Power Rangers: Beats of Power

Complete Mighty Morphin Power Rangers 2.0.1

No permission to download
Project is completed.
Great to see Dark Warrior in Your Game. İ enjoyed ripping it. New colors do look good. Same goes for Goldar.

Also, İ don't remember those stages in the genesis games. The youth center and that chamber one you have. What are their main sources?
 
I'm starting this project coming to fruition since I've grown up watching Power Rangers (the original ones) and owning both of the films and playing the games on the SNES and Genesis bring some good memories of my childhood.
 
Thanks for the comments.

Regarding the stages, some are new and weren't in the Genesis game. The Youth Center appeared in the credits scene at the end of the SNES game, so I took that and added some field to the left, some tables, etc.

Goldar's ring/chamber I made from scratch, except for the pillars (they come from the SNES game) and the fog (which was originally water in the SNES game)

Speaking of new stages, here's the one I'm working on now:


[attachment deleted by admin]
 
wow! Very nice! Congratulations, mate. I'm not exactly a Power Ranger fan (I like the original version from Japan) but you are doing a really good job on stages as I can see. Keep up  the good work!
 
Ahhhhhh, that stage is looking too good. ;D Excellent look of the stage there. It seems that you are doing some custom on the stages which have never been in the Power Rangers games. Great work! BTW are the putties or any type of enemies trying to invade the Mega Zord Center or whatever you call it I forgot the name?
 
Hey guys.

nsw25 I'm afraid I never received that PM! When did you send it?
The game is undemoable at the moment because nothing is ready. I'm working it a very hectic way, so say I have a stage 90% ready and I move to the next one, etc.

Regarding the desert stage, putties will be outside the Command Center. The boss will be inside.

Thanks for the comments everyone.
 
Yeah, haha.

Damn that screen looks great man. Good boss character. Lord Zedd was always one of the enemies that needed to stay. With those new rangers and stuff coming all around, he became more like a joke/humor character.

That command center looks awesome aswell. It looks like a reference to the first episode of power rangers where they step outside and don't believe Zorbon for choosing them being the super heroes. Than after a while putties attack them somewhere near and they run inside the command center if i am right and correct about this.

You won't use zords as you said but, you should consider using them in backgrounds. That would be good since they will be seen in game.
 
That's a very cool Ivan Ooze. Did you remake all of its sprites? Looks bigger/more detailed than the SNES version
 
The spriter who did Ivan Ooze was probably Diepod I think. He was released in Mugen a few years ago I guess.
 
no, it was Felo_Lop who did Ivan Ooze. Diepod had sprited the Lord Zedd, which will be a striker for Ivan Ooze:
zedd_by_hiivolt_07-d3j1f11.gif
 
Oh. You're right. I couldn't remember who sprited Ooze (so I forgot who did it). I was gonna say either it was Diepod or Felo Llop. I wasn't so sure so I thought it was Diepod himself who did it. Now I remember that Felo did it.
 
I got it from a pak by Bloodbane called Victory. There he explains how to make it. Basically it's an invisible char that forces the player to play one of their their followanims... if I remember correctly. I'm looking for the pak to give you the link.

EDIT: Can't find the darn link anywhere. I guess I'll upload mine tomorrow (I'm off to bed now)
 
Woaw, excellent :D
I'm not a great Power Ranger fan, but i'm sure your game will cool and fun to play :D
Thanks
 
Thanks for the comments, guys.

erf_beto said:
I LOVE the part where Lord Zedd appears on the sidebar and send lightning bolts on rangers! Very good!

Thanks! That was actually my brother's idea. I was looking for something to break the monotony of punching bad guys. So far the plan is to have at least one element like this in each stage. Could be a car trying to run you over, fireballs falling from the sky, a bridge with a bunch of holes, etc.

By the way those bolts seem to appear in different coords each time I play the stage. No idea why, but in this case it's a good thing I guess.

darknior said:
I'm not a great Power Ranger fan, but i'm sure your game will cool and fun to play :D

That's the idea! :D

---------------------------

nsw25 I can't find the demo so I'll just cut and paste Bloodbane's method here.

