In Progress World Warriors

The project is currently under development.
Nice combos and basic attacks there. I see 3 reactions from Dan everytime Ken performs his Shoryuken.

Also, the jumps remind me of KOF which you can do normal and super jumps.

I like the combo enders there.
I just started using cancel and the results are interesting!
The engine is something else..
I got some ideas to show you later on regarding jumps,combo enders and cancels.
The game will have melee and range attacks but no weapons a side from a knife...
 
Also, the jumps remind me of KOF which you can do normal and super jumps.
KoF had some of the better mechanics when it came to movement and combat.
After 3 capcom games I'd like to snk a go...The last blade will be on the cards.
 
This is my take on blocking done by the player.
The first 2 attacks I used block twice.
Second time I just held block and got opened up!
Added a back attack aswell since it's my first attempt experimenting with cancel!
Cancel is by far the best thing I came across to date.
Created a shorter Tatsu off it.
I could go off the deep end with combos because of it but this ain't something as insane as a mugen fighter...the goal is to make a Beat'em up with limits.
The game will be my definition of a beat em up.
A combat based puzzle game.
So the levels will keep things visually fresh but I'll switch up the combat.
The whole less is more works here.
 
So I went back to the drawing board and thought about the advice I received!
Decide to redo Ken and Dan from the ground up with even more sprites.
Busy sorting out the combat mechanics before moving on to anything else.
As much as I like slams and throughs I will come back to that.
the game could survive without it early on.
I won't reveal the entire cast but base off this image you imagine what I'm going for!
 

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As much as I like slams and throughs I will come back to that.
the game could survive without it early on.

Uhm... not really. Personally, I won't give any kind of fighting/beat em up a single second of my time without slams and grappling. That's just a glorified platformer. The longer you delay, the harder it gets. Set up grappling now, and it will be easy to add on stuff later. if you don't, it's going to be a living nightmare trying to go back and put in later.

DC
 
@DCurrent
This early on the things I'm familiar with Ken and Dan cover that!
I'm implementing things as I go about about putting together the combat mechanics.
I was able to add guard breaks recently.
Cancel is one of the more versatile features that will allow me to cancel a tatsu with Ken into a spinning pile driver.
My goal is to cover all areas of combat before the moving on.
that's why I needed more sprites then what the alpha series offered for me to do throws.
Each character is a task on its own for me and cover everything I need to learn.
Hugo is there to cover throws and slams with
Ken I'm yet to create supers.
Since I pride myself on combos...I usually implement every move in a combo that the game allow and to make a game that go against that principle defeat the purpose of making this game....the idea behind this game is to give every move meaning and not just add it for the sake of it.
 
@DCurrent
This early on the things I'm familiar with Ken and Dan cover that!
I'm implementing things as I go about about putting together the combat mechanics.
I was able to add guard breaks recently.
Cancel is one of the more versatile features that will allow me to cancel a tatsu with Ken into a spinning pile driver.
My goal is to cover all areas of combat before the moving on.
that's why I needed more sprites then what the alpha series offered for me to do throws.
Each character is a task on its own for me and cover everything I need to learn.
Hugo is there to cover throws and slams with
Ken I'm yet to create supers.
Since I pride myself on combos...I usually implement every move in a combo that the game allow and to make a game that go against that principle defeat the purpose of making this game....the idea behind this game is to give every move meaning and not just add it for the sake of it.

It's your game friend, but all the design aspects you noted? It's not special or unique. That's baseline.

So you're making a combo fest. And? You just described EVERY combat oriented game fan made or otherwise from the last decade. What are you doing to make this worth anyone's time, especially yours?

I'm not trying to be negative or discourage you, but these are questions you need to ask yourself as you proceed.

DC
 
It's your game friend, but all the design aspects you noted? It's not special or unique. That's baseline
DCurrent I'm sure you mean well sir, I don't mine these questions, with that said!
It's my first project and getting the basics right is very important to me.

Please point out a fan made Street fighter beat em up as good as say legend of the double dragon or Avengers ubf or River city LA.

Those games mentioned are beat em ups and most importantly they are well crafted with regards to levels,enemies/bosses,grouping etc.

The game I'm working on has more in common with FHR and World heroes Supreme Justice!
I really like those games but my issue is that those games suffer from grouping issues!
Instead of facing 5 enemies max at a time you face up to 10+ so you can't appreciate the fight
when fighting enemies.

