Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.
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

Thanks. I'll try this script.

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

Yeah, I tried it but it didn't work. I also tried other weapon models in place of the knife in angry mode model. I tried changing the model types and all that.

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"

The way I have enemies grabbing players is by having an attack that goes into a follow animation. Skinny's grab attack doesn't use script but Arnold and Goro does in the follow animation. Maybe for backgrab, I'll look at White Dragon's back pain script and see if I can try something.

congratulations on this new demo with added second stage, its gameplay is addictive
Thanks! I put a lot of time and effort into this.
 
Really nice progress on your mod!
I wish to see more projects about games like that.

RB series need love too. ;D
 
Most definitely the Rushing Beat series is very overlooked and underrated by bigger beat'em ups like Final Fight and Streets of Rage series.
 
Don Vecta said:
Hi, ermm.... any update? ;D

Slowly. I've been working on escaping enemy grabs. I've got it working somewhat. I'm trying to figure out how to make the player put the enemy back into a grab. For right now, I have the player just do an attack to cancel the enemy grab. Also, GlassJawBoxer made an angry mode palette for Norton and Ozzie and an animation for their idle. 

In other news, I've been learning the Game Maker engine to try to make mobile games to make some money. I  am also trying to get my a+ certification, I have to take the second test again because I failed it the first time.  My current job is a dishwasher and it sucks lol.
 
Anything the least bit more playable would be an enhancement  :P.

Rival Turf probably still doesn't need as much of an enhancement as say, D.D. Crew, Riot city, or Burning Fight (and perhaps the less said about 16-bit console/8-bit handheld Batman Forever, the better)though.

I love beat 'em ups, but some real stinkers have been produced. I don't think Rival Turf itself is bad, just not on par with it's successors. Though Peace Keepers, like Streets of Rage III, would have most likely benefited from a more faithful localization.
 
Hey guys I just wanted to let everyone know that I finished coding the stage 3 boss. It took me a long time to figure out how to script the boss's fence jump attack. I'm slowly starting to understand how to script.


midnightrider said:
Anything the least bit more playable would be an enhancement  :P.

Rival Turf probably still doesn't need as much of an enhancement as say, D.D. Crew, Riot city, or Burning Fight (and perhaps the less said about 16-bit console/8-bit handheld Batman Forever, the better)though.

I love beat 'em ups, but some real stinkers have been produced. I don't think Rival Turf itself is bad, just not on par with it's successors. Though Peace Keepers, like Streets of Rage III, would have most likely benefited from a more faithful localization.

Sorry for the late reply. I agree with you on those games. Although, I haven't played them in awhile. I remember D.D Crew being very short and it had like 3 different stage bgms. The last stage's music I remember being very good.

I think Rival Turf is nothing special. I wouldn't have started a mod of it if it wasn't for GlassJaw's nice new animations. Yeah, Peace Keepers localization is terrible lol. I'm happy now that I have the skills to remake it. I know it will take me a long time but it will be done.



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Yay~! Downloading now!


EDIT: Okay, I have an issue here: The controls won't respond. Is this for PC? Cuz I can't configure buttons and pretty much nothing works, unless I press Z, which just is like a start button, nothing else works.
 
Don Vecta said:
Yay~! Downloading now!


EDIT: Okay, I have an issue here: The controls won't respond. Is this for PC? Cuz I can't configure buttons and pretty much nothing works, unless I press Z, which just is like a start button, nothing else works.

Opps! Delete all the files in the save folder.
 
I got a bug: when Oozie uses his grabback, the enemy is too high (this happens when he is red)
v7fwCZb.png


Take a look here:
@cmd depost 0
@cmd throw 30 3 10 -5 0 0
@cmd clearL
frame data/chars/ozzie/throw4.gif

I solved this on my mod by using a @cmd position before the @cmd THROW, you position the enemy where you want to.

Other issue is on this movie - grabforward when he is red
8OFjSo7.png


I noticed you used many positions in a row to simulate the enemy flying, but its kinda choppy.

My suggestion is something I discovered long time ago: you can use @cmd throw to throw grabbed enemies to the air and, if you don't use DEPOST, you can still control it, because its is still your target.

So, use a throw (without damage), count how much time the enemy goes up and down on the air (sufficient to be close to Oozie's hands again) then continue normal with you custom slam.
 
Alright, played it... and well, hope you don't mind giving up a rather honest review and some advice how this could improve, since, you know, there's a lot of faith on this mod (considering the original Rushing Beat is one of my favorite beat 'em ups and well, you're using also my resources from my SORmaker mod :) )


