Power Rangers: Beats of Power

Complete Mighty Morphin Power Rangers 2.0.1

No permission to download
Project is completed.
man, that is fantastic! I like when the mod is not just a another OpenBOR mod clone, but something different.
The select screen is pretty cool, and the intro is very nostalgic. The victory screen was a cool idea, I will borrow it ;)

The Zedd interaction is cool. I made a boss interact with the players too (Wizard), I think its add some personal touch to the game.
And nice idea about the thunders (and the arrows showing where they will be). Where you got that thunder sprites?
 
Thanks!

The thunder sprites come from Power Rangers Fighting Edition for the SNES:

Zedd.png
 
Thumbs up, man! :) That's creative work you got there! Really. The effect of the Zedd's lightning bolts is wickedly bad***. It's multiplied to several. Smart one, man. ;) I like the progress of your PR work. It seems you didn't add the sound of Tiger Zord for Tommy/White Ranger but it's okay. I know it's a WIP. It's a good start to show the progress of it though. Keep up. :)
 
nsw25 said:
looks great.

BTW how do you make the players display a 'win' pose at end of stage ?
You can also use smartbomb attack for it and use invisible boss entity to perform it, so players hit with it will play winning animation and then boss kills himself the stage ends.
OR maybe not cause you cant send character to pain, just fall anims with smartbomb.
If youre changing characters velocity to 0 then change his anim to idle, because its weird when hes running without moving.
Anyway i find it weird that engine wont let you to end the stage when player ai is turned off, so you have to use jumptobranch to end the level ?
I tested aiflags and if you use aiflag drop then you dont have to use jumptobranch and it ends the level properly.
IMO aiflag animating should be the one that lets end the level too.
---
Nice vid and i like the small details like area 1 text and the thunders.I think i need to make them too.
I would only change default bor samples.
 
darknior said:
Excellent sprite :D

I didn't make that Lord Zedd spritesheet. Those sprites are from the SNES game "Power Rangers The Fighting Edition". I'm just... *ahem* borrowing them.

maxman said:
I like the progress of your PR work. It seems you didn't add the sound of Tiger Zord for Tommy/White Ranger but it's okay. I know it's a WIP. It's a good start to show the progress of it though. Keep up. :)

Thank you, my friend. Yes, The Tigerzord yell is not yet in the game, it's in the To Do list.

bWWd said:
You can also use smartbomb attack for it and use invisible boss entity to perform it, so players hit with it will play winning animation and then boss kills himself the stage ends.
OR maybe not cause you cant send character to pain, just fall anims with smartbomb.

It's an interesting idea nonetheless. I might end up using it at some point.

bWWd said:
If youre changing characters velocity to 0 then change his anim to idle, because its weird when hes running without moving.

I agree, the animation needs some tweaking. Seeing the Rangers run in one place hurts my eyes. And soul.

bWWd said:
Anyway i find it weird that engine wont let you to end the stage when player ai is turned off, so you have to use jumptobranch to end the level ?
I tested aiflags and if you use aiflag drop then you dont have to use jumptobranch and it ends the level properly.
IMO aiflag animating should be the one that lets end the level too.

I'm afraid I'm not following. Too technical pour moi :(

bWWd said:
I would only change default bor samples.

Most of the sound effects are new and taken from the TV show. I also want to change the hitting sound effect but only for when the putties are getting hit but not other enemies. I have to figure out how to use it without simply adding it to their "hurt" animation, otherwise it plays alongside the usual BOR sound. Aaaaargh

cada1982 said:
Well, I have told JDF (Jason David Frank) to visit this thread. Maybe he will like it, because he loves retro games.

Thanks man! Wouldn't that be the coolest? Having JDF know about this. Also it would have saved me and Omega much research time to just call him and ask him to do some grunts and yells for the game, LOL.

BY THE WAY did you guys see that White Ranger vs Scorpion video? Holy crap:

White Ranger vs. Scorpion - Super Power Beat Down
 
Ripping those yelling sounds were not bad. The cleaning took some time but, i can work with that.

I am supporting for this game project so everything will do for me.