As for unique!
The story I came up for this game inspired by the anime series of '96 makes it unique enough!
Off it I can add characters that otherwise wouldn't make sense to be in it.
Most Boss fights will be 2D fights since I feel 2D > 2.5D when it come to boss fights in general.
What are you doing to make this worth anyone's time, especially yours?
I always wanted to play a Street Fighter beat em up as a kid and now with Openbor you telling me I can make it!
Hell yeah,I'll make it.
To be honest I didn't even consider anyone elses time other then my own when it come to playing this game when completed.
Making it is a different story
Since the people that been assisting me got their own projects and life happens.

Same art style used throughout the game.
Game starts off like stf2 and end up playing like MVC and later on CVS as far as combos go.
Enemy interaction will be like that of denjin makai 2 or Cadillacs!
From Final fight to the Punisher then denjin makai 2 is how the game mechanics should evolve.
Armored warriors is perfect with regards to grouping and juggling range and melee attacks.
I just lack the skills needed but help has been tremendous.
 
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So you're making a combo fest.
Not actually!
No one plays like me and that applies to everyone else.
With Donvecta the levels will have a unique look to them but I only care about the fight.
Aside from standard levels I will add survival and boss rush type stages that pay tribute to certain games it draw inspiration from.
Enemies will block attacks and give the player enough time to react, there are uppers and riseattacks and turn that prevent infinite combos.
I'm trying to create a rhythm to the fight almost like sifu.
The chellenge and combo potential is meant for me!
There are people who prefer to just walk around beat up enemies.
A mode will be there to cater to them.
But I won't play it like that
 
This more or less the idea behind my combat system early on with regards to how block work for the player.
Also changed the way rise work!
Standard and a quick one(U A ) that knockback enemies
 
@Piccolo
Hope you well.
Is possible to bind enemies to the player when a special is performed.
I'm speaking under correction here but does violent Ken's specials does this is SVC chaos.
So I'm actually making abit of progress.
I can actually recreate moves to my liking.
Like the tatsu seen in the video
 
@Piccolo
Hope you well.
Is possible to bind enemies to the player when a special is performed.
I'm speaking under correction here but does violent Ken's specials does this is SVC chaos.
So I'm actually making abit of progress.
I can actually recreate moves to my liking.
Like the tatsu seen in the video
If it's a question yes it's possible.

But usually in several cases games don't really use binding for that, they just move the enemy at the right position (one or multiple times during the move) so that the combo hit properly. Either the enemy is "teleported" or "sucked" in. The key it to trigger it so that this effect is not really noticeable.

Binding is a good option if the combo is like a "cinematic" combo
 
Uhm... not really. Personally, I won't give any kind of fighting/beat em up a single second of my time without slams and grappling. That's just a glorified platformer. The longer you delay, the harder it gets. Set up grappling now, and it will be easy to add on stuff later. if you don't, it's going to be a living nightmare trying to go back and put in later.

DC
I second this. This is the main reason behind me making FF2 Haggar as the 1st character in my next project. I wanted to make the best grappler ever in a beat'em up.
 
Please point out a fan made Street fighter beat em up as good as say legend of the double dragon or Avengers ubf or River city LA.
THanks for the compliment buddy.

But since you used my game as an example, I can give you some advice using it as a base.

Do you know what my biggest goal with that game was? To Make a FUN game, something that people have fun playing, to help them relieve the tension of real life. And that it was something that people continued to play even after years (and, from the reports I have, that worked).

I practically don't mind having the game full of combos. Apart from a few exceptions, in most cases I didn't even think about it. So much so that @Psykai shows me the combos - many of which I didn't even know were possible.

I completely agree with @DCurrent here.
It would be interesting for you to focus on something that makes your game different, especially since there are several games with the same theme.

Still using my game as an example, why are there people who like to play it, while there are several Zvitor games with almost a hundred characters to choose from? Because my vision is completely different from his (and I'm not talking about quality). He focused on pleasing the fans and getting everyone in as possible. I focused on people looking at the Hulk and saying "that's the Hulk from the comics". Both are right, each one on its way.

Why do many people like @Kratus' game, when there are thousands of other SOR games out there (including SORR)? Because his game is DIFFERENT (and, in my opinion, better than SORR). The same goes for @Mr.Q! Double Dragon! - there are thousands of DD games, but his game is different.

