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.
@P00go
With my animation scripts I use "import" function to add each individual animation script so no matter how many times you call these animation scripts the engine only has to load them once. So if someone likes a animation script from my mod they can copy that 1 individual script and import it to their mod without copying all my script.

To disable your start button and let the key scripts handle it on each level file add this line "nopause 1".

speech.txt from the speech folder should be declared in models txt.  this is the key file that handles the menu my menu is a non skip able text entity that has text added and removed by keyscripts also its idle animation is the arrow that points to each selection on the menu so you may need to copy my sprites folder to get the fonts I used.  the script reset all should be fired up when you start a new game or it will cause conflicts (this file should be edited for your needs).

Your problem might be the menu background "data/bgs/menu_bg.png" this is loaded using the onspawnscript copy that file and try again.

This is the code that triggers the menu it is in keyall.c line 90.
Code:
if(iStart && textbox == NULL() && exists != NULL()) //if player is alive and speech entity is not

equipupdate is used to update hp, mp, atk and def based on current equipment and unlocked orbs.

@dai92
I still don't understand why you had to delete them but OK.
 
msmalik681 said:
@P00go
With my animation scripts I use "import" function to add each individual animation script so no matter how many times you call these animation scripts the engine only has to load them once. So if someone likes a animation script from my mod they can copy that 1 individual script and import it to their mod without copying all my script.

To disable your start button and let the key scripts handle it on each level file add this line "nopause 1".

speech.txt from the speech folder should be declared in models txt.  this is the key file that handles the menu my menu is a non skip able text entity that has text added and removed by keyscripts also its idle animation is the arrow that points to each selection on the menu so you may need to copy my sprites folder to get the fonts I used.  the script reset all should be fired up when you start a new game or it will cause conflicts (this file should be edited for your needs).

Your problem might be the menu background "data/bgs/menu_bg.png" this is loaded using the onspawnscript copy that file and try again.

This is the code that triggers the menu it is in keyall.c line 90.
Code:
if(iStart && textbox == NULL() && exists != NULL()) //if player is alive and speech entity is not

equipupdate is used to update hp, mp, atk and def based on current equipment and unlocked orbs.

@dai92
I still don't understand why you had to delete them but OK.
Because i had copyright claims on the videos (they were fine for a few days) then just randomly got claimed and blocked so i removed them.
 
P00go said:
@msmalik681
Ok Run perfectly. Many Thanks. Just one observation: I could not see compatibility w/ volcanic dialog system, even I add all the requeride files on update.c. The Dialog starts, but, button Attack can't work advancing to next dialog.

This menu/speech system was made by me there is no connection to volcanic mixing mine and his scripts may be why your having trouble.

The speech entity is noskip the ability to skip text with attack and exit using jump/start is controlled by keyscript.  Look at the pattern i use with the text a loop fuction holds a certain part of the text when you press attack it advances the frames by +2 pushing you into the next loop and at the end you are forced to follow2 this animation closes all text boxes and kills the speech entity.  My speech script is not very user friendly and will be optimised in future updates.

@dai92
I think namco bandi took ownership over my videoes too they may also be blocked in some countries i do not know.
 
msmalik681 said:
P00go said:
@msmalik681
Ok Run perfectly. Many Thanks. Just one observation: I could not see compatibility w/ volcanic dialog system, even I add all the requeride files on update.c. The Dialog starts, but, button Attack can't work advancing to next dialog.

This menu/speech system was made by me there is no connection to volcanic mixing mine and his scripts may be why your having trouble.

The speech entity is noskip the ability to skip text with attack and exit using jump/start is controlled by keyscript.  Look at the pattern i use with the text a loop fuction holds a certain part of the text when you press attack it advances the frames by +2 pushing you into the next loop and at the end you are forced to follow2 this animation closes all text boxes and kills the speech entity.  My speech script is not very user friendly and will be optimised in future updates.

@dai92
I think namco bandi took ownership over my videoes too they may also be blocked in some countries i do not know.
That sucks i dont understand why they do that. Namco are normaly good when it comes to letting people share there content :(
 
Dunno if it's useful for you, but I´ve ripped the fronts from a mobile Tekken game long time ago
https://www.spriters-resource.com/fullview/44034/
 
I am still getting questions on how to use my menu system.  Tell the truth it is very complicated and not made in a way to easily be ported to other mods it also is very customised to the way my mod works.  The key to the navigation is in the keyall.c file and carefully numbered text objects.

The objects list is the array in the file resetall.c under menulist this list is all the items but you also need global variables found in the same file to confirm if the character has equipped the item or not.  also you need a trigger in the menu to switch each item on and remove all other equipment / items.  you need to change the player stats based on what they have equipped this is controlled by menugo.c my mod does not change player weapon model based on equipment but it could be done.

If there is still any confusion please just ask here.  So I can answer for all.
 
I have started working on my mod again I am currently trying to make stages for my forest section here is a preview of the two backgrounds I picked had to edit them for openbor might add more decoration later.  let me know what you think.



[attachment deleted by admin]
 
I like of forestp1.
Maybe the sidewalk of forestp2 needs more details or some changes.
A suggestion for a foresp2 stage should be a soil covered of leaves like the image bellow:
FatalFury3-RoadToTheFinalVictory-NationalPark.png
 
@Birnbaum

I also did not like the footpath but drawing and blending leaves all the way down the screen would be a huge pain i will try some other ideas.
 
I took the path from the market stage in motw and I am happy with the result now.

[attachment deleted by admin]
 
Looks good
I thought you won't be using pathways like that but it's good either way

Will you be adding front panel or something? some short bushes in front would be nice
 
For now i just want a base for my stages i will add decorations as a final touch.  Really hate making stages but it needs to be done.  Working on the town stages now.
 
msmalik681 said:
For now i just want a base for my stages i will add decorations as a final touch.  Really hate making stages but it needs to be done.  Working on the town stages now.
You hate to do it but you did a great job with all those edit/drawn stages man. It's really convincing and feels good.
Keep up the great job on this mod.
 
Thanks Yota I try my best.

Here is a preview of one of the bosses from my game Heihachi. I tried drawing the arms myself rather then coping them from other characters.

 
Hey. That's a really great looking Heihachi there! I see you used references from some official KOF characters for him which is good.
 
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