioactive Man, etc. However, I've never done anything OPENBOR related and I *would* have to learn it all from scratch. Hmm....it's a terrifying thought. :D
JUst like Mugen, first try to tweak existing mods. (simple one, don't go for the advanced mechanics ones.)
A good base you can use "Final Fight X" mod. AFAIK it used many BG assets from 64th street.
You can perhaps edit over it with Rick and Allen, the sprites are on spritersresource. then add music etc.
 
It's true that in the past I've done SOME minor Mugen work for characters like Jubilee (Most notably) Zatanna, Kyle Rayner, Blue Beetle, Sinestro, Shazam, Radioactive Man, etc. However, I've never done anything OPENBOR related and I *would* have to learn it all from scratch. Hmm....it's a terrifying thought. :D
If you already have experience editing characters for Mugen, you already have some of the necessary experience—although Mugen and OpenBOR are completely different beasts.

I started creating a Mugen to OpenBOR migration tutorial here, although it's incomplete: Mugen to OpenBOR migration guide

There's also a complete guide on how to get started with OpenBOR here, with a lot of material available: Tutorial - How To Start On OpenBOR

As NED mentioned, it's better to use the template in the link above, as it's a simpler template, than to take a more advanced project and try to modify it.

My golden tip is: get the available material, study it (especially the manual), and put in the effort :)

You'll find that although the community isn't very large, it's quite friendly to those who want to learn, and we're here to help. But the community here is quite different from MMV, where one person paints Captain America green and calls him another character and everyone says, "WOW, NICE CHAR." No one here will harass you if you do that (thank goodness, people here are more mature), you'll just notice that people may not care much about such content and won't interact much.
 
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These are some of the ugliest sprites I've ever seen in my life :ROFLMAO: they animate terrible too. I'll have a little play around with them and see if I can make some magic happen.

y2KZxgo.png


 
These are some of the ugliest sprites I've ever seen in my life :ROFLMAO: they animate terrible too. I'll have a little play around with them and see if I can make some magic happen.

y2KZxgo.png


The original game has some nice back wall throws.
And some stages are nice - I am using one of them on my Avengers game for quite some time
(the third Maggia stage)
 
These are some of the ugliest sprites I've ever seen in my life :ROFLMAO: they animate terrible too. I'll have a little play around with them and see if I can make some magic happen.

y2KZxgo.png


I like the result!
sure the source game are in a strange style.
Even the bosses are weird.
However, it was fun playing the source game. The music can be nice too...

I like the fact you managed to add the 3D throw in the Z axis.
Would you feel like continuing it ?
Actually, the hardest coding part is done. ^^

This game is in a small list of arcade "obscure" beat em ups that I kind of like even if they have flaws.
 
I recall a few things from this game aside from the back wall throws:

- a weird, echoed high pitched scream whenever you performed one (or a special move).
- enemy chars had only 2 sprites for their walking animation - even for the 90s it was really lazy work.
- all boss fights had the same frenzied music that really got on your nerves.
 
Would you feel like continuing it ?

Yes
I'll keep adding to it until I have a level 1 demo for ya'll to play, This will be a practice project for me, I haven't touched the OpenBor engine in a while so I need to practice a little before touching my main projects again.

- a weird, echoed high pitched scream whenever you performed one

:ROFLMAO: I ripped some of the original sound effects today, I just had to use it but only for 2 throws because it sounds crazy but funny.

enemy chars had only 2 sprites for their walking animation - even for the 90s it was really lazy work

The sprites are terrible for animation. I will fix some of the worst animations by drawing extra frames, (some of them, not ALL of them hahaha)

all boss fights had the same frenzied music that really got on your nerves

I was thinking to slow the boss music down a little but I'll cross that bridge when I come to it.


I've got most of the main mechanics finished now, I added a dodge roll which also prevents stun locks, I added a ground attack and block with counter system, gonna add more visual effects like the breaking of the environment and rip more sound effects and stage sprites from the original.
 

I wanted to ask you guys about shunting (making the enemies avoid each other, don't overlap and converge at the same point of attack) dance around each other and attack at the back if another enemy is attack at the front.

I kinda know the logic, it would be bbox related and the enemy keeping track of the players direction but I have no idea how to implement it @DCurrent @Kratus I'm using version 3 of the engine.

I've used basic tricks like random rise times and walk speeds but it still looks crap in my opinion.
 

I wanted to ask you guys about shunting (making the enemies avoid each other, don't overlap and converge at the same point of attack) dance around each other and attack at the back if another enemy is attack at the front.

I kinda know the logic, it would be bbox related and the enemy keeping track of the players direction but I have no idea how to implement it @DCurrent @Kratus I'm using version 3 of the engine.

I've used basic tricks like random rise times and walk speeds but it still looks crap in my opinion.
You can try the SORX think scripts, in which I used to customize the enemy behaviour. This is not the exact same logic you need, but have a similar result.

Look in the video below how enemies surround Axel trying to hit him from a safe position. Usually they take evasive behaviour when facing a player by front, always trying to hit from the back.

Plus I added some randomization for their actions to look more organic. They are not exactly trying to avoid each other, but the randomization helps a lot, preventing them from always syncing.

 
I haven't written any stalking AI yet. It's in my planning stages, just not sat down and done it, so I would definitely look at @Kratus's work first if I were you @danno. FTR, the engine actually does have a native stalking behavior by default (meaning if two or more enemies are on screen, in theory one of them is designated a "stalker" that tries to get behind you), but it's commented out in the code for whatever reason. Could be restored in a few seconds, but I was afraid it had been disabled due to causing bugs elsewhere, so haven't looked too closely. One of the many things I need to get to, but a very low priority.

DC
 
@danno Double Dragon Alternate has something like that too, but relies on updatescript instead of thinking script.
I tested them and they work, but you will need to block any follow animation you use for custom spawns to the code, as it will prevent them to trigger.

Also, how did you make the brakable background elements? I have my code half ready but I am always open to ideas.
 
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