Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

No permission to download
Project is completed.
unknown commands are usually typos. For example, you use 2spawn instead of 2pspawn.

As for skipselect, you should use an empty command if you want to use your own select.txt. The parameters are meant to be character names, not other random string.

 
For example, you use 2spawn instead of 2pspawn.
I am stupid  :o

Where I am using this?

As for skipselect, you should use an empty command if you want to use your own select.txt. The parameters are meant to be character names, not other random string.

What is wrong with that, exactly? I am using this:

Code:
music		data/music/select.ogg
background 	data/Bgs/Select.gif
load	Capcomm
load	Reayon	

		


allowselect Reayon Capcomm
Edit : I think I got it, I need to use just select, not skipselect, on levels.txt, right?
 
Yeah, you got it.

The demo I downloaded is like this:

skipselect data/levels/sel7.txt
select  data/levels/sel7.txt


what you need is something like this:

skipselect
select  data/levels/sel7.txt

 
thanks. (but I got the error even when I wasn't using this)
About "2spawn", I haven't found it.

Have you tried it on your Android with this fixes? Have it worked?
 
Actually I only got to the 3rd level and the only crash was when I pressed start to continue in game. ::)
 
really? I removed the skipselect part and it still crashes on right after the first stage of Story

What do you did on your side? fixed the select?
 
Out of curiosity, how will you be avoiding juggle infinites.

O Ilusionista said:
I have to be honest, Reayon's combo is hard to hit in full not because of enemies but because she moves forward making it easy for her to miss (cause she's too close to enemies) her combo. IMO she shouldn't move forward while combo at all.

Its my fault. I am used to Mugen, where the char pushes the other if it has a X velocity. I've put that velocity when I was testing why she wasn't beeing able to combo, I will fix that.

Well, technically, you can give pushback to enemies but the times I've done it the intent was to avoid jab infinites.
 
Thanks.

Two must have moves for Captain:
aoNk3.jpg
M5Am8.jpg


XD
 
O Ilusionista said:
About "2spawn", I haven't found it.

I paxploded the demo and I found these in testbg.txt:

group 4 4
at 1800

spawn  Kazui
boss 1
coords 450 170
2phealth  200
3phealth  300
4phealth  400
at 1800

spawn  Steve
coords -80 160
at 1800

2spawn  Steve
coords -80 200
at 1800

spawn  Hannah
coords 1000 200
at 1800

spawn Haru
alias Haru
coords 400 200
at 1800

2spawn Haru
alias Haru
coords 400 200
at 1800

Those red colored spawn should be like this:

spawn  Steve
2pspawn 1
coords -80 200
at 1800

spawn Haru
2pspawn 1
alias Haru
coords 400 200
at 1800

About Captain, you're right: flamethrower and earth shock are must for him. Hey, why don't you add runjumpattack version of flamethrower? :)
 
finally i've had time to play this game.

awesome, for being your first try with openbor! i like very much the tiny sprites and the concept, the offsets and bbox are well done, the only little thing i've noticed is that if you are not in the perfect horizontal axis, your attack combo doesn't always hit, and the throws are not scripted. i suggest to take a look into my Final Fight and Golden Axe mods, to learn how to do better throws, without using scripts. even better, look at this tutorial by jon silva about bloodbane works, there are a lot of useful scripts for you to learn. other than this, great work! keep up the good work, you have the skills!  ;)

About Captain, you're right: flamethrower and earth shock are must for him. Hey, why don't you add runjumpattack version of flamethrower?

the runjump version of the flamethrower should be a must too, i used to use it a lot in the arcade version!  ;D
 
Thanks for the support, guys.

@Bloodbane thank you. I will make a test with this fixed. The way it is written on the manual leads me to the error.

Edit: I fixed it but no good, the Android version still crashes for me after the end of any level.

I would add the flamethrower as runjumpattack, but since I plan to use some 2D levels, the chars makes a very high rumjump so they will be able to jump in the high plataforms, so maybe the attack won't be useable on normal level. And maybe I will change his runattack to the Captain Kick, I just need to add the fx.

@Pierwolf

Thanks man.

the only little thing i've noticed is that if you are not in the perfect horizontal axis
Care to explain this better? If you mean by the combo not hitting, I agree. But about the position itself, I don't agree. The position is right, I took it from the mugen version and I am very experienced with that.

Thanks for the tutorial, I will be reading it :)
 
Beta 2 is out.

- Bugs fixed
- Captain Commando is playable
- Scripted throws (Cap. Commando only)
- boss fight
- improves on some codes.

LafZz.png

http://www.youtube.com/watch?v=NU-KrcYbHH4

Download
1- Download the engine here: http://sourceforge.net/projects/openbor/files/
2- Download the mod and put the .pak on the PAKS folder http://adf.ly/HHOt2

Edit: I can't edit my upload, so I hosted on another site
 
O Ilusionista said:

Just paxploded this out of curiosity.

One thing that you really need to know for the future: Don't waste your time trimming sprites - you are better off picking a uniform canvas size and sticking to it whenever you can. OpenBOR already optimizes sprites internally and by individually trimming you are not only giving yourself extra work, you're actually making the module LESS optimal overall because of all those extra offset calls needed.

DC

*Edit*: Looks like you already figured this out with Captain Commando.
 
Thanks that is new to me. The first char were converted from mugen, when things are the opposite. I can't understand how a big image can consume less resources then just giving new offsets

I wil use ths method on the next characters thanks
 
Back
Top Bottom