Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.
Itsuchi KS said:
Don Vecta said:
Itsuchi KS said:
So you tellin me you ripped the sprites from SOR Remake V5?

Nope, not all of them, just the base of SORR Cody (taken from v4, actually), in fact, he's a mix of Cody, Rival Turf Bullet, Final Fight 3 Hunter, Final Fight 2 Bull (sitting idle stance), SOR2 Axel and lots of custom edit as well.
Im talking about the Shiva I saw in the vids

Those videos were SORmaker v5, a mod I did of Rival Turf, that's it. :)
 
Just a heads up, you can get some SoRRv5 ripped sprites here, but if you follow the discussion the authors don't like the sprites being ripped or used in openbor/mugen etc.
 
BeasTie said:
Just a heads up, you can get some SoRRv5 ripped sprites here, but if you follow the discussion the authors don't like the sprites being ripped or used in openbor/mugen etc.

Yup, I know Criss don't like the idea of having his stuff ripped, I've been following the SORR project for years and yeah, kinda feel their pain, especially when people were ripping stuff without even giving credit.
 
BeasTie said:
Just a heads up, you can get some SoRRv5 ripped sprites here, but if you follow the discussion the authors don't like the sprites being ripped or used in openbor/mugen etc.

I always thought this is, at least, hilarious. So, they can rip and use stuff from the companies but...nobody can use their stuf? Fair...
I do not agree with free use without at least warning the author about it. But this behaviour is just stupid.

I always was thinking that SEGA was the bad guy on the prohibition subject, but now I am on their side.
 
Yeah I held my toungue...
But pretty lame considering this site actually hosts openbor mods and other fangames, plus a ton of sprites.

Look here's the thing, and I don't want to come across as an asshole here, so bare with me.

The reason why I'm so...I donno...anti-rips, is the fact that I, and the other members of the team, spent ALOT of time on this. That Garcia? Very time-consuming. Adam? Even more so, and that's only scratching the surface. Thing is, we did it for SORR. We didn't do it for nothing, we didn't do it for some random project, we did it for a specific project we had great pride in and believed was frankly, awesome. Other we woulda came outta the woodworks years ago and did stuff for BOR and Mugen.

And BOR and Mugen's another point too. People see these chars, rip them off, don't credit them and edit them and all our time? Time saved for them! Ahaha suckers!!!....is the feeling I get from that.

Now a point that's been made before is a valid one: We ripped Sega's sprites, edited them, etc. etc. Countering that, we did that because A) We were mashing 3 games into one B) Fans want those specific sprites/looks and C) We were doing a tribute to that game. We created/edited stuff for that purpose, and when people rip our shit and throw it into hasty BOR mods, and just absolute garbage games, it is NOT because they are saying "wow, I want to do a tribute to SORR!", it comes down to "Wow new sprites I can steal!". Stealing from the Sega games is mostly due to getting the base SOR experience. Stealing from Fans is just that. Stealing from other Fans.

I'm not against sprite sharing, really I'm not. It's just the fact that seeing something I worked so hard on (and other guys too lik Daors, Sonic, and Shinobi) COULD be bastardized unnerves me.

EDIT: I received 5 points for this post.

This guy has used the internet before??, LOL
 
Yeeeeah lol.....I read that. Im a member of that forum but havent logged in years. I told them that the sprites cant "rightfully" be theirs if they stole them from SEGA. Yeah, they made edits and added new moves but the characters still look the same AND still wear the same names and by the laws of copyright, all character names and/or models are subject to copyright by law. Yeah, they worked hard but we all do in our own right and there is nothing wrong with sharing
 
Hey guys. I'm currently working on the boss of the second level. For the past few days, I've been stuck on making his summon move. In the original,  he summons a car, with 2 enemies on it, when he uses the horn. I noticed that it always gets summoned in the same position, no matter where the boss does the move. So basically, I just need help with a way to always summon the car in the same location. Can anybody help me with this?
 
O Ilusionista said:
because the spawn is relative to the spawner position. you will need a bit of script to fix that.

Yeah, that's the problem.  I'm not that knowledgeable in script yet.  Does any mod have a script that spawns entity in the same location no matter where the caller does the move?
 
Use the 'relative' setting when you spawn so it counts from screen offset.

Code:
spawnframe {frame} {x} {z} {a} {relative}

~Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this has no limit.
~The spawned entity is determined by 'subentity' or 'custentity'.
~{frame} determines at which frame the other entity is spawned.
~{x} determines spawn range in x axis.
~{z} determines spawn range in z axis.
~{a} determines spawn range in y axis.
~{relative} determines where the other entity is spawned.
0, count from the spawner. Spawned entity will face same direction with the spawner.
1, count from screen offset.
~Regardless of spawned entities, 'group' settings (see below) in level texts won't prevent them from being spawned at all. Though, after they are spawned, 'group' will still count them.
 
Joshiro said:
Does any mod have a script that spawns entity in the same location no matter where the caller does the move?

I have such script but using spawnframe with last parameter set to 1

In the original,  he summons a car, with 2 enemies on it, when he uses the horn

Now, for this one, you need to use script to spawn 2 enemies in car's text.
 
