Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
:) big great job friend ¡¡¡ Your game will be the best wrestling mod on the openbor platform, if you want me to make you a different ring design, you can ask me bro.  ;D  You're doing a great job. greetings .
 
crimefighters3 said:
Sorry about the slams.  😥 Game does look awesome though.
Thanks for your words, but don't expect to play this game before 5-6 years (it's a minimum to complete the first playable character + few enemies + system + 1 level)
I'm slow, I'm VERY VERY VERY slow and mostly unskilled for coding, my code is a total mess.
But you can play a lot of other games until I complete something stable.
I might give up in few years and pay someone to code everything from scratch. when I'm doing the hardwork of sprite edits.

Kusanagi83 said:
:) big great job friend ¡¡¡ Your game will be the best wrestling mod on the openbor platform, if you want me to make you a different ring design, you can ask me bro.  ;D  You're doing a great job. greetings .
Thanks Kusanagi83. My game have wrestling themes, but it's not a wrestling game. (I cannot code such a thing, for me this is nearly impossible)
Again, I'm slow, I might ask your help for some ring backgrounds (just to swap it with the regular one and have some variety of ring)
But first, I have to be sure my ring code is STABLE and effective. Otherwise it's like asking you to work for me without beiing sure it will be used. :/
Also, my game will have different game modes, like in the streets, a world tour(a la SF2) mode, zombie mode... I will need BG when I work on these aspects. (even if I'm pretty sure it will take me some years to complete...)
 
Bloodbane said:
So in your case, try this:
Code:
@cmd    finish 50 2 2.2 2.2 1 0

After seeing no change (see previous posts).
I did some trial and error. Using similar "finish values" from another slam (that actually works)
The problem is still here.
So, the problem is not in the values I use in the finish part.

other tries :
removing completely the finish command
-no finish happens. (Even someone with no skill like me can understand it)

Now, the interesting part starts:
I tried adding replacing all numbers with "0"
and add just
1-"damage value" (=50)
2-"type of fall to play on release" (=type 2)
Code:
@cmd    finish 50 2 0 0 0 0

So, the result is all the binding and velocities and flip sprite values are ALWAYS IGNORED for some reason.

This is above my understanding.
I don't know why for this specific move, the values are ignored

Some clues
The animation is particularly long
I have a big number of anims in the character file
perhaps a conflics with multiple scripts
last frames are very short display
limitation of memory because of too much stuff
...

Bloodbane , the code itself.
Just in case someone understand what happens.
This is the actual full move code. (warning, my coding is usually a mess in term of structure.)
Code:
anim	freespecial76# Super Deadly twister (SUPER grab)
#	damageonlanding 0 1#l'enemi peut faire des indirect damage
	forcedirection	-1
	fastattack	1
	loop	0
	jugglecost	1

	jumpframe	29 4.5 -1.9#28 2.0 -0.9#8 2 -0.9#7 2 -0.9#5 2 -0.9#5 2.5 -1
	landframe	33#35# dus#14 dus#13#12
	attackone 0
	quakeframe 33 9 7#13 9 7#3

	offset	96 177
	bbox	0 0 0 0

	delay	20#2#3

	hitfx	data/sounds/empty.wav
#	hitflash      noflash
	grabin 1 40
	attack30   99 79 61 41 0 0 1 1 0 0#grab hit (TRICHER!!)
	nokill 1
	frame	data/chars/rachel/grab.gif
#      @cmd    slowmo 1


	offset	55 239#96 177
	delay	10#2
        @cmd    slamstart
        @cmd    position 39 48 -1 -1 -1#0#spr X Y Z flip
	attack30	0 0 0 0 0 0
	frame	data/chars/rachel/suptwist00.gif#grab.gif


	offset	55 239#96 177
	delay	20#9
        @cmd    position 39 48 -1 -1 -1#0#spr X Y Z flip
	sound	data/sounds/knee.wav
	#hitflash      flash
	frame	data/chars/rachel/suptwist01.gif

	delay	6#7
        @cmd    position 39 48 -1 -1 -1#0#spr X Y Z flip
	attack31	0 0 0 0 0 0
	frame	data/chars/rachel/suptwist01b.gif

