In Progress The Lab of Mr.Din

The project is currently under development.
Super sexy graphics I see right there, man! ;) I give a round of applause for the video too even though it's alpha. :)

I know how you feel of being a one-man army, man. That's the problem when only one person works alone especially with both spriting and coding simultaneously for getting them done right.
 
I believe the reward in the end is that the decisions for the project design is solely yours. I do have a couple of talented chip artists and my wife is helping me with story. We'd actually like to do a prologue comic for each character.

It's an ambitious project, a new trilogy of sorts the first game being a more familiarizing setting with a mixed cast of new and old, first goal is the original trio then work on the newbies. I post quiet a bit on Twitter, something that ended up being more fun than I thought.
Twitter.com/bareKnuckleiv
 
Just a quick question, do you guys think a ranged based combo system similar to golden axe and DD Crew would break the flow of the game? I was thinking of combining move sets with either that or more than once attack button.

An example here would be Axel up close doing his SoR2 combo but from a further distance he does his SoR1 combo which has a little more reach. Also giving him more combo strings depending directional inputs like a double knee ender by pressing down attack at the end of a combo.
 
Mr.Din said:

I'm always a big fan of ranged based combos, and as you said, it will let you cover the different flurry strings Sega gave the characters across each game. Best of all it's super easy to do, you can script it in a couple of lines ultra precision, or use the built in range based combo feature that works quite well on its own.

I wouldn't worry too much about joystick input combos though. That effort is probably better spent on making sure the overall fighting system is in place. It's not a Streets of Rage game without the grappling, counters, and team throws. Those are what set SOR apart from Final Fight back in the day and allow the series to still stand strong even now.

DC
 
Just to say i'm a big fan of different combo finishers depending on direction pressed on last hit of combo. I loved RocketViper and most of all Nightslashers X for that. It's easy to master and gives many possibilities depending on surrounding enemies.
 
Damon Caskey said:
Mr.Din said:

I'm always a big fan of ranged based combos, and as you said, it will let you cover the different flurry strings Sega gave the characters across each game. Best of all it's super easy to do, you can script it in a couple of lines ultra precision, or use the built in range based combo feature that works quite well on its own.

I wouldn't worry too much about joystick input combos though. That effort is probably better spent on making sure the overall fighting system is in place. It's not a Streets of Rage game without the grappling, counters, and team throws. Those are what set SOR apart from Final Fight back in the day and allow the series to still stand strong even now.

DC
Thanks for the input! I'm a big fan of ranged combos myself, I also like the different strings DD Crew had even though doing them was a pain in that game the idea itself is great. I also agree on putting more resources towards those other mechanics. Speaking of which in theory could setting the autoland feature to allowing players to land automatically when thrown by another player be manipulated to making the throws into a team throw? I was thinking of setting specific fall animations that actually uses their team move animation while this same fall (say fall9) would just be normal falls for enemies. Does this setting also work for custom throws?

My guess is that proper vaulting and counter throws would need scripting?
fredo46 said:
Just to say i'm a big fan of different combo finishers depending on direction pressed on last hit of combo. I loved RocketViper and most of all Nightslashers X for that. It's easy to master and gives many possibilities depending on surrounding enemies.
I actually have a few alternative endings for some combos like a 360 swing for max for example.
 
Just a quick question, do you guys think a ranged based combo system similar to golden axe and DD Crew would break the flow of the game?

It depends on how you set the combos. If you set bad combos, the answer is yes but if you set balanced combos, it won't and OTOH it adds special feature to the mod :)
My suggestion is to balance the ranged combos. Close ranged combos should deal bigger damage and or added effect compared to middle ranged ones

Speaking of which in theory could setting the autoland feature to allowing players to land automatically when thrown by another player be manipulated to making the throws into a team throw?

Hmmm... that might require script. Not for the autoland but for setting different throw based on who is being grabbed.
In detail: If player grabs enemy, perform regular grabattack and throws
If player grabs other player, perform combo attack
An old beat'm up game by name of West Adventure has this feature

Does this setting also work for custom throws?

In fact, it is best to use custom throws for this purpose
I'm aware that there's a command set in models.txt which sets autoland for players BUT setting this will cause players to autoland from enemy throws as well which is not what you want
Therefore it's best to use custom throws :)
 
Bloodbane said:
Just a quick question, do you guys think a ranged based combo system similar to golden axe and DD Crew would break the flow of the game?

It depends on how you set the combos. If you set bad combos, the answer is yes but if you set balanced combos, it won't and OTOH it adds special feature to the mod :)
My suggestion is to balance the ranged combos. Close ranged combos should deal bigger damage and or added effect compared to middle ranged ones

Speaking of which in theory could setting the autoland feature to allowing players to land automatically when thrown by another player be manipulated to making the throws into a team throw?

Hmmm... that might require script. Not for the autoland but for setting different throw based on who is being grabbed.
In detail: If player grabs enemy, perform regular grabattack and throws
If player grabs other player, perform combo attack
An old beat'm up game by name of West Adventure has this feature

Does this setting also work for custom throws?

