Helluva Brawl

Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0) 1.0

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Project is completed.
These enemies stand still and play the same pain animation over and over again, which makes the attack seem underpowered.
Beat em ups normally have 2 when looking at the likes of cadillacs, Final Fight and Sor.
I would just add anim pain2 and maybe use the anim grabbed for when they get attacked in the gut.
Different hitfx help to.
Same anim could be used in fall2 but it isn't an issue when the game's combo aren't going in a direction where air juggles is really a thing like with the games I mentioned earlier on.
Many fighting games have similar attacks that gradually levitate or knock the enemy away, in the middle or end of the attack.
Beat em ups or 1v1?
Fight Forever would be a perfect example of what you mentioned but many Beat em ups of back in the day didn't cater for this. Dejin Makai 2 , DnD 2 and Avp have air juggles to some extent.
 
Nothing too big, just another small update: this time with a work-in-progress of a monitor-head ninja enemy that unfortunately hasn't had their operating system updated since the early 2000's

Was thinking maybe that ninja could float about where you only see his white face and reveal his body when he slide attack. The time between sliding and teleporting would leave him vulnerable to attacks.
 
Beat em ups normally have 2 when looking at the likes of cadillacs, Final Fight and Sor.
I would just add anim pain2 and maybe use the anim grabbed for when they get attacked in the gut.
Different hitfx help to.
Same anim could be used in fall2 but it isn't an issue when the game's combo aren't going in a direction where air juggles is really a thing like with the games I mentioned earlier on.
The two Pain Sprites are handy, and can show multiple phases of damage after adjusting the recovery time and the position of movement.

Beat em ups or 1v1?
Fight Forever would be a perfect example of what you mentioned but many Beat em ups of back in the day didn't cater for this. Dejin Makai 2 , DnD 2 and Avp have air juggles to some extent.
Actually, my first thought was KOF 97''s boss, Orochi's super special skill (or Ultramate?) There are several characters in KOF that have full-screen attacks, such as false Zero, true Zero, K9999, Mukai......
While talking about 3d action games, I'd like to mention KOEI's 无双 series, which in recent years has had a lot of wide-range effect attacks, which can be used as great reference material, like it or not.
 
The two Pain Sprites are handy, and can show multiple phases of damage after adjusting the recovery time and the position of movement.
Now the above will show multiple pain/fall anim that I worked on(rough round the edges) and I scrapped this for something more grounded. If the game have all the varied sprites then by all means have at it but Sor was limited in that regard. It ain't a factor here unless the author think otherwise.
While talking about 3d action games, I'd like to mention KOEI's 无双 series, which in recent years has had a lot of wide-range effect attacks, which can be used as great reference material, like it or not.
Beat em ups of old always had area attacks, Knights of valor,Gladiator and DnD are perfect examples.
I'd stick to 2d games as reference, recreating what you see isn't always easy.
I'd keep it simple too like seen below:
I had the link of Coco's super here.
oh well.
 
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These enemies stand still and play the same pain animation over and over again, which makes the attack seem underpowered.
Many fighting games have similar attacks that gradually levitate or knock the enemy away, in the middle or end of the attack.
Good point, I should definitely do that. Especially since Harley's move is essentially what Orochi did in KOF.
 
Was thinking maybe that ninja could float about where you only see his white face and reveal his body when he slide attack. The time between sliding and teleporting would leave him vulnerable to attacks.
So you mean, he would briefly remain as a white hovering face before teleporting in and doing a slide kick? Sounds fun to do, I could try that!

However, much like the SOR ninjas, I was planning to give him a shuriken/jumping shuriken attack but instead of throwing shurikens, they would be throwing computer chips from "Chip's Challege". Then again, I could just make another version of him for that attack like I did with Diamond/Sanchez.
 
So you mean, he would briefly remain as a white hovering face before teleporting in and doing a slide kick? Sounds fun to do, I could try that!
Yes or he jump and throw a star from a distance. With him being a ninja I'd like to think he would try to use hit and run tactics but he would be prone to glitches between attacks. The teleport frame's delay would have to be reduced a bit.
 
In the meantime, I've been doing more enemy edits and such. I'm redesigning the Aliens vs. Predator soldier enemy as some sort of bug-like demon security guard for one of the final stages of the game.
1723055398529.png

Any suggestions or issues with this thus far?

Also special thanks to @danno for providing me some sprite sheets from Night Slashers, so now I can add my favorite hellish entities, such as the possessed puppet. (whom I had to admittedly downsize to fit his height with the other characters)
5.png10.png
 
Nothing new, just add forcedirection-1 to attacks so enemies fall facing the correct direction then make sure everything is sorted regarding
anim fall
Some enemies drop dead without falling back.
This happens mainly with jumpattack2 where the input is D A after jumping.
Is there a dropframe for jumps/falls?

For the most part, I'll reserve my suggestions for the next demo update since what needs addressing isn't a issue.
If you looking to change things up the take a look at denjin makai 2, that game's enemies are animated.
Sengoku 1 and 2 got sick spawn animations.

The staff and members here are very helpful even to a noob like me. I may need your guidance with regards to packaging a demo but that's a few months off from now.
I like how this is put together with Ken's theme at the end. STF2 is life.
 
Nothing new, just add forcedirection-1 to attacks so enemies fall facing the correct direction then make sure everything is sorted regarding
anim fall
Some enemies drop dead without falling back.
This happens mainly with jumpattack2 where the input is D A after jumping.
Is there a dropframe for jumps/falls?

For the most part, I'll reserve my suggestions for the next demo update since what needs addressing isn't a issue.
If you looking to change things up the take a look at denjin makai 2, that game's enemies are animated.
Sengoku 1 and 2 got sick spawn animations.

Good input, I've certainly fixed the forcedirection issue since the 1st demo release. There should be dropframes for every fall, so I'll have to double-check and look into the jumpattack2 death glitch since I haven't seen one before.

In terms of feedback though, I was mostly referring to the puppet resizing and the edited soldier sprite I recently posted.
 
In terms of feedback though, I was mostly referring to the puppet resizing and the edited soldier sprite I recently posted.
To be honest I got nothing add on there, sprite manipulation isn't my thing. @danno amongst others are experienced in that field, they look like they'll fit the enemy line up.
 
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Hello everyone!

I know it has been forever, aka... wow, did I seriously not post here since August? Despite my inactivity on this thread, a LOT has been done for Helluva Brawl nonetheless, especially thanks to some of the forums here regarding coding/troubleshooting. Some of you may already have an idea as to what I'm about to share since I last updated.

Posted here is a compilation of my current WIP, showing various stages, bosses and the overall gameplay thus far. I am far from finished with this project however as I've got plenty, plenty more upcoming and there's certain things I've yet to show as of now.


(I'm kind of broke so apologies in advance for the watermark, lol)


I've also got an upcoming player - Loona, that I will start to program soon. She will be able to transform between her hellhound and human form with their own unique stats/abilities.

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And one last thing to share on this particular post: I've also been working on three major antagonists, including the infamous Valentino!

1736112698365.png

Lemme know what y'all think!
 

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This all looks awesome!

Is that Alastor I hear as the announcer too? Nice touch! Did you get a voice actor or are those lines from somewhere?
 
Hey everyone! I figured I would go ahead and share my twitter post on my latest playable character WIP - Loona, aka totally not furry bait lol.


She's still fairly underdeveloped, as I plan to give her an alternate human form that she can use MP to transform in-between to during battle. Let me know what you guys think so far!
Have you tried to move the boss lifebar to the upper area? I used to have my boss bar like this and I realized this covers the action a bit.
 
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