Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

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Project is completed.
O Ilusionista said:
I can't understand how a big image can consume less resources then just giving new offsets

Basically, OpenBOR trims the images itself on load, so there is no point in you doing it.

Offsets are applied to every image, it's likely not going to make a difference during game play. However, all those offset calls still have to be read in, which increases load-time (alibiet not really enough that anyone could notice) and make your text messy, so it pays to have as few as possible.

To paraphrase, eliminating offset calls is really just micro-optimizing from a performance point of view, but since it also makes your life easier there is no reason not to do it.

DC

 
Aah, Captain Commando works great. Too bad he's missing his runjumpattack :)

BTW are you going to give same moveset for all heroes? Captain and Reayon has same command for their moves.

And, which version you are using when you play this mod? I asked cause when I use ver 3727, there's noone in first level as shown in attachment below

[attachment deleted by admin]
 
I just played this last night.

First off, props for the presentation alone. It's very polished and looks like it was made with a lot of thought and care. I really like it. The combat is fun and frantic, and the sprite edits are adorable. I also admire the detail in the way certain enemies spawn; like the guy that creeps around from behind the background. All of these are good touches. This mod has potential to be a great contribution to OpenBOR. :)

But... You might want to let off on that enemy AI, though. They are way too aggressive for a first level. Also, the groups are too clustered together, and enemy waves are too frequent; which leaves the player with a sense of frustration. What I would do is spread out the groups by a couple hundred more pixels, and halve the enemies that appear. It will give players a sense of progression if they are constantly moving forward; and the game itself will naturally feel more fast paced. Just some thoughts, though.  :)

Other than that, keep up the good work.
 
Bloodbane said:
Aah, Captain Commando works great. Too bad he's missing his runjumpattack :)

BTW are you going to give same moveset for all heroes? Captain and Reayon has same command for their moves.

And, which version you are using when you play this mod? I asked cause when I use ver 3727, there's noone in first level as shown in attachment below

Thanks. About the moveset, yes, the idea is to give the same moveset to every char.

About the error, is very irritating, because I have NO CLUE of why this happens. I am using 3742 version. The girl who speaks its a NPC, which dashes then is killed. If you could take a look of what is happening, it would be great.

NickyP said:
I just played this last night.

First off, props for the presentation alone. It's very polished and looks like it was made with a lot of thought and care. I really like it. The combat is fun and frantic, and the sprite edits are adorable. I also admire the detail in the way certain enemies spawn; like the guy that creeps around from behind the background. All of these are good touches. This mod has potential to be a great contribution to OpenBOR. :)

But... You might want to let off on that enemy AI, though. They are way too aggressive for a first level. Also, the groups are too clustered together, and enemy waves are too frequent; which leaves the player with a sense of frustration. What I would do is spread out the groups by a couple hundred more pixels, and halve the enemies that appear. It will give players a sense of progression if they are constantly moving forward; and the game itself will naturally feel more fast paced. Just some thoughts, though.  :)

Other than that, keep up the good work.

Thanks man, glad you liked it.
About the aggressive level, I can make is a bit less agressive. But its my trademark to make difficult things, for example if you get any of my mugen work, you will have a hard time beating it. I don't like too much when the chars just wait to be bashed.

About the groups, I will take a look into that. Maybe they are too close for sure.

I have a not very good news: I will be out of the game for a few days. I was at the hospital yesterday and after several tests, I found that I have an infection in the lung, and need to be resting.

I'll be back as soon as I'm better.

 
Alright, I'll take a look on the NPC problem.
Oh since the girl only appears as cameo, you could use type none instead to avoid clash with enemies.

I have a not very good news: I will be out of the game for a few days. I was at the hospital yesterday and after several tests, I found that I have an infection in the lung, and need to be resting.

I'll be back as soon as I'm better.

Ow, take good rest and get well my friend! :)
 
O Ilusionista said:
I have a not very good news: I will be out of the game for a few days. I was at the hospital yesterday and after several tests, I found that I have an infection in the lung, and need to be resting.

Get well soon!

DC
 
O Ilusionista said:
I have a not very good news: I will be out of the game for a few days. I was at the hospital yesterday and after several tests, I found that I have an infection in the lung, and need to be resting.

I'll be back as soon as I'm better.
I'm so sorry to hear that. Hope you get well, man.
 
Hi everybody.
Really thanks for all the support, its nice to see this.

well, I am almost ok now, things will get better along the way.
I am a bit away from mugen and BOR thanks to real life issues, but I hope to return soon.

about the project, some Golden Axe stuff are on the way :)

peace
 
Hi there.
I am working again on my Mugen and OpenBOR stuff.

Jhfer is editing many stuff for this game, like this:
1cp0ziv.gif

(Nina-Breat of Fire, Konamiman, and armor)

SEEP will be helping me on this game :)

More to come.
 
Hi, Ilu.
Glad to see some progress.
Your project is unique. I really hope to see such a mod released.
Good characters... :)

It's nice to see you have Seep with you since he seems to work well and fast.
Keep it up.
 
Ummm.... Welcome Back on starting to work on OpenBOR again? Well. It's good that you have SEEP to help ya with your project. :)
 
Thank you guys. :)

Some of the enemies which will appear:

uaLamtR.gif


- Vega, SF world
- Red Arremer, for a Ghost 'n' Goblins stage
- Werewolf (original), for a Darkstalkers stage
- Metol, Megaman world.

Each of those stages will unlock some related char.
 
Thanks

I've been making an original stage for this project, it will be first part of the Round 2. The suggestion comes from Jhfer (who is beeing totally essencial to this project) and I've edited a lot of things.

I like the final result:
nBS5fMc.gif
 
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