Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

No permission to download
Project is completed.
*X-Men theme intensifies*
Pocket Dimensional Clash 2 will receive some mutants :)
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I love the tweaks you've made for these Neo-Geo Pocket-style characters, in this beat 'em up game, I think it's particularly interesting these following features:
1. Easy combos.
2. Rich characters, and a plot that can be understood even if you can't understand the subtitles.
3. The attack after the direction is pulled, making the character more flexible. You can also press the back first, and then press the front + attack, then you can use the attackbackward head-on, I personally changed this move of Guile to Sonic Boom, haha.
4. After the character falls to the ground, Up + Attack can be used to clear the siege.
5. The red flash when the character has low HP. How is this done?
 
The red flash when the character has low HP. How is this done?

Palette cycling when close to death is a native engine function. Personally I never liked it, even as a little kid, but it's a long standing video game trope, so who am I to argue? Here's the manual entry for it:

dying {remap} {health1} {health2}


  • If this entity’s health drops to or below {health1}, they will flash between their normal pallete and the {remap} pallete.
  • If their health drops to or below {health2}, they flash even faster.

Of course you can always write a customized version with script that uses different timing or more dynamic effects like tinting. @O Ilusionista can clarify how it works in his game.

DC
 
4. After the character falls to the ground, Up + Attack can be used to clear the siege.
Thanks buddy. Yes, that is the rise attack and I like to add it to all games I do.
on my games, they are always invincible and unblockable (both for players and bosses) but as soon the riseattack ends, you lose the 3 seconds of invincibility you earn when you rise from a knockdown.

5. The red flash when the character has low HP. How is this done?
I often use the "dying" setting @DCurrent mentioned above, but for bosses (I haven't added on this game yet).
For this game (well for all games I am codign right now), I am using the Faint animation with a drawmethod on the first frame and I turn it off on the next frame:

anim faint
loop 1
delay 16
bbox 62 55 29 40
offset 79 95
drawmethod tintmode 6
drawmethod tintcolor 255_0_0

frame data/chars/alfred/idle01.gif
nodrawmethod
frame data/chars/alfred/idle02.gif
frame data/chars/alfred/idle03.gif
frame data/chars/alfred/idle04.gif
frame data/chars/alfred/idle03.gif
frame data/chars/alfred/idle02.gif

Both in Avengers and Power Rangers projects, I used this tink on the first frame of each 2 frames. But I realized the result is better with just the first frame (and its easier to copy and paste to other characters). And I've optmized the process by reusing the IDLE animation, but with a bigger delay, to simulate exhaustion.
 
Palette cycling when close to death is a native engine function. Personally I never liked it, even as a little kid, but it's a long standing video game trope, so who am I to argue? Here's the manual entry for it:

Of course you can always write a customized version with script that uses different timing or more dynamic effects like tinting. @O Ilusionista can clarify how it works in his game.

DC

Thanks!
As you said, it's a long standing video game trope, and I do like this one.
 
Thanks buddy. Yes, that is the rise attack and I like to add it to all games I do.
on my games, they are always invincible and unblockable (both for players and bosses) but as soon the riseattack ends, you lose the 3 seconds of invincibility you earn when you rise from a knockdown.


I often use the "dying" setting @DCurrent mentioned above, but for bosses (I haven't added on this game yet).
For this game (well for all games I am codign right now), I am using the Faint animation with a drawmethod on the first frame and I turn it off on the next frame:



Both in Avengers and Power Rangers projects, I used this tink on the first frame of each 2 frames. But I realized the result is better with just the first frame (and its easier to copy and paste to other characters). And I've optmized the process by reusing the IDLE animation, but with a bigger delay, to simulate exhaustion.

Hey buddy, I'd like to add a few more feelings:
1, After setting the keys, it still retains the basic functions of ↑, ↓, ←, →, enter, esc, which is not a necessary function, but it's convenient.
2, Out of the moves there are two kinds of keystrokes, quite convenient, single direction + special key is suitable for glass rubbing on the mobile phone.

Thank you for making the game, and please allow me to nitpick:
1, In the cave level of Golden Axe, the red filter is too strong.😫
2, Still in The Golden Axe level, the big spider boss is hard to deal with, how about lengthening the time it takes for it to land a bit?
3, Some characters, the strength of Ultra combo is too low ...... For example, the lovely Felicia, her Ultra combo is an attack on a single body, easy to hit the air or small monsters.
4, Small problem, Reayon's attackboth can't hit the sandbag.
 
1, After setting the keys, it still retains the basic functions of ↑, ↓, ←, →, enter, esc, which is not a necessary function, but it's convenient.
In which system? Unless I am mistaken, keyboard default keys would still be active if you remap them.

