Canceled Beast Mode(Demo)

Project is halted prior to completion and will not receive further updates.

DJGameFreakTheIguana

Active member
Ok guys, DJGameFreak with a new project to reveal to yall.  8)

If you guys don't remember, I started a topic about this project, but I didn't have anything to show, but all the basic info is still there. The gist of it is that this will be a mix of concepts from Monster RPG's and content, along with an urban sci-fi setting: http://www.chronocrash.com/forum/index.php?topic=1951.msg25772#msg25772

This most of that is out of the way, here's a small clip I recorded the other day, and don't mind the music, I was playing that on a media player.
https://vimeo.com/185606010

I also have screenshots here where I got one of the main character's monsters worked on.
http://www.mediafire.com/view/pu7jguzn2o111ve,adxzn1brrxi1bx3,adxzn1brrxi1bx3,5ge42vvuetslgif,xfw98uxbhx5yo0j,2kv3csxgb091l1c/gallery#pu7jguzn2o111ve

Now I do need help for scripting one thing for now. I know how to summon entities, I want it to be limited, or just allowing players to make one summon per stage, two for longer stages. I plan on designing a hub like River School Ransom, where you walk through different parts of town, and get attacked by a group of enemies each time you enter a different section. Normal beat'em up design(1 long stage) will come in when your go to an actual mission, which is where I'll let the player have two chances to summon.

To specify, I'm letting players summon two monsters at once per animation, I just want it limited so it's not spammed.

----------------
Content for the first release:
Video: https://vimeo.com/185604719

Download: http://www.mediafire.com/download/csvdgvi05bmpog8/BeastModeDemo.zip

X)
 
Now I do need help for scripting one thing for now. I know how to summon entities, I want it to be limited

How about the summon feature we have in D&D mod? Strongheart can summon all three of his friends at once i.e Elkhorn, Peralay and Ringlerun after all of them have been recruited. The summon action is free of charge but can't be repeated when the summoned NPC is still alive
 
Thanks for the tip Bloodbane, I'll play the game later on to see it in action before I open it up. Quick question, I had this idea to make death some sort of a penalty in another mod, and you would lie on the ground and wait for a 10 second countdown before respawning. If I did this with NPC's, would they still be counted as alive? I'm thinking they would if OpenBOR doesn't move past the wait coards or ends the stage until the very last enemy ends their death animation, so it should apply for other entities.

x)
 
DJGameFreakTheIguana said:
If I did this with NPC's, would they still be counted as alive? I'm thinking they would if OpenBOR doesn't move past the wait coards or ends the stage until the very last enemy ends their death animation, so it should apply for other entities.

The summon script checks certain global variables before spawning an NPC. If those variables are set, no summon can be done. In D&D mod, the NPC resets those variables themselves in their DEATH animation. So you can incorporate your death penalty by doing the reset AFTER the death time is over :)
 
betterbold said:
Fresh ideas !! ;D
I look forward to being able to play this game !!
Glad I got you interested.  :D

Skull Kingz said:
Good to see you're back DJ!  8)
I never really left, I've just spent too much time on Steam.  ;D

Bloodbane said:
The summon script checks certain global variables before spawning an NPC. If those variables are set, no summon can be done. In D&D mod, the NPC resets those variables themselves in their DEATH animation. So you can incorporate your death penalty by doing the reset AFTER the death time is over :)
Good, I'll have to look into that.

There's something else here though. I see this mod is has something I've wanted to do for years: Menus

It took me hours to look find everything and figure it out(Mostly due to my laptop being slow, so I'm doing this via my gaming PC now). I kinda have an understanding on how it works, but I would like to try and simplify this.

The shop usually summon dialogue and then animation stops at a single frame, where the hand is summoned to pick your items from the menu, and you get your item depending on what frame or animation the hand is on, which is dictated by the item itself(I don't know exactly how, but that's what I'm getting from the script)
Code:
Hand entity
anim idle
	loop	1
	delay	5
	offset	19 3
	@cmd	PMove 0
	@cmd	PClick 0 "ANI_FOLLOW1"
	frame	data/chars/misc/hands/hand1.png
	@cmd	PMove 0
	@cmd	PClick 0 "ANI_FOLLOW1"
	frame	data/chars/misc/hands/hand1.png

anim follow1
@script
    void self = getlocalvar("self");
    void Action = getentityvar(self,2);

    if( frame==0 ){
      if( Action=="Health" ){
        performattack(self, openborconstant("ANI_FOLLOW2")); //Fill health
      } else if( Action=="Magic" ){
        performattack(self, openborconstant("ANI_FOLLOW3")); //Buy Magic or Skill
      } else if( Action=="Item" ){
        performattack(self, openborconstant("ANI_FOLLOW4")); //Buy Item
      } else if( Action=="Menu" ){
        performattack(self, openborconstant("ANI_FOLLOW5")); //Change page
      } else if( Action=="Lockpick" ){
        performattack(self, openborconstant("ANI_FOLLOW6")); //Buy Lockpick + Change

