Way of Martial Arts

In Progress Way of Martial Arts 0.5

No permission to download
The project is currently under development.
This is great i used to love Way of Exploding Fist , I just did a playthrough of this and managed to finish it first try  ;D
https://www.youtube.com/watch?v=GuFJIczqM4k&feature=youtu.be
 
About 2nd element. Might it be from Ashita no Joe?
or if you talk about stretching anim, it can be dragon ball.
I'm just guessing... ^^

Also, I would suggest to use some other hit sparks and also different hit sounds than the regular one used in original BOG game.

Just to make it sound more complete.
 
nedflandeurse : Congratulations, you win 1 point, it's Sangoku stretching routine :)
tenor.gif

About hitsparks, I have already new one for 0.5. It's time to move on to the updated version and release it soon :p
A clue for the latest question of the quizz: Which fighter refered in the gameover screen travels the world with his bag to challenge other martials artists?
 
kimono said:
nedflandeurse : Congratulations, you win 1 point, it's Sangoku stretching routine :)
tenor.gif

About hitsparks, I have already new one for 0.5. It's time to move on to the updated version and release it soon :p
A clue for the latest question of the quizz: Which fighter refered in the gameover screen travels the world with his bag to challenge other martials artists?
Ryu from street fighter??? I know im wrong because he only started using the bag later on hahaha but worth a guess  ;D
 

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Davpreec said:
kimono said:
nedflandeurse : Congratulations, you win 1 point, it's Sangoku stretching routine :)
tenor.gif

About hitsparks, I have already new one for 0.5. It's time to move on to the updated version and release it soon :p
A clue for the latest question of the quizz: Which fighter refered in the gameover screen travels the world with his bag to challenge other martials artists?
Ryu from street fighter??? I know im wrong because he only started using the bag later on hahaha but worth a guess  ;D

It was my guess too for Ryu, but anyway ^^
 
Davpreec: You've got the point, right answer!
Current score:
- maximux:          1pt
- nedflandeurse: 1pt
- Davpreec:          1pt
You gain all 3 the favor to make one wish (appear ingame, add something doable and logical to the game...).
@FFredesign alias Marco has done a beautiful stage that replaces the previous Spirit Kendo stage, he's got some great skill at graphics :):
 
nedflandeurse said:
Davpreec said:
kimono said:
nedflandeurse : Congratulations, you win 1 point, it's Sangoku stretching routine :)
tenor.gif

About hitsparks, I have already new one for 0.5. It's time to move on to the updated version and release it soon :p
A clue for the latest question of the quizz: Which fighter refered in the gameover screen travels the world with his bag to challenge other martials artists?
Ryu from street fighter??? I know im wrong because he only started using the bag later on hahaha but worth a guess  ;D


It was my guess too for Ryu, but anyway ^^
Hahaha yeah he was the only person that come to mind with the hint given  :) kimono yay go me  ;D
 
Hi openbor users!

Just a little word to say that a new demo is underway, I finished all 10 weapons and some new moves:
DvfJAMv.gif

Following the O Ilusionista advice, I tried to make various new weapons like the testubo a sort of giant spiked club (yari and naginata will have the same pattern like "bo" staff)
A simple test with the kusarigama weapon and a new stage made by Final Fight Forever
I've just got a small problem here:
I use
Code:
weaponframe 6 7
on characters spawn anim and
Code:
@cmd	beidle
on idle weapon .txt with weaploss1, but I don't have the weapon dropped on the floor when the characters are being knocked down. I think it's because I use the weapon frame function, maybye an other method would be better?
 
Players, NPCS nor enemies won't have weapon in possession if they enter weapon model using weaponframe command. That's why when they change their model (in any way), they don't drop the weapon

The solution is to script weapon drop to spawn the weapon as suggested by malik
 
msmalik681 and  Bloodbane: Thanks for your great help, I really wish to learn how to make simple scripts but i'm sometimes a little lost.

So, considering Karatedo (player) and KaratedoE (enemy) use Tonfa weapon (weapnum 2) and has karatedotonfa.txt extension.
I found something interesting: in stage, when I set
Code:
weapon  tonfa 1
for enemies, this works perfectly as expected :)
Nonetheless, I tried
Code:
setweap 2
and
Code:
weaploss 1
, the character keeps the weapon even if he's knocked down :/.
 