2, Out of the moves there are two kinds of keystrokes, quite convenient, single direction + special key is suitable for glass rubbing on the mobile phone.
Yeah, I wanted to try a method which could offer two ways for players to use the movements.
Funny enough, when I play the game I mix both:
for freespecials, I use the modern method (one button or button + direction). But for hypermoves, I still to execute them with D,D+A.
I feel OpenBOR is less sensitive with two button presses over other engines like Mugen (its easier to do buttom combinations there), but maybe its me.
So even the hyper move being A+A2, I avoid using it.

1, In the cave level of Golden Axe, the red filter is too strong.😫
I can tone it down a bit, but I do want to be a bit strong to give an idea of an intensive heat.

2, Still in The Golden Axe level, the big spider boss is hard to deal with, how about lengthening the time it takes for it to land a bit?
The main problem of that boss is not much the time it stays on place, but it floating over the hole for quite some time (I need to exclude the hole area from the script funcion).
If you compare its fight with the Boss Rush version, you will see its easier to fight it there - and you can lure it quite easily.

3, Some characters, the strength of Ultra combo is too low ...... For example, the lovely Felicia, her Ultra combo is an attack on a single body, easy to hit the air or small monsters.
Not all ultra (or hyper as I call it) damage will be the same, as the characters have different strengths (and I will give more focus on it on the next version).
Her hyper move does 185 points of damage (5 when hit, 180 in the end), which is quite good - Ranmaru, for example does 150 points.

Not all hypers will work the same. I like having different characters in the game that are really different from each other, even if it makes some characters better than others at certain times. One criticism I have about several games made in OpenBOR is that even with a large roster, the vast majority look like just another character's skin. And that's a big no in my gamedev book.

Therefore, there are faster hypers and longer hypers; hypers that hit just one person and others that hit several people. This is exactly why ryu's hyper, for example, is not instantaneous.

4, Small problem, Reayon's attackboth can't hit the sandbag.
That is weird, beucase the attackbox is there:

1714769786595.png
But I will double check it, as it isn't hitting anything, not just sandbag
Its even weirder because the attackbox doesn't appears in game
pdc - 0045.png

Edit: I got what happened - the attackbox was placed above the delay. So while the tool was displaying it, the engine wasn't.
But its fixed now. I will try to post a fix soon.

I never use attackboth thanks to the reason I explained above - I do prefer to use the special button.

Thanks for all your feedback!
 
Last edited:
I found a glitch, benign bug: after first passing the game, player can satisfy the number of passes required to unlock Boss Rush and Hell Mode with the Bonus Game.
 
@O Ilusionista
1. The spider queen moved to the bottom hole so often that I ran out of time here, don't think this happened in the previous demo?

This spider boss
PDC2_V2-12 - 0002.png

2. When I choose sdl in the setting (video option) the screen just full white not sure why, no problem with open-gl though. The game run smoothly

Hate to say I didn't make it to finish because I wasted too many lives by falling 😭

Let's Play Pocket Dimensional Clash 2 by O Ilusionista

 
The spider queen moved to the bottom hole so often that I ran out of time here, don't think this happened in the previous demo?
I am aware of this - this is random, so it depends of luck in fact. But I will change the code to not count the area over the hole.

2. When I choose sdl in the setting (video option) the screen just full white not sure why, no problem with open-gl though.
hum.. Maybe its something with your graphics card, because I do use SDL since I started in OpenBOR - even having a RTX 3060 on my machine.

Thanks for the video, I will watch it fully when I have some time.
But I found something at 32:18
1715107097610.png
I found funny that some people can guess you need to run and jump to hit them, but some people doesn't realizes it and keep getting shot by them, lol - I saw a guy a guy wasting 3 continues on it...

There was a time I almost added a sign "use run jump" but I dunno... its someting so basic that I don't know if I should readlly need to do it :)

Hate to say I didn't make it to finish because I wasted too many lives by falling
It's normal, you just need to learn to time your jump - and this version is even easier than the one you tested before.
When you are out of lives, you can use an old trick: press start on the second control :)

Really thanks for the feedback and video :)


---
Well, the Final Fight mighty trio will be joining the fun. Banxman and jhfer went overboard with Cody's smartpal.
Cody: Animpocket (sprites), Banxman and Jhfer (smartpal)
Haggar: UlissanGameDev
Guy (wip): JetParadox
Plus, Lucia will join too.
Now we just need Carlos, Maki and Dean lol
https://twitter.com/brazilmugenteam/status/1787854186597540106/photo/1
GM-710lXAAE-31o
 
80's kids will have an heart attack now: can you guess the characters?

A/B - Playable
C/D - Bosses
E - NPC
F - Minion

(Fãs brasileiros, não me decepcionem...)
GUESS+CHAR.png
 
Damn, I'm still clueless! I told you I suck at this game. :ROFLMAO:

Also Tokusatsu! I've watched like 5 of these in my entire life:
Gavan, Bioman, Maskman, Liveman and a bit of Power Rangers.
 
I would've answered that it was Jaspion (A), but I wasn't sure if that was him. Heheh! He was the only character I was guessing it might have been him.
 
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