The Bruiser Brigade

Canceled The Bruiser Brigade A7

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Project is halted prior to completion and will not receive further updates.
Itsuchi KS said:
somethings wrong with the keyall.c script. Says cant parse the script  :-\

Hum it's odd. Are you using the OpenBOR version bundled in the archive or are you using another one ?
 
Bump ! At last, here's a second experimental demo for those who want to test the mod. It contains new characters (12 playable in this demo) and 3 levels.

Download Demo 2

Then again, I warn you, there are still bugs and unfinished stuff (including damage, bboxes, etc).

Most characters are still far from finished, especially Hugo, Birdie & Hawk who completely lack advanced platforming abilities. As such, to test & pass platforming sections I advise you to use Zangief or Hulk  as their jumping controls are easier to get used to (still, you'll need a controller). Thing (rocky guy from the fantastic four) and Juggernaut might be okay too. Edit : see end of post for Zangief & Hulk platforming commands.

Potemkin & Iron Tager are basically "sketch entities" ; I included them here because I'm not sure if it's worth it to develop them further as I didn't manage to shrink them properly and they look somehow odd (if someone knows the best way to scale-down characters sprites).

A controller is "required" to play the game properly. "Block Modifier" is intended to be assigned to the left trigger of the controller and "Break Modifier" to the right trigger.
When you hold the "Block modifier" button, you character will go into guard stance and pressing attacks button from this stance will launch different moves (block + jump = evade)
When you hold the "Break Modifier" button, pressing attack buttons will launch special moves (which behave differently depending on the directional keys you are holding) (break + jump = dash)
Holding both "Block" and "Break" modifiers will trigger a breakout move.


You might also want to lower the sound effects volume a bit (or increase the music volume) as I didn't properly equalize all the sound files yet.


Zangief platforming commands :
  • pressing special during most jumps : Air Lariat, used to increase jump distance and control jump movement
  • holding forward while landing : continue to run immediatly after landing
  • holding break modifier while (and before) landing : roll landing
  • holding break + pressing jump while on foot : roll
  • pressing jump during roll : leap forward (can be cancelled with Air Lariat by pressing special)

Hulk platforming commands :
  • runattack (forward, foward + attack) : Gamma Charge
  • holding break + pressing jump while on foot : quick leap
  • pressing jump while "gamma charge" or "quick leap" : hop forward.
  • holding break modifier while (and before) landing : roll landing
  • pressing attack while roll landing : gamma charge
  • pressing jump while roll landing : small leap
  • pressing kick while roll landing : power jump
  • holding break + pressing kick while on foot : power jump (this command does a power jump only if hulk is on a platform)

Combining these commands you should be able to pass the platforming sections present in the demo.
 
Here's an excerpt of Zangief fighting move list, which will help understand how the fighting gameplay works :

Notes :

P = Punch ; K = Kick ; S = Special ; Br = Break Modifier ; Bl = Block Modifier
F = Hold Forward ; U = Hold Up ; ...
Indented lines : list of moves you can chain from the current move

Normal Moves

Punch : Slap combo
  F + P => Strong direct
  D + P => Elbow smash
  U + P => Quick Headbutt


Break Moves :

Br + Punch = Grabbing dash
Br + Kick = Elbow drop
Br + Special = Air launcher
Br + direction + Special = Medium Lariat
Br + Jump = Roll forward


Grab stance moves :

Punch : Simple Piledriver (hold the button for the Spinning Piledriver variation)
  P => Air launcher + follow
  K => Basic suplex

D + Punch = Back breaker
  K => Basic Suplex
  S => Powerbomb

Kick : Basic suplex
  K = Second basic suplex
  U+K = Jumping suplex
  S = Powerbomb

Special : Powerbomb
  K => Basic Suplex
  U+K => Jumping Suplex


Air launcher + follow
  P => Air Pile Driver
  K => Air Suplex
  S = Air Powerbomb
 

Block moves :

Bl + Punch : Crouch punches
Bl + Jump : Evade

Block + Break = Long controlled lariat
 
No problem  ;D

When you'll finally get to play it, I'll appreciate if you could tell me what you thought about it, problems you encoutered, etc. Thanks  ;)
 
Ok guys, here's a new demo including a new 100 % action stage : the roundness festival ;D
Raw muscle power VS body curviness grace, which one will come out victorious ?  :P

roundness_scr1.jpg


roundness_scr2.jpg


I'm also introducing a global knock back system in this demo. Currently it's in testing phase and only enabled on Juggernaut for the new stage. It basically allow to use the dropv attack property for knock back purpose, so that when an entity resist knock down they still get pushed back and up adequatly while playing their pain (or block) animation.

Here's the download link : https://www.mediafire.com/?buj43b13p1b4c32 . Choose the "Roundness Festival" set at the start of the game to play the new stage.
 
