Masters of The Universe: Eternian Battle

Complete Masters of The Universe: Eternian Battle (OpenBOR) 1.2.0 (Feb 13, 2025)

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Project is completed.
Good work! Really impressed at all of the original artwork. I also love your use parallax and watermode/mode 7 transformations in the backgrounds. Gameplay looks a bit like Rastan, which I loved as a kid.

The new sprite is a big improvement (you added much crisper detail), but I also think the darker skin looks better than the light skin. The darker version makes it easier to see the shading around the muscles which makes them look more 3-dimensional. The lighter version gets lost against the dark outlines, so it looks much more flat.
 
So, I wanna release a DEMO of this game pretty soon but, I have an issue that I wanna fix before dong so. I recently added an option to block attacks and I set it up so that when you block an attack you still take a quarter of the damage and the Player now has a "guardbreak" animation, for the most part it works good however, for some reason the guardbreak animation won't drain the health bar at all. Also, the "guardbreak" animation sometimes plays by itself, while in the air, without me pressing the Block Button and well, I was wondering if there is a way to prevent or avoid that. Also, I'm using "holdblock" and (before I forget), is it possible to have a "Guard Bar" right below the Health Bar? Having a Guard Bar would be nice, kind of like Street Fighter Alpha 3.
 
for the most part it works good however, for some reason the guardbreak animation won't drain the health bar at all. Also, the "guardbreak" animation sometimes plays by itself, while in the air, without me pressing the Block Button and well, I was wondering if there is a way to prevent or avoid that

You need to provide a lot more detail, including text files and any script you used for the guard break functionality. There's just not enough to go on as is.

Also, I'm using "holdblock" and (before I forget), is it possible to have a "Guard Bar" right below the Health Bar? Having a Guard Bar would be nice, kind of like Street Fighter Alpha 3.

The native guard points system does not have a HUD indicator, and obviously any custom system you build won't either. In either case, you can of course generate a meter with your own code. See Golden Axe remake for an example. Its HP meter is entirely script generated.

HTH,
DC
 
Nice. Reminds me of Rastan, and I like the use of layers. I uploaded to resources and removed the third party link. Associated with this discussion thread and made @GaBoTiCo the resource owner.

DC
Thanks a lot, DC! Sorry I didn't know you didn't want any third party links.
 
Thanks a lot, DC! Sorry I didn't know you didn't want any third party links.

It's not like some horrible infraction or anything, but third party links always, always break eventually. Third party hosts also eventually try to monetize downloads with ad inserts and malware. Uploading the resource here means there's a copy on the server that I control directly and make regular backups for. Even if something happens here temporarily it's never lost for long. Using the resources system here also offers you a couple of other benefits:

In addition to being in the searchable resources catalog, it places a download button right here in the discussion page. Nobody has to go looking for links.

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You get an entry on the font page, and another one whenever you update with new versions:

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This discussion is tied to the download page and vise versa, and as you release versions, you'll have a historic archive.

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The resource system advertises you with one click social sharing links to the download page, any reviews left, and a list of other games you made. It works in all directions. If you go have a look at your Teenage Mutant Ninja Turtles resource page, you'll see it's telling people about He-Man too.

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There's a lot of other advantages as well. The only real issue we had is downloads here were slow and cut off, but I fixed that last week by moving us to a better web-server. You should always take advantage of our system when you release games. It helps both us and you. :)

DC
 
I like the resuly. I would give a slightly lighter color for the "middle ground with trees" I mean the one between foreground and background.

Everything moves so smoothly and perfectly...
 
hi looks fine a little heavy but need more details like you die and continue in site, no going back to first!!!!!!need items!! anyway hard but looks fine!!
 
The project is gorgeous, so far!
The last thing NED pointed out to you and the lack of hit animations on enemies are details to improve.

But beyond any criticism you are on the right track. Keep the hard work. (y)
 
I like the resuly. I would give a slightly lighter color for the "middle ground with trees" I mean the one between foreground and background.

Everything moves so smoothly and perfectly...
Thanks a lot! yeah, I could change the colors a little bit.
 
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hi looks fine a little heavy but need more details like you die and continue in site, no going back to first!!!!!!need items!! anyway hard but looks fine!!
At the very beginning of the project He-Man would just get respawned on the same spot where he died but, a lot of the times he would just reappear right above a hole and I didn't like that. Restarting the branch made more sense to me, kind of like Old School NES Castlevania or NES Ninja Gaiden games.
 
