In Progress Ranma ½

The project is currently under development.
WOW! Silly me  ;D ! So, I fixed that and now this is what OpenBORLog.txt says:

Total Ram: 1073741823 Bytes
Free Ram: 1073741823 Bytes
Used Ram: 9195520 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1360, 768, 24, 60

2 joystick(s) found!
OpenBoR v3.0 Build , Compile Date: Apr  8 2017

Game Selected: ./Paks/Ranma.pak

FileCaching System Init...... Disabled
Initializing video............
Reading video settings from 'data/video.txt'.

Colordepth is depreciated. All modules are displayed with a 32bit color screen.

Initialized video............. 480x272 (Mode: 1, Depth: 8 Bit)

Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 Done!
Timer init................... Done!
Initialize Sound..............
Loading sprites.............. Done!
Loading level order.......... Command 'mprate' not understood in level order!Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............

Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'RanmaMal' from data/chars/RanmaMal/RanmaMal.txt
Cacheing 'RanmaMEn' from data/chars/RanmaMal/RanmaMEn.txt
Cacheing 'ShampoEn' from data/chars/Shampoo/ShampoEn.txt
Cacheing 'HiryuSH' from data/chars/RanmaMal/HiryuSH.txt
Cacheing 'ShishiHo' from data/chars/RanmaMal/ShishiHo.txt
Cacheing 'HoruHSH' from data/chars/RanmaMal/HoriHSH.txt
Cacheing 'HiryuSH' from data/chars/RanmaMal/HiryuSHE.txt
Cacheing 'ShishiHo' from data/chars/RanmaMal/ShishiHE.txt
Cacheing 'VS' from data/chars/VS.txt
Cacheing 'Light' from data/chars/Light.txt
Cacheing 'SounTend' from data/Bgs/TendoPnd/SounTend.txt
Cacheing 'Kasumi' from data/Bgs/TendoPnd/Kasumi.txt
Cacheing 'Nabiki' from data/Bgs/TendoPnd/Nabiki.txt
Cacheing 'SmBrick1' from data/Bgs/TenDojo/SmBrick1.txt
Cacheing 'Brick01' from data/Bgs/TenDojo/Brick01.txt
Cacheing 'Brick02' from data/Bgs/TenDojo/Brick02.txt
Cacheing 'Brick03' from data/Bgs/TenDojo/Brick03.txt
Cacheing 'Apple' from data/chars/misc/apple.txt
Cacheing 'Meat' from data/chars/misc/meat.txt
Cacheing '1up' from data/chars/misc/1up.txt
Cacheing 'Money' from data/chars/misc/money.txt
Cacheing 'Gold' from data/chars/misc/gold.txt
Cacheing 'Time' from data/chars/misc/time.txt
Cacheing 'Box' from data/chars/misc/box.txt
Cacheing 'Crate' from data/chars/misc/crate.txt
Cacheing 'Trash' from data/chars/misc/trash.txt
Cacheing 'Table' from data/chars/misc/table.txt
Cacheing 'Chair' from data/chars/misc/chair.txt
Cacheing 'Fence' from data/chars/misc/fence.txt
Cacheing 'Drum' from data/chars/misc/drum.txt
Cacheing 'Trolly' from data/chars/misc/trolly.txt
Cacheing 'K'' from data/chars/k/k.txt
Cacheing 'biker-K'' from data/chars/biker-k/biker-k.txt
Cacheing 'Yashiro' from data/chars/yashiro/yashiro.txt
Cacheing 'Ralf' from data/chars/ralf/ralf.txt
Cacheing 'Shermie' from data/chars/shermie/shermie.txt
Cacheing 'Eiji' from data/chars/eiji/eiji.txt
Cacheing 'Joe' from data/chars/joe/joe.txt
Cacheing 'Yamazaki' from data/chars/yamazaki/yamazaki.txt
Cacheing 'Angel' from data/chars/angel/angel.txt
Cacheing 'Billy' from data/chars/billy/billy.txt
Cacheing 'Jhun' from data/chars/jhun/jhun.txt
Cacheing 'Mrbig' from data/chars/mrbig/mrbig.txt
Cacheing 'Robert' from data/chars/robert/robert.txt
Cacheing 'Heavy' from data/chars/heavy/heavy.txt
Cacheing 'K9999' from data/chars/K9999/K9999.txt
Cacheing 'Rugal' from data/chars/Rugal/Rugal.txt
Cacheing 'Ramon' from data/chars/ramon/ramon.txt
Cacheing 'Knife' from data/chars/misc/knife.txt
Cacheing 'Shot' from data/chars/misc/shot.txt
Cacheing 'Star' from data/chars/misc/star.txt
Cacheing 'Steam' from data/chars/misc/steam.txt
Cacheing 'Steamer' from data/chars/misc/steamer.txt
Cacheing 'Furnace' from data/chars/misc/furnace.txt
Cacheing 'Crab' from data/chars/crab/crab.txt
Cacheing 'Lobster' from data/chars/Lobster/Lobster.txt

