Canceled Rescue Team project

Project is halted prior to completion and will not receive further updates.
Simple enemy char Karin SFA3 converted Mugen to Openbor (BETA)  8)

Since I could not find sfa Karin converted to openbor,  :-[ I did for myself!  ;D Using Notepad (codes), photoshopp (pal) and mugen Fighter Factory (sff export) I converted. The next step is to convert morte sfa / cvs to openbor, after putting to download each one too. 8)

Now, next video: There, I discovery some interesting think. I can do Karin (obstacle like barrel) hold nonimaro  (obstacle like barrel), When p1 hit karin (obstacle), she liberate a item karin (char enemy), that way I could created this efect (hit static enemmy, before reaction). So we can make a statical char on scenario by using this char like a obstacle when we hit, the obstacle char liberate a item, the true char. Cool :D

 
The offset of Kim's super move (1:55 in the last video) is set too down and during her Flash Kick's fall, Poison goes too forward.
 
Hahaha, nice work on Karin, theoz!  ;D

I'm doing the same to Li Hua and I'm using her Fighter's History Revenge sheet as a template, she just got three special attacks - but the template provided on her spritesheet helped me a lot since it just requires to align everything to a same offset spot.  :D

If you keep the resolution to 480 x 272 the game will be even better, wide screen makes the games look better and without crowding too much characters in a minuscule space.
 
NICE!
I like Kim, but the power hitsound seems to happen very often, perhaps try to use it only for 1 move or 2?

Also, feeling strange hitting on girls all around. Why not, but again seeing armies of Sakuras to beat down feels strange.
 
nedflandeurse said:
NICE!
I like Kim, but the power hitsound seems to happen very often, perhaps try to use it only for 1 move or 2?

Also, feeling strange hitting on girls all around. Why not, but again seeing armies of Sakuras to beat down feels strange.

Is probabily will not participe mans in this game. Its possibily The kim, Terry, Guile, will not make part of this cast. Probabily I will creat a heroine gir to beat all girls. Looks like Rumble Roses (from ps2) on exists only girls figthing all Game.

rumble_roses_wallpaper_by_cepillo16-d3gvlwj.jpg


16-bit Fighter said:
The offset of Kim's super move (1:55 in the last video) is set too down and during her Flash Kick's fall, Poison goes too forward.

I will try! Thanks for support. Thanks everbody to support.
 
I really like playing as female characters in fighting games.

Don't know who are you going to use as the playable character - I'd go for Martial Masters character Red Snake or Footee from Asura Blade (See on the video below) - Personally, obscure characters give more depth and variety to a game and end up being interesting additions to a roster of both players and NPCs.

Footee appears in 0:47, she's that cute girl with the ponytail.

Red Snake (Martial Masters) playthrough.

Said characters also a have a similar Marvel versus/Street fighter Alpha look you said you're going to use.
 
Update!

Testing new stage art Graphics ::) Arraving in Poison Sland. :P Like I said, the overpower Guile is just to pass fast and test the scenario! 8)


Don't know who are you going to use as the playable character - I'd go for Martial Masters character Red Snake or Footee from Asura Blade (See on the video below) 

Nice videos!! Amazing gameplay!  :D After finish all Stage Backgrounds Graphics I will decide who will be the "heroine" Thaks for suportt ;)

[EDIT]
More 4 stages edited inserting photoshop shadow effects. The intention was makeThis part of island remember dinocrisis 2 ps1 game. Maybe I can isert dinossaurs too...Who knowns  ::)
 
Some new updates. I will release this Demos probabily in some weeks. Is the first part of History.

Smith needs get out of the prison, but when the poison grab him, he come to torture room again. Like GTA, the plice takes you, and you are Busted! 8)
Sorry about the duble post.
 
Haha! This is kind of crazy, but I have to admit it's funny to see this guy running for his life in a prison full of women! :)

IMO, the girls should have a run or walk a little faster, because the long corridor don't give any challenge for several time. (just empty corridor with girls far from the player)

Also, please, say me it willm not be a girl VS girl only game ???
I have nothing against women characters, but I like to have some male players as well :)

What I would suggest now is to swap existing kof characters with the equivalent sprites in CVS style (most of them exist now)
And as I suggested, do some headswap + color swap.

You should replace Ryo, Robert, and Yuri prisoners with some CVS type graphics characters as well.

BTW how do you make the Poison grab sending you to the cell level?
Do you have a script for that?
 
nedflandeurse said:
Haha! This is kind of crazy, but I have to admit it's funny to see this guy running for his life in a prison full of women! :)

IMO, the girls should have a run or walk a little faster, because the long corridor don't give any challenge for several time. (just empty corridor with girls far from the player)

Also, please, say me it willm not be a girl VS girl only game ???
I have nothing against women characters, but I like to have some male players as well :)

What I would suggest now is to swap existing kof characters with the equivalent sprites in CVS style (most of them exist now)
And as I suggested, do some headswap + color swap.