	delay	20#9#10
        @cmd    position 38 48 -1 -1 -1#0#spr X Y Z flip
	sound	data/sounds/knee.wav
	#hitflash      flash
	frame	data/chars/rachel/suptwist02.gif

	offset	55 245#239### + haut correc 1
	delay	9#10
	attack30	0 0 0 0 0 0
	frame	data/chars/rachel/suptwist03.gif

	offset	55 255#239### + haut correc 2
	delay	12#11
	frame	data/chars/rachel/suptwist03a.gif

	delay	7#8
	frame	data/chars/rachel/suptwist03b.gif

	delay	10#18
        @cmd    position 39 48 -1 -1 -1#0#spr X Y Z flip
	frame	data/chars/rachel/suptwist04.gif


	delay	18#11#12#6
	sound	data/sounds/land.wav
	frame	data/chars/rachel/suptwist05.gif


	delay	3
#      quakeframe 1 3 1#36 3 5#shake ajout

#	sound	data/chars/rachel/kiai2.wav

      attackone 1
	hitfx	data/sounds/empty.wav
	hitflash      noflash
	attack30   73 143 40 57 0 0 1 1 0 0#grab hit (TRICHER!!)

	frame	data/chars/rachel/suptwist05.gif


      delay	7#9
	frame	data/chars/rachel/suptwist06.gif
      delay	7#9
        @cmd    position 39 48 -1 -1 -1
	frame	data/chars/rachel/suptwist07.gif
      delay	55#75
        @cmd    position 37 48 -1 -1 -1#0#spr X Y Z flip
	sound	data/sounds/strangle1.wav
	frame	data/chars/rachel/suptwist08.gif#ARME

      delay	1
	sound	data/chars/rachel/kiai4.wav#eei.wav#kiai4.wav
	frame	data/chars/rachel/suptwist09.gif#TWIST START
      delay	6#7
        @cmd    position 35 48 -1 -1 -1#0#spr X Y Z flip
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/suptwist09.gif
      delay	1
        @cmd    position 35 48 -1 -1 -1#0#spr X Y Z flip
	frame	data/chars/rachel/suptwist10.gif
      delay	7
	sound	data/sounds/snap2.wav#snap4.wav
	frame	data/chars/rachel/suptwist10.gif




	offset	55 255#239#96 265#96 177##shake 0!!!!!!!!!!
      delay	3
        @cmd    position 36 48 -1 -1 -1#0#spr X Y Z flip
      @cmd    hurt 60
	frame	data/chars/rachel/suptwist11.gif#TWIST POSE (finish)

	offset	53 255#239#94 265#92 177##shake -2
      delay	3
	frame	data/chars/rachel/suptwist11.gif

	offset	57 255#239#98 265#100 177##shake +2
      delay	4
	frame	data/chars/rachel/suptwist11.gif

	offset	54 255#239#95 265#94 177##shake -1
      delay	4
	frame	data/chars/rachel/suptwist11.gif

	offset	56 255#239#97 265#98 177##shake +1
      delay	4
	frame	data/chars/rachel/suptwist11.gif

	offset	55 255#239#96 265##shake 0
      delay	20#45
	frame	data/chars/rachel/suptwist11.gif



      delay	7#9
        @cmd    position 35 48 -1 -1 -1#0#spr X Y Z flip
	frame	data/chars/rachel/suptwist12.gif
      delay	5#6
        @cmd    position 38 48 -1 1 -1#0#spr X Y Z flip(derrière)
	frame	data/chars/rachel/suptwist13.gif

###      @cmd    slowmo 1

#TRANSITION TO INSTALL
	offset	96 177#96 195#96 177
      delay	8
#	@cmd leaper -3 4.8 0#-3 4.5 0#----------(x y z)good script pour un 2eme hop possible
	frame	data/chars/rachel/suptwist13a.gif



#FLY/SLAM PART55 239#
	offset	96 177
      delay	13#8
        @cmd    position 2 0 0 0 1
#	@cmd leaper -3 4.8 0#-3 4.5 0#----------(x y z)good script pour un 2eme hop possible
	frame	data/chars/rachel/suptwist13b.gif
	offset	96 177
      delay	12
        @cmd    position 3 0 0 0 1
	frame	data/chars/rachel/suptwist14.gif
      delay	17
        @cmd    position 4 0 0 0 1
	frame	data/chars/rachel/franke05.gif
      delay	14
        @cmd    position 5 0 0 0 1
	frame	data/chars/rachel/suptwist15.gif
        @cmd    position 7 0 0 0 1
	frame	data/chars/rachel/suptwist16.gif
      delay	50
        @cmd    position 9 0 0 0 1
	frame	data/chars/rachel/suptwist17.gif

