• All, Gmail is currently rejecting messages from my host. I have a ticket in process, but it may take some time to resolve. Until further notice, do NOT use Gmail for your accounts. You will be unable to receive confirmations and two factor messages to login.

In Progress A Tale of Vengeance Ver. 2.0

The project is currently under development.

AlexDC22

Well-known member
Ok heres the short version of this story... in 2022 i started to fix things in this game since i was layed out with multiple surgeries...
in early 2023 i lost the drive where a 1/4 of whats listed here was saved... and on early July i stopped by to say hello to some folks and got the itch again lol
i popped in the HDD and went at it... took like over 10 hours and i was able to recover the work i started in 2022... and here i am on a mission to
upgrade just about as much as i can on it, specially animations for levels and colors... yes gotta love the newer amount of colors we can now use as opposed
to when this game was released.

So it wont be super improved in mechanics, some new stuff was added and is listed below, bust mainly to just bring the game up to date so it can be played without issues in newer engine and just a very much more colorful experience and not all broken down as time went on... was gonna uprez but it would have been way to much work with the amount of time i have to work on it so i kept ot at 320x244...while still getting good results xD
most backgrounds will have more animated stuff in them.
when ready, will release it including ArcCabView for bezel purposes as it has more options for crt effects management.
always open to ideas so feel free to post any along with any input.

levels up to 7 have been done next are 7-1 and up xD ...i know on the list below it goes past that, but those are mainly animation fixes and not redone and or color saturated or fixed....will see what happens as i get there, i still have to clean up some stuff on the new stuff posted here as ive gotten very anal about artwork over the years >_>

Credit to these folks who have helped me out since i got back:
Maxman
Bloodbane
DCurrent
O Ilusionista
danno
Kratus

Sprite edits for this version, for old version ive no clue what i used so it is what it is.
vyn - Devil Akumas Stance
LuisChamat - Ryu and Ken walking animation
All other edits are done by me even if not great :P

and heres a few shots of stuff old and new in that order for comparison purposes.
old 0.pngnew 0.pngold 00.pngnew 00.pngold 1.pngnew 1.pngold 2.pngnew 2.pngold 3.pngnew 3.pngold 4.pngnew 4.pngold 5.pngnew 5.pngold 6.pngnew 6.png


Player Palette Fixes (remaps and alt palettes are all fixed as well)
Code:
Ryu - Complete Palette Redo
Kim - Complete Palette Redo
Terry's default palette, fixed 1 color out of place and chaned his jeans color.
Maru - Recolored his sword in all sprites so it dont interfere with outfit.
Rock - recolored his eyes in all sprites so it dont interfere with outfit.

Enemy ReMap Fixes
Code:
Balrog - use only remaps 1-7
Dog - Does not have a remap file
Eagle - use only remaps 1-7
Elektra - use only remaps 1-5
Gai - use only remaps 1-4
Hanzo - use only remaps 1-7
Hibiki - use only remaps 1-5
Hugo - use only remaps 1-6
Juni - use only remaps 1-6
Juri - use only remaps 1-5
Kimo - use only remaps 1-4
King - use only remaps 1-3 and original
Musashi - use only remap 1
Playa - use only remaps 1-4
Raiden - use only remaps 1-6
Sodom - use only remap - 1
Todo - use only remaps 1-8
Vega - use only remaps 1-2
Vice - use only remaps 1-6
Yankee - use only remaps 1-6
Yun - use only remaps 1-5

Bosses ReMap Fixes
Code:
Akuma - use only remap 1
Shin Akuma - use only remap 2
Devil Akuma - use only remap 3
Bison - use only remap 1
Alex - use only remap 1
Geese - Does not have a map file
Grant - use only remap 1        
Iori - use only remap 1
Ken - use only remap 1
Q - use only remap 1
Rugal - use only remap 1
Ryuji - use only remap 1
Zankuro - use only remap 1