The project is gorgeous, so far!
The last thing NED pointed out to you and the lack of hit animations on enemies are details to improve.

But beyond any criticism you are on the right track. Keep the hard work. (y)
Thank you so much! I didn't want the enemies' "attack" animation to be interrupted while He-Man is hitting them. I kind of wanted the enemies to just "switch colors" while being hit and perhaps only play a hit animation after the third time the Player hits them. I need yo look into it. I know you could us "nopain" for enemies but I believe there's a way to set the "attack box" to make the enemy play their "pain" animation or only switch to another palette but, I haven't looked into it, yet.
 
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Thanks a lot! yeah, I could change the colors a little bit.
and for a best result, you can give slightly lighter color as much as it's far from foreground (Areial perspective)
exemple :
https://www.artyfactory.com/aerial-perspective/images/aerial-perspective-trees-27.jpg


EDIT : I finally tested the demo.
First 2 questions.
-I like the level music, any name / title ?
-Does the demo ends with the long impossible jump ? (for now)

Beside of the layers suggestion I gave before I think the game would look less repetive if Heman had more different diversity of sword slashes.
The big tall enemies seems to go fery far from the border of plarform. (No problem with going a bit "far", but here it seems a bit too much)
It have been said before, but yes the big enemies need some pain anim. Looks like they are "armor mode"
I think it's temporary, but a different jump sound would give this project a less BOR feeling ;)

Everything else already looks so great!
 
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and for a best result, you can give slightly lighter color as much as it's far from foreground (Areial perspective)
exemple :
https://www.artyfactory.com/aerial-perspective/images/aerial-perspective-trees-27.jpg


EDIT : I finally tested the demo.
First 2 questions.
-I like the level music, any name / title ?
-Does the demo ends with the long impossible jump ? (for now)

Beside of the layers suggestion I gave before I think the game would look less repetive if Heman had more different diversity of sword slashes.
The big tall enemies seems to go fery far from the border of plarform. (No problem with going a bit "far", but here it seems a bit too much)
It have been said before, but yes the big enemies need some pain anim. Looks like they are "armor mode"
I think it's temporary, but a different jump sound would give this project a less BOR feeling ;)

Everything else already looks so great!
Thanks for your feedback! I was looking into the "New Method" to set up attack boxes and you can make the enemy "react" or not when being hit. I do wanna give He-Man different attack animations and perhaps combos. The demo does NOT end with that jump. In order to make that jump you need to interact with the environment, I guess I could have made that a little more obvious in the game.
 
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Thanks for your feedback! I was looking into the "New Method" to set up attack boxes and you can make the enemy "react" or not when being hit. I do wanna give He-Man different attack animations and perhaps combos. The demo does NOT end with that jump. In order to make that jump you need to interact with the environment, I guess I could have made that a little more obvious in the game.
Ooh! I will give it one more try. :)
 
@GaBoTiCo

Really like the sprite style, nice details but still looks old school. the stages look great as well, love that background sky.

I think you can avoid so much color loss on the title screen logo if you do it again. I thought I could help out and find a good font for you, check out this font, it is very close to the HE-MAN style font from the action figures.

A quick test

hemantitle.png

I forget my method to convert fonts to bitmap but I will work on it and try to make a good he man font for you eventually ;)

PS - When I was searching for the logo I ran accross this
 
@GaBoTiCo

Really like the sprite style, nice details but still looks old school. the stages look great as well, love that background sky.

I think you can avoid so much color loss on the title screen logo if you do it again. I thought I could help out and find a good font for you, check out this font, it is very close to the HE-MAN style font from the action figures.

A quick test

View attachment 2497

I forget my method to convert fonts to bitmap but I will work on it and try to make a good he man font for you eventually ;)

PS - When I was searching for the logo I ran accross this
WOW! BeasTie?? I haven't heard from you in like, FOREVER! I hope all is well with you. Thanks a lot for your help! I recently gave He-Man more attack animations and a "Stamina" bar which will drain when certain moves are performed. And yes! The title screen, is well, unfinished. I was seriously thinking of redoing the logo again but at the time, it wasn't a priority.
 
At the very beginning of the project He-Man would just get respawned on the same spot where he died but, a lot of the times he would just reappear right above a hole and I didn't like that. Restarting the branch made more sense to me, kind of like Old School NES Castlevania or NES Ninja Gaiden games.
ok but try fixed that and the heavy moves!!
 
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