Power Rangers: Beats of Power

Complete Mighty Morphin Power Rangers 2.0.1

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Project is completed.
Sorry, I haven't issued a proper Android version yet because I have to test different versions of OpenBOR to see which works 100% with this mod. The Windows version runs on OpenBOR 3984 (which I include in the download and hope it's the one everyone uses for this game), but 3984 doesn't have Android support.
 
@mr merso , I have tested last night , its works well, and the intro movie plays good too, reminds me in kid ages, haha. And for the gameplay reminds me on sega megadrive power ranger beat em up too, so nostalgic.. Thx mr for the games. Keep up the old games live :")

Ps: Im using build new 4432 at engine release sub forum
 
Hi,

Played this one.

I will be honest. I played a few mods based on P. R. world. All of them seemed shallow but this one is really good. The only thing I didn't like was the creator didn't not alternate sprites for yellow ranger, keeping up with the series, the "manly" yellow ranger, but for the series it had a purpose, in this game I would really like to see Trini(R.I.P) in a female power ranger visual, but anyway classic is classic.
Very good game, the mechas are a little too slow but you can defeat the monsters at all, a little long battle...

Thanks for this mod, The best Power Ranger openbor I played.
 
I played through the first level and I must say I'm very impressed with the gameplay. From what i remember, the original PR games weren't really that appealing. Keep up the great work Merso!
 
Here is my long waited playthrough of the game in 60fps bro:

https://www.youtube.com/watch?v=6FkQXxwIWXY

Extremely well done man not to hard and not to easy the dodge button is quite useful in some situations with the zords as well as dealing with large groups of enemies!!!

Again extremely well done is probably the best Power Rangers game made to date both fan made and commercial lol, good job bro!!!
 
Friend mersox saw this trailer of POWER RANGERS - SHATTERED GRID and I remembered your game, as for a sequel to your game. it would be super great
 
mersox said:
Thanks for the comments, guys.

erf_beto said:
I LOVE the part where Lord Zedd appears on the sidebar and send lightning bolts on rangers! Very good!

Thanks! That was actually my brother's idea. I was looking for something to break the monotony of punching bad guys. So far the plan is to have at least one element like this in each stage. Could be a car trying to run you over, fireballs falling from the sky, a bridge with a bunch of holes, etc.

By the way those bolts seem to appear in different coords each time I play the stage. No idea why, but in this case it's a good thing I guess.

darknior said:
I'm not a great Power Ranger fan, but i'm sure your game will cool and fun to play :D

That's the idea! :D

---------------------------

nsw25 I can't find the demo so I'll just cut and paste Bloodbane's method here.

This is what you do:

1.- Create a script called sceneFX.c
It will contain this:

void suicide()
{ // Suicide!!
    void self = getlocalvar("self");

    killentity(self); //Suicide!
}

void looper(int Frame, int Limit)
{// Loops current animation
    void self = getlocalvar("self");
    void loop = getlocalvar("Loop" + self);

    if(loop==NULL()){ // Localvar empty?
      setlocalvar("Loop" + self, 0);
      loop = 0;
    }
 
    if(loop < Limit){ // loops reach limit?
      updateframe(self, Frame); //Change frame
      setlocalvar("Loop" + self, loop+1); // Increment number of loops
    } else if(loop==Limit){ // loops reach limit?
      setlocalvar("Loop" + self, NULL());
    }
}

void DeControl(int P, int Flag)
{// Activates or deactivates control for defined player
// P : Player index starting from 0
// Flag : Control flag
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      changeentityproperty(Player,"noaicontrol",Flag);
    }
}

void AnimPlayer(int P, void Ani)
{// Forces defined player to play certain animation
// P : Player index starting from 0
// Ani : Animation to play to
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      performattack(Player, openborconstant(Ani));
    }
}

void IdlPlayer(int P)
{// Forces defined player to go to IDLE
// P : Player index starting from 0
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      setidle(Player, openborconstant("ANI_IDLE"));
    }
}

void MovePlayer(int P, float Vx, float Vy, float Vz)
{// Forces defined player to move with defined speed
// P : Player index starting from 0
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      changeentityproperty(Player, "velocity", Vx, Vz, Vy);
    }
}

void DirPlayer(int P, int Dir)
{// Changes defined player's direction
// P : Player index starting from 0
// Dir : Direction
    int Player = getplayerproperty(P, "entity");

    if (Player != NULL()){
      changeentityproperty(Player, "direction", Dir);
    }
}

