Rocky Balboa Mugen Download

Gino

New member
My Rocky Mugen, disponibile 🛑Download🛑😉😉
    https://youtu.be/4YBOBDjCeXo.          https://mega.nz/file/drxw1aAB#i6pcxDbXCAN9aA8moW1N6CMPrskdlAqKSKUN1SXekkw                                           
 
I'm sorry but Rocky Balboa could never defeat Carlo Pedersoli  ;D I kinda like the stiffness of the action figures, reminds me of what it was like making toys fight each other as a child, great game and concept, Congratulations
 
Downloading.I like the concept ,a are these action figures or 3d renders ? I had similar idea but with 1990 ninja turtles movie.
I did not tried it yet and its not nice to start from correcting you but , were not here to pat each others on the back , we want each other to improve so...
For first project its amazing, i remember my first works, they were nowhere near .
I wish You continue working on this  and I can say that there are way to improve the animations even if you cant recapture them again, you can warp them on various frames.
The one problem with some animations that isee is that for example body is one image for like 4 frames and only his elbow and hand is getting animated when hes punching, you could warp his body frames to make it more pleasing and more fluid.I will try some of that when i get my hands on some frames.Just for a test.
A lot of work went into this and intros, i hope thats not the last version.Do You have english version in plans?
 
Yes, there will be an improved version maybe also in English :) this was done in a month, for now I'm making my first openbor Grendizer  :)

https://www.youtube.com/watch?v=V3ex41A55Fc

https://www.youtube.com/watch?v=2qezGJrR3p4

https://www.youtube.com/watch?v=XbqBVEpeClE
 
Great, you have good ideas,  the game is fun to play , i just wish it had more frames and characters feet would be flat on the ground so it doesnt feel like theyre floating.
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Gino: You can publish your game in Mugen section here: http://www.chronocrash.com/forum/index.php?board=15.0
Great work with this Rocky game ;)
 
Gino

your Grendizer module needs sprite scaling or scaled frames for the enemies.

you could make them scale  with lots of sprites &/or drawmwethod lines & the following.

maxwalks {max}

    ~Sets the maximum number of WALKs.
    ~{max} is number of available WALKs.
    ~Default is 1.


maxbackwalks {max}

    ~Sets the maximum number of BACKWALKs.
    ~{max} is number of available BACKWALKs.
    ~Default is 1.


maxups {max}

    ~Sets the maximum number of UPs.
    ~{max} is number of available UPs.
    ~Default is 1.


maxdowns {max}

    ~Sets the maximum number of DOWNs.
    ~{max} is number of available DOWNs.
    ~Default is 1.

plus:

walkoffmove {fx} {fz}

    ~This allows Player to modify player's walkoff movement.
    ~it works like jumpmove {fx} {fz} and params are the same meaning.

turndelay {int}

    ~ This sets how long the character performs BACKWALK before turning back.
    ~ {int} is time in centiseconds.
    ~ This is used together with TURN and BACKWALK.

UP {players, enemies}

    ~Optional.
    ~Played when the character walk up, up-left, or up-right.
    ~For this animation to work correctly, it must have the same number of frames as the WALK animation.
    ~Entity can have more UP animations, see below.


UP#

    ~Played if there's opponent within set 'range' while in UP.
    ~Works just like IDLE# above except it's for UP.
    ~Before using this, increase the maximum number of UP with 'maxups' in models.txt (see Models.txt above).


DOWN {players, enemies}

    ~Optional.
    ~Played when the character walk down, down-left, or down-right.
    ~For this animation to work correctly, it must have the same number of frames as the WALK animation.
    ~Entity can have more DOWN animations, see below.


DOWN#

    ~Played if there's opponent within set 'range' while in DOWN.
    ~Works just like IDLE# above except it's for DOWN.
    ~Before using this, increase the maximum number of DOWN with 'maxdowns' in models.txt (see Models.txt above).

but to me the best & option to avoid lots & lots of  work ( with the stuff i put above, you have to do lots & lots of sprites &/or drawmethod lines for the scaling)
for each and every enemy.

Damon Caskey has mentioned that it is possible to scale sprites on the "Z" axis, but i have yet to figure out how to do it.

it is very likely to involve script, & the setdrawmethod commands or its script equivalent.

i would like it if there was a test level or mod with such a a script to run tests & experiment with values so others can use it later in general...

 
Wow! The sprites are SO detailed. I agree that the animations could be improved bu this is a great start. They kind of look like phicen action figures...
 
I love it!! :) :) ;) nice details etc etc sound incredible but changes the voices to english ok??? and only one char select?? ::)
 
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