A quick look at the first bonus stage: 4 martials artists with a board to break.
I just wish to implement a reaction when they are attacked on their death anim.
I tried something like this but it doesn't seem to be the good method:
Code:
anim	death
	loop	0
	offset	28 108
	delay	24
	sound	data/sounds/death.wav
	followcond 1
	followanim 1
	frame	data/chars/bonusstand/death1.gif
	frame	data/chars/bonusstand/death2.gif
	frame	data/chars/bonusstand/death3.gif
	frame	data/chars/bonusstand/death4.gif
	bbox 19 22 37 86
	frame	data/chars/bonusstand/death5.gif
	
anim follow 1
	loop	0
	offset	42 105
	bbox 45 16 37 38
	delay	20
	frame	data/chars/bonusstand/duckblock.gif
	@cmd	beidle
It would be fun if they can block an attack while they're on their death anim :)
 
Once an entity is dead, the engine skips over it for just about everything, including collision detection. This is to save resources.

You need to set the "dead" entity property to 0 to bring them back into play again.

DC
 
Damon Caskey: Thank you for your guidance, but if I disable death state, the enemy will be able to move (walk) again or stay with the last frame (what I wish for)?

I will try also to make a grappling hook weapon that works like Mortal Kombat Scorpion with enemies and objects and can hang on walls or platform and pulls the player.
I don't know if it was already done in an Openbor game.

The Story can be finished in 3 ways:
- Warrior's Path: classic mode where you beat all the enemies
- Monk's Path: befriend with enemies or find a pacific way to go on
- Ninja's Path: stealth like a shadow, avoid enemies with climbing, hiding etc...
jUduBTb.gif
 
Here's a work in progress of the second bonus stage:
The main concept is to avoid or punch/block bouncing balls and defeating the 3 others opponents, that's a little hard :)
I'll try to make a rebound like this and need to know how the projectile could share the same alternate palette with the user (enemies here):
 
Why not, interesting idea :)
The original bonus stage is really so excellent i love it ... but really hard too :p
 
After watching both videos, I'm kinda torn. On one side,  having pure survival deflecting ball mode is doable and might be a good addition but OTOH having other fighters tossing balls toward players is good too  ;D

need to know how the projectile could share the same alternate palette with the user (enemies here):

There are already these functions in your spawn.h library:
Code:
void tosserM(void Bomb, float dx, float dy, float Vx, float Vy)
{ // Tossing special bomb with speed control and same remap
   void self = getlocalvar("self");
   int  iMap = getentityproperty(self, "map");
   void vShot;

   vShot = tosser2(Bomb, dx, dy, Vx, Vy);
   changeentityproperty(vShot, "map", iMap);
}

void shootM(void Shot, float dx, float dy, float dz)
{ // Shooting projectile with same palette
   void self = getlocalvar("self");
   int Direction = getentityproperty(self, "direction");
   int Map = getentityproperty(self, "map");
   int x = getentityproperty(self, "x");
   int y = getentityproperty(self, "a");
   int z = getentityproperty(self, "z");
   void vShot;

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

   vShot = projectile(Shot, x+dx, z+dz, y+dy, Direction, 0, 0, Map);
   return vShot;
}

Both spawns projectile with same map. TosserM tosses projectile like ball while shooterM shoots projectile like knife
You'd need to use the former to toss balls

Speaking of ball, here's an example of a ball projectile:
Code:
name    	EBall
type    	none
candamage       player
nolife          1
facing		1
bounce		1
offscreenkill	20
subject_to_wall 0
subject_to_hole 1
no_adjust_base  0
noquake		1
subject_to_gravity 1
subject_to_obstacle 0
subject_to_platform 0


anim	idle
	loop	1
	delay	10
	offset  20 40
	bouncefactor 1
	attack  1 1 38 38 20 1
	frame	data/chars/misc/shots/Ball1.png
	frame	data/chars/misc/shots/Ball2.png
	frame	data/chars/misc/shots/Ball3.png
	frame	data/chars/misc/shots/Ball4.png #

HTH
 
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