Vendetta Super Recargado

Complete vendetta super recargado 3.0

No permission to download
Project is completed.
If you only need to force enemy to face left, you don't need to check many stuffs. These lines are enough:
C:
  void self = getlocalvar("self");
  changeentityproperty(self, "direction", 0);

You could insert these inside if(frame== ){ } if needed.
thank you so much
For the help, I will put it into practice
 
I've watched the video. I couldn't stop thinking about the size difference here with sprites from different games. Maybe you should scale down the large characters.

That being said, I like what you do with the doctor boss. Bug aside, I suggest altering his grenade toss direction to throw player off. The easiest way is make him toss grenades at these angles: 270, 240 then 210.
The door boss is kinda disappointing cause IIRC in DD Crew, he blocks alot. He should block more often here.

But the best part is the level design, I love how you decorate the level with stuffs. And you don't hesitate to place platforms, boxes etc which require complex wall setting. Great job!
Thank you very much, the sizes of the original vendetta bosses are more or less the same as the ones I added, so I didn't think about shrinking them much, but it would be a good idea, the doctor's grenades are just like what I thought but I didn't know How to do it, I wanted to confuse the player a little, I will try what you told me, thanks for the contribution and suggestion.
and remember that my English is not correct, I use the translator.
 
My God! This is a dream about to come true. Vendetta on OpenBOR!

Back in the arcades Vendetta ticked all the boxes that mattered to me:
detailed sprites, decent moveset, quality music and a touch of humor.

@monomartin: I sincerely hope your upcoming mod keeps that spirit too.
Considering the progress vids you've posted so far I'm quite optimistic. (y)
Thank you very much, I'll give it a try hehe
 
@monomartin
I am not good handling the script so I usually also changing the direction with other way, anyway..


C:
“direction” – Direction, 1 means left, 0 means right.

frame 14, why not try both of them with 1 then?
C:
changeentityproperty(self, "direction", 1);
} else {
changeentityproperty(self, "direction", 1);
Thank you very much
 
The game environment, especially enemies from different sources, looks absolutely great!!!


I'm with Hanzo on that. You can change the colors of some enemies to match the heroes based on the original arcade games (Crime Fighters 1 and 2).

Everything is looking great so far.
I would like to change the colors (palettes) but the truth is I don't get along well creating palettes, basically they turn out badly, I have seen that it is easier with fighter factory.
 
Can you show me the doctor's grenade tossing animation?
this is the doctor's attack

delay 20
offset 70 118
bbox 0 0 0 0
frame data/chars/doc/21.png
delay 2
#shooter2(void vName, float fX, float fY, float fZ, float Vx, float Vy, float Vz)
@cmd shooter2 "granade" 5 50 0 1.5 1 0.5
frame data/chars/doc/22.png
frame data/chars/doc/22.png
@cmd shooter2 "granade" 5 50 0 1 1 0.2
frame data/chars/doc/22.png
delay 7
@cmd shooter2 "granade" 5 50 0 0.5 1 0.1
frame data/chars/doc/22.png
delay 30
frame data/chars/doc/23.png

and this is the grenade
name granade
speed 8
type none
shadow 0
gfxshadow 1
shootnum 1
setlayer 0
subject_to_screen 0
bounce 1
no_adjust_base 0
subject_to_wall 1
subject_to_platform 1
subject_to_hole 1
candamage player obstacle
bounce 1
topflip 1
load fuego_piso
animationscript data/scripts/ani0020.h
onblockwscript data/scripts/bounceF.c
palette data/chars/misc/granade/g1.gif
anim idle
loop 0
delay 6#15
offset 9 15
@cmd target 1.1 1.1 0 0 1
@cmd dash2 0 0
frame data/chars/misc/granade/g1.gif
frame data/chars/misc/granade/g2.gif
frame data/chars/misc/granade/g3.gif
frame data/chars/misc/granade/g4.gif
frame data/chars/misc/granade/g5.gif
frame data/chars/misc/granade/g6.gif
frame data/chars/misc/granade/g8.gif
sound data/sounds/granade.wav
@cmd spawn01 "fuego_piso" 0 0 0
@cmd killentity getlocalvar("self")
frame data/chars/misc/empty.GIF