#HOLD PART (hit ground)
      delay	1
        @cmd    position 10 24 1 0 1
#	@cmd spawn01 "slmbx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
	frame	data/chars/rachel/suptwist18.gif#rebond

      delay	1
	@cmd spawn01 "slmfx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
	sound	data/sounds/fallbrk.wav#fall.wav
      @cmd    spawn01 "dus" 0 0 1
	frame	data/chars/rachel/suptwist18.gif#rebond

      delay	8
	sound	data/sounds/hardp.wav
	frame	data/chars/rachel/suptwist18.gif#rebond

      delay	11
	frame	data/chars/rachel/suptwist19.gif#rebond

      delay	20
	frame	data/chars/rachel/suptwist20.gif#hold


      delay	8
	frame	data/chars/rachel/suptwist21.gif
      delay	12
	frame	data/chars/rachel/suptwist22.gif


	 delay      1#--------------last pour release bind of P2 (1 frame)
        @cmd    position 10 24 1 0 1
	frame	data/chars/rachel/suptwist22.gif

	 delay      1#--------------last pour release bind of P2 (1 frame)
        @cmd    depost 0
        @cmd    finish 50 2 0 0 0 0#50 2 2.2 2.2 0 1##50 2 2.2 2.2 1 0#50 2 -2.2 2.2 1 1#50 2 -2.2 2.2 1 1
	frame	data/chars/rachel/suptwist22.gif

	 delay      35
	frame	data/chars/rachel/suptwist22.gif

#get up
	delay	16
	frame	data/chars/rachel/suptwist23.gif
	delay	10
###      @cmd    slowmo 0
#      @cmd    slowmo 0
	frame	data/chars/rachel/j01.gif
 
I'm going to try stabbing in the dark here. I know a case where velocities parameters don't apply after finish function but flip parameter does apply; it occurs when opponent is released below ground before finishing. But it doesn't seem to happen here

Does this problem occur with all opponents?

 
Bloodbane said:
I'm going to try stabbing in the dark here. I know a case where velocities parameters don't apply after finish function but flip parameter does apply; it occurs when opponent is released below ground before finishing. But it doesn't seem to happen here

Does this problem occur with all opponents?

Thanks Bloodbane
Yes, at least I feel I'm not crazy, now.
I'm still in state of templates, so I have no other enemy than the big mexican wrestler.
But I managed to try the move on NPC (even if he doesn't have all the required sprites)

Same result.
All parametrer from 3, 4, 5... are ignored.
lvWs1IN.png

And thanks again for taking the time to understand and help.
 
kimono I will try one more thing first.
I think I got nearly the area of the problem.

This move I'm coding right now is based on another (normal) throw she have.
They have similar physics, some aspects.

When I switch this part of code, the release works correctly.
(of course, just editing the release command doesn't. It would have been too easy...)

Working part of code from Nomal throw
Code:
	 delay      6##7#5
	@cmd spawn01 "slmfxfst" -30 0 -3#--name x y z--(en arr plan)
        @cmd    position 10 0 0 0 1
	attack	22 112 82 71 5 1 1 0 6 20
       frame      data/chars/rachel/franke09a.gif

	sound	data/sounds/fallbrk.wav#fall.wav
        @cmd    position 10 0 0 0 1
	attack	0 0 0 0
       frame      data/chars/rachel/franke09a.gif

	 delay      10#1#7#5-------1 frame pour le 2eme son (hitsound)
	sound	data/sounds/hardp.wav
        @cmd    position 10 0 0 0 1
       frame      data/chars/rachel/franke09a.gif

	 delay      1#7#5--------------last pour release bind of P2 (1 frame)
        @cmd    position 10 -44 1 0 1
       frame      data/chars/rachel/franke09.gif


	 delay      1#7#5--------------last pour release bind of P2 (1 frame)
        @cmd    depost 0
        @cmd    finish 50 2 -2.2 2.2 0 1
#        @cmd    position 10 -44 1 0 1
       frame      data/chars/rachel/franke09.gif

