Multiverse Meltdown

In Progress Multiverse Meltdown [6.0] 6.0

No permission to download
The project is currently under development.
I'm using Drawmethod to make it smaller, and the attackbox is set for that

Like I said, the other projectile has attackbox close to the offset, that's why the attack connects
FYI when image is scaled with drawmethod, it will be scaled relative to offset NOT topleft corner
Since attackbox isn't scaled with drawmethod, I usually scaled sprites permanently and set attackbox based on those. It's easier and more accurate

So just do my suggestion to scale sprites permanently and fix the attackbox setting :)
 
It's cool Blood, I went ahead and took off the new Drawmethod for the old one using OBEditor, it works fine now. All I know is that I used the same method with other shots and they still worked, but not for this. Just hope the old offset isn't made obsolete completely. If it came down to that, then yeah, I'll just scale down the sprites.

EDIT:
Just recorded this real quick to test for something else, but I'll go on and post it here.
https://vimeo.com/198807787

x)
 
Finally got this ready to download. Been meaning to release this over the weekend but kept having to fix minor things. There's not much to play in this now but 2 levels(arenas) and the 6 characters I already shown before, but after I finish with Sega Brawlers I'll come back and add more content to this. There isn't anything special about the mechanics, it's your standard fighting and the usual 3 free specials tied to attack 2,3,and4, and no grabs have been added here. At the very least, let me know if you feel the characters play well and if any improvements can be made.
https://www.mediafire.com/?iiue0saolfre0ii

x)
 
While playing as Michaelangelo, Bison got me stuck in a juggle with no way out. I think there should be a way out of juggles. I love the projectile spam move used by K'. Overall, the best Special is Spawn's, for the two columns it releases. And i'm curious as to why the Alien stage has no boss. Also, if there's a Sonic stage in this, there are enemies from X-Men Arcade that look EXACTLY like Swatbots and are just the right size.
 
I put jugglepoints on all of them, but Bisons juggle don't last very long, not for the times he got me in them. I did just check to be sure, and I not only forgot to set his juggle cost but just realized I didn't put DropV in his attacks. Those will be corrected.

The Alien had no boss because I didn't have one from the mod I copied them from, but I'll be adding one soon.

As for a Sonic stage, using the robots form X-men is a good idea, they look a lot like the swat bots from Sonic Underground, which I only just noticed the other day while playing it.

x)
 
Ok, so after my mishap with Sega Brawlers, I went back to this because I had already gotten some work done and wanted to finish it. One of the next new characters being added to this game is Venom, my personal favorite from MvC2 and still one of my top favorite Marvel characters


There's something I need help with here though. I used a Mugen char of him to get his sprites, but there's another Vanom I have with custom animations and wanted to use one of them for his special move. Now, I'm using PNG for the sprites and palette, but when I tried to use the special move from the other Venom, the sprites turned green, much like the Venom's icon you see up there. I tried copy and pasting them into PNGs from the source Venom and saving as this worked for GIFs, but then the trying them again in game only made them worse. Is there anyway to fix this?

x)
 
I'm not familiar with BOR, but in Mugen this is usually caused because the sprites that are turning green do not have the same color being used as the transparent color that the sprites that aren't changing colors have. You have to set the new sprites to use the same exact palette as the other sprites that are working correctly. From the look of your screenshot, your original Venom sprites have the green (0,255,0) set as the background color, and the new ones your using have black, since the green is showing in those, but everything but Venom's outline is missing from his portrait.
Off topic, but totally awesome to see Spawn in there. I'm a huge fan, and you never really see him get much attention. Hopefully your using Arlequinn's (looks like you are based on portrait). Anyways, good luck. Hope that helps.

edit:
Irfanview  (great program to edit palette on single sprite easily, maybe more but thats all I use it for)
 
Thanks for your comment. I'm using both paint and Irfanview and still having the same problems. I could try the palette command and see if any of that works, it wont let me edit it though. If not, I'll have to find another way to edit palettes in PNG files.

About Spawn, I'm a huge fan to and I also noticed he doesn't get much attention, he will in the games I'm featuring him in though. I wasn't aware of who the author was but I checked that name in youtube just to see, and it's the one I'm using like you thought. I have the other CvS style Spawn but I prefer this one for it's grittier looking artstyle.  8)

Edit:
After trying something different, I found a way around the issue: using a gif palette and using gif frames for the animation in question. Didn't know the PNG files would still follow but they are.

x)
 
Ok, you could've just said Predator, I never heard that name before. No wonder youtube videos kept showing them when I searched after I posted. Anyway, I already had plans to add Predators so it'll be a while. Close to finishing Venom right now.

x)
 
Need help with something here. Anyone know how to get a shot entity to share the same palette as the entity that shot it? Gonna need it for Venom Rush.

x)

[attachment deleted by admin]
 
