Sega Brawlers Megamix

In Progress Sega Brawlers Megamix 7.15

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The project is currently under development.
Ok, I don't know what the hell happened, but as I was paking this mod and running test to make sure everything was ok, something went wrong with my video.txt file and it became currupted. I moved everything in the data folder to a new one in case the corrupted file caused anything else to happen, and replace it with one from another mod. Some time later I try to open the new data folder, and now the enter thing is corrupt and I have no access to anything on it.

I'm trying to see if any of the SBMM.pak files I can recover can be paxploded, but as of now, I may have lost all my progress with not only the new Alliance Battle mode, but my work with Alex Kidd and Centurion. If I can't paxplode any of the paks I recovered, I'll need to download the last update to Sega Brawlers and start this all over again and I'm very unhappy about this, especially since I was practically done with this.

EDIT: Well I tried, and paxplode can't open any of the pak files, so it looks like I'll be starting all over......

x)
 
Aww that sucks a lot.  And have you tried borpak instead? To me it's far more reliable than paxplode.
 
Yo guys, after losing my files and having to start over, I sped up a bit and got Alex Kidd and Centurion done, you can download the update here: http://www.mediafire.com/file/b8rx7j76u12v6kq/Sega_Brawlers_Megamix%285.2%29.zip

This is only half the update though, I wanted to upload this ASAP in case I have another mishap. Alliance Battle mode will come with the next update, it'll take a bit to get everything set up the way I had it before.

EDIT: Got a video up recording gameplay of the 2 playing adventure mode.
https://www.youtube.com/watch?v=DCp-Xuf_gVI

x)
 
Ok, having working on the entire update all over again, I've finished the new Alliance Battle Mode, again. For this update I'm going to a normal and unlockable version of the mode so you can use secret characters, but later on it will only be unloackable. If you keep a save file after beating adventure mode though, it should stay unlocked since I don't change the pak name.

Anyway, here's Sega Brawlers ver.5.6.
http://www.mediafire.com/file/b4p4ba3czcut8dv/Sega_Brawlers_MegamixV5.6.zip

x)
 
I like how Centurion and Alex play. A bit curious to why you didn't go with Enchanted Castle sprites for the latter.
 
nsw25 said:
im surprised no one actually tested game- including yourself....

game crashes as soon as you start the exe
....

took almost 2 hours to download also...
I don't know what's happenin on your end but I tested this out a lot before releasing it, and I never got this issues. I even downloaded the zip file from the link myself, unziped the pak, and it still ran. It also downloaded in a couple minutes for me and my connection has been bad since early this morning.

x)
 
Also, when the next version comes, could you randomize the opponents in each battle mode stage?
 
Miru said:
I noticed that the E-103 Delta battle doesn't happen in the Adventure EX mode.
I'll have to keep this in mind.

Miru said:
Also, when the next version comes, could you randomize the opponents in each battle mode stage?
depends on when I decide to do it, but I most likely will.

Miru said:
Will this mod, like SA:R and SUB, get updated for SAGE 2018?
No, too close to the deadline. I think I'll make it a goal to do more with this mod by next SAGE, been wanting to get back to it for a while.

x)
 
Been working on this for a while, but coming soon is a new update for Sega Brawlers for SAGE 2020. There's  8 new characters. From Golden Axe 3, Sarah and Cragg, and from Yakuza, Kazuma Kiryu, while the other 5 characters are secret. All of these new brawlers have increased speed, something that will be a priority the next time I come back to this mod.
bor-0004.png
bor-0005.png
bor-0010.png


While I'm here, Cragg has a new special move which I modified from Golden Axe Legend, where he summons rocks from the sky. I'm having an issue in 2D levels because I want the rocks to fall through the platforms and I can't get them to, they're ignoring the script I led out for them. If anyone could let me know what I gotta do to fix this, I'd appreciate it. Here's the coding from them.
Code:
anim idle
	loop	0
	delay	10
	jumpframe 1 -2 0
	landframe 3
    #seta    50
	offset	240 204
	dropv 5.9 0
	@cmd	changeentityproperty getlocalvar("self") "Subject_to_Platform" 0
	frame	data/chars/empty.gif
	attack3 203 139 72 68 30 1 0 0 0 50
	dropv 5.9 0
	delay	3
	frame	data/chars/cragg/rock/01.gif
	delay	500
	frame	data/chars/cragg/rock/01.gif
	delay	7
	offset	240 195
	attack3 204 169 70 36 30 1 0 0 0 50
	dropv 5.9 0
	frame	data/chars/cragg/rock/02.gif
	attack3 201 131 77 78 30 1 0 0 0 50
	dropv 5.9 0
	frame	data/chars/cragg/rock/03.gif
	attack3 197 120 87 86 30 1 0 0 0 50
	dropv 5.9 0
	frame	data/chars/cragg/rock/04.gif
	attack3 198 122 84 80 30 1 0 0 0 50
	dropv 5.9 0
	frame	data/chars/cragg/rock/05.gif
	frame	data/chars/cragg/rock/06.gif
	attack3 0
	frame	data/chars/cragg/rock/07.gif
	frame	data/chars/cragg/rock/08.gif
	frame	data/chars/cragg/rock/09.gif
	frame	data/chars/cragg/rock/10.gif
@cmd killentity getlocalvar("self")
	frame	data/chars/cragg/rock/10.gif

EDIT: Concerning the error posted by  nsw25, I ended up with the same issue with Sega Brawlers crashing as soon as I started. Come to find out, it was due to using an different version of OpenBOR. I'm currently using 4431, and this will be changed in the future.

X)
 
beside of the "big head" on this yakuza guy, it looks nice.
Perhaps scale down his head... just a detail, but would look better ingame.
 
Yeah, blame the big head situation on Project X Zone, and the fact that it's become a good source of Sega characters who never had 2D sprites.

[yt_search]https://www.youtube.com/watch?v=RMxLTvcpmr8[/yt_search]

X)
 
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