The Bruiser Brigade

Canceled The Bruiser Brigade A7

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Project is halted prior to completion and will not receive further updates.
Piccolo said:
But maybe quitting the game "directly" does not trigger endlevel event.

Nope, it doesn't actually. Endlevel I think only happens when you finished the level and not by quitting directly the game. You could do an updated.c and detect if the game is still in level (openborvariant("in_level")) and remove if it's not like a negated if then condition:

Code:
if (!openborvariant("in_level"))
{
  ...
}

Dunno if I'm right, but I think that's how i feel it was
 
Yeah I think it should check openborvariant "game_paused" to display the movelist.  And check "in_level" to turn it off again.

Also it could check if player exists or not, this will prevent it running in the menu etc.

Code:
void p1 = getplayerproperty(0, "entity");
void p2 = getplayerproperty(1, "entity");

if(getentityproperty(p1, "exists")){

if(openborvariant("game_paused")==1){

 }
}

Also you could create a branch for gameover and send them to this branch when you quit the game.  This stage would have script to remove/reset all the script flags etc.
 
Thanks for your suggestions, "ondestroy" seems to be what I need here.

I've packed the scripts to generate character command lists in this :

http://daimao.info/wp-content/gallery/openbor-utils.zip

Tools -> Generate Command List

Output Format : OpenBOR Script (if + int IDs)
Select a character model file
Click process file.

I'll share the general OpenBOR scripts that use these generated characters functions in the coming hours.


EDIT : And here's the general scripts and sprites : http://daimao.info/wp-content/gallery/movelist.zip
Just place sprites folder content into your mod sprites folder.
And place movelist.c anywhere in your scripts folder.

Then in your mod update.c and updated.c  you need to import this movelist.c file.

Exemple of update.c :

Code:
#import "data/scripts/misc/movelist.c"

void main(){
	int  iPlIndex = 0;
	int  iP2Index = 1;
	if(openborvariant("game_paused")){
		showCommandKeys(iPlIndex);
		showCommandKeys(iP2Index);
	}
}

updated.c

Code:
#import "data/scripts/misc/movelist.c"


void main(){

	moveListCode();
}

void ondestroy(){
        // put these lines in enlevel.c main function too
	int showingCommand = getglobalvar("showCommand");
	if(showingCommand != NULL()) setglobalvar("commandAction", "clear");
}


Then to add the movelist function of a new character, simply create a script file with the content generated by the tool. Then include it in movelist.c and add the corresponding case line in getMoveData switch.
 
thank you for sharing this code!  :D

And nice demo, i had  lots of fun, love the challenge with the platform. I need to train...  :-X (I'm old now, my reflex don't feel good anymore )
 
Can't really decide which character I should work on next, so I added a poll to get your opinion.
 
Thanks for your votes guys.

rafhot said:
i voted into the marvel ones since no ghost rider in the list :P

This is my main unlockable characters list. Ghost Rider was in the secondary one. But as you seem to really want him in, and as I it will be a long time before I tackle this secondary list (if I ever do), I added him to the options to give him a chance.

maxman said:
I wonder what sprite version Bison is.

It's CvS2 Bison. He has the most complete moveset and the best moves for what I want to do.
 
R mika, sonson and C commando for me.

not overused chars and considering the "monsters" already here (hulk, the thing...)

;)
 
LOL Though I didn't vote for my truly most favorite character (C. Commando), he's got most votes so far unless it comes to the final result.
 
Lots of love for Captain Commando, I'm surprised :o

Eventually most of the characters present in this list will be included in the game (unless I get bored), as I started "sketching" them. But with all the things I have to do, it will take a long time until I start working seriously on some of them (hence the poll).

BTW I have almost finished the two next playable characters which are not on the list.
 
Piccolo said:
Lots of love for Captain Commando, I'm surprised :o

Eventually most of the characters present in this list will be included in the game (unless I get bored), as I started "sketching" them. But with all the things I have to do, it will take a long time until I start working seriously on some of them (hence the poll).

BTW I have almost finished the two next playable characters which are not on the list.

Please have SF3's Alex be one of them.
 
John_Kuey said:
Piccolo said:
Lots of love for Captain Commando, I'm surprised :o

Eventually most of the characters present in this list will be included in the game (unless I get bored), as I started "sketching" them. But with all the things I have to do, it will take a long time until I start working seriously on some of them (hence the poll).

BTW I have almost finished the two next playable characters which are not on the list.

Please have SF3's Alex be one of them.

He's already in the game
 
John_Kuey said:
Please have SF3's Alex be one of them.

As Coop said he's already part of the initial team. He'll be a bit buffed in the next demo btw (faster start up on various moves, new combos). But I accept to study any character suggestion.

I started working on Captain Commando. I plan to add "military" levels (one where an army try to stop the bruiser brigade and one where the bruiser brigade makes an assault on the headquarters of that army). Captain Commando will be one of the bosses of this army, as some kind of super elite soldier/leader. But I'll include him as playable way before I finish these levels.
 
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