Miscellaneous fixes and added stuff in no particular order:
Code:
Cut Sodoms health by 1/2.
Replaced old phonebooths and drum.... and added an extra drum and a garbage can / crate / box / phonebooth.
Removed Items and Obstacles lifebar.
Changed Hit Flash to blood, but regular flash for obstacles.
Updated Kim's runjumpattack, added 3 extra frames and adjusted the main attack sprite.
Fixed Boss blocking, now they will block more for the ones that do have that ability.
Added MP charge feature.
Changed Kim's Special, his old one was to bland for my taste... It is also the most powerful move in the game.
Added running sound fx's to players.
Fixed Kim's jump attack 2, was missing fastattack on it.
Fixed Kim's throwing animation, the offsets where all messed up oops xD
Fixed Kim's Run attack and Jumping run attack, used to wiff a lot, thats now fixed.
Mai's Special now hits everything on screen.
Changed Iori's shot and also gave him an extra special.
Changed Ken's and Rugal's projectiles.
Changed Kens idle to Violent Kens one, his old one is now his Faint one.
Gave Shin Akuma a Hadoken.
Changed Devil Akuma's Hadoken.
Gave Devil Akuma a last ditch desperation go fuck yourself move xD
Gave Zankuro a new projectile move.
Changed Ryu's idle animation for the one he has in SF3.
Changed Mai's escape move.
Changed Rock's Jump kick for my own edit, and his standing JK... his style sucks but hes part of the story so he cant go lol
I edited and Changed Shin Akuma's idle animation.
Changed Devil Akuma's remap file and idle animation to use vyn God Akumas one.
Changed Devil Akuma's speed to reflect why hes the last boss xD
Fixed Akumas (Not Shin or Devil) faint animation... sprites where there just forgot to add it in lol
Gave Players an extra Color costume.
Changed Ryu's walking animation for Luis Chamat edit.
Changed Ken's walking animation for Luis Chamat edit.
Changed Ken's name to VIOLENT KEN.
Changed Terry/Kyo/Mai"s walking animation with my own edits, not great but good enough and fits the genre more.
I Edited Rock's walking animation.... he does not walk like a crab anymore lol
Replaced Ken's and Akuma's shadow moves with script based shadow trails... also added more shadows to their other moves.
Sped up Bison's psycho crusher and added the purple flames to it.
Sped up Grants dash move and gave it script shadows and upped hes speeds for Special and +4 aggression +4 character speed.
Fixed Bisons jump attack, it now works xD
Gave Bison Faint animation.
Changed some colors in Maru's sprites.
Changed Ryu's default color to white instead of the off-white color he had.
Fixed Mai's Chun Li's sprites, better colors.
Mai's special is now faster and hits no matter the enemies screen position is.
Changed Kyo's special.
Changed Maru's special.
Redid all shots, they now use transparencies and also separated them from players specials so they
can use transparencies on them, look way better.
Geese has his double Repuken and Raging Storm back.
Akuma no longer shares kens sound effects, he has his own voice.
Fixed Alex's grab attack and also his shoulder charge.
Recolored Andys icons to match his remap used, also fixed his elbow dash, more reach and faster speed.
Intro and select screen music changed.
Updated high score and game over screens.
Updated title screen, much cleaner and much more colorful lol
Revised player select screen, much cleaner now that we are not limited to 1 palette...Also added a select screen for secret characters.
Added How To Play in pause menu option
Added animation to select screens.
Upped the credit count for both modes.
Added wait animations for Maki/Mai/Rock for second select screen.
Changed Kims wait animation... he looked to stupid lol... Now is more fitting with the theme of the game.
Changed Ryus wait animation, was to choppy before...added 3 extra frames.
Added sounds to wait animations.
Fixed missing sound errors, I wonder where they went.... Thats fixed now >_>
Added more sounds to the Player characters... sounds more diverse now IMHO.
Fixed Rocks running attack, added a kick attack at the end with knock down... before it didnt knock them down.
Fixed the secret characters not working as intended due to the game being so old, they now unluck after defeating them
and you are able to use them for the rest of the game... Thats level 5 through 10 only.
Added Jumpmove to the Playable characters, now momentum carries their jumps and or jump attacks.
Reused sprites to add 2 more freespecials, mostly 1 or 2 hits, but are good as a knockdown moves of sorts.
Added counter on block, act like a parry... block still there but you cant just hold block forever like a wimp anymore :P
Recolored all of Akumas icons, they now match the remap being used.