Loading 'Flash' from data/chars/misc/flash.txt
Command 'alias' not understood in file 'data/chars/RanmaMal/RanmaMal.txt'!
Loading 'ShishiHo' from data/chars/RanmaMal/ShishiHo.txt
Loading 'HiryuSh' from data/chars/RanmaMal/HiryuSH.txt
Warning: Failed to create colourmap. Failed to load file 1


In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 2: Invalid declaration(expected comma, semicolon or initializer?) '(' (in production 'decl')

void limiter(int Limit)
            ^



In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 2: Invalid declaration(expected comma, semicolon or initializer?) ')' (in production 'decl')

void limiter(int Limit)
                      ^



In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 13: Invalid declaration(expected comma, semicolon or initializer?) '(' (in production 'decl')

void block(int Flag)
          ^



In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 13: Invalid declaration(expected comma, semicolon or initializer?) ')' (in production 'decl')

void block(int Flag)
                  ^



In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 19: Invalid declaration(expected comma, semicolon or initializer?) '(' (in production 'decl')

void mpcost(int Cost)
          ^



In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 19: Invalid declaration(expected comma, semicolon or initializer?) ')' (in production 'decl')

void mpcost(int Cost)
                    ^



In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 27: Invalid declaration(expected comma, semicolon or initializer?) '(' (in production 'decl')

void keyint(void Ani, int Frame, void Key, int Hflag)
          ^

Identifier expected before 'int'.


In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 27: Invalid declaration(expected comma, semicolon or initializer?) 'int' (in production 'decl')

void keyint(void Ani, int Frame, void Key, int Hflag)
                      ^

Identifier expected before 'void'.


In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 27: Invalid declaration(expected comma, semicolon or initializer?) 'void' (in production 'decl')

void keyint(void Ani, int Frame, void Key, int Hflag)
                                ^

Identifier expected before 'int'.


In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 27: Invalid declaration(expected comma, semicolon or initializer?) 'int' (in production 'decl')

void keyint(void Ani, int Frame, void Key, int Hflag)
                                          ^



In file included from data/chars/RanmaMal/RanmaMal.txt, line 43:
Script error: data/scripts/play.c, line 27: Invalid declaration(expected comma, semicolon or initializer?) ')' (in production 'decl')

void keyint(void Ani, int Frame, void Key, int Hflag)
                                                    ^


Script compile error in 'RanmaMal': Limit line 7, column 14

********** An Error Occurred **********
*            Shutting Down            *

Can't compile script 'RanmaMal' data/chars/RanmaMal/RanmaMal.txt
Total Ram: 1073741823 Bytes
Free Ram: 1073741823 Bytes
Used Ram: 70479872 Bytes

Release level data...........
Done!

Release graphics data........ Done!
Release game data............


Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

Can't compile script 'RanmaMal' data/chars/RanmaMal/RanmaMal.txt
 
Hmmm... I may need to see the whole script.c you are using to see the cause of this problem

However, alternatively, you can just copy the contents of play.c into script.c to solve this issue. play.c only have 4 functions
 
Thank you so much Bloodbane  :) ! I copied the content of play.c and put it in the other script you had already given me and it woks PERFECT!! Seriously, thank you.
 
So, here are a couple of screenshots. I really like the way the backgrounds are coming out. I'm hoping to have a DEMO but, the only playable character I have so far is Male Ranma and I wanna at least 2 playable characters for the demo. The other characters only have idle and walking animations.
 

Attachments

  • Tendo Dojo 01.png
    Tendo Dojo 01.png
    10.1 KB · Views: 28
  • Jusenkyo Springs 01.png
    Jusenkyo Springs 01.png
    46.5 KB · Views: 29
Those shots look great! You can release a demo with one playable characters with some other characters as opponents in an initial run. ;) It don't have to be many. A few is enough for the first demo.
 
I think Akane and/or Genma would be enough in addition to Ranma for the demo. Also, I've been thinking maybe you could add the characters from Street Combat as guests, for a laugh (or to try and actually incorporate them into Ranma lore), such as Lita (who seems like she would fit in the easiest). Imagine a "what if" female Steven!

The incorporation of special attacks looks decent, too.
 
I thought he meant the characters that still only had idle animations were genma and akane, but if he means playable characters other than ranma, and genma/akane are actually functional as non-playable enemy character, then i'd agree, by all means!  ;D (its just that i am so hyped about this project haha)
Your spritework is beautiful, your original work on TMNT R&E was nothing short of amazing (and the game as a whole, a mod i will always cherish particularly, being a TMNT fan, growing up with the TMNT 2 & 3 games and the cartoon, it holds a special place in my heart)
Seeing you put your talent into the ranma universe now is awesome ;D those backgrounds are looking great.
Also about the street combat idea...capcom did a similar thing with "bad cover art megaman" on street fighter X tekken:
aPkf5.jpg
x'D
So i think there's potential humor to be had involving those characters, haha
 
WOW! Thanks a lot for all the positive feedback  :) ! I didn't know about this Street Combat game. I had o do some research before replying. The game looks pretty bad, though. But who knows? I might add a character from it but, righ now I wanna focus an all the Ranma characters. And about the DEMO, well yeah, Ranma is the only character that has Attacks, Pain & Fall animations. The animations are taking me some time since I want them to be nice and smooth.
 
