64th Street: A Detective Story

I added the story and worked on some other things, mainly the HUD, I wanted to use the native HUD system but for some reason I couldn't remove the dark semi transparent backgrounds from the lifebar and MPbar so I'll have to script a custom HUD.
Looking really good!

Now all that's left is for you to add 789879234234 of 657657123 different games, with different visual styles and sizes, and the best game made in OpenBOR is ready!
(contains sarcasm)
 
I'm curious, you used the mugen character as a base for Rick? (I remember he had many customs)

I didn't know there was a mugen version, I created the custom sprites myself because the movement of the arcade characters was terrible, I don't want to do too much, I didn't want to even make a custom HUD hahaha but It's helping me remember lots of stuff I forgot about the engine and as long as I don't become too serious with creating it I will be able to keep having fun.

What you did in just few days is absolutely pleasing!

Thanks NED
 
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I added the story and worked on some other things, mainly the HUD, I wanted to use the native HUD system but for some reason I couldn't remove the dark semi transparent backgrounds from the lifebar and MPbar so I'll have to script a custom HUD.


@kimono did you start on the colour separation? I'm gonna start making new enemies after I script a new HUD and wanted to check with you first.
I can't read or access the private chat replies, so I haven't responded. How do I proceed?

Which character would you most like right now?
 
I can't read or access the private chat replies, so I haven't responded. How do I proceed?
Ahhh so I was talking to myself haha, there might be a problem with private chat @DCurrent maybe Direct message might be better in future instead of chat

0jilE9z.png


do you want to do this?

look at that terrible walking animation, 3 FRAMES? technically 2 frames because one is idle.



here's a reference to the first enemy I did if you need it

vOfzeXT.png
 
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I added the story and worked on some other things, mainly the HUD, I wanted to use the native HUD system but for some reason I couldn't remove the dark semi transparent backgrounds from the lifebar and MPbar so I'll have to script a custom HUD.


@kimono did you start on the colour separation? I'm gonna start making new enemies after I script a new HUD and wanted to check with you first.

Sprite interpolation would probably be better for adding a little bit of extra frames for characters. You're doing a good job, danno!
 
Sprite interpolation would probably be better for adding a little bit of extra frames for characters. You're doing a good job, danno!
I'm not sure for 2 reasons.

-interpolation needs key frames. this animation lacks of key frames. (only that IMO)
-Such retro game would looks "weird" with too many frames of animation. (At least in this style) and particularly if the upper body is still.

Just my point of view

I would recommand frankenspriting to create 1 or 2 extra "key frame type" frames.
 
I removed the shadow and separated the bandana, gloves, boots, and clothing from the skin color.
This obviously changes the overall look of the sprite and gives it a bit of splendor.
Hopefully this helps you during the conversion process and is available for anything you need ;)
 

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*Introduces himself in a hurt pose to music by Nightwish - Wishmaster*
"Master, I'm back from Night Slashers (where they didn't want me) with new shoes, just like you asked. Hope you like them."
 

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You should never kick a man when he's down... Unless it's 1939 and a millionaire has hired you to rescue his kidnapped daughter.


Finishing up the second character Allen, I wanted to give him 2 ground attacks depending on the z position, it's difficult not to redo all the animations but I'm going to stick to keeping this simple, I'm tempted to add a third player but I won't 🤞
 
Indeed, it is better to focus on retranscribing the basic game first (with adaptable graphics and better playability) before opening the door to continuous and unlimited improvements.
Well done for this quality work ;)
 
You should never kick a man when he's down... Unless it's 1939 and a millionaire has hired you to rescue his kidnapped daughter.


Finishing up the second character Allen, I wanted to give him 2 ground attacks depending on the z position, it's difficult not to redo all the animations but I'm going to stick to keeping this simple, I'm tempted to add a third player but I won't 🤞
stop it, he is dead already :)
Nice animations by the way. Is there any limit for the ground attack or you can button smash it until it dies?
 
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Is there any limit for the ground attack or you can button smash it until it dies?

For normal enemies there's no limit but for bosses only 2 or 3 times. I'm working on the select screen at the moment, I've spent all day on it and I've done it wrong :( I noticed nosame 1 1 doesn't work correctly in the last updated version(s) of engine 3, does anyone know away around the nosame bug in engine version 3?

 
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Can't @DCurrent help with that?

From what I've searched in the forum it's an old issue. I have spent a couple days on it but if I don't sort it by tomorrow night I'll move on to doing more level design and making enemies. All core mechanics are finished now and the two main base characters are finished.
 
For normal enemies there's no limit but for bosses only 2 or 3 times. I'm working on the select screen at the moment, I've spent all day on it and I've done it wrong :( I noticed nosame 1 1 doesn't work correctly in the last updated version(s) of engine 3, does anyone know away around the nosame bug in engine version 3?

Are you using v3 6391? If so, what is its compile date? Check the log for its compile date from the version you're currently using. Or the date the engine was modified for release that you're using. nosame 1 works on my end. I don't understand why it's not working on yours.
 
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