Level Fixes:
Code:
Boss battle areas are twice the size with movement in both directions added.
Level 1 redid this to gain way more colors than before plus changed its music.
Level 2 completely redid the level to better match graphic style and Eliminated level 2-1 as the boss area is the same in size, making this level unnecessary.
Level 3 added a new train and completely redid the old train, much smoother now as it is just 1 image instead of 35. Also added quakeframe to them.
Level 3 this was 90% changed / redone, it now has more layers added to the background.
Level 3-1 this level was completely changed for a far better one and it kinda fits better with the level 3 and boss level.
Level 4 and Boss stage background is now animated and more color saturated.
Level 4 Boss Mai now Spawns further out so it wont show her falling from the sky (lol oops)
Level 5 Saturated Colors.
Level 5-1 background animations where hidden, now thats fixed and the animations show, plus Saturated Colors.
Level 5 Boss stage: Adjusted Boss and enemy spawn coords, they will appear on screen sooner.
Level 6 replace and resized the front panel, turned it into animated lights.
Level 6-1 background is now animated.
Level 6-2 Removed as its the same as the boss level which again making this level unnecessary.
Level 6 Boss complete redo with background animations.
Level 7 Complete redo plus added animations.
Level 8 changed to go both directions, fits better since its implied that the next level is through that door on the level.
Level 8-1 Is now animated :)
Level 8-2 fixed the mess with the curtains, now its properly set to act like a front panel with transparency, again beats me >_>
Also cleaned the jagged edges on it as well.
Level 8 Mr.Q Boss music was changed to KMFDM - Ultra ;)
Level 9 Boss stage: the idea was good, but it just didnt look right >_>
Adjusted moon traveling speed and changed the background for a better one.
Added new game mode "Vengeance Party" after beating the game, it keeps complete roster unlocked.

WIP and or wish list:
Code:
All cut scenes including intro, and level titles with correct spellings xD... unsure on which way ill do the cut scenes yet tho.
victory animations but cant get them to work smfh.
Pause menu guide, this has been a pain so am leaving it for last.
Possible extra character for when vengeance party mode is unlocked with story integration.
Thinking of new lifebars to accommodate a 3 player mode and also  be able to have bosses lifebar on screen at all times
by using a long lifebar, as it is atm theyre to big for the resolution am using...maybe second to last on the list.
Looking at different font styles.
Want to be able to tell what color am choosing when i die and chose to continue, as it is the icons are only mapped to main character color,
probably an easy fix, just haven't looked into it yet.
am sure more will come to me as i keep at this, so much in my head... but making them work is a different story tho lol
 
The update is looking great! Plus, that's a lot of improvement!

ATOV was the main reason I signed up for Lavalit back in the day, and it was my very first OpenBOR game to play.
 
Last edited:
Can you add a forgotten enemy Ryo that appeared in the demo?
dont remember that far back, but sadly hepaxplode - 0000.pngpaxplode - 0001.png is part of one of the background animated characters now.
also if i add more enemies that will be a last thing for now... lots of work left to do still xD
thanks for the suggestion tho :)
 
I need input and or ideas as to how to do my lifebars... the arcade sign is animated but the bars just cover things up and it just makes some animations useless. they need to be smaller and or with less stuff on them...i really am open to suggestions... kinda drawing a blank when it comes to them. Thanks
paxplode - 0001.png
 
those are nice ... one of my problems is that i am keeping it at 320x244 and it limits me in what i can do quality wise with them while being a lot smaller than what they are now.
 