In the end, it's your game. And you must do it as your heart tells you.
I make games so I can have fun first, before everyone else. If someone has fun with them, that's really cool for sure.

But know how to deal with the price of doing something that only you enjoy, because the feeling of being "ignored" can be very frustrating. I'll give you an example of another game I made and personally love: Battle Stormer Classics. But most people don't give a shit about it.

And it's okay, because it was my conscious choice. But I know the price I pay for this and I'm used to it, because I've been doing this for over 20 years.
 
If it's a question yes it's possible.

But usually in several cases games don't really use binding for that, they just move the enemy at the right position (one or multiple times during the move) so that the combo hit properly. Either the enemy is "teleported" or "sucked" in. The key it to trigger it so that this effect is not really noticeable.

Binding is a good option if the combo is like a "cinematic" combo
Appreciate the feedback
Since I don't want the enemy dying mid combo and I think the special use this binding technique.
As seen below!
I want to replace the psycho skull with the fire Dragon from his Shinryuuken
 
I second this. This is the main reason behind me making FF2 Haggar as the 1st character in my next project. I wanted to make the best grappler ever in a beat'em up.
To be honest.
I was only able to replicate special attacks to my liking after @Kratus gave me stfvskof and I switched over to CMT.
@machok assisted me with regards to pause.
If you look at the toe poke.
I was attempting to create a slide and it look off, completely wrong.
This video below shows me trying to pull off the upper, wrong again.
Only through experimenting I figured it out.
All it took was for me to add
@cmd leaper 0 0 0 or @cmd dasher 0 0 0
Now I can create special attacks with the fluidity that match the arcade.
This was the most important thing for me.
I still have to get the fall animations right.
You got a ton of different anim fall in your FF demo.
anim fall is my next on my area of focus.
Since stfvskof have slams in it.
I will use it as a reference when creating throws/slams.
Haggar always been my favorite character in Final fight.
So slams are a must.
At this point I'm only able to create a character and now attacks,freespecials,cancel,follows.
I still got flash,level design a 100 other things to learn.
After realizing this,I got no deadline.
Might take a decade to complete.
 
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In the end, it's your game. And you must do it as your heart tells you.
I make games so I can have fun first, before everyone else.
Boss, those words sums me up perfectly.
I'm looking to make a game I envisioned as a kid.
A Street Fighter beat em up but now I can actually add a story to it and much more thanks to OpenBOR.

In fact I'm having more fun making the game than anything else but I do intend to make a version with everyone else in mind as far as feedback go.
Once done then people can do with it what they want if they up to it.

Don't get me started on how epic Avengers ubf is.
What I like the most about the enemies is that they come with range attacks.
Heroes feel like they could be used their own game respectively with the amount of moves they have.
But know how to deal with the price of doing something that only you enjoy, because the feeling of being "ignored" can be very frustrating. I'll give you an example of another game I made and personally love: Battle Stormer Classics. But most people don't give a shit about it
BSC would have been big back in the day like Mighty Final fight was but then again it would probably impossible to make with the hardware limitations back then but it's another game where I can appreciate what you envisioned for it for the art style alone.
Same sprite or atleast look as if from the same game/art style is an absolute must for me.
Not a fan of mixing capcom with snk must either one did the cross over.
I love Capcom's pixel art style but as for gameplay and everything else it's SNK all day.

If the game I made was an original IP I would be pissed if it was ignore.
I'm glad it ain't but I would like people's opinion of the end result
Whether they hate it or love it don't matter,just acknowledge it
I'll be sure to add the things suggested here since there are people who know better in that regard.
Thanks for the feedback
I'd like to get my stages and enemy spawns looking like yours Avengers in time.
 
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I'd say 15 years give or take, You're doing great so far. Keep up the good work.
You being generous!
It wouldn't even have gotten off the ground if it wasn't for you lot.
@danno
You exactly the person I wanted to ask this question since you currently been busy doing what l'd like to do.
@machok recently showed new sprites for Cody.

When I get new sprites
How do I go about adding it to my game without it looking all messed up?

What I usually do is add the new sprites to my sprite sheet then create a pallette with gimp
But if I add the new sprite it look all messed up.
I then have to cut out every sprite of the character on the newly updated sprite sheet .
I'll provide a video in time.
 
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