In Progress World Heroes Timeless

The project is currently under development.
O Ilusionista said:
There is a bug on mirror (I've posted here in some post and I can record a video showing it)

Please do make a video. I saw your bug report but it's been a long time, and honestly I'm not even sure if it is a bug or just a limitation of how the mirror works.

DC
 
I will do it and report at github.
By the way, the Github tutorial you mentioned would be cool (although I use Dropbox for that). My only concern is - isn't the files public available?
I don't like to let people see in what I am working before the release.
 
I have a few suggestions and ideas:

* Janne could have an alternate costume of her modern attire from one of her endings.
* Are Dio and Geegus going to have 2 phases? Going through their first appearance versions first before their Neo forms?
 
And more Cap'n Kidd.  We should always have some Cap'n Kidd.  He's my fave.
And Mudman.  Excellent character!  Not many papua new guinea fighters in the world of fighting games.  Especially not many mask wearing crazy looking tribal motherfuckers.
 
Miru said:
...* Janne could have an alternate costume of her modern attire from one of her endings.

WAY more sprite work than I'm willing to do - and aside from that, much as I love Alpha Denshi and the World Heroes series, those endings are awful. Most of them veer way too deep into Japanese Shonen non-sequitur humor. Fine if you like it, but I find most of them stupid beyond belief and a serious eyesore to the game. My intent is to handle the characters and their back stories with more respect than the original creators did.

* Are Dio and Geegus going to have 2 phases? Going through their first appearance versions first before their Neo forms?

No. Geegus and Neo-Geegus are pretty much the same in the original games, so there's no reason to do anything different with him. All I'm going to do is remove his limitation on transformations, since in WH2 he never imitated the original 8 characters. The toughest part will just be mapping the controls for his shape-shifting when he's playable. I have several ideas on how to do it, just need to settle on a favorite.

As for Dio? Honestly I thought the original Dio design was cooler because he was more liquid metal killing machine and less weird monster, but I digress. I only have plans for Neo-Dio version (and he'll just be named Dio). Don't worry - I got plenty of surprises in store.

DC
 
Damon Caskey said:
Miru said:
...* Janne could have an alternate costume of her modern attire from one of her endings.

WAY more sprite work than I'm willing to do - and aside from that, much as I love Alpha Denshi and the World Heroes series, those endings are awful. Most of them veer way too deep into Japanese Shonen non-sequitur humor. Fine if you like it, but I find most of them stupid beyond belief and a serious eyesore to the game. My intent is to handle the characters and their back stories with more respect than the original creators did.

* Are Dio and Geegus going to have 2 phases? Going through their first appearance versions first before their Neo forms?

No. Geegus and Neo-Geegus are pretty much the same in the original games, so there's no reason to do anything different with him. All I'm going to do is remove his limitation on transformations, since in WH2 he never imitated the original 8 characters. The toughest part will just be mapping the controls for his shape-shifting when he's playable. I have several ideas on how to do it, just need to settle on a favorite.

As for Dio? Honestly I thought the original Dio design was cooler because he was more liquid metal killing machine and less weird monster, but I digress. I only have plans for Neo-Dio version (and he'll just be named Dio). Don't worry - I got plenty of surprises in store.

DC

1. Aww, so no Hanyoko?

2. I concur with all this.
 
ELECTRO made open-source extended versions of Kidd, J.Max, and Zeus's 2/Jet stages for Mugen along with a few stages from Perfect. Maybe the assets from those could be of use to you?

http://ultimatemugenstages.blogspot.com/2014/09/world-heroes.html

 
Thanks Miru. I still have this project in my back pocket. Just busy working on other things - The engine itself, Lucia's Run, and a little surprise project on the side.

DC
 
I've been lurking for a long time, but the pandemic is making me a bit Cabin Feverish? haha...

Can't get this mod to work. I mean, it WORKS! But the deal is that I get this green artifact box around the characters. Does it come with an older version of openbor? Should I update, bruh?
 
Testing pie depletion mode for HUD units. This is part of a complete HUD system that uses text files similar to model sheets and allows adjustments in real time for debugging.

 
🤯 Wow! I'm very surprised by the look of the pie unit drain! That's something I always wanted to try out years ago but don't know how to make it work like that. Amazing work there!

The text moving around in player HUD (no player selected), is surprising too. You said it's not from models. Is that a moving sprite from screen or a stage layer?
 
🤯 Wow! I'm very surprised by the look of the pie unit drain! That's something I always wanted to try out years ago but don't know how to make it work like that. Amazing work there!

The text moving around in player HUD (no player selected), is surprising too. You said it's not from models. Is that a moving sprite from screen or a stage layer?

Thank you @maxman!

Yes, it is just one sprite moving inside a subscreen. There are actually two systems in play. The first is a modeless animation system. It uses sheets very similar to model texts, and adds some other features handy for HUDs and backgrounds. Specifically, belt scrolling, with the ability to loop or reverse. The animation entry looks like this:

Code:
animation hud_player_banner

    position 23 0
   
    loop enable
    delay 2000

    belt_loop        x_reverse y_reverse
    belt_delay        10
    belt_notch_x    -1
    belt_notch_y    -1
    belt_pos_x_min    -22
    belt_pos_x_max    25
    belt_pos_y_min    -40
    belt_pos_y_max    20
    dm_enabled         1
    dm_config        active reset_pre reset_post
    dm_alpha        4

    frame data/sprites/hud/player_banner_0.png

    belt_notch_x    1
    belt_notch_y    1   

    frame data/sprites/hud/player_banner_0.png

Basically it's a one frame animation that moves itself around within a designated area and reverses whenever it reaches a boundary. The system that runs it is a refinement of the belt scrolling routine I first wrote for the selection screen background in Golden Axe Hackjob:


The second part is the HUD, which again uses text files for configuration similar to model sheets. Each player's HUD area is a subscreen, and though they weren't shown, so are enemy HUDs. I posted some notes on how it all works. They're mainly for my own use, but they are here in the forum if you want to see.


DC
 
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