In Progress World Warriors

The project is currently under development.
Dan is the best replacement for them.
So I guess this version of Dan is gonna be a more serious character?

Instead of travelling the world. The world warrior tournament is a city wide battle royale hosted by Geese, making the whole idea of walking around beating up folk more plausible.
That's the concept I am using for KOF tournament in my game.

I was first against using other sprites of other games. I changed my mind on it.
Even in SF Alpha Guy and Maki look out of place in those games when compared to bushy brow Ryu them.
I think Guy fits fine in Alpha, Maki though is just her CVS sprites reused in that game, same with Eagle and I think Yun.

80% of the game is CVS sprites. I will use Real Bout's Hon fu to test a few ideas.
Last blade,Garou and SF Alpha sprites make up the 20%. Rage of the dragons sprites could even work but SVC look way too different.
Hon fu might be a bit bulky compared to the lanky proportions many CVS chars get, but maybe with the right color shading he could fit in.
Its a pity Openbor doesnt have a similar scale function like mugen has, to resize sprites in engine, coz then it could kind of work for Garou and Alpha sprites.
 
Hon fu might be a bit bulky compared to the lanky proportions many CVS chars get, but maybe with the right color shading he could fit in.
I'm aware of that. Even though I wrote him into the story along side Kim, outside his reasons for being in the game, he is definitely a test subject for things I never seen in a beat em up yet.
so I'll just add him as is.
I think Guy fits fine in Alpha, Maki though is just her CVS sprites reused in that game, same with Eagle and I think Yun.
So I got Yun and his brother along side Hugo from SF 3.
There are a few other characters from Alpha like Feilong.
I have to use sprites from other games for the story I want to touch. I'll sacrifice the overall look of the game.
At the end of the day as long as the game is made.
 
There is already CVS Billy Kane in it. You can get here or here.
Thanks, those edits look spot on.
Guess Eagle lost his spot, I'll see what I can do with the rest. I might include Mary but the cast is stacked. I'll first built what was intended regarding the roster then add to it.
 
I couldn't make a full sentence because I was on my way to work, so I left it with small sentences.

Guess Eagle lost his spot, I'll see what I can do with the rest.
I guess Eagle is no longer part of the character roster for your story/mod, then.
 
I couldn't make a full sentence because I was on my way to work, so I left it with small sentences.


I guess Eagle is no longer part of the character roster for your story/mod, then.
He is known as a bodyguard so he wouldn't be out of place with the likes of Billy and Yamazaki.
I mean they all 3 carry weapons which makes for a awesome trio, but I'll tie him in to Sagat's story since they rivals.

I could even add him as hired help(NPC) that can help the player for a price. Excluding Sagat.
he will do things the player can't like attack enemies on the ground, also launch them for the player.
I definitely want to make use of the features available in Openbor.
Development will pick up soon since I'm almost done dealing with a few personal matters.
 
I just notice I started this project in 8 Nov '23 . My kid as born on the very same day.🤔
Glitch in the Matrix much.
 
Its a pity Openbor doesnt have a similar scale function like mugen has, to resize sprites in engine

Where in the world did you get that notion? OpenBOR can resize sprites all day and twice on Sunday. Rotate, distort, clip, tint, you name it.


It's just not a smart idea to use scaling as a hack like that for a lot of reasons (and it isn't smart in Mugen for the same reasons).

DC
 
Its a pity Openbor doesnt have a similar scale function like mugen has, to resize sprites in engine, coz then it could kind of work for Garou and Alpha sprites.
As someone with a strong background in Mugen, I think I can contribute here and say that OpenBOR actually has more control over sprites than Mugen.
I've updated this topic with more info (I will try to include some images later)

The "water" effect in action for stages - pay attention to the... water :)

This is done with a single line of coding - in fact, its just parameters of the stage layer

"Water" raster effect on entities

Both can't be done on Mugen.
(and it isn't smart in Mugen for the same reasons).
Mugen has more than one method to handle this - you can scale the sprite (which won't scale the collision boxes) and you can scale the local coords, which will scale everything.
But if the second character uses some scale manipulation on his target (In Mugen, the target can be forced to read the attacker's codes and animations) and assumes that the scale is at 1.0, several errors can occur, from giant characters on the screen to completely wrong position of effects.
 
