Power Rangers: Beats of Power

Complete Mighty Morphin Power Rangers 2.0.1

No permission to download
Project is completed.
So so excellent work :D
The caraters, the transformations, the long stage with many enemies, the finish move ...
Great project :D
 
Bloodbane said:
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.

Good point. Luckily the bosses are ungrabbable in this game so I didn't run into that issue this time.


cada1982 said:
Great performance mersox.

I have a suggestion: You know when they are "humans" they got a lot of damage, but when they morph they recover all "Hp". You should do that when morphing.

Alpha giving them the morphers is just great, in Mighty Morphin Power Rangers The Movie (SNES) they collected "thunders" to then transform and become rangers.

By the way, is Green Ranger gonna be a "Boss"?

They will recover their energy in the final version.

Green Ranger is going to be a boss and a "secret" selectable character.

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

Looking for contributors!

Alright guys if you want to help me out here's a couple of things that need to be done:

1.- Rip the stages 4 (the cave) and 5 (deserted planet) from the game Mighty Morphin Power Rangers the Movie for the Sega Genesis.
Stage 4:
pr2.jpg


Stage 5:
pr6.jpg

The cave stage is extremely long in the Genesis version so I don't need the whole thing. They loop anyways so I just need the main images and I will assemble them myself.
I need each layer to be in a separate image. Basically I need whoever that tackles this to turn layers on and off in the emulator while taking screenshots. The emulators I have at the moment don't have that function.

There's a code to select a level in the game so you can start in those levels right away:
Enter the "Options" menu. Set "SE Test" to "C1". Set "Voice Test" to "E8". Set "Music Test" to "82". Press B to enter the "Visual Selector" menu. This allows you to view the cinematics. Press Start to exit the "Visual Selector" menu. Select "Exit" at the "Options" menu to enter the animation test menu. Exit that menu and start a new game. A menu will appear, allowing you to select a starting level and toggle damage on and off.

2.- Scripting the Deserted Planet stage.

So for the deserted stage (#5 in the Genesis game) I was thinking of trying something different. Instead of clearing the stage of enemies, the goal is to reach the end of the stage and destroy a statue in a limited amount of time, say minute and a half. If you don't finish the stage by then, the planet blows out, the players die and they have to restart the level from the start regardless of how many lives they have.

This involves some thinking and scripting. If I'm not mistaken, the timer in OpenBOR works like the one in Final Fight: it resets each time you clear an area of enemies. For this stage I need the timer to be more like the one in Super Mario Bros: there's no way to reset the timer and if it's over you have to start the whole thing from the beginning.

BeasTie did something similar but I haven't tried it yet: http://www.chronocrash.com/forum/index.php?topic=1085.msg11132#msg11132

Any takers? Also keep in mind that I'm using build 3742. Scripting done in newer versions might not work on the game.
 
I really love when each different character morphs in a proper order like in the PR series. Your style for the morphing is way sexier than the SNES/Genesis morph graphics. You did a lot of seriousness on it. Superb job, indeed! ;)
 
maxman said:
I really love when each different character morphs in a proper order like in the PR series. Your style for the morphing is way sexier than the SNES/Genesis morph graphics. You did a lot of seriousness on it. Superb job, indeed! ;)
Thanks man. I was able to keep the proper morphing order, thanks for noticing.
 
mersox said:
2.- Scripting the Deserted Planet stage.

So for the deserted stage (#5 in the Genesis game) I was thinking of trying something different. Instead of clearing the stage of enemies, the goal is to reach the end of the stage and destroy a statue in a limited amount of time, say minute and a half. If you don't finish the stage by then, the planet blows out, the players die and they have to restart the level from the start regardless of how many lives they have.

This involves some thinking and scripting. If I'm not mistaken, the timer in OpenBOR works like the one in Final Fight: it resets each time you clear an area of enemies. For this stage I need the timer to be more like the one in Super Mario Bros: there's no way to reset the timer and if it's over you have to start the whole thing from the beginning.

Any takers? Also keep in mind that I'm using build 3742. Scripting done in newer versions might not work on the game.