In fact, it is best to use custom throws for this purpose
I'm aware that there's a command set in models.txt which sets autoland for players BUT setting this will cause players to autoland from enemy throws as well which is not what you want
Therefore it's best to use custom throws :)
Thanks for the feedback I'll keep all of this in mind! :-)

I think combining Blaze's moves may be the most challenging. Her standard combo in SoR1 is pretty odd maybe the flip kick can be treated like Axel's double kick where pulling it off requires timing?
 
Don't forget about the CHARGEATTACK animation. I always feel like that animation should be something different than the end move of your chain.

I'm working on a tech demo that uses the Mugen version of blaze (with a ton of edits and fixes to fill the gaps). It will never be a finished game and isn't intended to be, but it does include all of Blaze's mechanics and a few extras.

My way of thinking is the flip kick looks a little silly to see over and over in a chain. So I did this instead (including the originals to compare):

  • SOR1
    • Chain: Jab, Jab, Thrust Kick, Thrust Kick w/backflip
    • Instant KO: None
  • SOR2-3
    • Chain: Straight, Straight, Spinning Elbow, High Front Kick
    • Instant KO: High Front Kick
  • DC Tech Demo
    • Chain: Jab, Straight, Spinning Elbow, High Front Kick
    • Instant KO: Thrust Kick w/Backflip (2 hits and more damage than High Front Kick)

See the diff? You get all the moves from the three original games. The backflip is still there and easily accessible, but not to the point it becomes old news. Plus by making the "hold 3 seconds" command do something powerful and unique, there's a bit of incentive to actually use it.

That's just my take though, and I'm only throwing it out there as an idea for you. As always YMMV. :)

DC
 
Great minds think alike! :) I was thinking the same in regards to using the charge move for her flip kick. I also see the redundancy in the way the flip kick is used in SoR1 especially side it was part of her throw as well. I thought instead maybe turn the flip kick in the grab combo into a launching kick like Lei from Tekken does it could also add to her mobility as well allowing her to flip over any goon directly behind her during her grab.

There's so many possibilities to open up and expand SoR's system without changing is core it's amazing. According to the sega megadrive book I have there was intention to add the ability to vault over walls and certain containers. Now I'm certain there's no walls I'm SoR1 but I could see potential in vaulting over barrels and boxes to activate team moves without another player any thoughts on this?
 
but I could see potential in vaulting over barrels and boxes to activate team moves without another player any thoughts on this?

Before we talk about this, you need to post teammoves ideas you have :)
 
Alright I think I can spill the beans a little :P I think a great example of creative team moves is taking max's new 360 swing move and it to launch the other player at enemies, this is activated by pressing static special while holding from the front, back and special would launch the player behind you instead kind of like the punisher.

I figure this would be more feasible as opposed to the team attack he had in SoRR which came off really awkward to me.

Vaulting over barrels on the other hand would grant you a standard team move or in other cases a means to escape or clear some space.
 
Oh I thought you're talking about team move from SoR3. I don't know all of them but I know for sure that if Axel grabs Blaze from her back then jumps, he'll jump high above Blaze and perform air shoulder attack
That team move is doable if barrel is grabbed instead of other player

I think a great example of creative team moves is taking max's new 360 swing move and it to launch the other player at enemies, this is activated by pressing static special while holding from the front, back and special would launch the player behind you instead kind of like the punisher.

Cool!
For Max, he should be able to simply toss the other player up. The tossed player can perform attack which deals more damage than regular jump attack

Speaking of team moves, some other games with team moves are:
1. Night Slashers
2. Denjin Makai
3. Ghost Chaser Densei

In #3, from game demo you can see that Belva can toss Iyo after grabbing her. In that game also, players can perform super move which costs whole MP bar together
In #1, the coolest team move is if one player jumpattacks on other player, the latter will toss the former to air again and the former will perform alternate jump attack
 
Bloodbane said:
Oh I thought you're talking about team move from SoR3. I don't know all of them but I know for sure that if Axel grabs Blaze from her back then jumps, he'll jump high above Blaze and perform air shoulder attack
That team move is doable if barrel is grabbed instead of other player

Yeah those I want to do as well I just want to expand on the co-op aspect of the game. A few other ideas I had were one team move where the player jumps on the other player for a boost into a team attack for a quicker way instead of having to grab, this one would probably do less damage or could simply be a jump boost with the option of doing standard aerial attacks.

Another idea was seen in the scrapped SoR4 project for Dreamcast where one player tosses a goon to the other player for a team attack, Max would toss the character in the air, Adam doing an "against the ropes" type of toss to the other player etc etc.

Cool!
For Max, he should be able to simply toss the other player up. The tossed player can perform attack which deals more damage than regular jump attack

I can see this happening for sure, maybe like a cannonball move for when throws them while in mid air?

Speaking of team moves, some other games with team moves are:
1. Night Slashers
2. Denjin Makai
3. Ghost Chaser Densei

In #3, from game demo you can see that Belva can toss Iyo after grabbing her. In that game also, players can perform super move which costs whole MP bar together
In #1, the coolest team move is if one player jumpattacks on other player, the latter will toss the former to air again and the former will perform alternate jump attack
I'll check these out all of them sound great. :)
 
Back
Top Bottom