I've posted an answer to that here:

http://www.chronocrash.com/forum/index.php?topic=3250.msg44681#msg44681
 
Thanks Blood, but now the mod wont start. Here's what I got:
-The two Spawn functions are in script.c
-animationscript data/scripts/script.c -in header
-Added like so:
Code:
	@cmd	spawnm "VFSP2a" 0 -2 -2
	@cmd	spawnm "VFSP2b" -40 0 0
-Scriptlog
Code:
####animationscript function main#####
# data/chars/Spawn/Spawn.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animhandle = getlocalvar("animhandle");
    if(animhandle==8)
    {
        if(frame==11)
        {
            shoot("SpMg0", 0, 0, 0);
        }
        if(frame==11)
        {
            shoot("SpMg2", 0, 0, 0);
        }
        if(frame==13)
        {
            shoot("SpMg1", 0, 0, 0);
        }
        if(frame==13)
        {
            shoot("SpMg2", 0, 2, 0);
        }
        if(frame==15)
        {
            shoot("SpMg0", 0, 0, 0);
        }
        if(frame==15)
        {
            shoot("SpMg2", 0, -2, 0);
        }
        if(frame==17)
        {
            shoot("SpMg1", 0, 0, 0);
        }
        if(frame==17)
        {
            shoot("SpMg2", 0, 0, 0);
        }
        if(frame==19)
        {
            shoot("SpMg0", 0, 0, 0);
        }
        if(frame==19)
        {
            shoot("SpMg2", 0, 2, 0);
        }
        if(frame==21)
        {
            shoot("SpMg1", 0, 0, 0);
        }
        if(frame==21)
        {
            shoot("SpMg2", 0, -2, 0);
        }
        if(frame==23)
        {
            shoot("SpMg0", 0, 0, 0);
        }
        if(frame==23)
        {
            shoot("SpMg2", 0, 0, 0);
        }
        if(frame==25)
        {
            shoot("SpMg1", 0, 0, 0);
        }
        if(frame==25)
        {
            shoot("SpMg2", 0, 2, 0);
        }
        if(frame==27)
        {
            shoot("SpMg0", 0, 0, 0);
        }
        if(frame==27)
        {
            shoot("SpMg2", 0, -2, 0);
        }
        if(frame==29)
        {
            shoot("SpMg1", 0, 0, 0);
        }
        if(frame==29)
        {
            shoot("SpMg2b", 0, 0, 0);
        }
        return;
    }
    if(animhandle==10)
    {
        if(frame==40)
        {
            shoot("SpNPS", -5, 0, 0);
        }
        if(frame==44)
        {
            shoot("SpNPS", -5, 0, 0);
        }
        if(frame==48)
        {
            shoot("SpNPS", -5, 0, 0);
        }
        if(frame==52)
        {
            shoot("SpNPS", -5, 0, 0);
        }
        return;
    }
    if(animhandle==23)
    {
        if(frame==6)
        {
            shoot("SpawnSPA", 0, 0, 0);
        }
        if(frame==6)
        {
            shoot("SpawnSPB", 0, 0, 0);
        }
        return;
    }
    if(animhandle==25)
    {
        if(frame==1)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }

}

####animationscript function main#####
# data/chars/venom/venom.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animhandle = getlocalvar("animhandle");
    if(animhandle==33)
    {
        if(frame==2)
        {
            spawnm("VFSP2a", 0, -2, -2);
        }
        if(frame==2)
        {
            spawnm("VFSP2b", -40, 0, 0);
        }
        return;
    }

}

Hope that's all you need to see.

x)
 
It's supposed to be:
Code:
	@cmd	spawnM "VFSP2a" 0 -2 -2
	@cmd	spawnM "VFSP2b" -40 0 0

Scripts are case sensitive :)
 
Thanks Blood, got it working after finding out I had to put the palettes in the entities' headers. You can find the shot below.  :D

I have something else to had here to. I recorded this video of another new character I'm adding to the game, and he comes from one of my favorite cartoons from back in the 90's. This was made possible thanks to an artist I got helping out, and his feedback on it was positive, so now I'm ready to show this off to the rest of you guys.
https://vimeo.com/201037456
The attacks you see Throttle using are based on other fighters. Terry Bogard, Guile, Axel Stone, and special move from Duck King(Based on the Biker Mice PS2 game).

x)

[attachment deleted by admin]
 
Oh the shading and attacks look quite nice. I wonder if the Bison stage could get more varied foes (Boxer? Shotoborg?) rather than just a single enemy type.
 
The Bison stage is based on the sprite movies I posted and it's content. If I add more enemy types it would just be other dolls. Also keep in mind that each stage will be based on a theme or general enemy type like the Aliens.

x)
 
Yo guys, would like to ask for help on this. As you guys already know, I'm using Ninja Turtles in this mod, but I want to include the Foot NInjas, but most version of them are small then sprite sizes used in this game.
https://www.youtube.com/watch?v=k6D71LVrWCA

If anyone can think of any good stand-ins for them, it would help out a lot.

x)
 
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