anim spawn
loop 0
bouncefactor 2.1
jumpframe 0 1.1 0.7 0
landframe 8
delay 8
offset 9 15
frame data/chars/misc/granade/g1.gif
frame data/chars/misc/granade/g2.gif
frame data/chars/misc/granade/g3.gif
frame data/chars/misc/granade/g4.gif
frame data/chars/misc/granade/g5.gif
frame data/chars/misc/granade/g6.gif
frame data/chars/misc/granade/g7.gif
frame data/chars/misc/granade/g8.gif
delay 6
frame data/chars/misc/granade/g1.gif
frame data/chars/misc/granade/g2.gif
frame data/chars/misc/granade/g3.gif
frame data/chars/misc/granade/g4.gif
frame data/chars/misc/granade/g5.gif
frame data/chars/misc/granade/g6.gif
frame data/chars/misc/granade/g7.gif
 
this is the doctor's attack

delay 20
offset 70 118
bbox 0 0 0 0
frame data/chars/doc/21.png
delay 2
#shooter2(void vName, float fX, float fY, float fZ, float Vx, float Vy, float Vz)
@cmd shooter2 "granade" 5 50 0 1.5 1 0.5
frame data/chars/doc/22.png
frame data/chars/doc/22.png
@cmd shooter2 "granade" 5 50 0 1 1 0.2
frame data/chars/doc/22.png
delay 7
@cmd shooter2 "granade" 5 50 0 0.5 1 0.1
frame data/chars/doc/22.png
delay 30
frame data/chars/doc/23.png

and this is the grenade
name granade
speed 8
type none
shadow 0
gfxshadow 1
shootnum 1
setlayer 0
subject_to_screen 0
bounce 1
no_adjust_base 0
subject_to_wall 1
subject_to_platform 1
subject_to_hole 1
candamage player obstacle
bounce 1
topflip 1
load fuego_piso
animationscript data/scripts/ani0020.h
onblockwscript data/scripts/bounceF.c
palette data/chars/misc/granade/g1.gif
anim idle
loop 0
delay 6#15
offset 9 15
@cmd target 1.1 1.1 0 0 1
@cmd dash2 0 0
frame data/chars/misc/granade/g1.gif
frame data/chars/misc/granade/g2.gif
frame data/chars/misc/granade/g3.gif
frame data/chars/misc/granade/g4.gif
frame data/chars/misc/granade/g5.gif
frame data/chars/misc/granade/g6.gif
frame data/chars/misc/granade/g8.gif
sound data/sounds/granade.wav
@cmd spawn01 "fuego_piso" 0 0 0
@cmd killentity getlocalvar("self")
frame data/chars/misc/empty.GIF

anim spawn
loop 0
bouncefactor 2.1
jumpframe 0 1.1 0.7 0
landframe 8
delay 8
offset 9 15
frame data/chars/misc/granade/g1.gif
frame data/chars/misc/granade/g2.gif
frame data/chars/misc/granade/g3.gif
frame data/chars/misc/granade/g4.gif
frame data/chars/misc/granade/g5.gif
frame data/chars/misc/granade/g6.gif
frame data/chars/misc/granade/g7.gif
frame data/chars/misc/granade/g8.gif
delay 6
frame data/chars/misc/granade/g1.gif
frame data/chars/misc/granade/g2.gif
frame data/chars/misc/granade/g3.gif
frame data/chars/misc/granade/g4.gif
frame data/chars/misc/granade/g5.gif
frame data/chars/misc/granade/g6.gif
frame data/chars/misc/granade/g7.gif

@monomartin, please put your code inside of code tags. This will help us greatly with diagnosing.