The equivalent part in the super move. (buggy part)
Code:
#############################################-DEBUT DU PROBLEME-######################
#HOLD PART (hit ground)
      delay	1
        @cmd    position 10 24 1 0 1
#	@cmd spawn01 "slmbx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
	frame	data/chars/rachel/suptwist18.gif#rebond

      delay	1
	@cmd spawn01 "slmfx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
	sound	data/sounds/fallbrk.wav#fall.wav
      @cmd    spawn01 "dus" 0 0 1
	frame	data/chars/rachel/suptwist18.gif#rebond

      delay	8
	sound	data/sounds/hardp.wav
	frame	data/chars/rachel/suptwist18.gif#rebond

      delay	11
	frame	data/chars/rachel/suptwist19.gif#rebond

      delay	20
	frame	data/chars/rachel/suptwist20.gif#hold


      delay	8
	frame	data/chars/rachel/suptwist21.gif
      delay	12
	frame	data/chars/rachel/suptwist22.gif


	 delay      1#--------------last pour release bind of P2 (1 frame)
        @cmd    position 10 24 1 0 1
	frame	data/chars/rachel/suptwist22.gif

	 delay      1#--------------last pour release bind of P2 (1 frame)
        @cmd    depost 0
        @cmd    finish 50 2 -2.2 2.2 1 1#50 2 -2.2 2.2 1 1
	frame	data/chars/rachel/suptwist22.gif
#############################################-FIN DU PROBLEME-######################

So, this post is also a save for me.
To know what I'm doing.
 
I also suggest that for future enemy designs, one could start swapping upper and lower torsos of different sprite sets, for even greater variety in enemy designs.
 
Miru Right now, the project is cancelled.
I will not work on it anymore. I think it's not worth.

But I like sprites. So I will make some "fake shots" for fun in the future.
Perhaps make some short comics stories with sprites (no need of advanced skills)
Similar to this :


If you created some designs, I might add them to some similar comics. or fake shots. (even if I already have many concepts of characters.)
 
Birnbaum said:
kimono said:
nedflandeurse: Can you just prepare a small demo with a player and one enemy so we can try to set this grab attack?

I agree with kimono, release a small demo maybe we could help you to fix some issues testing your game.

Please consider this ned you come too far to lose it all?  Or let someone else finish it?😭
 
crimefighters3 said:
Birnbaum said:
kimono said:
nedflandeurse: Can you just prepare a small demo with a player and one enemy so we can try to set this grab attack?

I agree with kimono, release a small demo maybe we could help you to fix some issues testing your game.

Please consider this ned you come too far to lose it all?  Or let someone else finish it?😭

As a reminder, I'm not a programer. Only pixel artist, and fighting game/beat em up enthusiast.
I looked for a programer to work with me. But no one can.
Most skilled creators have their own project. I understand they cannot make this game for me.
And this is definitely not the usual "Bor" game

Some weeks ago, I had the help of 2 great creators here, and some stuffs are solved/half solved.

Right now, I cannot give time to this project. because of priorities in IRL and art projects + some current Mugen projects.

About this, it's hard to say, but with mugen, I want to sprite a move, I know the move will exist and will not be a waste of time.
I can code the move (it's like mother language). and if I cannot. I ask to the community, and I ALWAYS have support, so, projects can progress without having too much despair.

Eventually, I'll get back to this project, but I again have to get into Openbor "logic", because, it always sounds like foreign language to me.
Here, I can have help, but I cannot always bother the creators, and disturb them from their main projects.

Let's wait and see.

And about the goal to "finish" it.
I make no more illusion. It's nearly impossible.
The more I can do with help of creators here, it to make the game playable and stable. create some game modes, but definitely not adding all the content (characters etc)
perhaps I will release a game when I reach 15/20% of the initial project, then move on.

Not sure right now.
 
I wish you all the best Ned. If I could code I would definitely try and help. Yes taking a nice long break and winding down can help.

I'd suggest maybe toning some stuff down? You could always make a ex plus version at later stage? Such a beautiful and original game.
 
crimefighters3 said:
I wish you all the best Ned. If I could code I would definitely try and help. Yes taking a nice long break and winding down can help.

