Canceled Psycho Soldier X (wip)

  • Thread starter Thread starter Naota
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
is there any way to define the solid area in a big obstacle?

Use platform command. Define the solidness yourself. Great thing about using that command is that you can define offset point of the platform

is there any command so that only the last one hit in a multi hit attack kill the enemy?

No, but I have a workaround solutions which require script and extra work in your end.

The idea is to use takedamagescript which locks HP to 1 if non finisher attack is taken BUT let finisher attacks to be taken
To do this, you need to use 2 different attacktypes, one for non finisher attacks and the other for finisher
 
Impressive! Frenetic gameplay (i  love this feature in Beat 'em up)

Many animations, many moves, the characters are characterized very well, beautiful music.

:)
 
Wow!!!
This WHP AST is so f*cking gorgeous to ear, particulary in this stage!!
THe effect is even better since the stage looked pretty empty for the moment.

For a great effect, it would be great to keep it no too much crowded, particulary at the start. :D

BTW : were did you get the major iced BG graphics? Looks really nice...
 
Looking real good, especially those stages.

Question, though. The enemies plan to be those used in the videos? Cuz honestly don't feel exactly comfortable beating versions of existing fighting characters (furthermore, several of them with different sprite styling).

If there's some help requested, I could try to edit the appearance of some of them mooks to add variety and uniqueness.
 
nedflandeurse said:
BTW : were did you get the major iced BG graphics? Looks really nice...
mtrain posted here
http://www.chronocrash.com/forum/index.php?topic=1670.msg20597#msg20597

Don Vecta said:
Question, though. The enemies plan to be those used in the videos? Cuz honestly don't feel exactly comfortable beating versions of existing fighting characters (furthermore, several of them with different sprite styling).
yes, is purposeful
and there are many, would be too much work to redo all




 
Nice mod man! Especially the WIP, the alphas look good. But when I hear psycho solder, I actually remember this:

Psycho Soldier

I like if this is updated, the UFO's got to go of course, add a different story along with updated graphics and stuff that you did, that would be great (i think).
 
Nice to hear about it, buddy! (hey, those Bob Wilson sprites comes from my Bob Wilson, no? :) )

Some tips:
- If you are using scripted slams, watch out for walls. You will need to use antiwall codes to prevent enemies to vanish if they are released inside walls.
-If Gun-Rider jumps on the X-axis and doesn't have Z-velocity, the released character should not have Z-velocity too.

Scripteed slams are fun. Once you started it, you want to include it in EVERY char, lol
 
- If you are using scripted slams, watch out for walls. You will need to use antiwall codes to prevent enemies to vanish if they are released inside walls.
I can't understand how antiwall works. Isn't antiwall like placing position of enemy's fall anim frame on how he's being held? I know it's got 3 parameters of distance, move, and distance z but I'm confused about checking walls. Any character can be thrown to the platform entity and/or wall block? I'm wondering. (Antiwall's the only thing I'm confused of.)

-If Gun-Rider jumps on the X-axis and doesn't have Z-velocity, the released character should not have Z-velocity too.
Good point. I noticed using the  z velo was weird on the finish along with depost when I watched it.

 
I can't understand how antiwall works. Isn't antiwall like placing position of enemy's fall anim frame on how he's being held? I know it's got 3 parameters of distance, move, and distance z but I'm confused about checking walls. Any character can be thrown to the platform entity and/or wall block? I'm wondering. (Antiwall's the only thing I'm confused of.)

the antiwall code checks if there is any nearby wall and if so, it will move the attacker N pixels in X (or Z) axis. Since the target is binded to the attacker, it will moved as well.

There was a problem when you use that AntiWall code if you are on top of a wall, because it will detect the wall bellow you. BB and DC had posted other solutions, here http://www.chronocrash.com/forum/index.php?topic=1473.0

ah, btw, I am about to release the updated demo of Avengers mod. For that mod, I've developed a custom way to work with slams (based on BB's method) that let you do almost 90% of your grapping move ideas with just 2 animations. I will make a post about this once I release the game.
 
O Ilusionista said:
Nice to hear about it, buddy! (hey, those Bob Wilson sprites comes from my Bob Wilson, no? :) )
no, i riped it using WinKawaks  :)


O Ilusionista said:
-If Gun-Rider jumps on the X-axis and doesn't have Z-velocity, the released character should not have Z-velocity too.
already fix  :)


O Ilusionista said:
- If you are using scripted slams, watch out for walls. You will need to use antiwall codes to prevent enemies to vanish if they are released inside walls.
O Ilusionista said:
There was a problem when you use that AntiWall code if you are on top of a wall, because it will detect the wall bellow you. BB and DC had posted other solutions, here http://www.chronocrash.com/forum/index.php?topic=1473.0
ok, I'll check right now,thank you  ;D


crimefighters3 said:
Wow look awesome!
thanks  ;D
 
What a necrobump for a first post.
Welcome here :)

I had hope for an update by seeing a new post here, but not really. ???
 
Natalia Luzak said:
link download  please

Adam hunter said:
A download link would be nice.
There's no demo of this mod. There's no complete psycho solder x mod too. So maybe you have to wait patiently... ;)
※I also want this mod too. ;D
 
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