Thanks,
DC
 
Looks solid, you can tell lot of passion is here with all the effects on bgs that you didnt really had to do , very nice
I asked him, I have seen images that I think are his work and I thought they were excellent, I would love to make or work on a game with his sprites, I imagine games like f. fight or double dragon etc with that graphic style. I congratulate you and I am at your disposal.2.JPG
 
Thanks, here's my suggestion for Doc's grenade toss:
Code:
    delay    20
    offset    70 118
    bbox    0 0 0 0
    frame    data/chars/doc/21.png
    delay    2
    @cmd    shooter2 "granade" 5 50 0 0 1 0.5
    frame    data/chars/doc/22.png
    @cmd    shooter2 "granade" 5 50 0 0 1 0.2
    frame    data/chars/doc/22.png
    delay    7
    @cmd    shooter2 "granade" 5 50 0 0 1 0.1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    2
    @cmd    shooter2 "granade" 5 50 0 0.75 1 0.5
    frame    data/chars/doc/22.png
    @cmd    shooter2 "granade" 5 50 0 0.5 1 0.2
    frame    data/chars/doc/22.png
    delay    7
    @cmd    shooter2 "granade" 5 50 0 0.25 1 0.1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    2
    @cmd    shooter2 "granade" 5 50 0 1.5 1 0.5
    frame    data/chars/doc/22.png
    @cmd    shooter2 "granade" 5 50 0 1 1 0.2
    frame    data/chars/doc/22.png
    delay    7
    @cmd    shooter2 "granade" 5 50 0 0.5 1 0.1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #

BTW, since Granade is tossed by enemies, it's best to remove jumpframe from its SPAWN animation like this:
Code:
anim    spawn
    bouncefactor 2.1
    landframe 8
    delay    8
    offset    9 15
    frame    data/chars/misc/granade/g1.gif
    frame    data/chars/misc/granade/g2.gif
    frame    data/chars/misc/granade/g3.gif
    frame    data/chars/misc/granade/g4.gif
    frame    data/chars/misc/granade/g5.gif
    frame    data/chars/misc/granade/g6.gif
    frame    data/chars/misc/granade/g7.gif
    frame    data/chars/misc/granade/g8.gif
    delay    6
    frame    data/chars/misc/granade/g1.gif
    frame    data/chars/misc/granade/g2.gif
    frame    data/chars/misc/granade/g3.gif
    frame    data/chars/misc/granade/g4.gif
    frame    data/chars/misc/granade/g5.gif
    frame    data/chars/misc/granade/g6.gif
    frame    data/chars/misc/granade/g7.gif

I also noticed that Granade has scripts which targets opponent and dash toward him/her. Those scripts won't work cause Granade isn't hostile toward any type so it's best to remove those targetting scripts.

Also it's possible for the Doctor to toss granades toward player but you'd need proper functions for that. I could share them and also the suggested animation if you're interested :D .
 
Thanks, here's my suggestion for Doc's grenade toss:
Code:
    delay    20
    offset    70 118
    bbox    0 0 0 0
    frame    data/chars/doc/21.png
    delay    2
    @cmd    shooter2 "granade" 5 50 0 0 1 0.5
    frame    data/chars/doc/22.png
    @cmd    shooter2 "granade" 5 50 0 0 1 0.2
    frame    data/chars/doc/22.png
    delay    7
    @cmd    shooter2 "granade" 5 50 0 0 1 0.1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    2
    @cmd    shooter2 "granade" 5 50 0 0.75 1 0.5
    frame    data/chars/doc/22.png
    @cmd    shooter2 "granade" 5 50 0 0.5 1 0.2
    frame    data/chars/doc/22.png
    delay    7
    @cmd    shooter2 "granade" 5 50 0 0.25 1 0.1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    2
    @cmd    shooter2 "granade" 5 50 0 1.5 1 0.5
    frame    data/chars/doc/22.png
    @cmd    shooter2 "granade" 5 50 0 1 1 0.2
    frame    data/chars/doc/22.png
    delay    7
    @cmd    shooter2 "granade" 5 50 0 0.5 1 0.1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #

