Fighters History Revenge

Complete Fighter's History Revenge 16.10.2016

No permission to download
Project is completed.
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DOWNLOAD LINK
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NEW UPDATES:
- fixed AODK chars' idle and walking animation to properly change when enemies are near, like in the original game.
- Lee Hae Gwon's Lone Eagle Kick now work differently when started from the ground.

i've updated the link in the first page too, enjoy!

Also, i don't think it's compatible with psp. sadly the psp version of Openbor isn't updated anymore since a long time...
 
The introducing (présentation in french, sorry for my english) is very impressive on character select screen, I enjoyed it a lot, the game too of course, very good job for an early project ;)
 
Played this and yet again Pierwolf shines!

Yes, this module is simple, but it's a lot of fun to play, and that's the important part. The only thing I don't care for is the flow of stages:


  1. Walk a few steps and get dogpiled by far too many grunts to handle tactically.
  2. Dodge around building meter, throw your invincible super into a crowd.
  3. Repeat seven or eight times until you eventually whittle down their prodigious life bars... then move on to the next dog pile.


It's also a testament to the superiority of Alpha Denshi vs. Data East in that the ADOK characters are far more fun to play with than any of the Fighter's History cast, and they seem to be more effective from a mechanical standpoint as well. I prefer to think of it as ADOK with some Fighter's History thrown in. :)

If this was truly one of your first cracks Pierwolf, then I'm really hoping you'll finish up some of the later concepts - especially that Darkstalkers mod, and even more so now that you've got the hang of throwing in some script and making true slams. Cheers!

DC

*Edit*

I noticed you were using my effect_tint script, and had expanded it as suggested to accomidate different animations. Two things to note for next time:

First, you don't have to keep re-populating a variable over and over. Note the line:

Code:
// Let's grab the current animation here.
animation = getentityproperty(ent, "animationid");

You copied that line several times. That's not necessary and in fact is something to avoid. Think of it like algebra, because that's what it is. Once that variable is set, it is set and from then on you're just comparing things to it. The only reason you'd want to set it again is if you want to make it some other value, and obviously that's not the case here.

The other thing is that you're copying entire blocks of code that do exactly the same thing. See below:

Code:
     // In a dark burning animation? Then we'll apply burn tint.
    if(animation == openborconstant("ANI_PAIN11") || animation == openborconstant("ANI_FALL11"))
    {
        // Set transparency mode for tint, and apply tint color.
        changedrawmethod(ent, "tintmode", EFFECT_TINT_BLRN_MODE);
        changedrawmethod(ent, "tintcolor", EFFECT_TINT_BLRN);

        // Nothing else to do, so exit the function.
        return;
    }

    // In a dark burning animation? Then we'll apply burn tint.
    if(animation == openborconstant("ANI_PAIN12") || animation == openborconstant("ANI_FALL12"))
    {
        // Set transparency mode for tint, and apply tint color.
        changedrawmethod(ent, "tintmode", EFFECT_TINT_BLRN_MODE);
        changedrawmethod(ent, "tintcolor", EFFECT_TINT_BLRN);

        // Nothing else to do, so exit the function.
        return;
    }

Both of those blocks do the same work - they are just looking for different animations to decide if the work is going to be done or not. You can and should combine those when possible. Try this instead:

Code:
// In a dark burning animation? Then we'll apply burn tint.
    if(animation == openborconstant("ANI_PAIN11")
       || animation == openborconstant("ANI_FALL11")
       || animation == openborconstant("ANI_PAIN12")
       || animation == openborconstant("ANI_FALL12"))   
   
    {
        // Set transparency mode for tint, and apply tint color.
        changedrawmethod(ent, "tintmode", EFFECT_TINT_BLRN_MODE);
        changedrawmethod(ent, "tintcolor", EFFECT_TINT_BLRN);

        // Nothing else to do, so exit the function.
        return;
    }

The "||" symbol just means "OR". So what that block is saying is "If the animation is Pain11, or Pain12, or Fall11, or Fall12, then do the work (setting drawmethods)". Also, you don't have to put in line breaks like I did, I just think it helps readability.

HTH,
DC
 
Very nice game aesthetically, really captures the original Fighter's History Dynamite quite well. The special moves are very nicely implemented and it's fun to beat up things in it. The menus and animations were very good as well.