  • It plays a lot better than the original, that's for sure. Better hitboxes and overall feeling.
  • Love the new moves on every characters and some have even different look (like Ryu's new headswap, not like Warrior's)
  • Difficulty is insane. Even the basic mooks (Case and Bullet) unleash lightning fast 3-hit combos without delay in between, not to mention they abuse their flying kick. Everyone also will rush towards you to hit you with meaty combos as soon you stand up! I don't mind aggressive AI (considering that I play a lot SORR and the difficulty there is pretty strong), but I think it should be scaled according to level and type of enemies. My advice? Make those basic mooks slightly tone down, like very slow combos with delays in between (able to move up or down in between without using specials) and make them use their flying kick less. Maybe in higher levels they can behave more aggressive.
  • We gotta rely too much in Angry Mode to get pass by, considering the aggressiveness of the AI, so it's not much of a challenge just to get hit and then whoop everyone in the way. I think Angry Mode should be revised, like getting a bar that gets filled as soon you get hit and then when it's full, then it's up to the player to use angry mode at convenience (trigger it with Punch+Jump), like building a DM in SNK games. Also, full invincibility wouldn't be a good idea, precisely how broken it could be (and used to be in the original), buuuut it could absorb damage in a sort of KOF 99 Armor Mode, where damage is halved and there's no pain effects on the opponent. I dunno, just ideas, this could be improved.
  • Either characters get too vulnerable or way too invincible (in Angry Mode). Usually, characters have like one or two frames of invincibility while standing up to avoid being overwhelmed by aggressive mooks nearby (which happens A LOT in this game). The new stand up attack also has no invincibility frames and gets punished badly even while using it! The main characters need invincibility frames on stand up and while doing stand up attack.
  • The new Slick characters have their dynamite sticks way too dangerous. The sticks hit on touch or right as they land (and almost like homing where your player is), they could blow in the face if you must,but if they hit the floor, allow a time of the sticks to explode so they can be picked up or avoided. They need a bit of balance.
  • While the characters can run, they lack running animations. I can help you with that and edit sprites of both characters running. At difference of the original game, both character run a lot slower (which is fine for Oozie, but not for Norton, he should be more nimble) Also, you may considering adding hyper jump if the characters run and jump. :)
  • Check the bus in the first stage, either the bus sprite is too high or needs the front wheel to be added.
  • Hey, how about adding victory posses as they do stage clear? I remember I saw in the MMPR mod that victory poses are now possible. :)
  • BTW, LOVED the new elevator stage, I saw you used my whole layout as a base, and the sniper part was also amazing! Love the frames of how the sniper Case is shooting and in how he fucks up.
  • New female characters, pretty cool. But... you might like to change her K.O. sounds. In my mod I added a new sound scheme that has the Peace Keepers female K.O.voices instead, feel free to use them (check the sorr forums).
  • The music needs to be looped properly, though. Once again, feel free to use my sound scheme from my SORmaker mod, it has good sound and proper looping.


Hope you don't hate me from all this feedback, but I think the mod could be improved a lot. Give the word if you want the running animations added and I'll make them as soon as possible.
 
Oh yeah, another important thing: In the parking lot area, cars appear way too fast. Either announce the cars are coming with a horn or something so characters can move out or make them travel more slowly!

Also, Sledge's horn cars appear immediately and out of nowhere instead of passing by from right to left. Same, give some time to the car to spawn in cuz otherwise it looks odd and broken.
 
I agree with the most of the stuff that Don Vecta mention in the demo like lessen the aggressiveness of the basic grunts like Bullet and Case and also increased the health for the players and some enemies too.

Overall its a huge improvement of the original.
 
@ O Ilusionista
Thanks. I wanted to fix that but didn't know how. I'll give that a try.

@ Don Vecta
Don't worry feedback is much appreciated. 

I forgot to mention that I plan on adjusting the difficulty of the enemies. I just haven't gotten around to it yet.

I was thinking about changing angry mode into how you described it. I just have to figure it out. How should I make enemy throws and slams affect the player while in angry mode?

I'll give the players some invincibility on wake up and add more on their rise attacks. I'll test it out.

I was thinking about doing that to the dynamite attack as well but I wanted feedback first. I will fix. The attack is homing. I think giving it some time on the ground will balance it. 

Thanks. If you're willing to make them, I'll add them. I'll fix the speed and add a hyper jump as well.

I didn't notice that. Thanks. I'll fix the bus.

I was going to add the victory animation. I didn't get a chance to test the code yet.

I have another female sound that I think goes better but I'll check your sound. I think I didn't use your bgms because they sounded lower. I'll double check.

I'll fix the speed  and spawn of the cars.

I'm still willing to teach you how to code. It will help me out alot. I know the time zones and our schedules messed that up before. I'm off Thursdays and Fridays. Let me know if you're still up to it. You would be a great team member on this project and many others I plan on in the future.

Thanks everyone for the feedback and praise.



 
Recently, BigDarsh made a new sound scheme of the SORmaker mod and the new tracks got remastered, plus has all the sound effects on it. Feel free to check it out.

Yeah, I have never try to actually code, would be a good start.

As for Angry Mode, keep them vulnerable but not able to be grabbed.

Anyways, keep it up, it's shaping up real good. Hit you up on Skype.
 
Or you can let them be grabbed, but they could make them instantly counter attack from grabbed anim.  Also you could give the angry mode enemies 'escapehits' so they can't be combo'd for long either.

Code:
escapehits {int}

    ~For enemies
    ~If you give this to an enemy, the enemy will perform SPECIAL2 when they get hit by int+1 hits. Don't forget to give the enemy anim SPECIAL2 if you're using this.
    ~In case you haven't figured out, this feature is to make enemy counter attacks after they get certain number of consecutive hits.
    ~The counter will reset if enemy plays any animation EXCEPT IDLE, FAINT and PAIN. The counter works even with grabattacks.
 
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