Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.
Joshiro said:
I put in the extra frames. Looks nice. I didn't use the haymaker sprite because GlassJawBoxer made an extra attack for angry mode but I did use all the other frames. Plus, I noticed you used the sprite from 64th street detective story as base and we are going to have those characters in the 4 player version.  You did good work though and I appreciate the help.

Ah, cool. Heh, rather interesting you caught the source of the spriting. ;D Yeah, used Rick's haymaker. But if there's an extra hit for the clothesline, no problem.

Just remember, if you're gonna add the characters from 64th, you gotta resize them and styling them into the rushing beat style. In that regard, I can also help. At least using the palette of the RB series. :)

Probly we could add some goons from 64th as well, and once again we can style them.

Oh, one good suggestion. We all know the characters have headswaps have the same attack patterns, they fight exactly the same. But since they're separated in their own folder and have their own animation, how about changing their style of fighting? No need to change their sprites, just the value and type of attacks.
Also, probably you'd remember the mooks change palette color after reaching South of the Border (stage 4). I might suggest to change their names into their Japanese counterpart as they change color (the blue/yellow helmet dude might be Case whereas the golden helmet dude could be called Ride).
Here's some ideas for the different attacks.

  • Bullet/Kamikaze. Attack 1) Spare jabs (att1), with big delay into each other and a third slow cross punch (att2), very small damage. Attack 2) Single cross punch (att2), bigger damage, but still low. Attack 3) Flying kick (att3). Average damage. Never done in early levels (maybe until South of the Border when he becomes Kamikaze).
  • Case/Ride. Attack 1) Three jabs (att1), with big delay into each other and a fourth flying kick without delay (att23), very small damage in jabs, kick with average damage. Being hit by the flying kick is a punishment from not stopping Case's jab barrage, hence the delays between the jabs. Attack 2) Slow Flying kick (att3). Average damage. He could crouch a couple of seconds to telegraph the jump kick so the characters can move out of the way. Remember, Case/Ride are still basic mooks. Ride incarnation could be more aggressive and add the cross punch as a third attack.
  • Skinny. Attack 1) blur of 4 kicks (att1), no delay between them (just like the original one), very small damage each kick. Attack 2) Grab of knee to the nuts (grabatt1), average damage. Taunt after it (add a laugh SE, from Rushing Beat Ran), make the taunt longer so he could be punished. He shouldn't grab so often, he's still a basic mook. Attack 3) Ghetto kick (att2). Average damage, very slow. Taunt after hitting up. His palette swap might be still named Skinny, as Slick is a completely different character.
  • Reggie/Bob. Attack 1) Slow Kicks (att1), with big delay into each other and a third slow ghetto kick (att2), very small damage, average damage ghetto kick. Attack 2) Grab of barrage of knee attacks (grabatt1), 4 knees, chip damage and a 5th slower knockdown knee. No taunt. Attack 3) Ghetto kick (att2). Average damage, slow. As Reggie is a more advanced version of Skinny (he appears until stage 2), he could be a more damaging version of Skinny but with small delays in his basic combo, but a faster ghetto kick and a repeated grab attack. He could grab more often than Skinny, also. His Bob palette can be even more aggro. Since his taunt wouldn't be used as much, he could use it as a spawn intro.
  • Ryu/Warrior. Right as he is. High rate of blocking.
  • [font=verdana, arial, helvetica, sans-serif]Sho/Dingo. [/font]Attack 1) Hyakuretsu ken (att1), hitting 3 times (alternate att1-1, att1-2, att1-3, att1-2, att1-1), very small damage and a fourth knockdown back kick (att2, use a frame made of att2-1, att2-3 and att2-2, no jump). Attack 2) Tatsumaki without advancing (att2), hits once, but bigger damage and flies out the character awake, think of Ryu's Shinku Tatsumaki Sempukyaku. Attack 3) Special grab attack, knees to the head (made of the attached frames grabatt1-1 and grabatt1-2), 3 knees, third knockdown. No block. His style is more different than Ryu and slightly more advanced as he appears later than Ryu.

