Power Rangers: Beats of Power

Complete Mighty Morphin Power Rangers 2.0.1

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Project is completed.
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?

I meant throwing backward at first with some speed and delay time like we had seen in the PR series. I can't remember how the Putties were thrown and backthrown. It got me thinking of using throw in the header of the character. If not, maybe script throw would do? However, I'm not sure how specific each playable char would throw for thrown enemies.
 
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.

You misunderstood maxman :)
Actually, that's how default respawn system works. Normally, it respawns player at defined respawn coordinate BUT if there were hole there, it will move player's respawn point forward at end of that hole.

The idea is for that part to be hard, but not cheap. It need to work on it some more.

What about adding static enemies which shoots or throws something there? these enemies shoots/throws with certain period. The 'blank time' between each shoot/throw allows player to attack them ;)
I'm suggesting them cause these enemies won't move preventing them to fall to holes.

Don't forget to set offscreenkill in case player left them behind so they will be removed.
 
maxman said:
I meant throwing backward at first with some speed and delay time like we had seen in the PR series. I can't remember how the Putties were thrown and backthrown. It got me thinking of using throw in the header of the character. If not, maybe script throw would do? However, I'm not sure how specific each playable char would throw for thrown enemies.

I'm sorry my friend, but I still don't understand. What do you mean by "throwing backward at first with some speed and delay time like we had seen in the PR series"?

Bloodbane said:
What about adding static enemies which shoots or throws something there? these enemies shoots/throws with certain period. The 'blank time' between each shoot/throw allows player to attack them ;)
I'm suggesting them cause these enemies won't move preventing them to fall to holes.

Don't forget to set offscreenkill in case player left them behind so they will be removed.

Very good ideas, thank you!

nedflandeurse said:
I like the progress on it

Thank you, nedflandeurse!
 
mersox said:
I'm sorry my friend, but I still don't understand. What do you mean by "throwing backward at first with some speed and delay time like we had seen in the PR series"?

What I meant was, of how the rangers backthrow the enemies backward. I can't remember if/how each of them backthrew the Putties backward in the TV series but for the PR game, you see when they throw, the Putties are thrown in a jump/distance in air before landing to the ground. (Can't remember how high the Putties were backthrown and thrown in air.) For example, Ken does the backthrow to his opponent by grabbing and pulling him/her. Then he lifts one of his legs to his opponents while he puts his back to the ground so he can release him/her for the opponent to be thrown backward. During the opponent is thrown on air with a jump/fall distance before landing, it's like this, (example) the first frame is like when he's thrown with his body facing down. Second frame would be like he's upside down. Third frame would be when his whole body is facing upward. Fourth plays the landing part, "poomf!," play knock out sprite when he's on the ground.

Now that I said it, this got me thinking it's a slam/throw script work.
 
Dude, you've got this in the bag. The "ONLY" thing I don't like is that all the teens fight the same when they transform into Rangers.
 
maxman said:
Now that I said it, this got me thinking it's a slam/throw script work.

Or just using fall1, fall2, etc. Maybe.

Itsuchi KS said:
Dude, you've got this in the bag. The "ONLY" thing I don't like is that all the teens fight the same when they transform into Rangers.

Thanks. Yeah, the rangers move pretty much the same. It was like that on the show as well, with minor exceptions here and there.

By the way one would think that with having all the rangers do the same moves, there would be just one set of sprites and their palette would swap depending on the character, but the truth is that each ranger has his/her own sets of sprites due to them having different helmets. It's pretty much unnoticeable, but that's how it was in the Sega game and I decided to keep it that way.

---

I don't have much in terms of updates, but I just wanted to post the sprite for Tommy in his unmorphed form. It has been rescaled and slimmed down from his original appearance in the SNES game.

tommycomparison.jpg
 
nsw25 said:
dude you have to make the rangers have unique fighting moves and attributes, example

pink ranger can jump higher and does more acrobatic attacks
yellow ranger faster but weaker moves (maybe have a 5 hit combo whilst others have 3) with maybe a strong charge attack
black ranger good at dodging and rise atacks
blue ranger good with technical slams
red ranger well rounded
white ranger stronger attacks (maybe lower health or speed to compensate)

I second this idea.
 
White Dragon said:
WOW!! Look professional!!
I can't wait to try it ^__^

High praise coming from you! Thanks a lot.

----

Now, regarding the Rangers having different speed, strength, etc. I understand the demand - it is a staple of the beat 'em up genre to have characters with different attributes. But I won't lie, I really prefer to have them all being the same. I have a couple of reasons for that. Anyway I won't say no, as you never know. I might change my mind, as I did regarding unmorphed rangers.

