Openbor Sailormoon

In Progress Openbor Sailormoon 2022.06.24

No permission to download
The project is currently under development.
I've attached movelist in previous page, which is here:

Hello!​

@Shinmrgrill

@rgveda99

@Bloodbane

I tried the first version. Mars has a fire kick that can be launched without crystal. It feels good to play. The difficulty of the game is not low, and the number of crystals is limited. Therefore, it needs skills that can be launched immediately to form a continuous segment. Perhaps an automatically filled magic bar can be added. The second version changes the fire kick of Mars to only be launched in the air, and consumes a crystal. The number of crystals is not large, All skills need to consume crystal, which is not very good. The above is my personal suggestion. I hope it will get better and better. Come on!
The conventional attack of two male characters is smoother than that of five sailors
 
FYI, I don't directly supervise these projects on the coding side of things.

Hello!​

@Shinmrgrill

@rgveda99

@Bloodbane

I tried the first version. Mars has a fire kick that can be launched without crystal. It feels good to play. The difficulty of the game is not low, and the number of crystals is limited. Therefore, it needs skills that can be launched immediately to form a continuous segment. Perhaps an automatically filled magic bar can be added. The second version changes the fire kick of Mars to only be launched in the air, and consumes a crystal. The number of crystals is not large, All skills need to consume crystal, which is not very good. The above is my personal suggestion. I hope it will get better and better. Come on!
The conventional attack of two male characters is smoother than that of five sailors


I do agree with you though. Hopefully something like Streets Of Rage 3's meter that fills up slowly can be implemented for both the Special Attack button and these new short range attacks.
 
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仅供参考,我不直接在编码方面监督这些项目。



不过我同意你的看法。希望可以为特殊攻击按钮和这些新的短程攻击实施类似于愤怒之街 3 的缓慢填充的仪表。
Yes, can I give some personal thoughts and suggestions? Maybe I can record some videos.
 
Saturn's regular attack is relatively slow, and the grasp skill is not invincible and will be interrupted, so it has to run and change positions constantly. This is also the case with the other five sailors. Maybe the regular attack will be accelerated and some skills will be added, so that the regular attack and skills will be connected to form a continuous skill, which is more interesting.
 

Hello!​

@Shinmrgrill

@rgveda99

@Bloodbane

The Sailor Jupiter's attack judgment is a little strange. The enemy can often hit you in a wrong position. You can't hit it. The special key sometimes can't hit the enemies around you. The judgment of lightning is also a little strange. Why don't you set the wrestling throw technique, like Saturn, to separate the melee throw and wrestling speculation, so as to form a continuous technique.By the way, My friends and others want to play this game. Can I share this game with them or more people?

 
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Hello!​

@Shinmrgrill

@rgveda99

@Bloodbane

The Sailor Jupiter's attack judgment is a little strange. The enemy can often hit you in a wrong position. You can't hit it. The special key sometimes can't hit the enemies around you. The judgment of lightning is also a little strange. Why don't you set the wrestling throw technique, like Saturn, to separate the melee throw and wrestling speculation, so as to form a continuous technique.By the way, my friend and others want to play this game, can I share the game?
I love having those wrestling moves! Reminds me of Magggas games. I wish coders would put in as many throws as there are animations for, even if they don't serve any purpose but to be cool. Takes me back to childhood watching people doing crazy combos in Tenchi Wo Kurau II, where most characters had both forward and back throws and some superthrow too. It adds variety.
 
I love having those wrestling moves! Reminds me of Magggas games. I wish coders would put in as many throws as there are animations for, even if they don't serve any purpose but to be cool. Takes me back to childhood watching people doing crazy combos in Tenchi Wo Kurau II, where most characters had both forward and back throws and some superthrow too. It adds variety.
Yes, Jupiter also has a lot of wrestling moves in the game, you can check #442 second video
 
I never really liked how amateurish she is with that radial special attack in the arcade game. And I just noticed recently too there's an animation error (or more like a missing frame) with that kick.

For the Spinning Lariat or Clothesline I'm still planning on making modifications to it with speed lines but I'll be working on those in may be a few weeks or months.

Starting next week I will be working on Saturn again. Moon is like 93 percent complete. So it's going to be a slow burn finishing the last frames for Moon. Next week I will prioritize Saturn. Hopefully I can finish her within 3 to 4 months.

After Saturn I'll go back to Jupiter.
 
Yes, Jupiter also has a lot of wrestling moves in the game, you can check #442 second video
Regarding Sailor Jupiter, I'm going back to a version of Snes, which she had a move similar to Piledriver and a Suplex, do you intend to add these moves to the character, so she will be very focused on wrestling, which I also like a lot , congratulations on the project.
 
If I'm not mistaken, there are more than one Sailor Moon game on SNES. So which game are you referring to?
There were two beat'em ups for the SFC (and a port to SMD of the first one, developed by Arc System Works (no kidding)), but the second was more polished in sprites and moves. Personally, I like those (except the first SFC one).
 
Can anyone sprite rip this character from Ikki Tousen (PSP)?

I could use this character for several MOTDs from the 90s anime.


1681461624004.png
 
Oh, a new demo :D this is great, and it was posted a day before my birthday too (it's jan 20)
Thanks for all of your hard work, everybody involved, please take all the time you need, it is so worth it, it's going to end up being such an amazing project in the long run, i can feel it.
I've always been a fan of the arcade version of the sailor moon beat 'em up---big, big fan, so this project is probably the one i'm currently most excited about when it comes to openBOR.
I love that we can play with all the inner senshi already, now, and even sailor saturn! (i was looking for sailor chibi moon the most, but also saturn!) I'm going to go ahead and try it now!can't wait!
Edit: saturn looks so good, the sprits fit right in with the arcade's!I love her staff's animation...the new moves are also fun...was saturn not having a "grab" a conscious decision? (Cosidering she is busy holding the staff, i could see how it'd make sense)
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For anyone using Saturn, to be able to throw you have to input a Hadoken. D, DF, F + regular attack button.

Yeah, due to her Glaive, she can't grab enemies by hugging them. She has to grab with her glaive. Here's her movelist:
1. Down Forward Attack = Glaive Grip
Attempts to grab enemy with her glaive. If the move connects, she'll enter grabbing state.
ohh nice thinking!i really love this variety of attacks, it's the one thing i loved about denjin makai II / Guardians, that you had so many moves at your disposal to spice things up. I am really excited about how this game will come along in the future!!!
Perhaps i'd tighten up the hitboxes, and maybe tweak the difficulty or number of enemies on screen, so that i am not so reliant on cheesing cheap crowd control techniques like run-jump attack or special attack, and maybe place them more strategically, that way you don't have to play tango with the enemy just to get a few hits in, or be unfairly surrounded from all directions and ganged-up on as easily while not being able to connect hits when you are close to them but the hitbox not detecting it, or having the numeroous other enemies interrupting your attempt at hitting him with a full combo. I had a bit of difficulty lining up several enemies together to hit them simultaneously aswell. The enemies with projectiles can also be bothersome. Maybe have saturn's glaive throw hit the enemy. Just my 2 cents, tho, i am sure this will all get worked out eventually...feel free to ignore them even n.n, i know it's easy to point all of this out from my place...but coding it is another thing entirely, so i apologize if i am being annoying. Also i know the (wonderfully done) graphics are a main focus right now (also the new level, shrine, is great!Difficulty is pretty balanced too i thought!It's so cool finally seeing a new level after years of this openbor mod being abandoned.) i think this could be the best sailor moon beat em up!!I'm really excited!
 
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