Why not look at 3rd strike, vs games always had cool life bars, what usually serve as guard break could be your pow meter.
 
oh ive been looking a lot, but like i said i am kinda restricted... so far i came up with a simple one but this reflects the size am going for as this would also allow me to implement a 3rd player...mp one will not be an issue is just getting main one right first.. this one is kinda the right size but way to simple >_>
paxplode - 0001.png
 
excuse me, I have 2 question of atov mod.
1. backgrounds appear like this at openbor 3.0 2730.
A Tale of Vengeance - 0001 복사.png
2. where is 9-3 boss stage bgm come from?
 
excuse me, I have 2 question of atov mod.
1. backgrounds appear like this at openbor 3.0 2730.
View attachment 8885
2. where is 9-3 boss stage bgm come from?
the stage is from sf alpha 2 i believe... also about the way it shows in the image... ive no clue since i lost this game ages ago and thoughout the years as engines progressed, maybe shit got messed up? i know when the game released back then, the engine being used which i have no idea what it was, this didnt happened, and when i just got the game back in 2022, lots of stuff was messed up and stuff that i know i did not put in it was there... by who? who knows and dont really matter tome as i have it running perfectly fine now on v 4.0 of the engine and i undid most of the stuff someone else tried to implement but failed misserably lol...

sorry wish i was of more help... maybe try resize the background?
 
oh ive been looking a lot, but like i said i am kinda restricted... so far i came up with a simple one but this reflects the size am going for as this would also allow me to implement a 3rd player...mp one will not be an issue is just getting main one right first.. this one is kinda the right size but way to simple >_>
View attachment 8884
Keeping simple always work, if there is a game filled to brim with cool features it Rocket Vipers 2. The health bar looks great and how the command list show. Reminds me of MGS, I think I need to learn how to replicate it.
Coming back to health bars, what's your thoughts on adding a red bar under the health bar?
 
Glad to see this project will have an upgrade.
Please don't lose this file anymore :D

Any demo to try ?
I would like to give feedback.
Also, Are you comfortable with slams scripts? Would be very useful in such old mod.
 
Keeping simple always work, if there is a game filled to brim with cool features it Rocket Vipers 2. The health bar looks great and how the command list show. Reminds me of MGS, I think I need to learn how to replicate it.
Coming back to health bars, what's your thoughts on adding a red bar under the health bar?
i did try and i do like what you mean in it... but am way to green scripting and that game has a lot of them to do those two things and i just cant get it towork sadly :(
i like the idea and would like to implement it tho.
Glad to see this project will have an upgrade.
Please don't lose this file anymore :D

Any demo to try ?
I would like to give feedback.
Also, Are you comfortable with slams scripts? Would be very useful in such old mod.
i wont this time as i am uploading to the cloud now xD
no demo but i will need a tester when done, tho dont know when that will be.. also not sure about slam scripts...will look into that but i suck at scripting so far lol
 
uploading to the cloud now xD
I been doing this frequently for the little I done , our games share a few similarities but I'm retelling the events of STF2 based on what I think should have happened and moving on from there.
i still have to find a place for combo count stuff
Usually just below Hugo's name.
Is that blue effect part of the Ryu's sprite or it's own thing?
As for combos, what vs game you basing it off,
3rd strike, maybe Garou. It did a decent job with air juggles.
If there is one thing I'm striving to perfect its the combat.
Recent beat em ups fail to address this, it doesn't require much when compared to slam scripts.
 
I been doing this frequently for the little I done , our games share a few similarities but I'm retelling the events of STF2 based on what I think should have happened and moving on from there.

Usually just below Hugo's name.
Is that blue effect part of the Ryu's sprite or it's own thing?
As for combos, what vs game you basing it off,
3rd strike, maybe Garou. It did a decent job with air juggles.
If there is one thing I'm striving to perfect its the combat.
Recent beat em ups fail to address this, it doesn't require much when compared to slam scripts.
nice and most likely youl do a better job than capcom... most times fans do ;)

i have to move the score to the bottom to be able to inplement 3 players so ill see how it looks still down there with the score or under the enemies icons... to be honest i never thought about putting it there xD

as stated in the OG post this has some new moves added but mostly this will be a prettier version tho still as fast... i am still getting used to working within openbors code so combo mechanichs are far down the road if any... i may need more help with that... am a Photoshop nut coding is not my forte lol
but i do get around just takes me extra time smfh

and no all the effects are now separated as stated in the OG post ...and way more where added.
so far 411 images and counting xD
Untitled-2.jpg
 
Back
Top Bottom