I follow JDF and must say that he is a great person who cares about people really.

Also yes, i did see that White Ranger vs Scorpion video the first day when it was out.

JDF announced a while ago that there will be a Green Ranger only movie.
 
You can also use smartbomb attack for it and use invisible boss entity to perform it, so players hit with it will play winning animation and then boss kills himself the stage ends.
OR maybe not cause you cant send character to pain, just fall anims with smartbomb.

Bad workaround if you ask me. Death of boss will cause slowdown effect and you might not want this during victory poses.
Also players may not by vulnerable when smartbomb is casted causing smartbomb to miss and broke the whole trick :(

The method I'm sharing solves all of that. It directly changes players animation and solves all bugs you might face when that happens.

Seeing the Rangers run in one place hurts my eyes. And soul.

Oops, I am completely forgotten about this case. You can solve this by updating victory1 to this:

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
@cmd AnimPlayer 0 "ANI_IDLE"
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

and victory2 to this:

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
@cmd AnimPlayer 1 "ANI_IDLE"
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

Anyway i find it weird that engine wont let you to end the stage when player ai is turned off, so you have to use jumptobranch to end the level ?

Actually at end of stage, there's delay entity which holds stage from ending on its own.

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

Me too! a great and fresh monotony break :D
(no thumb smiley (sigh) ).

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.

Hmmm.... there's a random script somewhere in those bolts right?

About bad guys, I think you should use script to 'toss' the broken parts instead of animating them like this.

And same suggestion I always give to mods is don't hesitate to spawn enemies between waits. The area between waits are best filled with enemies or something.
 
Thanks guys for the help and nice comments.

O Ilusionista thanks for creating that topic. I took a look at it and the comments are very encouraging.

I should have updates soon.
 
Hey guys,

I have been trying to implement a morphing sequence using script, but I have been unsuccessful. The game crashes each time the morphing sequence starts.

As it is right now, when you start to morph the player calls in a new entity showing a closeup of the character calling on his or her dinosaur. Or Tigerzord/Dragonzord. The sequence is planned like this:

- Player assumes "morphin' time" pose

- Entity called "morphbolt" is called. This is the traditional MMPR bolt that is shown at the begining of the morphing sequence. At the end of "morphbolt"'s animation, it calls a new entity: "morphtommy".

- "morphtommy" (the closeup of tommy calling on his Tigerzord powers) first checks if either player 1 or 2 is using "white_ranger" as a character. If so, it will show its animation in its entirety. If not, it will not show Tommy yelling "Tigerzord"  but rather go to the next entity in line...

- Which is tommy yelling Dragonzord. Again, it checks if the player is using "green_ranger" and if not, it jumps to the next ranger in line and so on until we cycle through all seven of them.

Right now the issue is with the entity "morphtommy", the first in the sequence to use script. The program crashes when it gets to it.

I am attacking the .txt of "morphtommy" and hopefully you guys will be able to pick up on the issue.

name morphtommy
type text
subtype noskip
antigravity 100
setlayer 500
shadow 0
Health 1
nolife        1
nomove 1 1
facing 1
load morphtommy_o

animationscript data/scripts/script.c

anim spawn
@script
    void self = getlocalvar("self");
    int P1 = getentityproperty(0, "model");
    int P2 = getentityproperty(1, "model");

    if(P1 == "white_ranger" || P2 == "white_ranger"){
      changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
    } else {
      changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
    }
@end_script
offset 120 196
delay 4
frame data/chars/misc/morphs/kim/22f.gif


