Tekken - The Devil's Rage

Canceled Tekken: The Devils Rage 6

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Project is halted prior to completion and will not receive further updates.
Simply awesome!
I really admire people like you who can add features.
Particularly when it's well done! 8)
 
Thanks everyone it was a pain but i got a working system now.  my main goal was for at least one person to say wow i did not know openbor could do that.

@bloodbane
Im sure you would have done a better job then me.

I will be applying the last visited script soon thanks.

@psykai
I enabled all items for the example video you have to get them in game from side missions or boss drops.

I already have too much sprite work to do for this mod dont want to commit to any more for now.

@erf_beto
I had no idea i should really proof read more lol

@DC
Thanks i was holding back on scripts to keep my ram usage down but i dont care anymore.

I will only update animations that really look bad to me all 3 heroes are still wip. Still feed back is much appriciated.
 
Actually I not so surprised when a new feature is made in openbor.
(Not surprised by the fact it's possible) Since Almost everything is possible with the engine.:)

=But I really like the idea some systems can became implmented more often in various mods.
Just like the experience system or the fact to use ladders more these last months/years 8)
 
Wow! I didn't see the menu scripts you specifically did for players until I saw it a few minutes ago. That's pretty flawless you got there. It's a professional look I can tell ya. BTW for ending the game, did you use disablehof and disablegameover in levels.txt or make a script (with changing openborvariant of title screen) for skipping to the title screen?

nedflandeurse said:
Actually I not so surprised when a new feature is made in openbor.
(Not surprised by the fact it's possible) Since Almost everything is possible with the engine.:)

=But I really like the idea some systems can became implmented more often in various mods.
Just like the experience system or the fact to use ladders more these last months/years 8)

True. Almost everything is possible. (I never want my mods to be OpenBOR clones at all.)
 
maxman said:
Wow! I didn't see the menu scripts you specifically did for players until I saw it a few minutes ago. That's pretty flawless you got there. It's a professional look I can tell ya. BTW for ending the game, did you use disablehof and disablegameover in levels.txt or make a script (with changing openborvariant of title screen) for skipping to the title screen?

nedflandeurse said:
Actually I not so surprised when a new feature is made in openbor.
(Not surprised by the fact it's possible) Since Almost everything is possible with the engine.:)

=But I really like the idea some systems can became implmented more often in various mods.
Just like the experience system or the fact to use ladders more these last months/years 8)

True. Almost everything is possible. (I never want my mods to be OpenBOR clones at all.)

Nope just gotomainmenu (3);

And thanks its was my biggest project yet one of the biggest ondrawscripts ever with a load of custom functions.
 
I'm glad your still working on this project.  It's been a couple of years that I worked on my mod. Keep up the good work.
 
I try to work at least 1 hour a day and i am trying to move forward with levels and common enemies as none of my tekken edited bosses are ready.
 
just tried to seriously design a complete level it is a bit plain but I am happy with the overall look for now.


 
thanks i fixed the offsets and I working on the second stage (the ice cave) but I have no idea how to animate snowfall if anyone has a way to do this please share
 
I imagine it's way too early to say but I wondered if Julia or Hwaorang will be playable in the finished game? :)
 
@Psykai
Sorry to say for now the only playable characters will be Kazuya, Brian and Asuka maybe if i ever finish the mod they could be DLC.  I know showing a video of the first completed level makes it seem like I just started the project but I have worked on this mod on and off for years (more off then on lol).

@showmaker
thanks  :)
 
The ground looks really plain, you might need to texturize it by using ground texture. You can get some from D&D mod or from KDEQ

msmalik681 said:
I working on the second stage (the ice cave) but I have no idea how to animate snowfall if anyone has a way to do this please share

There are multiple ways to make snowfall:
1. Animated entity
Simply make looping snowfall animation and put it in the stage :). If snowfall moves together with screen, one is enough but if it doesn't, you'd need to put some (depending on animation width and level width)
2. Frontlayer
Easiest and cheapest way. Just make a tilable snowfall image and let fglayer + bgspeed animate it
It might conflict with other effects using bgspeed though
3. Raining
This is the most complex and expensive way. Make a small snow entity and make an invisible entity which drops the former like a rain

Each way has pros and cons
 
Thanks bb for the help with snow effects.

The floor has texture i ripped it from the first stage of oriental legend and changed the color i also spent a lot of time modifying it to a panel that will loop.
 
Really a good thing to see some progress about this game!
BTW some Hwoarang based on Kim would not be a big editing process.

Can't wait to see more!
 
@nedI was planning to use kims legs for jins edit so they would conflict.


here is a updated edit i made of yoshimitsu !





he stills needs the design on trousers and i might change his belt red from his arms and neck but thats pretty much  his completed look.
 
I have made a quick video showcasing stage 2 of my mod I hope to have a new demo by the end of the year!  I am happy with the scripted snow effect let me know what you think.


 
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