So, I've been working on this game. I wanna thank Bloodbane once again for the very useful scripts. Here are two videos I just uploaded:

https://www.youtube.com/watch?v=5uT53BOKYPc&feature=youtu.be

https://www.youtube.com/watch?v=SQMpthsOSNc&feature=youtu.be
 
Glad to see some progress oabout this great project.
The musics from this particular SFC game give me some good memories.
Looks really good, only problem to me is some animations looks a little bit stiff : exemple, Ranma's jump kick could have a snap sprite before to get the final pose, just like "elasticity"
 
Good work there Gabotico :D

I noticed the opponent immediately stands up after falling. I assume you'll give them RISE animation later and maybe RISEATTACK ;)
 
GaBoTiCo  I really like what you do with the z depth, its really awesome.

I have two points to share:

1- In most Fighting Games, jumping attacks do not knockdown the enemies - unless you have different jumping attacks. In games where they do knockdown, like Mortal Kombat, the fall and rise happens pretty fast, to avoid slowdown the flow of the battle.

Since in OpenBOR the bbox aren't solid (I know this will change on the future), maybe you will have some issues like the attacker passing by the target. To avoid this, you can make a custom attack and pain where the target slides back a little. So you will have 3 types of reaction - non-knockdown, slide back (for heavier attacks) and knockdown. I did it on my game and works like a charm.

2- The way the target falls on the ground is a little weird, thanks to a common error in many OpenBOR games - once the target touches the ground, it should change the frame to a different one and never use the same frame when they were on air. This creates a strange effect that I call "log effect" - when the character falls like a wood log on the ground.

If you saw the first video thumbnail, you will notice exactly what I am talking about: she should use that frame when bouncing on the ground.

Keep the good work.
 
Nice work so far, but some animations have an overly tweened feel that makes them look somewhat rubbery. I think maybe reducing the frame count of some of the animations, or refining the outlines, could make them look more natural.
 
nedflandeurse said:
Glad to see some progress oabout this great project.
The musics from this particular SFC game give me some good memories.
Looks really good, only problem to me is some animations looks a little bit stiff : exemple, Ranma's jump kick could have a snap sprite before to get the final pose, just like "elasticity"

nedflandeurse:Thank you so much  :) ! Agreed! Both, Ranma's and Akane's kick need better animations. I just uploaded the video to show what I have so far. There's work to do.

Bloodbane said:
Good work there Gabotico :D

I noticed the opponent immediately stands up after falling. I assume you'll give them RISE animation later and maybe RISEATTACK ;)

Bloodbane: Thanks a lot  :) ! Yes! I haven't added the RISE animations yet, and I was thinking about giving them RISEATTACK animations too.

O Ilusionista said:
GaBoTiCo  I really like what you do with the z depth, its really awesome.

I have two points to share:

1- In most Fighting Games, jumping attacks do not knockdown the enemies - unless you have different jumping attacks. In games where they do knockdown, like Mortal Kombat, the fall and rise happens pretty fast, to avoid slowdown the flow of the battle.

Since in OpenBOR the bbox aren't solid (I know this will change on the future), maybe you will have some issues like the attacker passing by the target. To avoid this, you can make a custom attack and pain where the target slides back a little. So you will have 3 types of reaction - non-knockdown, slide back (for heavier attacks) and knockdown. I did it on my game and works like a charm.

2- The way the target falls on the ground is a little weird, thanks to a common error in many OpenBOR games - once the target touches the ground, it should change the frame to a different one and never use the same frame when they were on air. This creates a strange effect that I call "log effect" - when the character falls like a wood log on the ground.

If you saw the first video thumbnail, you will notice exactly what I am talking about: she should use that frame when bouncing on the ground.

Keep the good work.

O Ilusionista: Thank you very much! I LOVED it the first time I played the first Street Fighter II and saw that Mode 7 on the floor. I thought it looked soooo cool.

1- Great idea! I was thinking about having a PAIN animation for the target where this one slides back.

2- Yeah, I noticed that too but, I honestly don't know how to make the character switch to a different sprite as soon as it touches the ground.

Miru said:
Nice work so far, but some animations have an overly tweened feel that makes them look somewhat rubbery. I think maybe reducing the frame count of some of the animations, or refining the outlines, could make them look more natural.

Miru: Thanks! Hhhhhmmm, I kind of like the way the animations look, I was pretty happy about it. Quite frankly I didn't notice but, I'll look into it.

darknior said:
Nice work :D
Thanks

darknior: No, thank YOU!

 
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