anim FOLLOW1

offset 120 196
delay 4
sound data/CHARS/blue_ranger/billycall.wav
frame data/chars/misc/morphs/tommy/01.png
frame data/chars/misc/morphs/tommy/02.png
frame data/chars/misc/morphs/tommy/03.png
frame data/chars/misc/morphs/tommy/04.png
frame data/chars/misc/morphs/tommy/05.png
frame data/chars/misc/morphs/tommy/06.png
frame data/chars/misc/morphs/tommy/07.png
frame data/chars/misc/morphs/tommy/08.png
frame data/chars/misc/morphs/tommy/09.png
frame data/chars/misc/morphs/tommy/10.png
frame data/chars/misc/morphs/tommy/11.png
frame data/chars/misc/morphs/tommy/12.png
frame data/chars/misc/morphs/tommy/13.png
frame data/chars/misc/morphs/tommy/14.png
frame data/chars/misc/morphs/tommy/15.png
frame data/chars/misc/morphs/tommy/16.png
frame data/chars/misc/morphs/tommy/17.png
frame data/chars/misc/morphs/tommy/18.png
frame data/chars/misc/morphs/tommy/19.png
frame data/chars/misc/morphs/tommy/20.png
frame data/chars/misc/morphs/tommy/21.png
frame data/chars/misc/morphs/tommy/22f.gif
frame data/chars/misc/morphs/tommy/23f.gif
frame data/chars/misc/morphs/tommy/24f.gif
@cmd spawn06 "morphtommy_o" 120 0 200
frame data/chars/misc/morphs/kim/22f.gif

anim FOLLOW2
offset 120 196
delay 1
@cmd spawn06 "morphtommy_o" 120 0 200
frame data/chars/misc/morphs/kim/22f.gif

This is what says on the log after the crash:

There's an exception while executing script 'animationscript' data/chars/misc/morphs/tommy/morphtommy.txt

Not terribly informative.

Just in case, this is the "morphtommy" segment of the scriptlog:

####animationscript function main#####
# data/chars/misc/morphs/tommy/morphtommy.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animhandle = getlocalvar("animhandle");
    if(animhandle==50)
    {

    void self = getlocalvar("self");
    int P1 = getentityproperty(0, "model");
    int P2 = getentityproperty(1, "model");

    if(P1 == "white_ranger" || P2 == "white_ranger"){
      changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
    } else {
      changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
    }
        return;
    }
    if(animhandle==51)
    {
        if(frame==24)
        {
            spawn06("morphtommy_o", 120, 0, 200);

        }
        return;
    }
    if(animhandle==52)
    {
        if(frame==0)
        {
            spawn06("morphtommy_o", 120, 0, 200);

        }
        return;
    }

}

The entity previous to "morphtommy", "morphbolt", works fine so that's not the issue.

Ideas?
 
I don't think this is right.

Code:
 int P1 = getentityproperty(0, "model");
 int P2 = getentityproperty(1, "model");

try this:



Code:
void self = getlocalvar("self");
void p1 = getplayerproperty(0,"ent");
void p2 = getplayerproperty(1,"ent");

void p1model = getentityproperty(p1,"model");
void p2model = getentityproperty(p2,"model");

 if(p1model == "white_ranger" || p2model == "white_ranger"){
 
Hi mate, very nice! It's like watching an episode. Congratulations!  If you don't mind, I have a suggestion: how about to recover all health when morphing?

Can't wait to play this.
 
Thanks for the comments, guys.

Bloodbane said:
Great work! I love how you added strikers in game :D.

I did add them... but cheated, haha. I didn't use the striker code you posted, I just created enemies with very short lifespans.

lagarto said:
Hi mate, very nice! It's like watching an episode. Congratulations!  If you don't mind, I have a suggestion: how about to recover all health when morphing?

Can't wait to play this.

That's the plan. I haven't added it yet as I'm not a big fan of scripting :P
But I will definitely add that. Also I don't mind the suggestions, keep them coming if you have more :)
 
I didn't use the striker code you posted, I just created enemies with very short lifespans.

Nah, matter not :D
The rule for striker is simple, come, act then leave. As long you can achieve this, it's alright!
In fact, most strikers from beat'm ups have very short lifespan.

Oh, I didn't suggest lifespan for strikers cause we can't tell what will players do when they manage to grab striker. Maybe they hold them forever, who can tell?
If a mod doesn't have grab ability, you don't have to worry about that.
 
yeah! GO! GO! Power Rangers!
It does look like you're watching the show! I love the way the boss keeps coming in and out of play, as a striker. Makes it feel like the whole stage is one single, but huge, boss battle. This game will be amazing, for sure!
 
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