In Progress A Tale of Vengeance Ver. 2.0

The project is currently under development.
What music are you going to replace the old ones?
ive replaced a few, wont replace all of them as i kinda like the og one..so far stage 1 / boss Q have been replaced, but i do intend on doing a few more...specially level 6 ones and some on level 8 as well... what ever i chose it has to be kinda fast and have that fighting vibe xD
wont be all just music from game either tho....as the new intro music suggest xD
oh and also select screen music has been changed.
 
What is original music which appear in a tale of vengeance 1.0 version stage 9-3?
couldnt tell you sadly.. as that was ages ago and i didnt keep the og names on them :(
am assuming youre talking about boss battle? cus theres no 9-3 , only 9 / 9-1/ and boss battle after... still cant tell you tho
 
couldnt tell you sadly.. as that was ages ago and i didnt keep the og names on them :(
am assuming youre talking about boss battle? cus theres no 9-3 , only 9 / 9-1/ and boss battle after... still cant tell you tho
Yes. 9th stage boss battle theme.
 
am a Photoshop nut coding is not my forte lol
I can relate, fortunately custom scripts isn't a must for combos, I
nice and most likely youl do a better job than capcom... most times fans do ;)
Thing is, they never released a Street Fighter beat em up back then. They only released a number of titles they haven't returned to.
I'm starting from the end of the first game.
Reworking the combos for the cast and then it's on to how the gameplay, max will be 5 characters on screen.
It's best to follow a game with great pacing so I recommend playing the old greats, having 10 enemies on screen can be off putting. Final fight 3, cadillacs and dinosaurs amongst others is what I'm looking at.
 
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and no all the effects are now separated as stated in the OG post ...and way more where added.
so far 411 images and counting xD
I'm still learn as I go, can only do projectiles and dust effects, I will add these things later, gameplay flow and sound is important to me.
 
3 players implementation along with gradient bars ... all bars xD
althugh different for each player, they will be changed to use the same color in the end

paxplode - 0000.pngpaxplode - 0004.png...
now i break lol
 
paxplode - 0001.png
A bit off topic, but I recognize this Hugo sprite: it was taken from the character "Andore" from our Mugen project "Spec Ops", because it uses alpha styled sprites, as Ethan Lives manually edited all the sprites:

About the life bar, this is one of the reasons I do prefer to have my life bars at the bottom of the screen. Also, I would put it together both hp and mp bars at the same place
 
A bit off topic, but I recognize this Hugo sprite: it was taken from the character "Andore" from our Mugen project "Spec Ops", because it uses alpha styled sprites, as Ethan Lives manually edited all the sprites:

About the life bar, this is one of the reasons I do prefer to have my life bars at the bottom of the screen. Also, I would put it together both hp and mp bars at the same place
nice it was so long ago and most of what we do comes from you guys doing mugen stuff.... definately huge thanks to you all

yeah i pondered putting it at the bottom, but with rush and 3rd player being added and me not wanting to go smaller than that... had to keep them on top....if i would have upped the rez i probably could have done better.. but i didnt set out to break the mold sorta speak, just wanted to bring this up to date a bit... tho the bit went out the window and now is a lot lol
 
not happy with the remake of this stages floor... so i redid the floor yet again... this stage alone has like 12 layers not counting the 2 trains, fglayer FTW xD
also man i wish we didnt had a single palette back then..
amazing work from DC and Co.
paxplode - 0001 copy.png
 
cant get the trees speed correctly yet i think... also not sure if i should scroll the background bushes and that bridge is part of that...
dont mind the trains i forgot to remove for testing lol
 
great idea and done... never thought about it... guess i always looked at the forground as a single item...
thanks :)
 
I agree, even the back side of the bushes needs to be moved and set as fglayer too.

BTW that Robert sprite (pack) was created by DGO while Takuma was made by demongorne. Just lettin' ya know who to credit for their sprite work.
 
I agree, even the back side of the bushes needs to be moved and set as fglayer too.

BTW that Robert sprite (pack) was created by DGO while Takuma was made by demongorne. Just lettin' ya know who to credit for their sprite work.
thanks... foreground is set as fglayer now...also do they look ok tho besides the layer in question? thanks for the feedback.
also now it moves as well, tho at the lowest speed but now they all moves.
 
also now it moves as well, tho at the lowest speed but now they all moves
I ment also separating the foreground, so bushes and electrical posts are two separate foregrounds, bushes should move slightly faster than the electrical post,

It should give off a nice rounded layered feel
 
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