[font=verdana, arial, helvetica, sans-serif]More to add later. Check the enclosed frames.[/font] :)

[attachment deleted by admin]
 
Don Vecta said:
Just remember, if you're gonna add the characters from 64th, you gotta resize them and styling them into the rushing beat style. In that regard, I can also help. At least using the palette of the RB series. 

Yeah, GlassJawBoxer is working on the sprites. He finished Allen.  He resized them and fixed the sprites.

Don Vecta said:
Oh, one good suggestion. We all know the characters have headswaps have the same attack patterns, they fight exactly the same. But since they're separated in their own folder and have their own animation, how about changing their style of fighting? No need to change their sprites, just the value and type of attacks.
Also, probably you'd remember the mooks change palette color after reaching South of the Border (stage 4). I might suggest to change their names into their Japanese counterpart as they change color (the blue/yellow helmet dude might be Case whereas the golden helmet dude could be called Ride).

Great minds think alike. I had plans to do this as well. I was thinking of making some of the enemies have Spanish names and darker skin since it is south of the border.

I like your enemy behavior suggestions. I'll add the the grab attack. I was thinking about giving Sho a counter attack or maybe should I give that to a later level version? I'm going to work on some of the other stuff first though but keep the suggestions coming.



 
Let's continue. :D


  • Butch/Butchy. Same as he is now. Less usage of the kick, more of the elbow drop.
  • Louie/Big El. Attack 1) A one-two attack (att1 + att2), continuously, small damage, no knock down. Attack 2) 3-hit combo (att1 + att1 + att3), same as above, but 3 attacks. Use less often, third kick knocks down. Attack 3) Elbow drop (att4). Big damage.
  • Goro/Kato/Poe. Actually, I don't think there's many attacks that could change values. Both don't have many choices for them. Just make Kato/Poe more aggressive as he's supposed to be an advanced version of Goro.
  • Arnold/Dutch (this is an extra name, Arnie doesn't have alternate Japanese name, this is reference to Schwarzenegger's role in Predator). Same as he is now. You might consider using his original orange tee and black pants for alternate costume, as you're switching his alt palette with his blue jeans).
  • Gigante/Gorilla (made up name for extra palette). Attack 1) A slap attack (att1), no knock down, small damage. Attack 2) kick to the nuts (att3), just like Arnie's but instead of do wire knockdown, use the balls pain animation. Attack 3) A pimp slap attack (this could be done with slam2 + att1-2 + att1-1), is basically a backhand slap, slow but painful. Big damage. Attack 4) Barrel throw grab (use att1-2 + att2-1 + att2-2 in grab animation). Grab the opponent up front, then lift him up and throws him far away in front of him. This grab would substitute his DDT grab instead.
  • Edna/Siouxie (made up name for her alt palette, based on Siouxie and the Banshees). Keep her as she is.
  • Fox/Estrela (made up name for alt palette, Brazilian name for Star). She's a new character, so probably could make her throw less kunais and be more up close or I don't know.
[font=verdana, arial, helvetica, sans-serif]I guess this is it. I hope you might consider this idea, feel free to put more differences between them as you see them fit, but I'm sure having headswaps with different fighting style would make the game more interesting.[/font] :)
 
Small tip: to make those variations, you can use the same model and just put a code to check the palette (or the name) to tell which moves he can execute.

About your other questions, I will reply once I get time, sorry :(
 
Hey guys. I'm encountering a problem with making the victory animation at the end of the level. It works fine when I don't have "boss 1" set but then the the other enemies are still on the screen. I was thinking of a script that would make the enemies perform an animation that makes them run off screen like the original game when the player victory animation happens .  Any ideas how I would accomplish this? After I fix this and a few other things, I'll post a new demo.

O Ilusionista said:
Small tip: to make those variations, you can use the same model and just put a code to check the palette (or the name) to tell which moves he can execute.

About your other questions, I will reply once I get time, sorry :(

Can you post the script?
 