BTW, since Granade is tossed by enemies, it's best to remove jumpframe from its SPAWN animation like this:
Code:
anim    spawn
    bouncefactor 2.1
    landframe 8
    delay    8
    offset    9 15
    frame    data/chars/misc/granade/g1.gif
    frame    data/chars/misc/granade/g2.gif
    frame    data/chars/misc/granade/g3.gif
    frame    data/chars/misc/granade/g4.gif
    frame    data/chars/misc/granade/g5.gif
    frame    data/chars/misc/granade/g6.gif
    frame    data/chars/misc/granade/g7.gif
    frame    data/chars/misc/granade/g8.gif
    delay    6
    frame    data/chars/misc/granade/g1.gif
    frame    data/chars/misc/granade/g2.gif
    frame    data/chars/misc/granade/g3.gif
    frame    data/chars/misc/granade/g4.gif
    frame    data/chars/misc/granade/g5.gif
    frame    data/chars/misc/granade/g6.gif
    frame    data/chars/misc/granade/g7.gif

I also noticed that Granade has scripts which targets opponent and dash toward him/her. Those scripts won't work cause Granade isn't hostile toward any type so it's best to remove those targetting scripts.

Also it's possible for the Doctor to toss granades toward player but you'd need proper functions for that. I could share them and also the suggested animation if you're interested :D .
Hello Bloodbane
, thank you very much for your help, I am going to work with your grenade suggestion and if it is not a problem I would love to know your method for the doctor to throw the grenades and chase the player, it is always good to learn. On the other hand, I took your suggestion about the size of the enemies, both Doctor and others, and you are right. It looks better by making them smaller. I thank you for your help and opinions to improve
 
Okay, here's my suggestion for Doctor's granade toss, this one is targetted toward a player:
Code:
    delay    20
    offset    70 118
    bbox    0 0 0 0
    frame    data/chars/doc/21.png
    delay    10
        @cmd    targetB 80 5 50 0 0
        @cmd    tossT2 "granade" 5 50 1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    10
        @cmd    targetB 80 5 50 0 0
        @cmd    tossT2 "granade" 5 50 1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    10
        @cmd    targetB 80 5 50 0 0
        @cmd    tossT2 "granade" 5 50 1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #

The Doctor needs these functions:
C:
void targetB(float Time, float dx, float dy, float dz, int Flip)
{// Targetting opponent before tossing bomb
// Time = specified time
// dx = x added distance
// dy = y added distance
// dz = z added distance
// Flip = flip flag

    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");
    float x = getentityproperty(self, "x");
    float y = getentityproperty(self, "y")+dy;
    float z = getentityproperty(self, "z")+dz;
    float Vx, Vy, Vz;

    if(dir == 0){
      dx = -dx;
    }

    x = x+dx;

    setlocalvar("T"+self, findtarget(self)); //Get nearest target
    void Target = getlocalvar("T"+self);

    if(Target != NULL()){
      float Tx = getentityproperty(Target, "x");
      float Ty = getentityproperty(Target, "y");
      float Tz = getentityproperty(Target, "z");
      float Sy = Ty - y - dy;

      Vy = 0.05*Time + Sy/Time;
      Vx = (Tx-x)/Time;
      Vz = (Tz-z)/Time;
    } else {
      Vx = 0;
      Vy = 0;
      Vz = 0;
    }

    setlocalvar("x"+self, Vx);
    setlocalvar("y"+self, Vy);
    setlocalvar("z"+self, Vz);
    setlocalvar("T"+self, NULL()); //Clears variable
}

void tossT2(void Shot, float dx, float dy, float dz)
{ // Tossing targetted bombs
// For custom grenades
   void self = getlocalvar("self");
   float Vx = getlocalvar("x"+self);
   float Vy = getlocalvar("y"+self);
   float Vz = getlocalvar("z"+self);
   int Direction = getentityproperty(self, "direction");

   if(Direction == 0){ //Is entity facing left?                  
     Vx = -Vx; //Reverse Vx direction to match facing
   }