2.- Create a character called "delay". Its file contains:

name    delay
health 10
type    enemy
nomove  1 1
stealth 350
antigravity 100
subject_to_wall 0
offscreenkill 3000
nodrop 2
defense normal9 0 2000


anim idle
@script
    void self = getlocalvar("self");
    int  Health = getentityproperty(self, "health");

    if(frame==1){
      changeentityproperty(self, "health", Health-5);
      if (Health <= 0){
        killentity(self);
      }
    }
@end_script
loop 1
delay 49
offset 1 1
frame data/chars/misc/empty.gif
delay 1
frame data/chars/misc/empty.gif

anim spawn
delay 1
offset 1 1
frame data/chars/misc/empty.gif

3.- Create a character named Victory1

name Victory1
type none
offscreenkill 3000
subject_to_gravity 0
animationscript data/scripts/sceneFX.c


anim idle
delay 10
offset 1 1
frame data/chars/misc/empty.gif
delay 100
@cmd DeControl 0 1
@cmd MovePlayer 0 0 0 0
frame data/chars/misc/empty.gif
delay 250
@cmd DirPlayer 0 1
@cmd AnimPlayer 0 "ANI_FOLLOW1"
frame data/chars/misc/empty.gif
@cmd jumptobranch "Akhir" 1
frame data/chars/misc/empty.gif

4.- Create char Victory2

name Victory2
type none
offscreenkill 3000
subject_to_gravity 0
animationscript data/scripts/sceneFX.c


anim idle
delay 10
offset 1 1
frame data/chars/misc/empty.gif
delay 100
@cmd DeControl 1 1
@cmd MovePlayer 1 0 0 0
frame data/chars/misc/empty.gif
delay 250
@cmd DirPlayer 1 1
@cmd AnimPlayer 1 "ANI_FOLLOW1"
frame data/chars/misc/empty.gif
@cmd jumptobranch "Akhir" 1
frame data/chars/misc/empty.gif

5.- Create a followanim1 animation for your character for his/her victory animation. If you name it differently than followanim1, change Victory1 and Victory2 accordingly.

6.- Add this at the end of your level:

group 1 1
at **insert correct coordenate here**

spawn delay
coords 160 200
at 0

spawn Victory1
coords 160 200
at 0

spawn Victory2
coords 160 200
at 0

spawn delay
health 2000
coords 160 200
at 0

That's it. If you want a victory music, set it up as the boss music of the level and say that the fist delay you spawn is "boss 1".

Here's Bloodbane's explanation:

The entity responsible of activating victory animation are Victory1 and Victory2, for player1 and player2 respectively. This entity works like this:
- 1st it deactivates player's control of hero while stopping hero's movement at same time (in case hero is moving at this time).
- One second delay is given to wait for hero to stop his current animation, in case he is performing specials which usually takes about one second.
- After delay is over, hero is forced to face right direction. At same time, his animation is changed to FOLLOW1 which is the victory animation. Since this animation usually takes some time to play, 2.5 seconds delay is given
- After that, current level is ended

This method is not fixed, those delays can be changed so does victory animation.
Last this method can be expanded allowing more features to be added :)

Thank you for sharing this! I added it to my Ranma MOD and it works GREAT! There was a delay, I wanted the Player to lose control of the Hero as soon as the Enemy died so I added that "@cmd Decontrol" line to the Enemy's death animation.
 
This game is absolutely amazing, it truly brings back a lot of memories from when I used to own a SNES. Thank you so much for creating this!
 
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