In Progress Ranma ½

The project is currently under development.
nedflandeurse said:
Glorious work again!
You cannot imagine how glad I feel to listen to these musics in some custom game about Ranma series!
Keep it up! 8)

Thank you so much! I always thought there was so much potential to make a good fighting game based on Ranma ½.
 
Ok, so Shampoo is my 4th playable character so far. I think I'm gonna try to focus on "TMNT Recolored & Extended" now, people have been asking about it. First time recording at 60 FPS (I used Bandicam). The logo kind of gets in the way but the video looks smoother, I like it.

Download demo:

https://www.dropbox.com/s/8q6yjd02dwsk763/Ranma%20%C2%BD%20Demo%20%28Nov%2015%2C%202019%29%20%2B%20OpenBOR%204553.zip?dl=0

https://www.youtube.com/watch?v=i1wf8C8MqeA&feature=youtu.be
 
Looks great!
Shampoo is one of my fav characters of this universe!

BTW, the demo link doesn't work. Can you fix it or it's intentionnal ? ???
 
nedflandeurse said:
Looks great!
Shampoo is one of my fav characters of this universe!

BTW, the demo link doesn't work. Can you fix it or it's intentionnal ? ???

Thanks! My bad, let me fix it...

Ok, it should be working now . Sorry about that  :(
 
No problem and thanks the demo is pretty cool!
Really impressive work. I'm always surprised to see how fast you guys can work on your respective projects.

Particularly your's, GaBoTiCo, since it's custom graphics one.

It's pretty hard to beat.
I think some people have antiair moves with bigger priority, like Shampoo's rising kick.
The attack box seems to be active even when she start to go down. So, hard to punish this move.
I'm not sure the hitpose/hitstun is enough, we sometime have the feeling to hit nothing.
Perhaps include some more pushback on hit and block hit.
Also, the lack of "body push" specific to beat em ups make it strange to beat. When you are at the exact same place as your opponent, it' hard to move/escape. without getting hit (something you can normally escape with Z axis in beats)

Overall, again, I'm impressed! I think you will update and add dome more content!
 
WOAW so impressive to think with your work we will have finally a good VS Fighting game in OpeNBOR <3
So bad there are no more one and every one use MUGEN where they can use OpenBOR that works on so many systems now ....
And i think you will release the best Ranma 1/2 fighting game ever :)
I love all what you draw ;)
 
Hi Gabotico, I played your demo and I must say your work on the parallax effect is impressive  8).
Here are some suggestions:
- You should add
Code:
subject_to_screen 1
to keep the opponent on screenplay.
- A tutorial or a "how to play" should be nice to know which moves are possible to perform
- Why using the 4553 version? The latest openbor version offers more compatibility  to multiple platforms and more useful options.

Good work on stages and characters, keep it uplike this  ;)

 
nedflandeurse : Thanks a lot 🙂. I couldn't figure how to prevent characters from walking through each other. I'll look into it. Yes, the game is pretty hard but, I always found easy games to be not quite as fun to play. Shampo's rising kick can easily be fixed. I do wanna add mor stuff like you said. Thanks for your feedback 🤟🏽. I appreciate it.

Darknior : Thank you so much 🙂! This is pretty experimental, MUGEN was made for this type of games but, I have a lot of love for OpenBOR. I wanted to use ideas from all different SNES Ranma ½ games and put them in 1 game.

kimono : How is it going? Thanks a lot 🙂. I did try using "subject_to_screen" but, when the enemy is lying on the ground and you walk far enough from the enemy so that the enemy is no longer in the screen, as soon as the enemy gets up he/she appears in the screen out of nowhere, it looks weird. As for the OpenBOR version I'm using, I tried the newest ones and they won't open on my PC. I don't even get an error message or anything, I also checked the "Logs" folder and there was nothing there 🙁. I thought about a tutorial but, didn't really take the time to work on it.

P.S: I updated the image from the very first post when I started this thread with a newer one with more characters 🙂.
 
GaBoTiCo said:
Darknior : Thank you so much 🙂! This is pretty experimental, MUGEN was made for this type of games but, I have a lot of love for OpenBOR. I wanted to use ideas from all different SNES Ranma ½ games and put them in 1 game.

Excellent idée ... all Ranma in one game to make the best one :)
Yes MUGEN is made for and a cool engine but not open source, impossible to use it on Wii on PI .... but OpenBOR yes :)
Some time i think OpenBOR team would release some pack of OpenBOR already configured with a demo level for VS fighting game, Platformer, action game, Shoot'em up, etc ... to help creators to begin to use this fantastic engine :)
 
Great artwork GaBoTiCo  ;D

I can see the issue which require subject_to_screen. Judging from field width, I have to agree that subject_to_screen is not the solution cause it allows player to drag opponent by moving away on opposite direction
Right now, I have 2 solutions for that:
1. Set walls, one on leftmost edge of field and the other on rightmost edge. This is similar to 1vs1 game
2. Use BringIn entity. It is special scripted entity which pulls enemies onscreen when the latter goes offscreen. The pull is smooth not instant

GaBoTiCo said:
I couldn't figure how to prevent characters from walking through each other

Hmmm... maybe Damon Caskey has coded something for that?
But before that, why not give close range attack? enemies can use this to prevent player from getting too close and vice versa

Darknior said:
i think OpenBOR team would release some pack of OpenBOR already configured with a demo level for VS fighting game, Platformer, action game, Shoot'em up, etc

There is already base mod for platformer here
Not sure what you mean by action game since definition of action varies
No demo for shmup yet but there are some mods with shmup theme such as Rainbow
 
Bloodbane said:
Hmmm... maybe Damon Caskey has coded something for that?
But before that, why not give close range attack? enemies can use this to prevent player from getting too close and vice versa

This wouldn't be too hard to script, but I don't have something already written. There is an undocumented space feature in the engine, but it was an unauthorized addition made with copypasta code that will be removed before next release, so I wouldn't recommend go that route. There will be a fully integrated space feature included to replace it.

