Battle Stormer Classics

Battle Stormer Classics 2.6

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@O Ilusionista,

I notice your posts sometimes have orphan YouTube tags. This forum software doesn't work that way. When you add [youtube] it has no idea what you mean, and just sticks it in your post as plain text:

1673539253281.png

The tag to post YouTube videos actually looks like this (see below), but you don't have to do that either. Just paste the YouTube link and post. The forum will generate media tag automatically. That's what it's been doing for you this whole time - ignoring the [youtube] tag and then turning the link after into the tag it actually uses.

Code:
[MEDIA=youtube]3ot6P3DDzpg[/MEDIA]

DC
 
Nice bonus stage idea!
Apparently, the Samurai Shodown SNES sprites should be small enough to fit in the game (Amakusa could be a cool boss), as are the SNES Captain Commando sprites (I think Shtrom and Scumocide would make the best bosses) Comix Zone for GBA should fit size-wise too.

Obviously, Nakoruru and Captain Commando would be nice to have as playable characters, too.

Some of the player characters currently have odd button mappings for their moves, and could recieve a retool, like with Baker (who's air B does nothing) or Sheena (who's slide kick shouldn't really be her crouching energy move)
 
Nice bonus stage idea!
Apparently, the Samurai Shodown SNES sprites should be small enough to fit in the game (Amakusa could be a cool boss), as are the SNES Captain Commando sprites (I think Shtrom and Scumocide would make the best bosses) Comix Zone for GBA should fit size-wise too.

Obviously, Nakoruru and Captain Commando would be nice to have as playable characters, too.

Some of the player characters currently have odd button mappings for their moves, and could recieve a retool, like with Baker (who's air B does nothing) or Sheena (who's slide kick shouldn't really be her crouching energy move)
hum, maybe...she would need some resize though
1675692369762.png
 
hum, maybe...she would need some resize though
View attachment 3041
She'd end up being around Ritcher's size, right? (will she just be downsized by code, like Goku?) About the remapped attacks, I think it would work best by having more characters have normal attack chain combos like how Goliath does; a lot of them have relatively useless B normals otherwise.
 
She'd end up being around Ritcher's size, right? (will she just be downsized by code, like Goku?) About the remapped attacks, I think it would work best by having more characters have normal attack chain combos like how Goliath does; a lot of them have relatively useless B normals otherwise.
Scaling in Mugen works differently - i can use the code trick for something like 10%. On her case, i should need to manually scale her.

The combos are meant to be reserved to characters which doesn't have long ranged attacks.


Here's Spider-Man (Spider-Man: The Movie)
This is the sheet I am using for my OpenBor game :)
 
Good thing his name is Moran, what do you think?
 

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Scaling in Mugen works differently - i can use the code trick for something like 10%. On her case, i should need to manually scale her.

The combos are meant to be reserved to characters which doesn't have long ranged attacks.



This is the sheet I am using for my OpenBor game :)
I understand.
 
I had a crazy idea on how to implement the TMNT on BSC:

Make the 4 turtles to act as one. You Control Leonardo, and the other 3 are ai controlled entities.
To Ballance It a bit, all 4 share the same life bar - so any hit to any turtle will reduce your health.

Thoughts?
127.png
 
I had a crazy idea on how to implement the TMNT on BSC:

Make the 4 turtles to act as one. You Control Leonardo, and the other 3 are ai controlled entities.
To Ballance It a bit, all 4 share the same life bar - so any hit to any turtle will reduce your health.

Thoughts?
127.png
I really like Ninja Turtles, Leonardo is pretty fun
 
I had a crazy idea on how to implement the TMNT on BSC:

Make the 4 turtles to act as one. You Control Leonardo, and the other 3 are ai controlled entities.
To Ballance It a bit, all 4 share the same life bar - so any hit to any turtle will reduce your health.

Thoughts?
127.png

The trick as always is balancing the AI. It needs to be better than common enemies and good enough to take on bosses, or else you're playing a glorified escort mission.

On the other hand, you don't want them so good the player can make a sandwich while the game plays itself.

That's a hard thing to achieve and even the slightest tweak can tip it too far in either direction.

DC
 
Which TMNT are you going to use?
Hyperstone Heist or Turtles In Time?
I haven't decided about it yet.

The trick as always is balancing the AI. It needs to be better than common enemies and good enough to take on bosses, or else you're playing a glorified escort mission.

On the other hand, you don't want them so good the player can make a sandwich while the game plays itself.

That's a hard thing to achieve and even the slightest tweak can tip it too far in either direction.

DC
Indeed it will be hard to balance it. We don't have normal enemies anymore - the game is now a boss rush.
So they would helo you to defeat the bosses.

That was brutal
Yeah, I know. I am still not 100% sure about to make the 4 turtles to share the same lifebar.
But for sure I don't want to add the 4 turtles as playable characters.
 
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