You should replace Ryo, Robert, and Yuri prisoners with some CVS type graphics characters as well.

BTW how do you make the Poison grab sending you to the cell level?
Do you have a script for that?
Ok I Will put some (little) enemys mans ;)  Yes I will change Yuri, Robert to another chars. This was just a test. And yes, I need insert Run moviment to poison run after him. But the dificult will be extreme, because is hard to find the exit and if poison grab you, she takes you to torture room again. kkkkkk

The code I use was a Branch. The pooison is a branch char, When she use grab, the char goes to another room.

Code:
anim grab #GRAB HOLD
	delay	100
	offset	12 116
	bbox	20 7 29 91

#START BRANCH
@script
    void self = getlocalvar("self");
    char Name = getentityproperty(self,"name");

    if(frame == 1){
      jumptobranch(Name, 1);
    }
@end_script
#END BRANCH

        frame	data/chars/Poison/1grab02b.gif
        frame	data/chars/Poison/1grab02b.gif
        bbox	20 21 34 96
	attack	43 38 31 40 20 0 1
        hitfx   data/sounds/beat2.wav
        sound	data/chars/Poison/at1.wav
	frame	data/chars/Poison/1grab02c.gif
       

After this, I use Alias (name of stage) to define. ;D

Code:
spawn   poisongrabb
alias torture # Torture Room
aggression      250
health 1200
coords  -54 245 1
at      300
  ;)
 
Thanks for the code/script. I might need to use it soon!

About Poison, perhaps not giving her a run if it's too hard.
Just a faster walk velocity (not too much)

and the other enemies can run (but not grab you) :)

Do you have ideas for the playable girls??
 
nedflandeurse said:
Thanks for the code/script. I might need to use it soon!

About Poison, perhaps not giving her a run if it's too hard.
Just a faster walk velocity (not too much)

and the other enemies can run (but not grab you) :)

Do you have ideas for the playable girls??
Not Yet. But I like Red Arcueid from melty blood series (and looks sfa sprite) But the first BETA demo is only the first part of game, you will control Norimaru only and needs scape prison, jungle and take a boat. Is almost done, aboult 30 min of gameplay.

Below This is the Arcueid gameplay a told you. Se this combos! Is Amazing!
 
OK, why not.
So you will definitly have to drop the KOF styled sprites if one of your heroine is from MB series. What about Chen Mao?

BTW I can't wait to give it a try with Norimaro Demo! :)
 
2 part of scaping of Island.

The demo is almost done, in few weeks I can release beta. But, I need fix one think. The" mpcost" is not working. Whem the Norimaru run, he most spell all mp and stop runing. How can I do that?

BTW THIS "RUNING DAMAGE" WILL NOT EXIST IN GAME. And he could not able to run all time.... This was made that way only do a fast video.

 
16-bit Fighter said:
I think you should change the Norimaro's sounds. I can't stand them more than a few seconds.

He might do it in a future update. This is not a priority I think.
IMO the crazy compressed sounds gives a hilarious aspect to this demo. ;D
 
Solved! I Get the code from myself. This way The attack wil be done ONLY if p1 mp > 50...If p1 mp is <50 the attack will not be done. And the special attack will not cost the life, only mp.
Code:
energycost	0
mpcost	50
mponly	1
norimaro_txt_Bloco_de_notas.jpg


BTW This code work very well in "Special" atack  but do not work in runing attack.  "run":-\Openbor realy is so different from mugen  :P
 
Solved! I Get the code from myself. This way The attack wil be done ONLY if p1 mp > 50...If p1 mp is <50 the attack will not be done. And the special attack will not cost the life, only mp.
BTW This code work very well in "Special" atack  but do not work in runing attack.

In fact, your previous code was wrong. Take a look at the manual for now energy cost works:

energycost {int} {mponly} {disable}
~Can be used in player's SPECIAL, SPECIAL2, and FREESPECIAL(#) animations.

This is how I use:
- Energycost 10 1 0


"run":-\Openbor realy is so different from mugen
They are very different animals.

I think you should change the Norimaro's sounds. I can't stand them more than a few seconds.
I strongly suggest this.
 
Thanks Mod. ;D ;D
There one more question. I need cancel jump move in this stage, I tryed Walls but it does not working. Wall doesnt work to stop jump up? There is another way? 
Game_Teste_Pak_0297.png

;D
See what happen When he jump....he go out of blow :( Thats why jump most be canceled here  ::)
Game_Teste_Pak_0299.png
 
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