Canceled Dynamic Edge

Project is halted prior to completion and will not receive further updates.
Hey, this is my first post on the boards.
I'm working on a mod for OpenBOR i'll admit i lifted a bunch of assets under the working title of "Dynamic Edge". I plan on having at least 10 characters; 2 of those characters will be unlockable. I'm also aiming to have 8 stages.
Right now i've got 3 playable characters done; Keke Satan (based on frame data of Ingrid in Rocket Viper 2), Senna (ported from Rocket Viper), and Crescent (mostly based on data imported with openborStats from mugen).

Here's some prototype footage (obviously taken at different times):


Once i'm finished making the second stage and a fourth playable character i might release a playable demo.

Edit: A 4-stage demo has been released. It has 6 of the planned 10 characters.
https://mega.nz/file/T74FAAIC#GfiCxibfOMSAgXJZj8VE_DbmjJ6SixnDBfPSEdHDTAA
 
Okay, I'm hyped. Not going to lie, I love the title and that's not being ironic or sarcastic. "Dynamic Edge" is a refreshing entry on titles, and the good point already begins there, since most mods I've seen are infatuated with using the words "final", "rage" and "revenge" on it.

And about using assets from other games... well. That's how both MUGEN and OpenBOR came to be popular, no? Even the original Beats of Rage uses KOF 2K2 sprites! Not to mention things like SOR remake and such. 

also, i kinda noticed Keke and Crescent's hitboxes are kinda wonky. any tips on how i could fix it?

You can use Obeditor to set the hitboxes via mouse, I do it all the time. (Openborstats caused a few bugs in the hitboxes)


 
Kurisu said:
You can use Obeditor to set the hitboxes via mouse, I do it all the time. (Openborstats caused a few bugs in the hitboxes)

I managed to fix the hitboxes without Obeditor, but thanks anyways. The problem was when they threw enemies Keke could hit them in the middle of a throw and crescent would actually get hurt because of the"fall" attack hitboxes.
 
A more polished Demo has been released.
The HUD has been modified to look more unique, the 2nd stage looks slightly better and finally has an ending, the characters have been rebalanced and instead of the old shadows, they use the "gfxshadow" code.

https://mega.nz/file/WngSgaxB#G7wKmdoHpqVDzMAzv2p1KFRx5C0sARKcsdTbsO6qSec

edit: I accidently left the regular Neo Edit Pack modes in. Go to "full game test" if you wanna see the game so far.
 

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The new HUD looks cool!

Here's how my HUD looks like:

Lifebar.png


I wanted to do something different, I've used MUGEN Battle Vixens lifebars (The one of which 2Dee4ever is using on his Capcom vs SNK fangame on Ikemen) and some assets from the Asura Buster arcade. And even the K.O. Counter in the second stage in Asura Buster was useful to me! ;D
 

Once i'm finished making the second stage and a fourth playable character i might release a playable demo.

Edit: the 2-stage demo has been released. It's kinda rushed and there's no 4th playable character but i'll get to it. I feel like i ran out of ideas on what to do on the second stage, which is why there isn't a boss battle.

https://mega.nz/file/K6IG0YJI#BELlVLyNZow4qc7rf-dl2NXYKEPqtYNrxwB2zmJeurA

also, i kinda noticed Keke and Crescent's hitboxes are kinda wonky. any tips on how i could fix it?
[/quote]

So far I liked the background sprites. Are them from Pretty Soldier Sailor Moon and Burning Fight? Nowadays it's pretty rare to find a "japanese avenue-like" background sprites.

You can take a look on my openbor mod (It's a prototype with only one stage). It also uses most of the background sprites from the former game.

http://www.mediafire.com/file/6c6vfu50mq7obbf/KuniotachiNoBankaBeyond.pak/file

Anyway, good luck in your project.
 
NekketsuBishoujo said:
So far I liked the background sprites. Are them from Pretty Soldier Sailor Moon and Burning Fight? Nowadays it's pretty rare to find a "japanese avenue-like" background sprites.