I'd suggest maybe toning some stuff down? You could always make a ex plus version at later stage? Such a beautiful and original game.

No problem.
Right now, I just don't feel like coding in this "language"... It takes me too much time and concentration.
working on games is perhaps 25% of my hobbies/creation time. And right now, these 25% are almost completly for Mugen. Again because in mugen : I have an idea, I do it, it works. (after couple adjustments)
Of course, if I had a programmer with me, I can concentrate most of my creative time on this project, to make custom animations, sprites, special effect, working on the sounds etc.
But right now, this is not possible. My need now is to sprite what I like and these sprites to be used (for sure) in a project. Without suffering too much of the coding / programming / scripting process.
Again, there are some incredibly skilled programmers here, but I would never ask them to stop their own project and make mine instead.
Since I started again Mugen, I don't feel in a rush anymore.
Again, I sprite, I code, it works.
 
About this, it's hard to say, but with mugen, I want to sprite a move, I know the move will exist and will not be a waste of time.
I can code the move (it's like mother language). and if I cannot. I ask to the community, and I ALWAYS have support, so, projects can progress without having too much despair.

Eventually, I'll get back to this project, but I again have to get into Openbor "logic", because, it always sounds like foreign language to me.

I understand your feeling, because they are completely different engines. The biggest difference is that at Mugen we tend to work in a more modular way - we make pieces (characters, sets, etc.) that can be used separately (or together in games) by people, while at OpenBOR we tend to work more with the concept of "complete games" ", which takes more time.

Each has things that I love and hate. Don't think that I don't experience frustration in OpenBOR either - I was about to cancel my project yesterday because of stupid engine behavior.

His project was quite ambitious, perhaps even too much for a first project. But it is something that you can revisit in the future.

My advice?
- try to start with something simpler, to understand how the engine works. THERE IS NO PERFECT ENGINE, each one has its own PROS and CONS.
- You can focus on participating in other projects, since you are very skilled with sprites.
- Exploring your main points can be the key to happiness. For example, although I do some things, I am not a spriter. So I focus on other things.
 
O_Ilusionista

Thanks a lot for your feedback. Right now, I don't really feel in a hurry to complete this, but it's always great to be supported by friends like you! :)

actually, this is perhaps my 3rd project or something.
My first was based on BOR
My second was a custom of the masterpiece that BloodBane did in the past

Then I started world arena project as a way to try all the possible stuffs from the game manual at these times (It was a way to learn all the possible features)
First it was some kind of "arena fighter". Something thinking like "What would be a stage in Blanka landscape, with Blanka as a boss ?"
Then I had the idea of wrestling and more advanced mecanics.
I deleted many advanced mecanics from the project, because I had no skills to do it. And it would require an external programer to do it.

No, the project is not that complex.
It's just that sometimes, the engine seems really stupid and have a logic I can't get used to.
The frustration comes from that. And I don't have time anymore to go hardtryer trying to code a specific mechanic for 2-3 weeks, almost stopping living because I'm obsessed with the result (-> then usually cancel it because there is no solution to fix it to me = losing several weeks of my life for nothing.)

About your advices.
-Yes, no perfect engine. I "hate" Mugen for some of it's limitations. (I actually tried to add Beat em ups mecanics in Mugen - before to postpone when they removed Z axis moving in post winmugen versions) . Also, during confinement, I also tried some new project, but not that interesting. and I'm not even motivated to continue it. I even named it "Simple Brawler" ^^
-participating in other projects, yes This is a plan. I already started something. But only "advanced" gameplays interest me. (This is why I worked with Magggas in the past)
-Beside of teaching art, my main hobbies is drawing and making comics. (I do it most of my time, to complete IRL projects) Not really spriting. Spriting is time consuming, ask me some focus. So, I only do sprite edits. I always say it... Head swap + color swap can make incredible results. 99,99999% of WA project planed new charcters will use this method.

I'll get back to it.
Every time I play my own buggy demo, I feel like I want to continue.
But to think it will be a lot of ime for small result makes me want to give priority to other creative hobbies.

Again If I didn't had the help of couple of creators by PM, the project would be dead.
They actually saved this project.
 
Back
Top Bottom