O Ilusionista Did you get my reply to PM? My inbox and sent items section behaves like it was not sent to you. Should I try to send it as a new message maybe?
kimono said:There is Giant Baba from Zen Nippon Pro Wrestling and the mugen character Giant of the Orient made by Yumehiko that can be a great character:
https://drive.google.com/open?id=1rbfmQLSgrva6UMlP_cr_Rf4aJ9rSzbA1
I suggest also some fight phases on a big screen like in Hammerlock Wrestling made by Jaleco on snes:
...
nsw25 said:looks great, I know its going to sound like a lot of work but id really like to see this as a stand alone game, you could still use this game and everything in it as a base, just theme it solely around the wrestling stars and give it a wrestling themed beat em up plot. I think it will do really well.
there was a really bad Gameboy colour attempt at a wrestling themed beat em up game but you could easily pull it off.
Have Macho mans Miss Elizabeth (his manager) get kidnapped so he recruits a rag tag group of wrestlers to save her, have some generic goons for fodder and other wrestlers as bosses. plot reveals it was all Vince Mcmahons doing (or Bobby the brain hennan or another heel from that era, maybe Jake the Snake ? they don't even have to be fully animated) and they then set up the showdown at a wrestling event.
nedflandeurse said:I'm really hyped with this, Magggas!
Actually, any classic wrestler is OK to me!
My only whish is they plays all differently with their own differents slams.
I don't know if Miru is still working on it, I also hope for an incarnation of Marian, if Miru find to motivation to complete the sprite set.
EddyCartoon said:I got a pretty neat idea. How about adding hit boxes during throws so that way, anytime you throw somebody, you can knock down other enemies caught in the middle of that throw.
Darkkyo said:very good news! Will it also be compatible with previous versions of openbor?
I want to play it on several platforms.
Congratulations and thank you for your great job!
Scoop said:magggas As always I can't wait for update of this extraordinary video game. You mentioned we could suggest some things so here are my ideas. It is kinda silly to point out that kind of stuff in near perfect game but here we go:
- That is great feature player can keep running after falling to lower parts of a stage by just holding direction but I think it could be good to have the same mechanic for running jumps. For example: you do running jump over the gap in the bridge and hold forward to keep running after you land.
- I like how enemies get up at the same time after knockdown which make them very predictable. Grouping them for combos is a pleasant act. But what if get up time could be different for specific enemy types. For example big characters like Bolo could stay on the ground longer but Linda would get up around 1/4 faster. That's just small example - it could be done in many different ways. Successful games like Final Fight and Streets of Rage 2 were very heavy in that aspect. It was really important to know enemy get up time to succeed in higher level of play. For example J and Two.P were getting up faster than fatman Bill Bull in FF or knife guy Jack getting up faster than fatman Bongo in SOR2. Or it could be done Double Dragon 1 and 2 arcade style: enemies get up fast when they have a lot of HP but the weaker they get - it takes them longer to get up. Just like in real life
- Having invincibility frames when picking up a weapon is very useful for player characters but I think enemies should have no i-frames during grabbing a weapon animation. That's just my opinion. It is overpowered tool that enemies shouldn't have.
I also report a video which I believe to be world record speedrun in category: Savage, no death, Where The Giant Sleeps Mode. Done by me ;D
https://www.youtube.com/watch?v=laG1CggxBOI