However, my biggest gripe is that it seems the levels drag on a bit too long. It started to feel a bit boring after a while beating up the same few enemies over and over again with a massive frequency of screen-clearing segments. The bosses were quite cool, though. I enjoyed how faithful to the source material you stayed with them.

All in all, it's good, but it could be better.
 
Damon Caskey said:
...

HTH,
DC

thanks Damon, as always your scripts are really useful, and i'm trying to understand better the code thanks to them.
I will look at it and fix the things you mentioned.
Plus, i was wondering; there's a way with your scripts to call a sort of alternate "negative effect" to the burn/shock/etc animations? something like the king of fighters games (see the attachment below).
thanks again for the inspiration!

[attachment deleted by admin]
 
Unfortunately, there is no negative effect built into the engine. That doesn't mean you need to hack it into your animations though - it's a breeze scripting palette cycles, so all you would need is to make the regular and negative burn palettes, then have the script cycle them during a burn.

Nowhere near as elegant as tinting, but still far and above animating it manually. I'd still prefer tinting because I like the aesthetic of it better, but that's a matter of personal taste.

DC
 
I was able to play for a bit and so far the game looks and plays fantastic! Hopefully I'll make time to play more soon.
 
Damon Caskey said:
Unfortunately, there is no negative effect built into the engine. That doesn't mean you need to hack it into your animations though - it's a breeze scripting palette cycles, so all you would need is to make the regular and negative burn palettes, then have the script cycle them during a burn.

Nowhere near as elegant as tinting, but still far and above animating it manually. I'd still prefer tinting because I like the aesthetic of it better, but that's a matter of personal taste.

DC

ah ok, thanks for the explanation.
anyway i like tinting too, it's a very useful script, thanks again, Damon!

Can i ask you another suggestion?
i've noticed that if i set iconmphigh, half or low in the character header, like this:
Code:
icon				data/chars/RAY/icon.gif 1
iconmphigh			data/chars/RAY/iconm.gif 1
iconmphalf			data/chars/RAY/icon.gif 1
iconmplow			data/chars/RAY/icon.gif 1
icondie				data/chars/RAY/icond.gif 1
if there are two player in the game , player two icon (normal and max) overwrite player one icon.

if i left only icon command, like this, there are no problems at all.
Code:
icon				data/chars/RAY/icon.gif 1
icondie				data/chars/RAY/icond.gif 1

also, the max icon appear when the mp bar is at 70%; doesn't it should appear at 100%?

is this some bug of the engine, or i'm doing something wrong?

[attachment deleted by admin]
 
nedflandeurse said:
@Miru, why not.
IMO, 98% of oldschool fighting game characters are kind of ugly, but they are still all interesting to play.
I don't select a character for his appearance, I'm not into cute stuffs

I agree, I never liked the cute characters. My favorite characters have always been the tough underdogs like Blanka, Gilius Thunderhead (this one was pretty popular in the arcades but you know what I mean), Zan Gilbert or Karnov, even though he isn't playable here. I'll wait for a final version before playing this, and by the way, I look forward to that game you were developing using material from that Korean online brawler (if you didn't drop the project), it's time to see new cast (be them cute or not) in action.
 
Tull said:
nedflandeurse said:
@Miru, why not.
IMO, 98% of oldschool fighting game characters are kind of ugly, but they are still all interesting to play.
I don't select a character for his appearance, I'm not into cute stuffs

I agree, I never liked the cute characters. My favorite characters have always been the tough underdogs like Blanka, Gilius Thunderhead (this one was pretty popular in the arcades but you know what I mean), Zan Gilbert or Karnov, even though he isn't playable here. I'll wait for a final version before playing this, and by the way, I look forward to that game you were developing using material from that Korean online brawler (if you didn't drop the project), it's time to see new cast (be them cute or not) in action.

Yah, I do like some degree of fugly characters. Especially the downright scary types like Blanka. I understand Samchay being playable as he is popular in Japan (there was a group called the Samchay Manufacture Council who made one for mugen) and his age provides some variance. 

It's the bland characters, like Lee, that I am truly against.
 
Hey Pierwolf, great mod! Me and my friend are loving this game.

By the way, do you fix the bug of 2 players image icon of the chars?