This is what you do:

1.- Create a script called sceneFX.c
It will contain this:

void suicide()
{ // Suicide!!
    void self = getlocalvar("self");

    killentity(self); //Suicide!
}

void looper(int Frame, int Limit)
{// Loops current animation
    void self = getlocalvar("self");
    void loop = getlocalvar("Loop" + self);

    if(loop==NULL()){ // Localvar empty?
      setlocalvar("Loop" + self, 0);
      loop = 0;
    }
 
    if(loop < Limit){ // loops reach limit?
      updateframe(self, Frame); //Change frame
      setlocalvar("Loop" + self, loop+1); // Increment number of loops
    } else if(loop==Limit){ // loops reach limit?
      setlocalvar("Loop" + self, NULL());
    }
}

void DeControl(int P, int Flag)
{// Activates or deactivates control for defined player
// P : Player index starting from 0
// Flag : Control flag
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      changeentityproperty(Player,"noaicontrol",Flag);
    }
}

void AnimPlayer(int P, void Ani)
{// Forces defined player to play certain animation
// P : Player index starting from 0
// Ani : Animation to play to
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      performattack(Player, openborconstant(Ani));
    }
}

void IdlPlayer(int P)
{// Forces defined player to go to IDLE
// P : Player index starting from 0
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      setidle(Player, openborconstant("ANI_IDLE"));
    }
}

void MovePlayer(int P, float Vx, float Vy, float Vz)
{// Forces defined player to move with defined speed
// P : Player index starting from 0
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      changeentityproperty(Player, "velocity", Vx, Vz, Vy);
    }
}

void DirPlayer(int P, int Dir)
{// Changes defined player's direction
// P : Player index starting from 0
// Dir : Direction
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      changeentityproperty(Player, "direction", Dir);
    }
}

2.- Create a character called "delay". Its file contains:

name    delay
health 10
type    enemy
nomove  1 1
stealth 350
antigravity 100
subject_to_wall 0
offscreenkill 3000
nodrop 2
defense normal9 0 2000


anim idle
@script
    void self = getlocalvar("self");
    int  Health = getentityproperty(self, "health");

    if(frame==1){
      changeentityproperty(self, "health", Health-5);
      if (Health <= 0){
        killentity(self);
      }
    }
@end_script
loop 1
delay 49
offset 1 1
frame data/chars/misc/empty.gif
delay 1
frame data/chars/misc/empty.gif

anim spawn
delay 1
offset 1 1
frame data/chars/misc/empty.gif

3.- Create a character named Victory1

name Victory1
type none
offscreenkill 3000
subject_to_gravity 0
animationscript data/scripts/sceneFX.c


anim idle
delay 10
offset 1 1
frame data/chars/misc/empty.gif
delay 100
@cmd DeControl 0 1
@cmd MovePlayer 0 0 0 0
frame data/chars/misc/empty.gif
delay 250
@cmd DirPlayer 0 1
@cmd AnimPlayer 0 "ANI_FOLLOW1"
frame data/chars/misc/empty.gif
@cmd jumptobranch "Akhir" 1
frame data/chars/misc/empty.gif

4.- Create char Victory2

name Victory2
type none
offscreenkill 3000
subject_to_gravity 0
animationscript data/scripts/sceneFX.c


anim idle
delay 10
offset 1 1
frame data/chars/misc/empty.gif
delay 100
@cmd DeControl 1 1
@cmd MovePlayer 1 0 0 0
frame data/chars/misc/empty.gif
delay 250
@cmd DirPlayer 1 1
@cmd AnimPlayer 1 "ANI_FOLLOW1"
frame data/chars/misc/empty.gif
@cmd jumptobranch "Akhir" 1
frame data/chars/misc/empty.gif

5.- Create a followanim1 animation for your character for his/her victory animation. If you name it differently than followanim1, change Victory1 and Victory2 accordingly.

6.- Add this at the end of your level:

group 1 1
at **insert correct coordenate here**

spawn delay
coords 160 200
at 0

spawn Victory1
coords 160 200
at 0

spawn Victory2
coords 160 200
at 0

spawn delay
health 2000
coords 160 200
at 0

That's it. If you want a victory music, set it up as the boss music of the level and say that the fist delay you spawn is "boss 1".

Here's Bloodbane's explanation:

The entity responsible of activating victory animation are Victory1 and Victory2, for player1 and player2 respectively. This entity works like this:
- 1st it deactivates player's control of hero while stopping hero's movement at same time (in case hero is moving at this time).
- One second delay is given to wait for hero to stop his current animation, in case he is performing specials which usually takes about one second.
- After delay is over, hero is forced to face right direction. At same time, his animation is changed to FOLLOW1 which is the victory animation. Since this animation usually takes some time to play, 2.5 seconds delay is given
- After that, current level is ended

This method is not fixed, those delays can be changed so does victory animation.
Last this method can be expanded allowing more features to be added :)
 
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