It's really shaping up, the combat is really fun, the slams etc are great.  ;D


BUG: On Zangief, if you hold down Break Modifier and keep pressing KICK button you can fly accross the stage.  Also it can make enemies get bound to you.
 
BeasTie said:
It's really shaping up, the combat is really fun, the slams etc are great.  ;D


BUG: On Zangief, if you hold down Break Modifier and keep pressing KICK button you can fly accross the stage.  Also it can make enemies get bound to you.

Thank you BeasTie, I appreciate your feedback  :)

As for this kind of bug (canceling break moves by break moves), its something I need to fix for a long time, but haven't done yet because the proper solution I imagine involves a lot of work. But until then I guess I should at least set up a workaround solution to prevent Flying Zangief and whatnot  :P

Need to do it with slams too. In the meantime, in case an enemy is bound to you when it should not, pressing block should normally release it (with most characters anyway).

 
IDK if this is related to the problem above, and I haven't looked at your inner workings, but I noticed you credited me for your grappling. So just FYI it's important to keep in mind that I designed it to be more stable than other systems, but for that stability to work, you have to use it exactly as intended. Otherwise it won't be stable at all. By all of it, I mean the checks for events that could interrupt a sequence and result in perma binds.

One example is getting hit or time running out when you are mid grapple. There is a part of my system that goes in the takedamage event. This releases and knocks down any grappled enemies to reset them. That allows you to have interruptible grapples and thus add more strategy, not to mention avoids the timer messing up your game. But if you don't use it properly, you could wind up "collecting" entities that you grapple.

DC
 
Yeah it's kinda related. I credited you because I use a slightly modified version of your grapple bind function ( bind0010, and its dependencies ).
Target storing/releasing is done via other specific functions. And as of now the releasing function is indeed not called in all the situations it should be called (didn't bother with all this yet)

Here the problem is not with "standard" events, but with custom animation canceling. In the current game build you can trigger special moves at any time, in some cases even while grabbing a target (evade, break out). I'll probably set a release check in the function that trigger these special moves, but I'm still not sure if it's the right place.
 
im still learning how to play your game, but it is very cool i like the concept, but im trying the old method of playing game and let the learning curve teach me how to play, without read any stuff, i can do many cool moves already and i like it,but somealways i get a forever binded enemy on me and i need start over to finish the stage
but the game is getting shape and i like it

by the way any plans to add ghost rider on the game? i noticed you like to create cool moves and ghost rider from mugen have a lot of potential in your game i think
 
Hehe thanks for your feedback, I like the fact that you're experimenting the different moves  ;D I made a lot of combinations depending on the directional key you hold. Some grapplers have tricky slams variations too. I know the controls are not conventional, but when you get used to it, I think it's for the better.

Too bad you got forever binded, I really need to fix that :-[ But as I said earlier, if it happens, pressing block should normally release the target and allow you to continue playing. But I'll try to fix that for the next demo release so that it never happens again  ;)

I didn't plan to add Ghost Rider, but I just checked him and he is indeed kinda cool, so I added him to my secondary list of characters todo ; the chain and bike can add something new to the roster. I already have a pretty solid list of todo characters waiting though (I already started to work on 10 new characters, and I have around 20 other names waiting, just can't resist discovering and working on new chars :o) but I'll consider any suggestion.
 
Hey, new demo time !

http://www.mediafire.com/download/tneo5d388q6nkjo/TheBruiserBrigade_DemoA4.7z

The Bruisers in Gotham :
http://youtu.be/JVhsnKpSTTI

Batman doing his night job, Oro & Potemkin kicking ass and taking names :
http://youtu.be/mpcPs052ggY

- includes a cool (and maybe a bit hard) Gotham variation of the first stage, mixing various enemies from other levels
- two new playable characters : Potemkin (as one of the bruiser brigade member) and Batman (as an unlockable character)
- most of the binding bugs should be fixed in this version.
- reajusted music and sfx volume
- push back system still not finished but more widely implemented
- added new moves to the existing characters

From what I can recall these new moves includes :

Hulk :

- Sliding smash (inspired from bWWd marvel super heroes). It is available as a classic slam variation (special attack button) and as a dash follow up (by pressing special during dash animation, that is after pressing Break + Jump)
- Jumping Smash : available as a classic slam variation : press UP + Punch
- Moon Kick : available as a classic slam variation : press UP + Kick

Zangief :

- Simple Pile Driver : Grab + simple punch press. To throw a Spinning Pile Driver, just hold the punch button.
- Siberian Blizzard : Press Special to throw a classic lariat then press Jump. While in air, press punch, kick or special to chain with a slam finisher.

Hugo :

- Meat Squasher Run : Forward + Special break move
- Meat Squasher Slam : press kick during meat squasher run
 
What an awesome script!
Very good way to "study" long chains of attacks.
It's fantastic!
(much better than those long and boring lines of commands on most game FAQs)
 
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