In Progress A Tale of Vengeance Ver. 2.0

The project is currently under development.
ok think i got it... thanks to you good folks :)
please feedback is important to me on this :)
only 1 character done and only 2 throws for now... but i have a feeling that number will grow..but now i have to keep on levels.. special thanks to these folks :)
@O Ilusionista @DCurrent @maxman @Bloodbane
Man, seeing you get it done gives me hope, that number will grow for sure. Looking forward to seeing you do Kyo's throw into a elbow drop hahaha.

I wanted to run something by you.
I played the version of your game that's been edited into oblivion.
I tried out Terry, the controls are similar to Sor4 in a way.

Ever consider making a character base off sor4 combat mechanics?
You have a basic combo that can be interrupted by specials,runattack,area clearing move, charge attack and jump. There is Shiva if you looking for aerial raves.

CVS is limited when it come to combos and I don't want to use the same set of sprites in a different string of combos. This is the reason why I went the custom edits route since I'm doing something similar to DOA2 with my approach to how players control, I have a punch and kick but removed fireballs, enemies will have projectiles though gun, knives, even lasers.
It makes sense when seen in action.
 
so basically use the fall9 to immediately start after throw cmd...and it will work for all characters as long as they all are angled de same way right?
You set the finish() or throw() function to trigger the FALL9, which is type 2 as you can see on the function:

if(Type==2)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL9")); // 2nd Finisher
}

@cmd throw 25 2 4 0.5 0 0
 
Sounds cool! But the frontlayer is moving to the wrong direction - it should move to the opposite direction.
Or it looks like the place is spinning around.
thank you.. and this is why share as i go, cus that i did not noticed.. so yeah i do appreciate the feedback... thanks again and corrected :)
 
another one bites the dust xD
old one was ok but not to animated..so it kinda had to go >_>
and while it was a pain in the ass to extend the level properly and or somewhat seamless, it was worth it imho in the end

old
main copy.gif
new one sorry volume is a bit low...
 
My guess is that you are trying to avoid color loss, as well as those new boss portraits on the walls used as fglayer. You are doing a good job for not losing colors at all.

Beautiful stage in that video.
thanks brother... and yeah fglayers are m new best friend lol
 
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Nice. Looks like a modified AI art based on the original sprite. Not bad for a new remake of the old stage.
 
Nice. Looks like a modified AI art based on the original sprite. Not bad for a new remake of the old stage.
it is but i had to edit the you know what out of it lol.... fron the front to where the door is... also added something new..will post a vid when i finish it
 
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