Multiverse Meltdown

In Progress Multiverse Meltdown [6.0] 6.0

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The project is currently under development.

DJGameFreakTheIguana

Active member
I just came up with that name lol.


Ok, so this is going to be a bit random but there's a reason for this. I'm making this mod for the same reason I'm making Sega Brawlers, to work on material for another game while making some arcade like game while at it. Difference with this is that this mod will be for multiple ideas cause I have a lot of them, and rather then start more and more then back burning them for others as usual, I'll just a mod where I work on all of them at once. To note, there will be a certain amount of sprite mixing which I've always been guilty of, but I have a plan for that once I get a few more things in. As for now, every character in that roster were being made for another project I started late 2015 but didn't get back to till the same time last year, and in the future, I plan to include other works of mine I've set back so I can continue working on them after so long, barring the Pokemon mod. That's because of 2 things, Nintendo latest practices with fan games as of late, and Beast Mode pretty much doing the same job without using Pokemon.

Another reason I'm making this is that I've been heavily inspired by sprite movies as of late and wanted to make something based on a few of them:
This series, especially Stryker vs Bison which the first stage is base on, was the biggest reasons why I made this, though my original plan was to make a fan game of this, I went for another idea(the one back in 2015). Also didn't realize this movie didn't use the exact MK background stage I used.

First time finding a good KOF flash movie. I posted this episode because at around 5:07, K' does this cool fire combo I tried my best to do in this mod for one of his free specials.

Not much else to say.

Ugh, so this is it guys, Super Universe Brawl will be a collection of ideas of mine and will be developed much like Sega Brawlers. Though, rather then a battle mode, I'll just focus on arenas filled with enemies, and I may just add NPC and one day get around to finding a way to let players select which NPC's they want, rather then what I put in the stage.

x)
 
Awesome! I'd like to make Garnet (Steven Universe) for this, and I've already found a base sheet for her.  And damn this is the biggest crossover yet.
 
Hold on there, this is for mods I'm working on or wanna make, I've got no use for Garnet or anything off Cartoon Network. There are many other characters from games I'm using that wont actually be in this either.

x)
 
I like this concept,
The roster is already good to me.
I don't really like these Steven stuffs nor Garnet...

Just do it the way you like DJGFTI.
So what will be your roster?
 
nedflandeurse said:
So what will be your roster?
Each character pretty much represents a series or team they are a part of except Spawn. Sonic is there so you know more of the game is to follow, and for the game I'm using them in, they will all use that sprite style, so no advance sprites. Scarlett Spider is there because most people would've gone with the original Spider-man and he's kinda dull to me, but expect more Marvel characters. K' is there, so other KOF characters will be there. I used the Clayfighter 64 version of Earthworm Jim, so yeah, and I don't think I need to explain who's following Mikey later on. Also expect more capcom characters(not strictly Street Fighter), and the aliens natural enemy to show up to.
I was a bit weary on adding Mortal Kombat characters due to sprite mixing but for this mod, I just might, since I wanted to make a game based on that first flash movie.

That pretty much sums it up, most of the characters coming to this project are related to the characters already there, so don't expect too many different character like DC or Nintendo popping up in here. I do plan on using some anime characters but not who you'd expect, no DBZ characters. I know I'm being vague here but it's not to spoil this too much.  ;)

Also forgot to mention the stages. They will be based on the games I'm working on, the sprite movie, or something cool separately. There could be some mixing but it depends what I'm using them for, so I wont be just taking every enemy and dropping them all in the same level unless I make a separate mode for that. I'll make sense in the demo following the one I'm currently working on, which is almost done actually.

x)
 
O Ilusionista said:
Will you include those Virtua Fighters characters, like Cage and Jeffry?
No, characters for Sega Brawlers and Sonic Revolution will stay on those, unless I use a different sprite style, like Sonic and Earthworm Jim. Speaking of Sega Brawlers, I'm getting an update ready for that to.

While I'm posting, I'm having a problem with K's fire shots here:


For some reason, they're just passing by enemies, even though the attackbox is set and candamage is set. There's a second one that's shot at the end and meant to knock someone down, but it's doing the same thing. If anyone sees anything off, let me know.
Code:
name	Kfx3a
type	none
shadow	0
Speed 32
candamage enemy obstacle
alpha 1


anim idle
	loop	1
	delay	7
	Fastattack 1
	drawmethod scalex 0.3
	drawmethod scaley 0.3
	#hitflash	SpMg3
 offset 200 274
	attack2 33 15 98 65 2 0 0 0 0 25
	frame	data/chars/K'/Kfx0.gif
	frame	data/chars/K'/Kfx1.gif
	attack2 44 15 98 65 2 0 0 0 0 25
	frame	data/chars/K'/Kfx2.gif
	frame	data/chars/K'/Kfx3.gif
	frame	data/chars/K'/Kfx4.gif
	attack2 17 10 132 65 2 0 0 0 0 25
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
	frame	data/chars/K'/Kfx5.gif
	frame	data/chars/K'/Kfx6.gif
	frame	data/chars/K'/Kfx7.gif
 
nsw25 said:
Try fastattack 1 perhaps ?
It's already there, check the coding I posted. The problem isn't one not hitting after another, but none of them are hitting at all. And K' has another projectile I gave him that does connect, and there's nothing different about it.

x)
 
For the MK stuff, Mugen has plenty of 2D hand-sprited MK characters avaliable for sprites.
 