Yeah, although they are edited ones from Denjin Makai Zero and Rocket Viper 1. I might frankensprite raw rips from those games and the ones from those OpenBor games.
 
Kurisu said:
The new HUD looks cool!

Here's how my HUD looks like:

Lifebar.png


I wanted to do something different, I've used MUGEN Battle Vixens lifebars (The one of which 2Dee4ever is using on his Capcom vs SNK fangame on Ikemen) and some assets from the Asura Buster arcade. And even the K.O. Counter in the second stage in Asura Buster was useful to me! ;D

Thanks. The hud I made came from Guilty Gear Petit but it's heavily edited to the point where it can be considered "custom". i might re-add the 15x15 portraits in a way that connects them to the lifebars.
 
I started work on the fourth character (Othello) but somehow he gets stuck on this frame of his first attack. Not sure what's causing this. i believe it's the hitbox being too low but i don't know for sure; i feel like the hitbox work on the character itself is shoddy anyways.
 

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.... and that's why I never go around simply importing data from OpenBORstats until I spend at least three hours playing with a character in MUGEN (Or MAME in certain cases) and doing a rigorous analysis in what animations and sprites I can use for the attacks and moves.

Mind copypasting the code for Othello's attack there? Maybe I can tell what's wrong.
 
Kurisu said:
.... and that's why I never go around simply importing data from OpenBORstats until I spend at least three hours playing with a character in MUGEN (Or MAME in certain cases) and doing a rigorous analysis in what animations and sprites I can use for the attacks and moves.

Mind copypasting the code for Othello's attack there? Maybe I can tell what's wrong.

here you go.

Code:
anim	attack1
	bbox	14 0 56 75
	offset	49 82
	frame	data/chars/othello/164.gif
	attack	70 16 60 30 8 0 1 0 0 0
	bbox	14 -19 56 75
	offset	49 60
	frame	data/chars/othello/282.gif
	attack	70 16 60 30 8 0 0 1 0 0
	bbox	14 -19 56 75
	offset	49 60
	frame	data/chars/othello/283.gif
	attack	70 16 60 30 8 0 1 0 0 0
	bbox	14 -19 56 75
	offset	49 60
	frame	data/chars/othello/284.gif
	bbox	14 0 56 75
	offset	49 82
	frame	data/chars/othello/164.gif
 
I always post my animations like this:

Code:
anim #Animation name
offset #Value X #Value Y
loop #
delay #time
frame #

If not declared, it can break animations. Once in my old PC I had enemy mobs frozen in the last frame of the walking animation by not declaring "loop". Since there's no loop and delay declarations, the characters get stuck.
 
Kurisu said:
I always post my animations like this:

Code:
anim #Animation name
offset #Value X #Value Y
loop #
delay #time
frame #

If not declared, it can break animations. Once in my old PC I had enemy mobs frozen in the last frame of the walking animation by not declaring "loop". Since there's no loop and delay declarations, the characters get stuck.

Ah, ok. I managed to solve my problem by changing the attack animation entirely
 
Kurisu said:
The new HUD looks cool!

Here's how my HUD looks like:

Lifebar.png


I wanted to do something different, I've used MUGEN Battle Vixens lifebars (The one of which 2Dee4ever is using on his Capcom vs SNK fangame on Ikemen) and some assets from the Asura Buster arcade. And even the K.O. Counter in the second stage in Asura Buster was useful to me! ;D

Nice. It's something I want to improve on my game too.
 
This is a good start with this Monster Pc Doujin character. Are you planning to release other characters of this game? This can be really nice if your characters can transform from human into  beasts like Bloody Roar or Metamorphic Force.
 
kimono said:
This is a good start with this Monster Pc Doujin character. Are you planning to release other characters of this game? This can be really nice if your characters can transform from human into  beasts like Bloody Roar or Metamorphic Force.
I also made Delga as a boss character. I'm not sure if i can do a transformation mechanic yet, though.
 
I can show you how to make this if you want. The detail I need to know is how do you want to activate it (by an item, mp cost, command etc).
 
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