There are two ways to do that:

1- This code executes if you are in an animation and the remap IS NOT the one you want to do the move. For example, you have two attacks (work better if they have the same range), and the second one should be executed only if the enemy is using the second color map

Code:
void checkPal(void Ani, int Remap)
{// Attack interruption if there's player
// Only occurs if remap matches is not the one given
    void self = getlocalvar("self");
    int Map = getentityproperty(self, "map");

    if(Map!=Remap){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}

Usage:
@cmd checkPal "ANI_FREESPECIAL" 1
(will make the entity go to freespecial if the color map is not the second one)

2- Does the opposite - goes to a specific animation IF the color map IS the one you want
Code:
void checkPal2(void Ani, int Remap)
{// 
// Only occurs if remap matches
// O Ilusionista - 20/11/2013
    void self = getlocalvar("self");
    int Map = getentityproperty(self, "map");

    if(Map==Remap){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}
@cmd checkPal2 "ANI_FREESPECIAL" 1
 
This coding method might interest me in the future, when I start coding other enemy entities.

This is a common way to code different gameplay modes based on palette in Mugen. Glad to see you transposed it to Openbor, Ilu.  :D
 
Thanks! I'll try out the scripts.

Does anybody have a way that I can apply the victory script that affects enemies instead of players?

 
Does anybody have a way that I can apply the victory script that affects enemies instead of players?

For players, since there are limited number of players and we can get acquire each player directly, victory script is simple and straightforward
However, for enemies, it's a different story. Their number is limited (technically) but we can't always be sure about how many of them are available let alone acquiring them one by one.

That's why different approach is required.
This is how I 'scare' goblins in D&D mod we're working on, I coded this in each Goblin's IDLE animation
anim idle
@script
    void self = getlocalvar("self"); //Get calling entity
    int Scare = getglobalvar("GoblinScare");

    if(Scare==1){
      performattack(self, openborconstant("ANI_FOLLOW1"));
    }
@end_script
...

and WALK animation

anim walk
@script
    void self = getlocalvar("self"); //Get calling entity
    int Scare = getglobalvar("GoblinScare");

    if(Scare==1){
      changeentityproperty(self, "velocity", 0,0);
      performattack(self, openborconstant("ANI_FOLLOW1"));
    }
@end_script
...

The one in WALK animation has extra line to stop all velocities from walking. The rest is the same with IDLE's

This script simply checks if global variable by name of GoblinScare is set to 1 or not. If it is, perform FOLLOW1 animation. FOLLOW1 is scared then flee animation for each goblin
For your mod, you can change the name of global variable and you can use other animations (since the script is set in each enemy, each enemy can have his/her own flee animation)

The variable is simply set like this:

Code:
      setglobalvar("GoblinScare", 1);

When to set the variable? it depends, if you want enemies to instantly flee after boss is defeated, you can set the variable on boss's DEATH animation OR have the boss drop item which sets that variable
If you want enemies to flee when players are posing victory, set it in that victory animation or in script which invokes that victory pose

Whichever you choice is, reset the variable with endlevel.c

BTW I choose IDLE and WALK to check to prevent enemies from 'flee' from improper animation such as PAIN, FALL and DEATH
This method can be modified if you want to give order to enemies or make enemies laugh ;)
 
Figured it's time I'd share what I have done so far on the art side of this project.

Here is the new boss next comes the level, she was the most popular pick by the OpenBOR community.  From concept sketch to finished sprite all 100% OG no edit.
xNr7zvx.png

I also did the weapon sprites for the two main characters, when Joshiro told me easiest way to do weapons was for them to have there own sprites.  Which is cool, the weapons can visually and perform in accordance too the character type.
UpDAdDR.png

7ySnDAv.png

The 3rd playable character is almost done with all the editing I might as well as drawn one from scratch, he got a 90's make over.
u9PE4Dr.png

Joshiro sniper idea for the lift level surpassed what I had mind.  But when we skyped about it I immediately saw Case popping up in a comic panel with a rifle in my mind.
And when you get to the top of the building he falls off trying to clear a jam.  Because Case is stupid.
RyXFPaj.png

Some cars for the parking lot as environment hazards, graphic and sound for player alert.
34GQVzF.png

Slick sprite, has identifying explosive color scheme at the same time keeps the 90's look.
ajABvEN.png
 
Great choice of weapons...
I'm kind of jealous ;D

Also, awesome job on the characters edits.
They have a new feeling. Really.
The new comer is very vell done. But wait, no playable girl?
What about Wendy from RB2?