About the projectile problem, have you set the size of attackbox correctly?

I don't have the sprite so I can only guess but I think the attackbox is placed higher than it should be

offset 200 274
attack2 33 15 98 65 2 0 0 0 0 25

the y offset is at 274 but the attackbox is only 65 pixels tall and started from y=15 or IOW it's too high from the offset
Try fixing attackbox and see if that helps
 
Using Modders tool, it's set right on there. I just copied the needed text to another entity I had open so I don't need to switch them, it's actually a lot faster to just do that then copy it back to the original file. Anyway, here's an attachment of how it looks, and this method has worked for other projectiles to, this is the only one with this problem.

x)

[attachment deleted by admin]
 
Bloodbane said:
Strange. I can't understand what's wrong here
Can you attach K's projectile sprites here?
Not sure what good that'll do but sure. I can only attache the first 4 though.

Edit:
Just for comparison, this is K's other projectile, also inspired by the sprite movie he was featured in. He backflips, kicking a fire wave that leads a trial of fire behind. This attack actually does connect and was used as a base for the two I'm having trouble with now.


Code:
name	K'FSP2a
type	None
shadow	0
nolife  1
remove  0
Speed   55
alpha 4
candamage enemy obstacle
animationscript data/scripts/script.c


anim idle
	loop	1
	delay	2
	drawmethod scalex 0.5
	drawmethod scaley 1.3
	offset	35 62
        hitflash Flash2
	attack3 0 0 74 80 20 1 0 0 0 25
	frame	data/chars/K'/K1689.gif
	drawmethod scalex 0.6
	attack3 0 0 86 80 20 1 0 0 0 25
	@cmd	shoot "K'FSP2b" 0 0 0
	frame	data/chars/K'/K1689.gif
	drawmethod scalex 0.7
	attack3 0 0 106 80 20 1 0 0 0 25
	frame	data/chars/K'/K1690.gif
	drawmethod scalex 0.8
	attack3 0 0 122 80 20 1 0 0 0 25
	frame	data/chars/K'/K1690.gif
	drawmethod scalex 0.9
	attack3 0 0 142 80 20 1 0 0 0 25
	@cmd	shoot "K'FSP2b" 0 0 0
	frame	data/chars/K'/K1691.gif
	drawmethod scalex 1.0
	drawmethod scaley 1.3
	attack3 0 0 158 80 20 1 0 0 0 25
	frame	data/chars/K'/K1691.gif
	delay	4
	attack3 0 0 160 80 20 1 0 0 0 25
	frame	data/chars/K'/K1692.gif
	offset	19 61
	attack3 0 0 168 80 20 1 0 0 0 25
	@cmd	shoot "K'FSP2b" 0 0 0
	frame	data/chars/K'/K1693.gif
	offset	-25 61
	attack3 0 0 125 80 20 1 0 0 0 25
	frame	data/chars/K'/K1694.gif
	frame	data/chars/K'/K1695.gif
	attack3 0 0 109 80 20 1 0 0 0 25
	@cmd	shoot "K'FSP2b" 0 0 0
	frame	data/chars/K'/K1696.gif
	attack3 0
	frame	data/chars/K'/K1697.gif
@cmd killentity getlocalvar("self")
	frame	data/chars/K'/K1697.gif
x)

[attachment deleted by admin]
 
Well, it's no surprise cause that other projectile has attackbox which is not too far from its offset:
offset 35 62
attack3 0 0 74 80 20 1 0 0 0 25

attackbox is 80 pixels height while the offset is only placed 62 pixels below

The problematic projectile as I mentioned before has attackbox which far away from its offset. See attached shot below, the whitebox is the attackbox and the cross is the offfset. You can see how far the whitebox from the cross

[attachment deleted by admin]
 
I know you mentioned that before, but if you check the code Blood, I'm using Drawmethod to make it smaller, and the attackbox is set for that. Check the attachment I posted here.
http://www.chronocrash.com/forum/index.php?topic=3224.msg44294#msg44294
The other projectile has drawmethod to.

x)
 
Miru said:
I can't wait to see how the finalized projectile ends up working.
It's going to be like this video here, skip to 5:07.
https://www.youtube.com/watch?v=3GNPyhIeKzk

EDIT:
Forgot I wanted to post some changes I made with Michelangelo. I changed his Freespecial 2 to the rolling move from the SNES fighting game, and FSP3 to his combo from that game, I picked closest alternatives with his genesis sprites. You can't see the whole combo in one screenshot, but it ends with Mike's flying nunchuck move similar to his rising thunder ender.

x)

[attachment deleted by admin]
 
Maybe have the older freespecials avaliable like the extra Forward+Freespecials in SBMM? And hot dog that projectile combo is the coolest thing ever!
 
Miru said:
Maybe have the older freespecials avaliable like the extra Forward+Freespecials in SBMM?
They weren't anything notable, just a spinning attack meant for his Tornado throw but without it, and FSP3 was just the flying chuck move on it's on. Though really, the combo on a follow command if FPS3 connects.

And hot dog that projectile combo is the coolest thing ever!
I thought so to when I first saw it. The combo animations are just as good as MK vs SF exiles.  :D

x)
 
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