And I found other bug, when I'm playing in 2 player mode sometimes appears the sign of level up in the end of screen and stop the image, but no ones leveled up.

Edit: There's another bug in the special bar... Sometimes appears that full but pass sometime and dont appears more. (All this in 2 player mode).

Another question: What songs are these? Where do you get them? I liked the OST
 
XXXXXXXXXXXUPDATEXXXXXXXXXXX

Sorry but I found a solution, the problem was in my hardware, not your mod, I'm ashamed for my noobiness...
Another question please, can I add a character to this mod??? 
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I played the game and it was cool, played just the first stage by lack of time. I'm running into a bug. I selected all the  characters you have from the start of the game to test the abilities in the first stage and came up with the strange bug. When I choose the american blonde guy alá Axel, the game just slow down like "time bullet"; the hero and the enemies were moving slow, the cutscene were slow, the select screen were slow and just the sound of the game was well. 
Strangely it happened just with the blonde guy, who was the last character i've chosen ; The others played well heroes and enemies. I closed the game (Clicking red X+esc) and opened again picked the chinese chick, all well. Picked up the blonde "axel" guy the game slowdown again. Sadly,  I give up!
Have someone experienced this bug?  :-\

My PC specs are fine to run openbor since I run Witcher 3 720p just fine. My video card and drivers are up to date.
Only uncommon thing hapenned here couple adays  I changed my LCD for a cheaper and little one, but I don't see how it can be associated to the bug.

 
I agree about the "Battle Mode" concept for the next revision of FHR, with all the FH-series characters (including Ryoko, Ox, and Chelnov) included (and maybe even the deleted "Joker" character if someone can finish up a set for him), plus the bosses and mid-bosses. I'd also like two new stages to finish up the AODK cast:

* Mid-Boss: Kisarah, Boss: Dawson McShane (Eternal Champions)
* Mid-Boss: Bobby Nelson, Boss: Burnie (Alien Challenge)

 
Miru said:
I agree about the "Battle Mode" concept for the next revision of FHR, with all the FH-series characters (including Ryoko, Ox, and Chelnov) included (and maybe even the deleted "Joker" character if someone can finish up a set for him), plus the bosses and mid-bosses. I'd also like two new stages to finish up the AODK cast:

* Mid-Boss: Kisarah, Boss: Dawson McShane (Eternal Champions)
* Mid-Boss: Bobby Nelson, Boss: Burnie (Alien Challenge)

Hi Miru, I'm asking Pierwolf if I could add a playable character to the roster of the game. The character is Kisarah. There's  just one playable female in this game and Joe kusanagi, Leonhalt and Kisarah were my favorite Agressors' characters. The thing is Kisarah is not a playable character, she even didn't make an appearance in this game. This make me a lil upset  because I liked her so much (She an Joe are the more funny characters from AGODK). There's a complete sprite sheet of her that I downloaded from internet. And .. there's a completely playable character of her in the great World Heroes mod, but I don't know if we are allowed to borrow these. Maybe asking permission to the mod's creator, Unfortunately I tried to write the text file of her in this game Fighters history's revenge  and put her to use using the sprites of mugen The result was a disaster because I lack the knowledge to do it, That's the reason I asking Pierwolf to help me maybe or even do a updated versions with all wonderful AODK characters,. even the little boy Bobby, that kid was cool with all the basketball  theme. Agressors of Dark kombat was a wonderful game and one with differences that marked. I would like so much if Violent storm, Slam masters and Agressors appeared more in the OBOR scene. The reason slam master didint appear is because the spriters are so small compared to other games, i heard it some where.

PS: I forgot to tell that I made a custom walk animation for Lee (from AODK, not FHD) because the original from the game(AODK , not this mod  mod) was so wide opened legs and  weird. The result was a simple but acceptable one. I managed to put in use in the mod and it worked (still have to find a better "delay" because I think it plays very quick to me ). Unfortunately, after years and years  away from the time I created my very olds BOR ( Not OBOR) mods. I forgot something when I saved the ,gif and the colors and squares have destroyed my animation. I didn't know how to explain it with words, but I'll try to make a video of the result.

Sorry for the big text.
 
nedflandeurse is the one who created Kisarah sprites with different moves for magggas's World Heroes mod. I believe he will allow you to use his sprites, but please give credit to him (nedflandeurse) if you use them from it.
 
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