In Progress Night Stalkers by danno

The project is currently under development.
danno O_Ilusionista

I'm glad that the inversion had good results! After a few more tests, I updated the "antiWallG" function and now I mixed 3 functions into 1: antiwall+depost+tossentity
I mixed all them because the safest way to change the character's position during a grab is before the opponent is released (unbinded). Once a wall does not affect binded entities, so I can fix your position first before unbind and toss him.

This way I don't need to add the "z+1" anymore, plus it will reduce a lot of the "@cmd depost" lines in the character files.
Code:
void finishGrab(int Vx, int Vy, int Vz)
{//This new function was created by mixing the "antiwall", "depost" and "tossentity" into a unique function
	void self 	= getlocalvar("self");
	void target 	= getentityvar(self, "grabbed");
	int x 		= getentityproperty(self, "x");
	int Tx 		= getentityproperty(target, "x");
	int z 		= getentityproperty(self, "z");
	int Tz 		= getentityproperty(target, "z");
	float wall 	= checkwall(Tx, Tz);

	if(target != NULL()){
		if(wall){ //WAS DETECTED ANY WALL IN THE TARGET'S POSITION?? RUN ALL TASKS BELOW!!
			changeentityproperty(target, "position", x, z); //FIX THE GRABBED ENTITY'S POSITION ACCORDING TO GRABBER CORRDINATES BEFORE THE OPPONENT IS RELEASED
			bindentity(target, NULL()); //RELEASE GRABBED ENTITY, NOW THE OLD FUNCTION "DEPOST" WORKS HERE
			tossentity(target, Vy); //TOSS OPPONENT WITH Y VELOCITY ONLY, THIS WAY THE RELEASED OPPONENT WILL NOT BE MOVED AGAINST A WALL AGAIN
		}
		else //NO WALLS DETECTED?? ONLY THE DEFAULT TASKS WILL RUN
		{
			bindentity(target, NULL()); //RELEASE GRABBED ENTITY, NOW THE OLD FUNCTION "DEPOST" WORKS HERE
			tossentity(target, Vy, Vx, Vz); //TOSS OPPONENT WITH NORMAL VELOCITY, X, Y AND Z
		}
	}
}

And in the example below I'm showing where add the function inside the throw/slam functions:
Code:
damageentity(target, self, 0, 1, atkType);
changeentityproperty(target, "direction", vDir);
changeentityproperty(target, "aiflag", "projectile", 1);
changeentityproperty(target, "damage_on_landing", damage); //RESET PROJECTILE STATUS TO 0 WHEN FALL ON THE GROUND, TOTAL DAMAGE
finishGrab(Vx, Vy, Vz); //EXECUTE ALL NECESSARY TASKS TO END THE GRAB MOVE (ANTIWALL, UNBIND AND TOSSENTITY)
setentityvar(self, "grabbed", NULL()); //CLEAR ENTITYVAR
 
This is getting more and more polished!
THese bug wall can really be a pain in the a.
 
Thats cool, i always halfass throws in my games, not a big wrestling moves fan but i loved watching it in 90s when sting had his white face and a bat.
 
I've been watching 80's/90's wrestling on youtube, I used to love it as a child, Mr Perfect and Mancho Man were my favourites,  ouuuuuuu yeeeeeaaah, I'm waiting on some news about a final character but If not I'm going to add a female wrestler type
 
danno & nsw25

Mexican wrestling was pretty fun in the 90's -

And the N64 wrestling games  are still the best -

I want to add a N64 wrestling type character to the game,
Or make Ortega work like that...

where you use left shoulder to avoid, right shoulder button to block/parry
Attack for punching - quick punches if you press quickly - strong punch if you hold the button - direction or neutral change the punch type
Jump for grapple - A+B does strong attack & it changes depending if the character is running neutral or has direction

same with grapple , you have strong grapple, weak grapple, direction changes results
 
This will be my last update for a while because I'm going back to italy next week and things are very slow there, no good computer to work on and terrible internet :(

Introducing a new character Ana Bolic


Ana Bolic is a character I wanted to make who has long reach, who is ridiculously strong and can literally smash through zombies like nothing, easy and playful but she'll have difficulty with bosses, most of her melee moves are finished and I'll start working on her throws/wrestling moves soon, I'd like to make it so she can grab and throw/smash two enemies at once amongst other incredible feats of strength
 
Awesome choice! She surprisingly mixup well with the game itself!
Girl wrestlers are always cool to me... :)

This will give me a bit of delay to make things good with the possible newcomer.