Where in the world did you get that notion? OpenBOR can resize sprites all day and twice on Sunday. Rotate, distort, clip, tint, you name it.


It's just not a smart idea to use scaling as a hack like that for a lot of reasons (and it isn't smart in Mugen for the same reasons).

DC
I checked that page before and it never said anything about scaling, I still don't see anything on that page stating that actually, unless I am missing something. Same with the older outdated manual.
But I assume you are meaning that you would have to script your own function to do the scaling, probably using drawmethod or something, and then call that method for each anim. Which means you are making the script, and there isn't a setting in openbor, like in mugen to just add one line to handle the scaling for you. That is what I meant.
It might not be the smartest idea yes, but for some who maybe do not have the time or maybe skill to manually resize sprites consistently, it at least gives you the ability to finish your game.
 
Same with the older outdated manual.
I don't know if you didn't see my answer or if you just ignored it—which, I confess, is the key to being ignored in this community, because it's frowned upon when we spend time explaining something and someone ignores it.

There's no such thing as an "old outdated manual," it's legacy: it covers everything from build 3.0 and is constantly being updated—interestingly, I'm the one updating it.

I included this in the post I linked above:
drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate}

Search for this line in the legacy manual or the wiki and you'll see the full explanation.
 
I checked that page before and it never said anything about scaling, I still don't see anything on that page stating that actually, unless I am missing something. Same with the older outdated manual.
But I assume you are meaning that you would have to script your own function to do the scaling, probably using drawmethod or something, and then call that method for each anim. Which means you are making the script, and there isn't a setting in openbor, like in mugen to just add one line to handle the scaling for you. That is what I meant.
It might not be the smartest idea yes, but for some who maybe do not have the time or maybe skill to manually resize sprites consistently, it at least gives you the ability to finish your game.

Like @O Ilusionista just said, it's right there. Drawmethod doesn't require script at all. It is animation level, but it's also persistent until you change it. So put something like this in a spawn animation...

Code:
drawmethod 0.5 0.5
frame data/chars/dude/dude_sprite.png

Done. The entity sprites are now 50% sized. That said, if you do this, you absolutely WILL run into hidden gotchas that will likely cost more time than it saves, but if that's really the way you want to do it, it's there as an option.

DC
 
I don't know if you didn't see my answer or if you just ignored it—which, I confess, is the key to being ignored in this community, because it's frowned upon when we spend time explaining something and someone ignores it.

There's no such thing as an "old outdated manual," it's legacy: it covers everything from build 3.0 and is constantly being updated—interestingly, I'm the one updating it.
No I didnt ignore you. I was mere specifically responding to DC, so apologies if you felt overlooked.
I meant outdated in the sense that, its for an older engine, but yes legacy is probably a better term.


Code:
drawmethod 0.5 0.5
frame data/chars/dude/dude_sprite.png

Done. The entity sprites are now 50% sized. That said, if you do this, you absolutely WILL run into hidden gotchas that will likely cost more time than it saves, but if that's really the way you want to do it, it's there as an option.
So if I am understanding correct, you can put that line in one anim, and then it applies to all following anims?

But I think the topic has been derailed enough. Sorry Grit.
 
But I think the topic has been derailed enough. Sorry Grit.
No need to apologise, it is something for me to consider later on.

@O Ilusionista I played PDC 2 recently and that Willy boss fight is epic. He be calling for backup with a gesture and does an attack where he fire his gun 3 times in 3 different lanes from top to bottom.
That's exactly more than what I expect from a boss.
It's cool seeing people go beyond what I thought possible.
 
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@Maherawad00
I'm working on this...

So was able to tie Omega Rugal, Kyo and Iori amongst in a unique way.
Unlike Kof this is no invitational. The world warrior battle royale is an open event so it set the stage for awesome set pieces.
Did some research on kof and It's interesting but the hero team always have priority.
I had to change the settings.
 
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