Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

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Project is completed.
5 new cameos were added into the game. Can you name them all?

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Sean Sf3
Marco Motw
Allen SfEx
Mel Sf3
Tsugumi FF WA
Bingo :)
The chacters are:

• Sean Matsuda - Street Fighter 3
• Marco - Garou Mark of The Wolves
• Allen - Street Fighter EX
• Mel Masters - Ken's son, appears on Ken's ending in Street Fighter 3
• Tsugumi Sendo - Fatal Fury Wild Ambition

By the way, hype t oknow Tsugumi will be there.
Ah those characters are just cameos, they won't be playable - Excluding Sean, all the rest are just one frame edit :(

We finished the next update - V2.1 - and we should be releasing it in the following days!
 
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Bingo :)
The chacters are:

• Sean Matsuda - Street Fighter 3
• Marco - Garou Mark of The Wolves
• Allen - Street Fighter EX
• Mel Masters - Ken's son, appears on Ken's ending in Street Fighter 3
• Tsugumi Sendo - Fatal Fury Wild Ambition


Ah those characters are just cameos, they won't be playable - Excluding Sean, all the rest are just one frame edit :(

We finished the next update - V2.1 - and we should be releasing it in the following days!
No problem! It's still good to see them around.
 
O Ilusionista updated Pocket Dimensional Clash 2 with a new update entry:


PDC2 - Version 2.1

Updates V2.1

Main updates

- Added a new playable character: Super Skrull, which is available in all modes for now. In the future, he will need to be unlocked after you defeat him.

- Added a mandatory tutorial level, in story mode only, that teaches players the game's commands. Even though I'm not a big fan of tutorials like this, I noticed that most people don't read HOW TO PLAY :)

- Playable character balance: Zoner-type characters have been balanced, with defense reduced to 95%...

Read the rest of this update entry...

roster_sm.png
 
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I don't know if this could help, but maybe have map and a frame change in one idle and/or spawn animation(s). It could be kinda similar to @kimono's Way of Martial Arts where a player is spawned with a specific palette per player index in anim spawn and anim respawn for the tournament modes.

Similar to Way of Martial Arts.
Code:
anim spawn
@script
   int p2 = getplayerproperty(1, "entity");
   int p3 = getplayerproperty(2, "entity");
   int p4 = getplayerproperty(3, "entity");

   changeentityproperty(p2, "map", 1);
   changeentityproperty(p3, "map", 2);
   changeentityproperty(p4, "map", 3);
@end_script
      delay    30
      offset    48 108
          frame    data/chars/karatedo/select8.gif
          frame    data/chars/karatedo/select7.gif
         frame    data/chars/karatedo/select6.gif
          frame    data/chars/karatedo/select3.gif
    sound    data/sounds/osu.wav    
    frame    data/chars/karatedo/select2.gif
          frame    data/chars/karatedo/select1.gif


anim respawn
@script
   int p2 = getplayerproperty(1, "entity");
   int p3 = getplayerproperty(2, "entity");
   int p4 = getplayerproperty(3, "entity");

   changeentityproperty(p2, "map", 1);
   changeentityproperty(p3, "map", 2);
   changeentityproperty(p4, "map", 3);
@end_script
      delay    1
      offset    1 1
      frame    data/chars/misc/empty.gif
      delay    30
      offset    48 108
      frame    data/chars/karatedo/select8.gif
      frame    data/chars/karatedo/select7.gif
      frame    data/chars/karatedo/select6.gif
      frame    data/chars/karatedo/select3.gif
      frame    data/chars/karatedo/select2.gif
      frame    data/chars/karatedo/select1.gif

But you can make it different for the idle animation by changing the frame number depending on the current palette you are using. Maybe you won't need loop for it.

C:
anim idle
@script
void self = getlocalvar("self");
int map = getentityproperty(self, "map");
if(frame == 0){
    if(map == 0){
        updateframe(self, 1);
    }
    if(map == 1){
        updateframe(self, 3);
    }
    if(map == 2){
        updateframe(self, 5);
    }
    if(map == 3){
        updateframe(self, 7);
    }
}


@end_script
delay 2 #This delay value 2 allows you to change especially frame or animation
frame ..... # Begin idle animation # 0
delay 8
frame ..... # Start idle with palette 0 and specific frame #1
@cmd updateframe getlocalvar("self") 1 # Change to frame 1
frame ..... # Ender for palette 0 # 2
frame ..... # Start idle with palette 1 and specific frame #3
@cmd updateframe getlocalvar("self") 3 # Change to frame 3
frame ..... # Ender for palette 1 # 4
frame ..... # Start idle with palette 2 and specific frame #5
@cmd updateframe getlocalvar("self") 5 # Change to frame 5
frame ..... # Ender for palette 2 # 6
frame ..... # Start idle with palette 3 and specific frame #7
@cmd updateframe getlocalvar("self") 7 # Change to frame 7
frame ..... # Ender for palette 3 # 8

A global variable or entity variable can either allow or disallow specific moves for different commands. My guess is that it might be a lot of work when it comes to move executions. I don't know. You can try it yourself.
 
don't know if this could help, but maybe have map and a frame change in one idle and/or spawn animation(s).
oh, this is great and will be very helpful! I never thought about updating the frame based on the map, its kinda cleaver!
With this, I won't need to make 11 different alternate models for the same char, as I just would need this thanks to the idle animation

Really thanks , buddy
 
Heheh. I did help kimono with the palette per player index years ago. Plus, I did the frame change like that except that palette in my Street Fighter game. I do remember @bWWd released his Super Fightin' Spirit mod years ago which he had Jimmy with chosen palettes per given name (like "Billy") during Lavalit times.

I usually use delay 1 for switching animations and/or frames, but because of the palette and frame change together, I decided to go with delay 2. You do your own testing on the delay value and check the result on which delay value speed is better for changing the frame within the current palette.
 
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A global variable or entity variable can either allow or disallow specific moves for different commands. My guess is that it might be a lot of work when it comes to move executions. I don't know. You can try it yourself.
I already have a function (in fact, several ones) to change the animation based on the map - it's how I handle Hulk/Red Hulk for example (and they change their name based on the palette too).

I usually use delay 1 for switching animations and/or frames,
Most of time I use delay 1 with an empty frame, because some functions won't trigger if you put then in the first frame (as the logic will be updated only on the next tick).
 
Damn! The screenshot above is beyond beautiful!
Makes me dream of a Mortal Kombat in Chibi form now.
That's one hell of an idea for a module. Just saying. :ninja:
 
The silhouette was an immediate "Michelle Heart" for me, but even with color I don't know the others. I know who Riona is but just didn't see it until @maxman named her. Haven't played Breath of Fire ever, so the other two are a total loss on me.

DC
 
Haven't played Breath of Fire ever, so the other two are a total loss on me.
A - Nina (BoFI), B - Ryu (BoFI), C - Reinhart (Dragon Force) e D - Rinoa (FFVIII).

Breath of fire used to be a nice game. 3 and 4 where my favorites. But after that the series gone downhill sadly
 
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