River City Ransom Zero - RCRz Kunio-kun

In Progress River City Ransom Zero - RCRz Kunio-kun V1.0

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The project is currently under development.
One of Kunio’s scripted throws needs to be fixed, but I’m always afraid to play with anything that has scripts involved

From the video I can see something wrong with Kunio's dynamite spin. It's ether Kunio requests wrong position number OR the girl doesn't have proper sprite in that position number.

After many years I finally decided to finish the schoolgirl sprites. She’ll be the template for other schoolgirls

Nice! I wonder how other girls would look like.
 
From the video I can see something wrong with Kunio's dynamite spin. It's ether Kunio requests wrong position number OR the girl doesn't have proper sprite in that position number.



Nice! I wonder how other girls would look like.
Same! And I hope they will have diversity in their moves.
 
From the video I can see something wrong with Kunio's dynamite spin. It's ether Kunio requests wrong position number OR the girl doesn't have proper sprite in that position number.



Nice! I wonder how other girls would look like.

Yes, that’s a move from back in 2012, not sure what should I do to fix it, but it’s on the list-to-do. Maybe you can lend me a hand if I send you the files :)

Same! And I hope they will have diversity in their moves.
They’ll share some basic moves, but each one will have different moves too.
Also most enemies will pick weapons, but they will not pick same weapons: some will pick chains, other knuckles, for example.

I’m preparing a quick demo without weapons for enemies though, just to get feedback on gameplay.
Put weapons on enemies is easy but requires me lot of time to edit even these simple sprites, and believe me, my laptop is TOO SLOW that even saving a file or paste a selection on Gimp, makes me wanna go outside and have a beer :d
 
Quick question guys:

A scene doesn’t play the song. It’s an ending.txt kind of.

The file:
Music data/music/escenas/demoend.og
 
No the problem was with the format. I had it as 48000, but the engine works with 44100 as it seems. Converted the track to that format and worked.
Weird thing, I never pressed the “post reply” as I solved the problem while I was typing about it, but still my reply/question was posted, and incomplete 😆
 
I have a question: the blue pants enemy grabbing a drum can only have anim attack1 (which is throwing the drum can) on his weapon model, however you can see him throwing a punch at 0:43… ¿does someone know how to fix that?
I never worked with enemy using weapons before so probably I’m missing something.
Enemy has weaploss 0 and modelflag 0. If I set modelflag to 1 or 3, it will stay “walking on position”.
Btw I noted Williams on the DD mini has a modelflag 7, but 7 isn’t a parameter in the manual.

 
I have a question: the blue pants enemy grabbing a drum can only have anim attack1 (which is throwing the drum can) on his weapon model, however you can see him throwing a punch at 0:43… ¿does someone know how to fix that?
I never worked with enemy using weapons before so probably I’m missing something.
Enemy has weaploss 0 and modelflag 0. If I set modelflag to 1 or 3, it will stay “walking on position”.
Btw I noted Williams on the DD mini has a modelflag 7, but 7 isn’t a parameter in the manual.

about the punch problem, I not a specialist, but I would suggest having a look at completed games weapon version characters entities.
If I remember well, the way to avoid it would be to copy this punch anim into the "guy with weapon" entity, but only keep the name of anim (like empty animation)
All the anims you don't want to happen can be overwritten with "empty ones"
Again, I'm not the best person to ask, but I think it's a simple stuff for usual good creators.
Hope it works.
 
about the punch problem, I not a specialist, but I would suggest having a look at completed games weapon version characters entities.
If I remember well, the way to avoid it would be to copy this punch anim into the "guy with weapon" entity, but only keep the name of anim (like empty animation)
All the anims you don't want to happen can be overwritten with "empty ones"
Again, I'm not the best person to ask, but I think it's a simple stuff for usual good creators.
Hope it works.
Thanks!! That actually did the trick.
The weird thing is that it just happened with that particular weapon model. All the other weapons didn’t have that problem.
 
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@Die_In_Fire,

@NED's solution will work, but you can also use atchain 1 in the "carrying a barrel" model to override its attack sequence and only allow using attack 1. That way you don't need to worry about adding a bunch of empty attack animations, and the engine won't be wasting time running logic for them in the background.

Note this won't disable freespecials, so if its an AI character with access to freespecials as well, you will need to blank those out.

DC
 
Btw I noted Williams on the DD mini has a modelflag 7, but 7 isn’t a parameter in the manual.

Yeah, we haven't added that into manual yet. modelflag 7 is combination of modelflag 1, 2 and 4 which means : this weapon model won't copy animations, weaponlist and scripts from main model won't be copied. IOW this model will need to define its required animations.
Double Dragon characters usually have special animations when they wield weapon that's why it's suggested to use modelflag 7 for them.
 
Guys, which foreground looks better? A, B or C?
It’s the same foreground but using different alpha. I think the best is the first one (A) with alpha 0 (because of the 8 bit nature), but would like to hear your opinions:
0:00 - 0:11 A
0:12 - 0:22 B
0:23 - 0:33 C

 
Guys, which foreground looks better? A, B or C?
It’s the same foreground but using different alpha. I think the best is the first one (A) with alpha 0 (because of the 8 bit nature), but would like to hear your opinions:
0:00 - 0:11 A
0:12 - 0:22 B
0:23 - 0:33 C

A👉Reasonable + Good-Looking
 
I prefer A over the transparent foreground. Thought it might problematic if there's small item which is dropped near the foreground.
 
A is the best for such graphics.
B would not be a big problem

But I suggest keeping A
 
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