Code:
Hand script
void PMove(int Index)
{// Move hand based on movement capture from certain player
    void vSelf = getlocalvar("self");
    int x = getentityproperty(vSelf,"x"); //Get character's x coordinate
    int y = getentityproperty(vSelf,"a"); //Get character's y coordinate
    int XPos = openborvariant("xpos"); //Get screen edge's position
    void P = getplayerproperty(Index, "entity");
    float xdir = 0;
    float ydir = 0;

    if(P){
      xdir = getglobalvar(Index+"X");
      ydir = getglobalvar(Index+"Y");
    }
    if(x > XPos && x < XPos+320 && y < 200){
      changeentityproperty(vSelf, "velocity", xdir, 0, ydir);
    } else if(x <= XPos ){
      changeentityproperty(vSelf, "velocity", 1, 0, ydir);
    } else if(x >= XPos+320){
      changeentityproperty(vSelf, "velocity", -1, 0, ydir);
    } else if(y >= 200){
      changeentityproperty(vSelf, "velocity", xdir, 0, -1);
    }
}

void PClick(int Index, void Ani)
{// Changes animation when certain player clicks on attack button
    void vSelf = getlocalvar("self");

    if(getglobalvar(Index+"A")){
      performattack(vSelf, openborconstant(Ani)); //Change the animation
      changeentityproperty(vSelf, "velocity", 0, 0, 0); //Stop
    }
}

Code:
Shop script
void spawnDialog(char Name, float fX, float fY, float fZ, void Ani)
{//Spawns dialogue next to caller
 //Name: Name of dialog to be spawned
 //fX: X location adjustment
 //fY: Y location adjustment
 //fZ: Z location adjustment
 //Ani: Animation to play for the dialog

   void Spawn;
	
   Spawn = spawn06(Name, fX, fY, fZ); //Spawn dialogue
   changeentityproperty(Spawn, "animation", openborconstant(Ani));
}

void changeframe(int Num)
{// Change current frame
    void self = getlocalvar("self"); //Get calling entity
    updateframe(self, Num);
}

Still not quite sure about that, but I know how the shop I looked at spawned the hand:
Code:
anim idle
	delay	6
	offset	160 206
	@cmd	DeControl 0 1
	@cmd	DeControl 1 1
	@cmd	noplayerJoin 1
	frame	data/chars/dialogues/1.png
	frame	data/chars/dialogues/2.png
	frame	data/chars/dialogues/3.png
	delay	200
	frame	data/chars/dialogues/shop/bowyer1.png
	frame	data/chars/dialogues/shop/bowyer2.png
	delay	4
	frame	data/chars/dialogues/4.png
	frame	data/chars/dialogues/5.png
	frame	data/chars/dialogues/6.png
	frame	data/chars/dialogues/7.png
	frame	data/chars/dialogues/8.png
	frame	data/chars/dialogues/9.png
	@cmd	spawnHand "Hand1" 0 120 80 200 320 0
	@cmd	spawnHand "Hand2" 1 200 80 200 320 1
	frame	data/chars/dialogues/shop/bowyer3.png
	delay	20000
	frame	data/chars/dialogues/shop/bowyer3.png
	delay	4
	@cmd	killHand 0
	@cmd	killHand 1
	frame	data/chars/dialogues/9.png
	frame	data/chars/dialogues/8.png
	frame	data/chars/dialogues/7.png
	frame	data/chars/dialogues/6.png
	frame	data/chars/dialogues/5.png
	frame	data/chars/dialogues/4.png
	delay	100
	frame	data/chars/dialogues/shop/bowyer4.png
	delay	6
	frame	data/chars/dialogues/3.png
	frame	data/chars/dialogues/2.png
	frame	data/chars/dialogues/1.png
	delay	16
	@cmd	DeControl 0 0
	@cmd	DeControl 1 0
	@cmd	noplayerJoin 0
	@cmd	suicide
	frame	data/chars/misc/empty.gif

What I want to do is have the played spawn a menu itself instead of a hand, and make it change frames using the control keys, and pressing attack to make the menu perform it's action based on the frame, then killing it, or spawn a new menu if I'm adding multiple choices. I'd also like it to still check for variables, so if 1 NPC is still alive, the first menu will kill itself without spawning another.

I'd like to do this for music to, but attack will play the song based on the frame, and attack 2 to kill the menu when your done.

I think this is all for now.

x)
 
Hey, got some work done on another playable character, Condorock from Megaman ZX Advent, along with Strikewolf, the electric wolf belonging to the main character. I've also decided on the name for the monsters you can use in this game: Cyber Beasts, CyBeasts for short, much like Pokemon and Digimon.

Forgot to mention, the backgrounds and enemies are from The World Ends With You.

x)

[attachment deleted by admin]
 
Looks good though I was hoping Adeg or Condorock would summon their beasts instead of having them appearing from the start
Having them summoned, aside of cool effects you could add during summoning, you could remove the confusion between enemies and the beasts. I can't tell which ones are enemies and which ones are beasts unless I watched this video
 
Not to worry Blood, I have full intention of adding doing that later, this is just for the demo. My plan was to use attack 4 as the summon button, but before I disabled it, I made it to where you can cancel into different animations by hitting it and quickly pressing another button, and hitting attack 4 twice will be the CyBeast(name of the monsters) summon.

While playing the game though, your CyBeast will always spawn beside you, so you wont have to worry about which side which CyBeast is on.

x)
 
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