Hmmm.... looks simple, you simply need to make your own scripted timer + display. After this timer runs out or hit 0, jumptobranch is executed to jump to failed scene or level to play in failed branch.
Default timer must be turned off for this purpose.

We have made something like this GIJoe mod some time ago
 
Hey. That Billy looks like he's edited from one other character. Different from the regular Billy of the SNES version. He looks good.
 
BeasTie said:
Yeah this was problematic, I need someone better at script to take a look and see how it should work.  Also I think it would get more complicated for a 2-4 player game like this.

Dayum!

Bloodbane said:
Hmmm.... looks simple, you simply need to make your own scripted timer + display. After this timer runs out or hit 0, jumptobranch is executed to jump to failed scene or level to play in failed branch.
Default timer must be turned off for this purpose.

We have made something like this GIJoe mod some time ago

I have that GI Joe mod. I'll look for that script. Eventually… not too crazy about delving into that right now. Still accepting collaborators :)

BTW last night I saw the GI Joe episode "There's no place like Springfield", after so many years (I had not seen it since I was a little kid). That episode is pretty disturbing. If only all the episodes of that show were like that one...

maxman said:
Hey. That Billy looks like he's edited from one other character. Different from the regular Billy of the SNES version. He looks good.

Thanks. He's a mix of the Rocky and Adam sprites, with a new head. I never liked the original Billy sprite. What the hell where they thinking when they made that one, I'll never know.

All the human characters have been modified in some way. First of all, they were too small so I had to make them 10% bigger to fit the other sprites. That means I had to fix their heads afterwards. So all the characters have new heads.
Zack specifically needed a new head more than the rest because the original is ridiculously racist.
Tommy's chest, shoulders and arms will be slimmed down as the original sprite is too bulky.
Jason will use Rocky's sprites with smaller shoulders.
 
Oh yes about that timer, actually timer script is very very simple like this:

name Timer
type none
lifespan 56

anim spawn
delay         5500
offset 12 35
frame data/chars/misc/empty.gif
        @cmd      jumptobranch "Failed" 1
frame data/chars/misc/empty.gif

This invisible timer will wait for 55 seconds before forcing level end and jump to a branch named Failed.

If you don't mind the invisibility, this is sufficient. But if you need to display remaining time, this timer needs to be updated.
 
Bloodbane said:
Oh yes about that timer, actually timer script is very very simple like this:

name Timer
type none
lifespan 56

anim spawn
delay         5500
offset 12 35
frame data/chars/misc/empty.gif
        @cmd      jumptobranch "Failed" 1
frame data/chars/misc/empty.gif

This invisible timer will wait for 55 seconds before forcing level end and jump to a branch named Failed.

If you don't mind the invisibility, this is sufficient. But if you need to display remaining time, this timer needs to be updated.

Thank you, Bloodbane. I will have to update it because it will be weird not to show the remaining time. Maybe the regular timer would work for that.

A question: I have a stage that is 501 pixels long, and I gave it direction "both". It's for a boss fight, and I want it to have more room that just 320 pixels. One problem though, for some reason OpenBOR loops the panel once. If you walk far to the right of the stage, it will repeat again, and then stop once you get to the right edge again. Why does this happen? I don't want it to loop even once.
 
Bloodbane said:
Did you set order aa ?

Ugh... I'm such an idiot...

I didn't set "order aa", however, I did have "order a" written twice in different places of the txt.

Thanks Bloodbane and BeasTie.

Tomorrow I'll post a new video :)
 
another great video!

Will the players be able to block? It would be extremelly usefull in a stage full of holes like that.

Tomy (White Ranger) will be available after beating the Green Ranger, right?
 
mersox, I can tell you. You really know what/how to do with your update on it. First, the previous video you showed earlier was when Kimberly receives the power from Alpha in that city stage and she speaks. Now, in that video you gave us update of, I see Zack receiving the power from him and speaks too. It's very clever that one of the Power Rangers who is kinda a little farther away from Alpha and retrieving the power from him, starts to speak for morphing. :) I like that.