I can't wait to see more of Ana Bolic ! Dmn! This name ^^
 
"Anabolic"... lol!

How to survive the Zombie Apocalypse: Plan carefully. Keep well stocked with non-perishable supplies of food, water, and basic necessities. Make sure you have access to a simple firearm for hunting and defense. Stay mobile and don't over-prepare with heavy equipment or tons of weaponry. ROID RAGE!

DC
 
hahahahah nice idea. Her graphics fits the game perfectly.
Another good idea could be using Marco from Kaizer Knuckle, take a look:

Talk about  fight fire with fire :)
 
O_Ilusionista,

yup , i had this game amongst my "resource" files for a while now -
the stages & their 3D effects are really cool - & the fact that they stages get destroyed/affected by the character's specials give it a really cool feel.

my only contra-point with Marco is that the game already has Frankenstein so he seemed redundant as heck -
the only way to counter it on my end is within a lot more work.

i don't even know if there are any Mugen stages based on this game.

Danno, haha damm! shes bigger than Ortega, can't wait for her "make zombies kiss" move
 
Damon Caskey said:
ROID RAGE!

She's natty bro I swear!!!!


hahaha

O'ilu Marco is fantastic, his eye is a bit cartoony but I can fix that, without spoiling too much as you defeat certain boss's in the main game they will be selectable as helpers, there will be an unlocked game where you can select the bosses as playable characters.
 
O_Ilusionista said:
oldyz my idea was to have Marco as a playable character :)
It would be cool to have a monster to play with :)
same here, but on my end it would take a whole bunch of new stuff to happen to justify his prescence & his unlock, thankfully the possibilities have been set up since 2019, but that creates a lot of gaps that need to be filled with new content

danno, haha, the final fight/street fighter bonus levels are nothing to her
 
To me the hype is rising so much.
I'm actually more hyped for this project than any actual commercial/real game.
 
Introducing the return of the dolls


I haven't done much over the last month, just the new arcade stage and a couple new enemies, the purple doll will have a completely different move set (head projectile all over the screen and throws) he's there for now as a place holder.
 
I'm loving the arcade machines. Thus far I see Golden Axe, Streets of Rage, and Teenage Mutant Ninja Turtles. I can't quite place the others.
 
That's a good eye you got man hahaha from left to right is final fight, golden axe, TMNT,  sor2, double dragon, X-men, captain commando, Cadillacs & dinosaurs and night slashers :) the 2 destructible ones are two crude dudes and bad dudes Vs dragon ninja, there were actually 2 rows of arcades but the stage got a lil too busy and crowded
 
What, no Shinobi?! Screw that man, I'm going to the mall across town. :P

DC
 
danno said:
That's a good eye you got man hahaha from left to right is final fight, golden axe, TMNT,  sor2, double dragon, X-men, captain commando, Cadillacs & dinosaurs and night slashers :) the 2 destructible ones are two crude dudes and bad dudes Vs dragon ninja,

I can see TMNT, Final fight and SoR2 (I mistaken Cadillacs & Dinosaurs with Final Fight  :-[ ). The rest is clear after reading your post although Double Dragon, Two Crude Dudes and Bad Dudes are hard to interpret  :'(.

Back to topic, nice work with the dolls. AFAIK this doll only has one throw (suplex) and one grab. Will you add more throws and grabs or just stick to those two?
 
Back
Top Bottom