   if( Vx && Vy && Vz ){
     shooter2(Shot, dx, dy, dz, Vx/2, Vy, Vz/2);
   }
}

You already have shooter2 function so I didn't need to quote that.
HTH
 
Okay, here's my suggestion for Doctor's granade toss, this one is targetted toward a player:
Code:
    delay    20
    offset    70 118
    bbox    0 0 0 0
    frame    data/chars/doc/21.png
    delay    10
        @cmd    targetB 80 5 50 0 0
        @cmd    tossT2 "granade" 5 50 1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    10
        @cmd    targetB 80 5 50 0 0
        @cmd    tossT2 "granade" 5 50 1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #
    delay    200
    frame    data/chars/doc/21.png
    delay    10
        @cmd    targetB 80 5 50 0 0
        @cmd    tossT2 "granade" 5 50 1
    frame    data/chars/doc/22.png
    delay    30
    frame    data/chars/doc/23.png #

The Doctor needs these functions:
C:
void targetB(float Time, float dx, float dy, float dz, int Flip)
{// Targetting opponent before tossing bomb
// Time = specified time
// dx = x added distance
// dy = y added distance
// dz = z added distance
// Flip = flip flag

    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");
    float x = getentityproperty(self, "x");
    float y = getentityproperty(self, "y")+dy;
    float z = getentityproperty(self, "z")+dz;
    float Vx, Vy, Vz;

    if(dir == 0){
      dx = -dx;
    }

    x = x+dx;

    setlocalvar("T"+self, findtarget(self)); //Get nearest target
    void Target = getlocalvar("T"+self);

    if(Target != NULL()){
      float Tx = getentityproperty(Target, "x");
      float Ty = getentityproperty(Target, "y");
      float Tz = getentityproperty(Target, "z");
      float Sy = Ty - y - dy;

      Vy = 0.05*Time + Sy/Time;
      Vx = (Tx-x)/Time;
      Vz = (Tz-z)/Time;
    } else {
      Vx = 0;
      Vy = 0;
      Vz = 0;
    }

    setlocalvar("x"+self, Vx);
    setlocalvar("y"+self, Vy);
    setlocalvar("z"+self, Vz);
    setlocalvar("T"+self, NULL()); //Clears variable
}

void tossT2(void Shot, float dx, float dy, float dz)
{ // Tossing targetted bombs
// For custom grenades
   void self = getlocalvar("self");
   float Vx = getlocalvar("x"+self);
   float Vy = getlocalvar("y"+self);
   float Vz = getlocalvar("z"+self);
   int Direction = getentityproperty(self, "direction");

   if(Direction == 0){ //Is entity facing left?                 
     Vx = -Vx; //Reverse Vx direction to match facing
   }

   if( Vx && Vy && Vz ){
     shooter2(Shot, dx, dy, dz, Vx/2, Vy, Vz/2);
   }
}

You already have shooter2 function so I didn't need to quote that.
HTH
thank you very much for your help and suggestion
 
Hi, friend !!! how are you so long!!!
Your game is very good... waiting for you to play it.
I continued making mine Double Dragon Masters of Sousetsuken, I will upload news about it.
A big hug!!!

Hola Amigo !!! como estas tanto tiempo!!!
muy bueno tu juego ... esperandolo para jugarlo.
yo sigi confeccionando el mio Double Dragon Masters of Sousetsuken, ya subire noticias de el .
Un abrazo grande!!!
 
Hi, friend !!! how are you so long!!!
Your game is very good... waiting for you to play it.
I continued making mine Double Dragon Masters of Sousetsuken, I will upload news about it.
A big hug!!!

Hola Amigo !!! como estas tanto tiempo!!!
muy bueno tu juego ... esperandolo para jugarlo.
yo sigi confeccionando el mio Double Dragon Masters of Sousetsuken, ya subire noticias de el .
Un abrazo grande!!!
Hello, I haven't been here for a while, I also want to try your game, I hope it's ready soon
 
Hello friends, you are ready to share the game, ask, do I share it here or how do I change the poster to complete, finished, and another question, in future updates I would like to add a female character, what do you suggest? And finally, does anyone have the sprites to share of that gay character that appears in Vendetta, I would like to add it.
 
@monomartin please upload your game to the resource section here,

You can change status to completed too, you can update your resource or change status of your resource at any time.
 
Back
Top Bottom