Also, in that bridge stage, it seems that you used a respawn txt with script for each player/ranger to respawn at a specific location in the bridge for them especially after they fall from the bridge. Pretty clever indeed. ;) Kudos to Bloodbane for help! (Cheers!)

When I see the Putties being back thrown, I feel like I see it as a BOR type enemy being thrown. Is it okay to change the height of being thrown for enemies? Sorry about it. I just don't want to ruin yours but it's my opinion to think that the back thrown part looks like a BOR type. But I think the front throw is okay since it's from a throw script. It's up to you to think what's best for you.

Good work. :)

Tomy (White Ranger) will be available after beating the Green Ranger, right?

Now that you mentioned it, Cyrus, I am wondering if the 5 rangers become defaulted characters and after defeating the Green Ranger, he'd probably be an unlockable character. Plus, after completing the game, maybe White Ranger might be unlockable too. Who knows. It's just my guess for now.
 
Cyrus Annihilator said:
another great video!

Will the players be able to block? It would be extremelly usefull in a stage full of holes like that.

Tomy (White Ranger) will be available after beating the Green Ranger, right?

Thanks, Cyrus.

For far I don't have the intention to add a block move. It would make the bridge area easier, but I'm wondering if it would be too easy then. As it is right now, it is possible to cross the bridge without dying, you just have to be patient and time well your jumps and jumpattacks. I will try to streamline it though. The idea is for that part to be hard, but not cheap. It need to work on it some more.

The White and Green Rangers are available from the start. The White Ranger is there because timelinewise that's where the game is set. The Green Ranger being selectable is an eastern egg, fanservice.

The evil Green Ranger is the video is a fake one, hence why he explodes in the end. So it's not like it's Tommy that joins the team after the fight. Doing something like that would prevent players from picking Tommy from the start, which I don't think is a good idea. Then you would also have to explain him getting his white rangers powers, then the White Ranger would only be selectable at the later levels... it's too limiting, I think. Not to mention I would have to make a new select screen, haha. So... no. This is just a fake Green Ranger, fake evil Rangers were quite common in the show.

To make it clear during gameplay, I am going to add a lifebar to the bosses, and his will read "Fake Green Ranger". Additionally he will have a different palette, to avoid confusion in case one of the players is already controlling the Green Ranger. I think I'll give him either gray boots or gloves or a gray shield.

maxman said:
mersox, I can tell you. You really know what/how to do with your update on it. First, the previous video you showed earlier was when Kimberly receives the power from Alpha in that city stage and she speaks. Now, in that video you gave us update of, I see Zack receiving the power from him and speaks too. It's very clever that one of the Power Rangers who is kinda a little farther away from Alpha and retrieving the power from him, starts to speak for morphing. :) I like that.

Also, in that bridge stage, it seems that you used a respawn txt with script for each player/ranger to respawn at a specific location in the bridge for them especially after they fall from the bridge. Pretty clever indeed. ;) Kudos to Bloodbane for help! (Cheers!)

When I see the Putties being back thrown, I feel like I see it as a BOR type enemy being thrown. Is it okay to change the height of being thrown for enemies? Sorry about it. I just don't want to ruin yours but it's my opinion to think that the back thrown part looks like a BOR type. But I think the front throw is okay since it's from a throw script. It's up to you to think what's best for you.

Good work. :)

Tomy (White Ranger) will be available after beating the Green Ranger, right?

Now that you mentioned it, Cyrus, I am wondering if the 5 rangers become defaulted characters and after defeating the Green Ranger, he'd probably be an unlockable character. Plus, after completing the game, maybe White Ranger might be unlockable too. Who knows. It's just my guess for now.

Thank you, maxman.

I would love to say that I'm a master scripter but the truth is that so far the game only uses two scripts: randomsound and the scripts required for the morphing sequence. The characters don't spawn in the middle of a hole I think because the engine is already programmed to do so. Correct me if I'm wrong.

Regarding the throw, you think it would look better if the enemies are thrown just as high and far as when you throw them forward?
 
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