Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

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Project is completed.
Man, this looks really cool. I actually looks like one of my own W.I.P. mods I kept quite about(and did only little work on). I already downloaded it, but I've got to go to work soon and I wanna get a little BOR work done before then

x)
 
That shot looks great! reminds me of Rush 'N Attack.

Some of the enemies which will appear:

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

You have vast world there :).

Oh does this mean you'll have 2D levels as well?
 
Guys, I need an opinion here.

On my project, I use a move to be a breakout or break free from enemies (SPECIAL), which consumes life.
The idea is to cause a not big damage on enemies, but will knockout any close enemy while I am invencible for a short time.

Between options A (a vertical Spinning Bird Kick) and B (A big Kikoshou), what would fits better?
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O Ilusionista said:
I do prefer B version too.
There will be a smaller version, to be used as Freespecial2
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I think I will use bWWd idea.

Yes B is good!
And about the ball itself. it can be slightly bigger, so it can strike backward and still be centered in her hands
-This way you just have to add one more frame with the "big blast" ball. An it feels more logic.
Just my advice ::)
 
neither B is to powerful a move to not do massive damage. and A wouldnt look right. Think about this. if a lot of enemies started curb stomping you how do you manage to flip upside down and start spinning. use a striker character to come in and save you
 
Good stuff, I really like this mod.  I played it long enough to notice some things

- not sure about the placement of the hole on first stage, it's right near where a tougher type of enemy is spawned, who seems to suicide into the hole most times.

- For some reason twice now it has crashed after I died and choose to continue.  (could be a char selection problem or something, check your settings)

- there is small offset problem when player is on fire (last frame(s) offset is wrong)

- SFX are good, but there might be some tougher sounding NES sfx you could use for some of the hit fx, like strong attacks, maybe sfx from double dragon or something.

--------------

Also if you need more sfx later, and if you were looking to make some original yet 8-bit sounding SFX you could try something like this - http://www.bfxr.net/
 
I knew I recognized your name. The Brazilian Mugen Team. I really like your Characters. Mind if I use them.

Good job on the mod. you've adapted to openbor quite well hope you finish this project. Happy Modding   
 
Between options A (a vertical Spinning Bird Kick) and B (A big Kikoshou), what would fits better?

A is best choice since she spins and it could hit enemies behind her too. You can add slash or extra effects on her kicks to widen her attack range.
 
thanks guys.

@Beastie

- its because the way I coded the enemy move, its AI makes it suicide (as well as the NPC too)

- there was some typos on the last beta (I dunno if the first post contains the most updated version)

- really? That is strange, I will check it.

- I like the SFX, but I will check it. I use that program and some VST to make NES SFX.

vision said:
I knew I recognized your name. The Brazilian Mugen Team. I really like your Characters. Mind if I use them.

Good job on the mod. you've adapted to openbor quite well hope you finish this project. Happy Modding   

yeah, its me :) About the chars, sure, just give the proper credits and I am okay with that.

Bloodbane said:
Between options A (a vertical Spinning Bird Kick) and B (A big Kikoshou), what would fits better?

A is best choice since she spins and it could hit enemies behind her too. You can add slash or extra effects on her kicks to widen her attack range.

yeah, like a tornado effect. The Mugen version had an hyper with that effect.
 
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