Dungeon Magic

Complete Dungeon Magic 2021-09-16

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Project is completed.
O Ilusionista said:
Hi Jeremiah Cuff I gave yout game a quick try. From what I saw, there are a lot of room for improvements, specially size wise.

- There are a lot of clutter on the folders. You have GIF and PNG duplicates for frames. If you are using GIF, you can delete the PNG ones. Its just waste of space

- Avoid using .BOR files, they are way bigger than .OGG. The only .BOR file you still need is remix.bor (since the engine still needs it).

- The pain animation of many enemies are weird. Take a look at wolfman /lizardman and check what I did. Whenver you make an enemy to shake (which gaves a more impact feeling), make it quickly, like with delay of 3.

- The attacks lacks Z depth. I gave some depth to wolfman, lizardman and Ashton attacks.

- Some attacks can knockout the players. I've changed some attacks of wolfman and Lizardman. Also, gave them some recovery time by adding a frame at the end of the attack and making the delay of the last attack frame big

- Fixed Wolfman fall animation. Wrong direction and bad axis

- The are wrong axis everywhere. I've fixed some axis in Wolfman and Ashton.

- Ashton special now makes him turn and knocks down the enemies.

- Ashton attack 4 is quicker now. Whenever you have a tail effect on swords and such, make it pretty quick


I hope you like what I did. You can follow the logic to other characters. Also, you need to remove the shadows from some characters

Here is a optmized version of your PAK. It went from 267mb to only 87mb: https://www.sendspace.com/file/xpdoph

Thank you for helping my me out by optimizing my mod O'Illusionista, I should've known that their were many errors in the game and it really needs a lot of work for improvements. So i'll take it upon myself fix the mistakes on the game and I saw some of the cutscenes are gone, but anyways I appreciate your assistance.
 
The cutscenes are gone? I haven't changed it. Check the files, maybe its because some sons could be missing (like I forgot to change from .bor to .ogg)
 
O Ilusionista said:
The cutscenes are gone? I haven't changed it. Check the files, maybe its because some sons could be missing (like I forgot to change from .bor to .ogg)

Don't worry O'Illusionista I managed to restore the cutscenes and including me replacing the title that I had before I started the project with the Super Dungeon Magic title within the mod folder. But again, I really do appreciate your assistance.  :)
 
showmaker said:
hey mate;) short feedback...all in one we had a lot of fun with your mod last night...we are big fans of that D&D type games...i played ashton most of the time... thats my character in this game:-) the special moves looks and feels good when you smash an enemy down with it. we try to figure out if there is a block/guard button somewhere hiding?...keep up the great work!

I really appreciate you and your friends having so much fun with the Dungeon Magic mod, it really means a lot to me Showmaker. However, like O'Illusionista suggested, there is lot's of room for improvements that I need to make for the game. But with all further due, thanks for sending me feedback for my mod and i'll see what I can do to keep you guys posted with more updates, enjoy! :)
 
Well everyone, it's the year 2018 and I'm ready to continue to add more content to the mod of Dungeon Magic, starting with the backstory modes of the characters such as Ash, Cisty, Vold, Gren, Melodie and etc. However, I might need assistance with some coding as well as the limited character selection like Bloodbane showed me how to do with a script back then when I was working on and finishing up Knights of the Round Revenge mod last year. I will happy to take suggestions for the backstory game modes if anyone has some.  :)
 
Hello my brothers and sisters from Chrono Crash, long time no see huh? I'm back for another update for the Dungeon Magic mod, as I have made some serious changes for the amazoness Melodie. The following are:

- The animations for Melodie's data folder has been reworked as I ripped the amazoness sprites from the Dungeon Magic rom on MAME using the cheats I downloaded from the mugen guild website to freeze enemy animations, making them easier to create screenshots.

- Melodie's special moves are the same, but have been given electrical properties. I used the electric slash animations that were used in D&D Rise Of Warduke and added them to her release attack and 1st freespecial.

- I also discovered that the amazoness enemy from Dungeon Magic has crossbow animations that were unused while I was freezing her animations and making screenshots. SHE HAS A FREAKING CROSSBOW!! XD

Well anyways, here's the video showing the changes to Melodie so far. I hope you guys enjoy yourselves with this preview and let me know what you think. Peace!!  ;)


 
O Ilusionista said:
I really liked the shock effect. Where do You get it?

