In Progress World Warriors

The project is currently under development.
One of my favorite games.
One mode will be similar to this game.
I'll try to replicate the moveset of the STF characters in this game for alternative versions.
I also want to make a variation of Akuma based on
Tekken 7.
So I got my hands full.
 

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So I moved on to Ryu, combat system is worked out already but I'm still working out moves for Ken and Ryu. The author of WHSJ reached to me an is cool with using their game so long it ain't released under their name.
Fortunately World Warrior is a completely different beast so this isn't a edit version or another game.
WHSJ and FHR will serve as a reference or place holder when it come to custom scripts,slams,storyboard, hit counter and level design.
Credit to them for turning a vs game into a beat em up.

@maxman
What you think of the combo thus far for Ryu
 
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I'm a point where I make just about any move so
when Ryu,Ken and Dan are complete I'll move to the rest of the cast.
Sometime in the future I'll move on to the orginal Street Fighter vs mode and would need some guidance but that's ways off.
Just got to get everything right early on from so I don't have to revisit it later.
 
If you want to make the score to only 0 when you keep attacking the enemy, use score in the character header.

score {onkill} {multiplier}

  • Changes the score earned by killing this entity. Both {onkill} and {multiplier} are {int}s.
  • When the entity dies, the player who killed him/her/it will get {onkill} bonus points to their score.
  • Any hits landed on this entity by a player which would increase the player's score is multiplied by {multiplier}.
  • The default value is 5 for the multiplier. Setting {multiplier} to 0 makes it use default setting. Use -1 if you want to set 0 multiplier.
  • When used with an item, {onkill} changes the amount of score added when the item is picked up and {multiplier} is not used.

Example:
Code:
name RyuTrial # Training dummy Ryu
type enemy
health  100
gfxshadow    1
speed   14
subject_to_screen 1
blockodds 1000
nolife 1
falldie 2
nomove 1 0
nodieblink 2
icon data/profiles/ryu.png 1
score 0 -1

Just in case you don't want the score to raise every time you attack especially in the training session/mode.
 
If you want to make the score to only 0 when you keep attacking the enemy, use score in the character header.



Example:
Code:
name RyuTrial # Training dummy Ryu
type enemy
health  100
gfxshadow    1
speed   14
subject_to_screen 1
blockodds 1000
nolife 1
falldie 2
nomove 1 0
nodieblink 2
icon data/profiles/ryu.png 1
score 0 -1

Just in case you don't want the score to raise every time you attack especially in the training session/mode.
Thanks that is rather useful.
 
I wonder how the beat em up aspect of this game is going to play? so far It looks good 1 vs 1 and I understand it's been the boss fight scenario so far, practise with 3 or 4 enemies on the screen to aid in how your overall mechanics will work and if they need adjusting because the last thing you wanna do is completely design an entire game around boss fights and then add the beat em up aspect as an after thought if primarily it's going to be a beat em up.
 
Sorry
Try again
Definitely not bad ! some fiversity in hit shake / pause etc would be great!
Same for diversity of hit sounds.

Also, my question have you created all these custom animations ? This Ryu looks refershing because of many custom normal attacks.
or what is the exact source.

I'm very curious to see what would be the equivalent for Sakura, Guile, Cammy, Zangief, Chun- Li...
 
I wonder how the beat em up aspect of this game is going to play? so far It looks good 1 vs 1 and I understand it's been the boss fight scenario so far, practise with 3 or 4 enemies on the screen to aid in how your overall mechanics will work and if they need adjusting because the last thing you wanna do is completely design an entire game around boss fights and then add the beat em up aspect as an after thought if primarily it's going to be a beat em up.
So I got that figured out and will post a video showing what I did with the enemies in WHSJ.
I messed around with enemy placement,delay etc in games like FHR and WHSJ to get the feel right and the video will show that.
These 2 games paved the way for me. Enemy placement and type has always been a main focus for me in a beat em up. Final fight 3, armored warriors and dungeon and dragons and even Denjin Makai did this well so I always revisit those titles.
 
Definitely not bad ! some fiversity in hit shake / pause etc would be great!
Same for diversity of hit sounds.
I got all the resources ready but I'm focusing on the moveset for Ken and Ryu, Dan will have the correct pain and fall animations according to the appropriate attacks and once completed I will add the sounds, hit flashes etc.
Blue for special attacks, purple for supers with on. These 3 will serve as place holders for the rest.
Also, my question have you created all these custom animations ? This Ryu looks refershing because of many custom normal attacks.
or what is the exact source.
Siil3ntj did Ryu along with the old cast of STF so all credit to him and company.
He was cool with me using his sprite sheets so I'm also going to recreate the original STF as a boss rush mode.
I think you will like the standard combos I have put together thanks to the sprites provided for Ryu but they still ways off but there is enough to show you.
I'm very curious to see what would be the equivalent for Sakura, Guile, Cammy, Zangief, Chun- Li.
MechaGief will be a more command grab focus character like Mpower.
I came across a Cammy sprite sheet were she use psycho powers so that will look dope in action.
Charlie and Guile will very different from each other like I did with Ken and Ryu.
I'm using the MVC Chun-Li since that is more in line with her being under Bison's control.
 
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@danno
Just go back to WHSJ and see the difference. This was done a while back, it basically shows how I'll handle the beat em up section of the Street Fighter which will be completely different.
Basic attack strings of Ryu...still in progress.
 
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Messing around with new attacks here with Ryu.
I'm trying to make them very different from one another regarding Ken and Ryu.
I Think I'll keep their specials as is.
Started working on Ken's kick combos
@Kratus What you think so far, ignore the fact that I didn't at any sounds or other effects.
just look at the attacks.

 
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How many characters will be playable?
For the demo, I'm looking at 5.
Sagat,Gouken,Gen, Nash and a female character.
I might attempt a 2 in 1 character with Batsu and Kyosuke.
If all goes well, the roster will triple in the full version.
This will be my only Openbor project, so I'll returning to it and updating it over the years till kingdom come but a demo is the main focus currently since I'm preoccupied.
 
Oh I gotta know, What stage is this?
USA stage 1.
The first level of World Heroes Supreme Justice extra.
The Author is cool with me using their game.
The game does just about everything right.
Tons of learning material, especially with regards to the slams and enemies.
 
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