That being said, they are not all 100% equal. Most Rangers in the game have a special move where they shoot a projectile, except Jason, who does a shoryuken-tyoe move, and Billy, who twirls his staff for a multi-hit attack. Also, unmorphed Tommy does two mini-jumps as part of his standard combo, so that's at least visually different.

In any case I really like to receive feedback and to see an interest in this project. Thanks guys.

Another thing I wanted to say is that with the holidays and some real life stuff coming up, I'm afraid there won't be new updates until around February. But you can be sure I will finish the game. I am aiming for April 2014 for the final version.

---------
EDIT:
Short gameplay as Trini:

http://youtu.be/5NiKkhwWn80
 
everything looks good and fits except their exploding animation, i think it needs to be split into small pieces so each piece flies in their own way, you can use one entity for that and change animation in spawn based on their remap or health or whatever, i use projectile command for this which you can use on many frames in single animation unlike spawnframe which works only once per animation and i have one projectile entity to be used by all characters so i dont need new entity for every character's projectile, i keep it compact and works fine using this : @cmd projectile 1 "robla" 45 2 130 1 0 0 3

No extra scrtipts needed, last parameter describes which remap will be used so it changes to follow anims based on remap number.You can use it for effects and projectiles.
heres info what values do:
//entity * projectile([0/1], char *name, float x, float z, float a, int direction, int pytype, int type, int map);
 
bWWd said:
everything looks good and fits except their exploding animation, i think it needs to be split into small pieces so each piece flies in their own way, you can use one entity for that and change animation in spawn based on their remap or health or whatever, i use projectile command for this which you can use on many frames in single animation unlike spawnframe which works only once per animation and i have one projectile entity to be used by all characters so i dont need new entity for every character's projectile, i keep it compact and works fine using this : @cmd projectile 1 "robla" 45 2 130 1 0 0 3

No extra scrtipts needed, last parameter describes which remap will be used so it changes to follow anims based on remap number.You can use it for effects and projectiles.
heres info what values do:
//entity * projectile([0/1], char *name, float x, float z, float a, int direction, int pytype, int type, int map);

Thank you. Yes, the exploding animation has to change.
 
I tend to judge mods by lifebars and fonts very often  ;D , i think thats why this one looks solid.
 
except the robot Alpha, you should scrap him

LOL If Alpha is going to be scrapped out of the game, then how and when are the teens gonna morph? Now that you said it, this got me thinking to question about him. If that thing that Alpha summons to one of the rangers before morphing while they are outside of the same z coord where Alpha is, is Alpha gonna teleport away after he does it once to the rangers or is he gonna stay until one of them receives it?
 
nsw25 said:
(except the robot Alpha, you should scrap him)

Why is that? I'm far, faaaaaaaaar from being Alpha's biggest fan, but at the same time I think it's nice to see these types of cameos during gameplay. Similar to seeing Grandpa or Flanders in your Simpsons game.

That said, the game will have 0% Bulk and Skull. Well... I think there's a split second of them in the intro, but that part was directly lifted from the show.

maxman said:
except the robot Alpha, you should scrap him

LOL If Alpha is going to be scrapped out of the game, then how and when are the teens gonna morph? Now that you said it, this got me thinking to question about him. If that thing that Alpha summons to one of the rangers before morphing while they are outside of the same z coord where Alpha is, is Alpha gonna teleport away after he does it once to the rangers or is he gonna stay until one of them receives it?

Here's the answer to that question:

morpher (Tommy's walking animation is still in progress)

bWWd said:
I tend to judge mods by lifebars and fonts very often ;D , i think thats why this one looks solid.

The HUD is based on the one from TMNT3 for the NES :P
 
nsw25 said:
can players continue past the morpher without collecting it (either intentionally or by accident)

Right now they can, but the intention is that hey won't be able to get past that part w/o morphing in the final version of the game.
 
nsw25 said:
so if there is a specific point in game where they cant continue without morphing why give false option for player to collect morpher, should be automatically collected

What would be the issue exactly? In Mario 3, after you defeat a Koopa, you have to touch the scepter he/she leaves behind. The level won't end until you do so, yet the game doesn't collect the scepter automatically. Would you regard that as a design flaw?

nsw25 said:
or have it that player can morph at any time of stage if the have enough MP or something

It's not by accident that that method is not in the game. I just don't like that way of morphing.
If you give players the option of using the MP bar to either do a special move once or wait a little longer and become more powerful permanently, they will always go for option B. It's as if the character doesn't have a special move, it will never be used.
 
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