Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.1.2

No permission to download
Project is completed.
Check jugglepoints if youre usiong them, maybe character ran out of points and hes invincible to attacks after jugglepoint limit was reached.
If combo misses then check your bboxes in enemy fall animations and also check hitboxes in attacker animations.
Im using jugglepoints in attacks but when i dont setup jugglepoints in header then i cant do air combo.
 
I am not using jugglepoints.

Attack1 and attack 4 always hit. But the others no. Happens in pain animation, not in fall
I've tried to use fastattack, but no good
 
What about enemy's PAIN animation? do they have bbox with same size as IDLE's. It's possible attack2 and attack3 miss because neither of them can touch enemy's bbox in PAIN.

Also make sure that in chain combo, the 1st attack is the shortest range of all to ensure all attacks in chain can hit enemy.
 
I had explanation on lavalit how to do proper hitboxes and bboxes so attacks wont miss enemy.
Basically bbox and offset in enemy idle and enemy pain anims has to be identical, then hitbox in attacker first attack can be any width/reach but in his second attack has to be minimum width as in attack1, third attack width cant also be less than attack2 hitbox width.It also doesnt help if your character is moving forward or back during attack.
Its important to also keep attacks physically accurate, if your first attack has long reach on picture and second doesnt then you need to do something about it, swap them or move character forward a bit in that second attack to match the reach of first one.
 
Thans guys, i got it last night: openborstats is putting the bbox, sometimes, on the wrong positions and sometimes its auto format simply remove they

So, the problem was the remove of the bbox of the pain animation.

Seams that the 0.62 version is a bit instable, i will try to stick with the 0.51
 
Make sure when using stats to make bbox/attackbox via mouse, that you start from top left corner not from the bottom. or u will get reverse values.
 
yes, I know it.

New feature: char can ride robots
RRLs2.gif
 
thanks

Well guys, finally here is the first video preview
Still misses somethings, but I like the result.

http://www.youtube.com/watch?v=gjQWuWaqeWg
you will see some training bags. But they aren't all the same. Some are more...live.

Yeah, the game is a bit hard, one simply go and beat the enemies :)
 
Very nice, i can see what i spotted first - shadows on your characters are opposite direction than shadows on background, they should match the direction of background.
Characters are visible on bottom of the screen when falling to holes, you can use black foreground layer in level txt file to cover area under hole.
Shoryuken uppercut is missing a bit of a pause on impact.Its made with pausetime parameter in attack
attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
 
Thanks, i am aware of those things (specially the shadow). I need to change the light settings, right?

Otherwise, it seams to be a cool mod?
 
yea it feels like mighty final fight and its great on nes, too bad it was 1player only :(
yes light settings in stage txt.Week ago i wouldnt notice this but now when i setup my shadows to match the stage then i look at it in other mods.
 
like this game,
sorry to ask this, my mobile does not fit the screen and I cannot read the description and only half of the image is only I can see
I will ask if it wqs for bor or for mugen, cause this is also a mod of my type, small characters fighting,nekketsu and final fight on nes
 
REally love it, Ilu!!
The retro feeling is here!!

Can you give more info about the roster and gaming features? ::)
 
Looking great Ilu!

4 suggestions:
1. I noticed Reayon has short and quick PAIN animation. I suggest making it longer to make it less easy and give more chance for enemies to combo her
2. Haru (enemy) has wrong attack range IMO. In 0:35, he tries to punch Reayon without hitting anything.
3. Try adding dropv command to Uppercut Kick to launch enemies upwards
4. The boss would be cooler if it comes by charging in or dropping from ceiling ;)

Well, it is good start and has potential to be cool mod! :)

PS: Hi zvitor!
 
zvitor said:

Look who is there :)

soniczxblade said:
like this game,
sorry to ask this, my mobile does not fit the screen and I cannot read the description and only half of the image is only I can see
I will ask if it wqs for bor or for mugen, cause this is also a mod of my type, small characters fighting,nekketsu and final fight on nes

I reported this to Damon, seeing this forum in mobile is very hard. This version is for OpenBOR engine, I won't continue the Mugen version anymore.

nedflandeurse said:
REally love it, Ilu!!
The retro feeling is here!!

Can you give more info about the roster and gaming features? ::)

I am still learning this (I think its a week or more that I've started with BOR) so I am gathering ideas and how to make them yet. I have some ideas but I don't want to spoil the surprise :)

About the roster, you will start with Reayon, Captain Commando, Blink (still need to ask help on how to make her projectiles), someone from KOF (maybe Terry) and a powerhouse (not decided yet, maybe Haggar). I plan to unlock more chars each stage, like ZVitor's game. On the first round, you will unlock Ryu, for example.

Some names are already planned, like Ritcher (Castlevania), Megaman (there is a whole stage just for him), Jaspion (Juspion in USA), KEN (Kevin) from the SF 2010, Billy (Double Dragon) and so on.

Bloodbane said:
Looking great Ilu!

4 suggestions:
1. I noticed Reayon has short and quick PAIN animation. I suggest making it longer to make it less easy and give more chance for enemies to combo her
2. Haru (enemy) has wrong attack range IMO. In 0:35, he tries to punch Reayon without hitting anything.
3. Try adding dropv command to Uppercut Kick to launch enemies upwards
4. The boss would be cooler if it comes by charging in or dropping from ceiling ;)

Well, it is good start and has potential to be cool mod! :)

PS: Hi zvitor!

Thanks for the feedback!
1. Its because she have two frames of pain, instead of just one like everyone. I was using this to mimic her Mugen counterpart, but I will make a normal animation and make it longer.
2. Its a bit intentional. I don't want to make enemies which punch you just when you are close. This way, sometimes when you run to attack them, them give you a hard time and punch you.
3. yeah, I forgot to change it.
4. That boss is a place holder, there will be ryu. I plan to give him an intro.

Some of my ideas is this:
ui2Zk.gif


Remember Battletoads terrific bike stage? Exactly like that.
I want to give some beat em up stages, like some 2D stages and such

Thanks for the support, guys. oh, I need to thank my good frien Jhfer, who is giving great ideas and making many things for this MOD.
 
that would be nice, especially with real track, i did stage like this in my battletoads mod but i think it was just moving forward blocks of wall, bg wasnt moving.Would be nice to have real background which would repeat itself after each lap.
 
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