Canceled Saint Seiya Raging Cosmos

Project is halted prior to completion and will not receive further updates.
Thanks guys, the "cosmos charging attack have been fixed using the following lines (thanks to Kratus script too)

anim freespecial3 # Défense spéciale explosion du cosmos
delay 10
offset 31 119
#fastattack 1
#cancel 0 8 0 A2 freespecial3
hitflash flashbig
sound data/chars/seiya/00-cosmos.wav
bbox 9 0 50 120
frame data/chars/seiya/special1.png
frame data/chars/seiya/special2.png
@cmd spawnbind "seiya_aura" "ANI_IDLE" 0 0 0 0 0
frame data/chars/seiya/special3.png
frame data/chars/seiya/special4.png
frame data/chars/seiya/special3.png
frame data/chars/seiya/special4.png
@cmd addMp 1.5
@cmd keyLoop "attack2" 2
frame data/chars/seiya/special2.png

this problem is solved now :)
 
@NED good catch for the cvs2 rock aura, in fact we use mugen sd saint seiya sprites that some guys grabbed here and here to complete theyr chars. It seems they also used some fire sprites from snk games for Ikki. It’s very various. As long as it is good looking lowres pixel art it’s ok. I often use effects I find in mugen stages (mugen is a very good source for pixel arts graphics in fact), obviously Openbor is a TOTALLY different engine and we have to Port the characters nearly from scratch
 
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Nice progress, you have made significant changes since you started the project.
Also I love the imported Mugen effects, they are really slick and not something we see often in OpenBor games. To make it clear, I love the lowress 2D sprites and pixels, but seeing something different for once, is appreciated and draws attention.
 

some gameplay progresses:
As promised to make you wait, here is a gameplay video of Hyoga the swan knight and his ice attacks 😉 several things to note: - our knights can walk, run (fix rotten mugen anim, they no longer run like hunchbacks with their arms back) - possibility of giving different punches (up to 5 combos), running attack, kick down (brush) kick up - you can combo enemies in the air (up to 5, then cancel) - super attack (diamond dust) - ultra attack (aurora thunder attack) - possibility of grab, then eject forwards, or backwards (a la street of rage) see you soon for other news and presentation of the other bronze saints
 
@METAL JOKE I don't understand your comment as you are working on a vs game too, aside from discuraging us, what's your point? Of course those mugen sprites are 20 years old, but the fact is NOBODY ever made a CORRECT and COMPLETE game with those sprites (and in fact i think they are super great sprites for saint seiya considering they are 120 pixels height, hard to make better). Hope the best for your vs game, and keep in mind our game is COMPLETLY different than yours, a beat em all up to 4 players is a completly different beast, peace.
 
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Hi guys, @DCurrent @Bloodbane do you have an idea on this one guys:
If an enemy is on the ground (and ONLY in the case the enemy is on the ground), I would like to AUTOMATICALLY performs a "ground attack" (by pressing forward+punch or down+punch). if the enemy is NOT on the ground, all is normal, and forward+punch does a normal punch like usual:
ground attack.PNG
 
actually my "ground attack is "freespecial9" and is (of course an otg attack):

anim freespecial9 # Attaque au sol
jugglecost 1
delay 10
offset 38 135
otg 1
bbox -4 54 51 75
hitflash blood_gerbD
sound data/chars/shiryu/sounds/dash.wav
frame data/chars/shiryu/grabattack21.png
sound data/sounds/punch.wav
frame data/chars/shiryu/grabattack22.png
frame data/chars/shiryu/grabattack23.png
frame data/chars/shiryu/grabattack24.png
attack 33 100 70 50 5 1 0 0 12 30
dropv 3 4
frame data/chars/shiryu/grabattack25.png
frame data/chars/shiryu/grabattack26.png
frame data/chars/shiryu/grabattack27.png

ground attack2.PNG

Is it possible the openbor engine "detects" the enemy is on the ground, and i can performs freespecial 9 by pressing forward+punch in this case? Thanks guys
 
Is it possible the openbor engine "detects" the enemy is on the ground, and i can performs freespecial 9 by pressing forward+punch in this case?

It's possible by using script which detects any nearby fallen enemy in forward+punch animation. Do you have that animation?
If not, the script could be more complex.
 
Some progresses we made regarding the stages, they now have differents clouds layers (clouds movings in front of the mountains, clouds behind them, and fog in the first layer now) looks more polished now
skyc.PNG
 
added also a cool "rain effect" in the stage 6 road (before Shakka virgo fight), rain in front of the players and now raindrops behind them with transparency for the deep of them.


raindrops.PNG
 
video example of the items we use in game, with a short "rainbow effect" activated when you grab an item (similar to sotn effect when alucard grabs an item). wip of the items system:
basically the bronze, silver and gold "athena statues" will give you respectively +25, +50 and +100% of your energy


The "blue Star" will resplenish fully your cosmos; next will be some sort of gold, jewells or coins to gain points (its more fun to grab items from enemy, for variety at least)

 
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