Sega Brawlers Megamix

In Progress Sega Brawlers Megamix 7.15

No permission to download
The project is currently under development.
I'll be waiting for SAGE, and the 5 secret characters. By secret, do you mean that players have to unlock them, or just that you will keep their identities hidden until release?
 
You have to unlock them, and I thought I'd be best to just let yall find out for yourselves. I'm making last minute changes at the moment before some testing.

X)
 
DJGameFreak TheIguana said:
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.

Why not simply set subject_to_platform 0 in rock' header?

BTW declaring script on first frame like that usually has "ignored" issue like this. I usually add a short intro frame and declare script on second frame to avoid this issue
 
Bloodbane said:
Why not simply set subject_to_platform 0 in rock' header?

BTW declaring script on first frame like that usually has "ignored" issue like this. I usually add a short intro frame and declare script on second frame to avoid this issue
I.... didn't know putting that in the header was an option.  ;D And I came up with a workaround for it to, but this is good to know, that and not using it for the first frame.

X)
 
Damn, two years since I posted anything on Sega Brawlers. I been working on some things here and there while working on everything else. For a while I been trying to think of other modes and what new features I would add. In the meantime this is something I just thought up, a mode where everyone on the roster shows up till they're all KOed.

I do have more planned and others worked on, and I'm making small changes here and there that'll be applied to the rest of the roster.

x)
 
Man, it's been bout a year since I posted anything about this, lol. I'm giving myself a break on my Sonic projects because I really wanted to come back to Sega Brawlers. I'm still trying to come up with something a little different so people aren't coming back to the same unfinished game they did years ago, a part of the game that feels more complete while still retaining what started it.

That being said I'm trying to work with bigger images and increased the screen resolution, as the only reason I never did years back was because the first laptop I started on wasn't that good and I was more concerned with other people's hardware, but I think by now it shouldn't be too big of an issue. More importantly, those images I'm working with, does anyone have a better mothed of using png or pcx images in openbor? I just save the copies in Irfanview and add them to the files, but OpenBOR always crashes trying to load them. They only work if I rip them off Mugen, otherwise I always use gif, and I remember people saying the former was better. Here's a screenshot of how my latest stage looks.
bor - 0031.png

X)
 
A bigger screen looks pretty good, though I suggest the ability for the screen to zoom as well.
 
hum, honestly, I don't think its a good idea to make the resolution that big, because the characters ends being to small on the screen.

About .pcx, forget it. Depending on the build you use, you can use .png if its a more recent one. If not, it would better to use .gif (as .png had an issue of making the game to load slower, until it was fixed by Plombo, but I can't remember in which build he had fixed this).
 
A bigger screen looks pretty good, though I suggest the ability for the screen to zoom as well.
I have no clue of how to do that though or at want point for it to zoom, unless it was some sort of a custom pause menu

hum, honestly, I don't think its a good idea to make the resolution that big, because the characters ends being to small on the screen.

About .pcx, forget it. Depending on the build you use, you can use .png if its a more recent one. If not, it would better to use .gif (as .png had an issue of making the game to load slower, until it was fixed by Plombo, but I can't remember in which build he had fixed this).
I thought about that to, some of the roster are on the small side, but I guess it depends on which character. If it becomes too much of a bother I'll lower, it made some of the battle stages feel less restrictive to move around in though.

Wasn't aware PNG made the game load slower, at some point. I'm currently using the 6412 build, but I can upgrade if it's not the latest build anymore.

x)
 
Last edited:
Hey guys, updating this game again for SAGE 2024. Now with 5 new playable characters, Shadow Yamato and Midknight from Eternal Champions, Dynamite Headdy, Zool, and 1 secret character. There's Also 2 new modes to fight in. Brawl to the Finish, a combination of Battle and Adventure mode where you have to get through 5 levels, fighting all the playable characters along the way. Then there's Battle Void, where you have to fight entirely new enemies. I made it so both modes when completed will open up all the unlockable stuff since I haven't updated Adventure and Arcade mode, at all.
bor - 0037.pngbor - 0038.pngbor - 0043.pngbor - 0045.png
Download: SBMMV7.15

With that said, I still have some work to do, I didn't finish everything I wanted before having to upload this. Aside from Headdy, Zool, and the secret other, this was going to be a major update to focus on the Eternal Champions.
1723790879834.png

I've actually gotten the whole roster almost done, except Jetta, and no one from Challenge from the Dark Side, that's for later. No extra screenshots to show but that's the plan.

X)
 
DJGameFreakTheIguana updated Sega Brawlers Megamix with a new update entry:

Sega Brawlers Megamix V7.15

Hey guys, updating this game again for SAGE 2024. Now with 5 new playable characters, Shadow Yamato and Midknight from Eternal Champions, Dynamite Headdy, Zool, and 1 secret character. There's Also 2 new modes to fight in. Brawl to the Finish, a combination of Battle and Adventure mode where you have to get through 5 levels, fighting all the playable characters along the way. Then there's Battle Void, where you have to fight entirely new enemies. I made it so both modes when completed will...

Read the rest of this update entry...
 
Last edited:
Running some tests on Trident's moves and I think I got them done

bor - 0049.pngbor - 0052.png1724369923812.png1724370371263.png
The main thing with the Eternal Champions are their Vendettas, or fatalities, in Challenge from the Dark Side, and figuring out how to work them into Sega Brawlers. For Trident, as he would usually stab his victim with his, trident, and spinning them so fast they become a bloody whirlpool. I figured I could color the blood the same shade of blue as he water attack, and even have him summon a wave to knock enemies into the air to set them up, as he hits them with an actual whirlpool with his Trident.

bor - 0050.pngbor - 0051.png

x)
 

Attachments

  • bor - 0053.png
    bor - 0053.png
    27.3 KB · Views: 0
Back
Top Bottom