Oh yes!Has there ever been an attempt to update or recreate this game? I think it could be fun with some updated gameplay and music.
JUst like Mugen, first try to tweak existing mods. (simple one, don't go for the advanced mechanics ones.)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.![]()
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.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.![]()
The original game has some nice back wall throws.These are some of the ugliest sprites I've ever seen in my lifethey animate terrible too. I'll have a little play around with them and see if I can make some magic happen.
![]()
I like the result!These are some of the ugliest sprites I've ever seen in my lifethey animate terrible too. I'll have a little play around with them and see if I can make some magic happen.
![]()
Would you feel like continuing it ?
- a weird, echoed high pitched scream whenever you performed one
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
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.
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.
how did you make the brakable background elements?
That was my idea tooThe background is a wall and the breakable elements are non movable enemies just out of z range so the player can not hit.