This is the function:

Code:
void spawn06(void vName, float fX, float fY, float fZ)
{
	//Spawns entity based on left screen edge and z axis
	//Auto adjust with camera's position
	//vName: Model name of entity to be spawned in.
	//fX: X distance relative to left edge
	//fY: Y height from ground
      //fZ: Z coordinate

	void self = getlocalvar("self"); //Get calling entity.
	void vSpawn; //Spawn object.
	int Direction = getentityproperty(self, "direction");
        int XPos = openborvariant("xpos"); //Get screen edge's position
        int YPos = openborvariant("ypos"); // Get camera position
        int Screen = openborvariant("hResolution"); // Get screen width

	clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

   if (Direction == 0){ //Is entity facing left?                  
      fX = Screen-fX; //Reverse X direction to match facing and screen length
   }

	vSpawn = spawn(); //Spawn in entity.

	changeentityproperty(vSpawn, "position", fX + XPos, fZ + YPos, fY); //Set spawn location.
	return vSpawn; //Return spawn
}
 
I tried the script and openbor just crashes.  Here is how I applied it.

Code:
anim follow1
	load		carspawn
	subentity	carspawn
	spawnframe 1 0 0 0 1
	loop	0
	offset  100 149
	bbox	92 85 33 64
	delay 20
	@cmd spawn06 "carspawn" 0 50 0
	frame	data/chars/sledge/horn.gif
	frame	data/chars/sledge/horn.gif
 
I guess I misunderstood what you typed.  I thought you needed spawnframe with last parameter set to 1. I tried without it and it still crashes. The log says "Can't compile script 'animationscript' data/chars/sledge/sledge.txt." I saved your script as spawn.c and called it in animationscript.
 
That's strange, I loaded this script all time and there's no crash.

Anyways, Try finding the real error message somewhere above that message in openborlog.txt
 
Bloodbane said:
That's strange, I loaded this script all time and there's no crash.

Anyways, Try finding the real error message somewhere above that message in openborlog.txt

Sorry, for the really late response but I got the attack working almost exactly how I want it. The only aspect I couldn't figure out would be changing the animation the second time the car is spawned. In the original game, the car would go from right to left then go left to right the next time it is summoned. If I could accomplish that, it would be perfect.

Anyway, I'm practically done with stage 2. Here is an updated demo.
https://www.dropbox.com/sh/jubybupzgtuvjde/i7ADdgVXwj

I still need to fix/add some things on angry mode but for the most part it is done. One problem I have, is that I want to make you still be in angry mode when you pick up a weapon. I tried making different weapon models when in angry mode and changing it in character text but it just picks up the weapon like normal.

I still have to add the back grapple and the ability to cancel an enemy grapple. I know I need script for both. I wanted to know if someone could point me the right direction in learning how to accomplish this? I think for the back grapple, I need to make a script that the entity will play an animation when an entity is bind to another facing the opposite way, then have the player press the attack button when binded to do the back slam. Is that right?
 
The only aspect I couldn't figure out would be changing the animation the second time the car is spawned. In the original game, the car would go from right to left then go left to right the next time it is summoned. If I could accomplish that, it would be perfect.

Kinda redundant feature IMO but if you insist :)
You can use this modified spawn06 function:

Code:
void spawn06(void vName, float fX, float fY, float fZ, int iDir)
{
	//Spawns entity based on left screen edge and z axis
	//Auto adjust with camera's position
	//vName: Model name of entity to be spawned in.
	//fX: X distance relative to left edge
	//fY: Y height from ground
      //fZ: Z coordinate
      // iDir : Flip flag

	void self = getlocalvar("self"); //Get calling entity.
	void vSpawn; //Spawn object.
	int Direction = getentityproperty(self, "direction");
        int XPos = openborvariant("xpos"); //Get screen edge's position
        int YPos = openborvariant("ypos"); // Get camera position
        int Screen = openborvariant("hResolution"); // Get screen width

	clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

   if (Direction == 0){ //Is entity facing left?                  
      fX = Screen-fX; //Reverse X direction to match facing and screen length
   }

	vSpawn = spawn(); //Spawn in entity.

	changeentityproperty(vSpawn, "position", fX + XPos, fZ + YPos, fY); //Set spawn location.

	if (iDir == 1){  
	  changeentityproperty(vSpawn, "direction", Direction); //Set direction
        } else if (iDir == -1){  
	  if (Direction == 0){ 
	    changeentityproperty(vSpawn, "direction", 1); //Set direction
          } else {
	    changeentityproperty(vSpawn, "direction", 0); //Set direction
          }
        }

	return vSpawn; //Return spawn
}

If you set something like this:
@cmd spawn06 "Car" -100 0 200 1
Summoned Car will face same direction as Sledge's. If he's facing left car will come from right and if he's facing right, car will come from left.

Now for Sledge, you can have it summon car from alternating sides (first from left, 2nd from right, 3rd from left and so on) OR randomized (you can't tell the order of summoned car since it's random)
I prefer the latter

One problem I have, is that I want to make you still be in angry mode when you pick up a weapon. I tried making different weapon models when in angry mode and changing it in character text but it just picks up the weapon like normal.

Hmmm... did you set same order of weapon models in angry mode model?

I still have to add the back grapple and the ability to cancel an enemy grapple. I know I need script for both. I wanted to know if someone could point me the right direction in learning how to accomplish this?

For breaking free, it really depends on how exactly enemy grabs player i.e scripted or not.
For back grab, I never tried it myself so I can only guide you in "darkness"
 
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