And "N", the cheats author, is the man!

I used the storm sword slash sprites from the Rise of Warduke mod for Melodie's special moves. Also, I enjoyed those sprite ripping cheats that I had a field day with freezing animations, moving through their frames, and create screenshots of those said frames on different roms, namely Knights of Valour 2 or Gaia Crusaders.  :)

I have to give credit to the author, since he put his heart and soul into those sprite ripping cheats for MAME.  ;)
 
O Ilusionista said:
Thanks, but I mean the eletric effect which appears on the enemies when you hit them with that move.

Oh, the electric effect originally came from Shadow over Mystara which was also used on the Rise of Warduke mod as the files for shock data folder in the miscellaneous section. I used the shock effect as part of the React FXS text file for the dungeon magic mod.
 
What's going my friends from Chrono Crash? This your boy J- Jambo Cufflings, and been quite a while since I last posted on this Dungeon Magic thread. Well, i'm here to post some gameplay previews of the story scenarios I creating for Ash, Cisty, Gren, Vold, Melodie, and Illatisha. Two of the gameplay videos revolve around Illatisha's scenario whose stages take place in the beginning and middle parts of the storyline of the Light Bringer 2 JRPG game. I'll post more gameplay videos of the other character's story scenarios as soon as possible, so stay tuned my friends!  ;)


 
Good evening my friends from Chrono Crash, I am back again to showcase some more video previews of the scenario game mode revolving around Melodie. If you guys have played the Light Bringer 2 demo for the RPG Maker 2003 program, where Melodie is seen talking to Queen Rahusei to travel to Zekudaira which led her to fight the eavesdropping strategist Fatoya Harpwynd, that's where her storyline begins at. New enemies like the wolven archer, bugbear, artic wolves, the troll from D&D Tower of Doom, and the Bakene boss from Sailor Moon arcade game has been introduced to the stages of Melodie's story scenario.

I'm going to continue to make more storyline updates to this mod, until then, you guys enjoy the video previews and let me know what you think. Stay modding my good friends! ;)


 
stin said:
Nice Mod!

I have a question;

are there any rpg elements like
the Cadash game (Taito, 1989)?

Thx. :)

Not necessarily Stin, but I am loosely trying to make this mod stay true to the arcade game while adding original storyline content from the rpg maker 2003 demo of Light Bringer 2.
 
Looks good! :)

BTW I just noticed something, this mod is lacking obstacles or item containers. I suggest adding them so players can get items from destroying obstacles
Dungeon Magic has plethora of obstacles (the most from all beat'm up I've played), I figure that this mod should have plenty of obstacles as well :D
 
Bloodbane said:
Looks good! :)

BTW I just noticed something, this mod is lacking obstacles or item containers. I suggest adding them so players can get items from destroying obstacles
Dungeon Magic has plethora of obstacles (the most from all beat'm up I've played), I figure that this mod should have plenty of obstacles as well :D

Thanks for the kudos Bloodbane!  :)

By the way Bloodbane, since I am making the story scenarios for all six characters, I been thinking about making some scripts allow few characters playable in those said characters story modes. Can you help me with this?.
 
Here's the character select for the character scenarios that I am talking about Bloodbane, here's some examples:


Ash's Scenario

Playable characters: Ash

Cisty scenario

Playable characters: Cisty

Vold's Scenario

Playable Characters: Vold, Diana

Gren Scenario

Playable Characters: Gren, Ranmei

Illatisha's Scenario

Playable characters: Illatisha

Melodie's Scenario

Playable characters:
Melodie, Ranmei, Tishera
 
Hey bud love the look of ur game looks super cool was wondering if u could tell me what android ver of openbor I can run it on? Just have a shield portable to play openbor on thx in advance looking foward to playing ur game
 
elisf2 said:
Hey bud love the look of ur game looks super cool was wondering if u could tell me what android ver of openbor I can run it on? Just have a shield portable to play openbor on thx in advance looking foward to playing ur game

The openbor engine works on any smartphone that part of Android like the LG or Samsung smartphones. If you own one, you could download the engine from the internet apps like Chrome. While you're there, could you consider Google search openbor download.
 
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