Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
Thanks for your comments.
I'll try to post some more. and perhaps a gif or video later.

I completed 2 of the 4 special throws
-multiple slaps
-tombstone piledriver

to do :
-spining hurricanrana (SFA3 R.Mika type)
-neckbreaker to pin

After this, my template first character will be 90% complete.
 
nedflandeurse said:
A glimpse of something I have been working on.
I mostly reused some sprites from my other moves to frankensprite this move.
One of the special throws "Tombstone piledriver"
V8z8rGg.jpg

Looks great my friend!

;D ;D ;D
 
dantedevil said:
nedflandeurse said:
A glimpse of something I have been working on.
I mostly reused some sprites from my other moves to frankensprite this move.
One of the special throws "Tombstone piledriver"
V8z8rGg.jpg

Looks great my friend!

;D ;D ;D

Thanks for the support. I'm glad to hear that, particularly from a skilled and great guy like you my friend! :)

I'm not sure I can complete these 2 last moves, I'm lacking time now, I put all my free time and creation energy for my comics project.

Actually these moves would be already completed if it was with mugen ::), but , again, I'm so slow with openbor and I forget coding strucure really fast.

For one of the last moves, the sprites are done, but I know it will take me several 2-3 weeks to complete the coding, so I'm lazy to start. :)

But this project is not dead yet.
 
crimefighters3 said:
Hey Ned you still working on this?  Hope things are going okay?  Games looks fantastic.

I have other projects out of games these days.
To work on this, my possibility would be to quit my job and quit creative practice to work on this (eventually work HARD on understanding scripts)

I cannot leave my job for this, it's a hobby, so, it will be slow, very slow.
The truth is I work less and less on it. The no-work time on it was initially few days then few weeks.
Now, I wait 4-5 months then add a little tweak.

what I need is a coder/progamer, but I know everybody have their own project.
So I will not bother anyone with this.
Also, I would actually like to code some parts myself. I want to add the actual characters! create custom moves !
But I need to complete my templates first.

I'm also thinking about updating the game to be compatible with new builds of Openbor, but it will be a nightmare!!  ::)

It's still good to see ppl are still liking this WIP even if it can take 8 more years to be completed.
 
Thanks guys.
Now, what this project need is coding support.
I cannot do it by myself alone anymore.
 
Still coding. I never been so "discontinuous"
I have several priorities in art projects + My full job of course...

Anyway, lately, I tried to code one of the "super slams move" It was in the work for more than 2 years (yes, just this move)
I had several physics problems on it and weird results. I finally simplified the animation. (not much impressive, now)
I also wasted several custom sprites that cannot be used anymore. (I hate to sprite for nothing, because a move cannot be done/or I don't have the skills)

Of course, I use Bloodbane 's slams system. (but I feel a bit lost with one of the settings)

This super slams finishes with a pin move (rana pin style)
After this scripted slam, the opponent is released.

Buth for some reason, I cannot make him turn in the right direction (just want to flip it horizontally)
I'm really rusty in coding, particularly scripted stuff.
And I would like to know how to make opponent flip to the right side, and also going in the back of player, not in front.
the problem is in the right side picture
aWivVy7.png


The part of docs I read about coding slams with BB method. (incomplete and not accurate I think)
1LPmgGh.png


End part of the slam code itself
Code:
	 delay      1#--------------last pour release bind of P2 (1 frame)
        @cmd    position 10 24 1 0 1
	frame	data/chars/rachel/suptwist22.gif

	 delay      1#--------------last pour release bind of P2 (1 frame)
        @cmd    depost 0
        @cmd    finish 50 2 -2.2 2.2 1 1#50 2 -2.2 2.2 1 1
	frame	data/chars/rachel/suptwist22.gif

	 delay      35
	frame	data/chars/rachel/suptwist22.gif

#get up

Any help is welcome.
Thanks.
 
nedflandeurse said:

nedflandeurse

Since I use my own system, I don't really know much about Bloodbane's. Hopefully he can chime in to help. Something we introduced (that I just used) that might also aid you is the ability to tag other community members in your posts. Just put an "@" before their user name. That can help call attention to something they might otherwise miss - I can tell you from personal experience I miss and or forget about posts all the time.

DC
 
Thanks for the explanation DC.  :)
I'm updating my previous post, so Bloodbane have more chance to see it.
Good feature BTW.
 
I made those scripts myself but to to tell the truth, I still trial n error when setting finish or throw command. Mostly setting Vx and facing parameter
If facing direction is still wrong, change last parameter from 0 to 1 or 1 to 0. If opponent fall to wrong direction, I set negative velocity for Vx (or positive Vx if it were negative before)

So in your case, try this:
Code:
@cmd    finish 50 2 2.2 2.2 1 0

The part of docs I read about coding slams with BB method. (incomplete and not accurate I think)

You're correct about that. x,y and z are actually Vx, Vy and Vz and they are independent to opponent's facing direction
Last parameter defines opponent's facing direction and it's not related to Vx

HTH
 
Thanks for taking the time to read and help me with it.
I don't have my files right now, but I cannot wait to update the file.

Since I don't code that much now, I lose some of my skills about this kind of settings.
 
Bloodbane said:
I made those scripts myself but to to tell the truth, I still trial n error when setting finish or throw command. Mostly setting Vx and facing parameter
If facing direction is still wrong, change last parameter from 0 to 1 or 1 to 0. If opponent fall to wrong direction, I set negative velocity for Vx (or positive Vx if it were negative before)

So in your case, try this:
Code:
@cmd    finish 50 2 2.2 2.2 1 0

The part of docs I read about coding slams with BB method. (incomplete and not accurate I think)

You're correct about that. x,y and z are actually Vx, Vy and Vz and they are independent to opponent's facing direction
Last parameter defines opponent's facing direction and it's not related to Vx

HTH

Bloodbane
I finally had the chance to access my files and a few time to actually try this code.
Code:
        @cmd    finish 50 2 2.2 2.2 1 0

Sadly, the result is EXACTLY the same as the picture I posted just before.
I don't understand what's wrong.
 
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