Keep it up guys, this is great!
 
nedflandeurse said:
Great choice of weapons...
I'm kind of jealous ;D

Also, awesome job on the characters edits.
They have a new feeling. Really.
The new comer is very vell done. But wait, no playable girl?
What about Wendy from RB2?

Keep it up guys, this is great!

Too young in the time line I have planed, but I'm going to connect everyone to the overall story.  You'll have to wait and see. :)
 
I finally tried the new demo in my own PC.
This is my feedback.

Really nice gameplay! Almost everything seems perfect.
I noticed few things.
-During Ozzie's power bomb (ikari mode) the enemy's arc movement is kind of weird...
-Is that a choice to have no sound for indirect damage? I can't remember if it was this way in RB...
-The cut in sprites during the sniper level are well done! But the last action of the falling soldier (reaction + falling) is displayed in a too short time.
I almost can understand it by seeing it that fast.
-Ozzie's dive kick move landing (normal mode) is a little unnatural. In ikari mode, no problem since he's sliding.
-will the shadow of characters be always done this way? I mean by sprite element. Because when you taunt or jump the shadow is not displayed.
Perhaps it can be good to have a different way to display shadows (separate sprite or something...)
 
GlassJawBoxer said:
Figured it's time I'd share what I have done so far on the art side of this project.

Here is the new boss next comes the level, she was the most popular pick by the OpenBOR community.  From concept sketch to finished sprite all 100% OG no edit.
xNr7zvx.png

I also did the weapon sprites for the two main characters, when Joshiro told me easiest way to do weapons was for them to have there own sprites.  Which is cool, the weapons can visually and perform in accordance too the character type.
UpDAdDR.png

7ySnDAv.png

The 3rd playable character is almost done with all the editing I might as well as drawn one from scratch, he got a 90's make over.
u9PE4Dr.png

Joshiro sniper idea for the lift level surpassed what I had mind.  But when we skyped about it I immediately saw Case popping up in a comic panel with a rifle in my mind.
And when you get to the top of the building he falls off trying to clear a jam.  Because Case is stupid.
RyXFPaj.png

Some cars for the parking lot as environment hazards, graphic and sound for player alert.
34GQVzF.png

Slick sprite, has identifying explosive color scheme at the same time keeps the 90's look.
ajABvEN.png

Looking really badass, dude! The new boss looks awesome. I take she'll be in one of the megamix stages I designed, perhaps?

About the parking lot cars, make sure their palette is exactly as the color scheme of the sprites of that stage, so they don't look too out of place... and remember the shadow in the cars too.

God, it is looking great, which reminds me also I should get my ass in gear with Oozie's running frames so you could add the weapons, too. :P :-[
 
Hey man, wanted to thank you for all your hard work.  As much as I want to do all the art for this project I also want the whole thing done before I'm 40. ;D

The new level will be a brothel level to go with the new boss.  I want it to be a concept sketch to finished level sprite manly for experience, the lack of a run cycle animation was an irritating obsession of mine that I was forcing myself to ignore to keep the work load manageable.  Can't thank you enough for taking on that burden.

My only suggestion for Ozzie's run cycle is to use the brawl brothers cycle as a  reference or template so he'll match with the other mods.  Besides it will be load off not to have to draw the pumping motion of his arms to go with his lags.

As for the parking lot cars and the palettes  can be changed to whatever looks best, I'll leave that up to Joe.  As for the shadows, I'll admit I forgot. :P
 
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