I realize that doesn't help you now, but see also: It can be done with a bit of script if you want to try.

DC
 
Bloodbane  Thanks a lot :) ! it seems like you always have a solution. I will try that. The platform "Blank Mod" I could use for that He-Man game I'm working on. I got discouraged by not being able to prevent the enemies from walking off platforms :( .

Damon Caskey  Thanks a lot  :) ! I gotta check the "Help & Resources" section again. That's how I found out about "Restart level on Death".
 
I played this and I have a few points:

* Loving the use of from-scratch graphics that look a lot like the show. It's interesting to see original pixel art in a project.
* There should be instructions, or at least a move list, somewhere in the game. Perhaps ask Kratus about adding that sort of pause menu? Also a training mode to work out combos. Generally, in 2D fighters, there's multiple jump attack options. Will there also be some here?
* I also noticed that there's a handful of player/fighter characters from official Ranma games missing from the cast image. Could they be added later, at least as NPCs?
* Any plans to have unplayable bosses later in arcade mode? King would work as one, given he was never a major character.
* With the stage walls idea, maybe have breakable walls to expand stages?
 
Miru said:
I played this and I have a few points:

* Loving the use of from-scratch graphics that look a lot like the show. It's interesting to see original pixel art in a project.
* There should be instructions, or at least a move list, somewhere in the game. Perhaps ask Kratus about adding that sort of pause menu? Also a training mode to work out combos. Generally, in 2D fighters, there's multiple jump attack options. Will there also be some here?
* I also noticed that there's a handful of player/fighter characters from official Ranma games missing from the cast image. Could they be added later, at least as NPCs?
* Any plans to have unplayable bosses later in arcade mode? King would work as one, given he was never a major character.
* With the stage walls idea, maybe have breakable walls to expand stages?
You got to play this?Lucky~!I hope i can test it someday aswell ;D
By the way, gab0tico, sorry if this is offtopic, i figured if i commented about this on youtube directly i'd grab the attention of this individual and his crazy demeanor. Well, recently i noticed there was some really pompous guy with delusions of grandeur being really rude and talking about a lot of vague nondescript nonsense, with nothing to show for it (which even if he did, he goes on about things the wrong way..) in your youtube channel's ninja turtle game videos. Please pay no mind to him =_=, he seem toxic as heck (and either a bit off his rocker, or with a huge attitude problem)
You're doing just as fine on your own with projects like this one, the tmnt and he-man one, it's nice of people wanting to help, sure, but you are doing great on your own.
 
Nickokapo Thanks a lot! Sorry it took me SO long to reply. Yeah, that dude is a mental case. He subscribed to my channel, offered some help, then I forgot about it and he didn't take it well. I recently started another project where I'm finally using my own characters.

Sorry to be a pain but, I wanted to ask. I know there's a way to add diagonal inputs via script. The other project that I'm working on is also a 1 on 1 fighting game and I wanna have both Punch and Kick. But I also wanna use "UP" for jumping. I figured I could use freespecials 1, 2 & 3 for jumping up, forward and backwards respectively. But it didn't work out, because of I don't know how to add diglagonal inputs. Any help is appreciated. I usually try to do as much as I can by myself.
 
Welcome back GaBoTiCo  8)

because of I don't know how to add diglagonal inputs. Any help is appreciated.

Usually diagonal input is done by adding script to change animation if another direction is held.
For instance:
Code:
anim	follow1 # shoot upwards
	delay	1
	offset	20 58
	bbox	3 12 34 47
	frame	data/chars/gunter/shootU1.png
	delay	10
	@cmd	keyflip
	@cmd	keyint "ANI_FOLLOW3" 0 "F" 0
	frame	data/chars/gunter/shootU1.png
	@cmd	shooterW 0 56 2 90
	frame	data/chars/gunter/shootU2.png
	delay	20
	frame	data/chars/gunter/shootU1.png

anim	follow3 # shoot upforwards
	delay	10
	offset	20 58
	bbox	3 12 34 47
	frame	data/chars/gunter/shootM1.png
	@cmd	shooterW 20 48 2 45
	frame	data/chars/gunter/shootM2.png
	delay	20
	frame	data/chars/gunter/shoot1.png

when Gunter is shooting upwards (done by holding Up button while shooting), a script checks if Forward key is held also. If not, FOLLOW1 is played as usual but if yes, change to FOLLOW3. FOLLOW3 is shooting upforward or diagonal up and forward.

In your case, what kind of action do you want to create and which diagonal input are you using?
 
Hey Bloddbane! Thanks a lot!

What I wanted to do was give the player the ability to jump by using "UP". If pressing diagonal "UpForward" the player jumps forward and when pressing diagonal "UpBackwards" the player jumps backwards. Since it's a "Street Fighter-like" game , you don't use up or down to move around the stage. And also, since you gave me the script to force the player to face the enemy, I'm NOT using left or right, but Forward and Backwards.

I also wanted to give He-Man (in my other game) the ability to point his sword in every direction possible.

Thanks in advance, Bloodbane. Your willingness to help is much appreciated.
 
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