Helluva Brawl

Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0) 1.0

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Project is completed.
I'd love to do that. My only concern is that due to the storybuilding/canon aspects of HB/Hazbin, the blood would have to be different colors, depending on the enemies' species.

Ex: Hellhounds, imps and shark enemies may have black bood, BUT sinners like Coco, Valentino, Vox, etc. would have red blood.

Not that it would be impossible to pull off ofc, I'm just wondering if the most efficient way would just be to spawn different blood entities in the pain/fall animations for each enemy or something else
With scripting you could have just one blood entity, with different follow anims, each using a different color for the blood (and/or different animation/sprites), and then use a script to spawn it with the specific follow you want/need :). I THINK you'd possibly need a script to control the palette too (unless you had all the colors on one palette and used separate sprites or something). I'm sure people smarter than me could help you out here :). I used something similar for my healing items in my game. I had cupcakes that spawned with a random palette.

I finally got around to trying the demo and it's a great solid start for sure. It was fun trying out all the characters and there's some really neat and creative ideas in there, such as Moxxie holding down the special button to fire and move, etc. I even liked the little touches like Millie's jump attack being a double swing of the axe. It was just something different to most beat 'em ups :). I think I enjoyed playing as her and Moxie the most, but Blitzo comes very close too (you know you've done good if I can name half the roster as favorites, lol!). I DID feel that a couple of enemy moves felt a little rough. Tart's knife throw is very hard to avoid due to how fast it is. Similar with the jump-kick guys. Other than that though, everything felt pretty good. Really looking forward to seeing what comes next!
 
Hey guys!

It's been a while since I last shared anything, but so far - I've been making some improvements since the demo and tried to make the gameplay a bit smoother.

Here's a latest example - how I made it to where Moxxie could utilize his jumping uzi attack to cancel into a shotgun air special. It still needs some heavy tweaking but I wanted some opinions/suggestions on it if anyone had any!

 
It still needs some heavy tweaking but I wanted some opinions/suggestions on it if anyone had any!
I like what I'm seeing, you could either adjust the jump height values or add a negative antigravity number like -25 for example.
When shooting you want the character to float like Dante in DMC 3 ,a personal favorite.
Off topic.
Consider adding jugglecost to attacks, I can spam the runattack non stop and kill the boss by not letting him touch the ground.
Certain attacks activate the wrong fall anime like Blitzo's combo finisher.
It's always good to see progress on these fan made games.
 
I like what I'm seeing, you could either adjust the jump height values or add a negative antigravity number like -25 for example.
When shooting you want the character to float like Dante in DMC 3 ,a personal favorite.
Off topic.
Consider adding jugglecost to attacks, I can spam the runattack non stop and kill the boss by not letting him touch the ground.
Certain attacks activate the wrong fall anime like Blitzo's combo finisher.
It's always good to see progress on these fan made games.

Ah ok! Thanks for letting me know!
 
how I made it to where Moxxie could utilize his jumping uzi attack to cancel into a shotgun air special. It still needs some heavy tweaking but I wanted some opinions/suggestions on it if anyone had any!

Looks cool! though I was hoping he shoots the shotgun diagonally like his uzi.

I can spam the runattack non stop and kill the boss by not letting him touch the ground.

I've posted about that before in my review.
Though instead of jugglecost, I suggest using juggled limiter script. This script is declared in FALL animation and it will count how many times the enemy could be juggled. If the counter reached limit, the script will change animation into other fall animation with no bbox.
I've shared this script before but forgot where. Let me look for it.
 
This script is declared in FALL animation and it will count how many times the enemy could be juggled. If the counter reached limit,
Make sense for a game like this that isn't really combo heavy like ffp. I would want the player to use certain attacks during an air combo since most attacks vary in fall anim but thats for my own game but the custom script is the way to go here.
Slam and custom scripts are the Bane of my existence.
 
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Hi @MysticalMist
I got a few would be suggestions.
I would like to know what you think of adding a slam to the basic combo if the player hold up or down while attacking...the slam would take effect after the 3rd attack.
Power bombs and Germans could use bigger splash damage when hitting the ground.

Jump move would also need some tweaking done so that certain characters face one way while others can move freely.

I notice that money don't have a health bar when collected, maybe that icon could be use all the pick upups.
 
@Bloodbane, I would love to see that juggler script. I'm well aware of the juggling issue in the demo, so implementing that sounds great! As for the shotgun firing diagonally, I think I might be able to do that, though I wonder if that should be added as either an alternate input when using that special (ex: maybe holding left/right before he fires).

@Grit, that sounds interesting for the combos! I'll see if I can try something like that and maybe post another video update. As for the powerbombs/suplexes, I think I've tried to make bigger splash boxes in the past but it came out unusually wonky. I think I'll just have to re-visit that and try again so I can give you a better explanation of that issue (if it still persists ofc).

For jump moving, did you mean as though they can face different directions while moving in the air in the direction they had initially jumped in? Or did you mean that the jumping flexibility should be different per characters? Sorry if I misinterpreted anything lol.

As for the pick-ups, I dunno if it's in the manual somewhere, but I didn't know you could actually remove the health from certain pick-ups such as health items. I'll look into that later hopefully.

Thanks for the feedback and suggestions, guys!
 
Actually, now that I think about the slam scripts. I noticed one big issue - the enemies take one point of damage for some reason before they even undergo the full throw/slam, resulting in them dying and remaining in the same frame as they blink out, not even falling normally. My slamscript was essentially what was posted in a different post I made regarding slam troubleshooting a while back iirc.
 
I remember sharing the script to DJGameFreak years ago but forgot in which thread it was 😓. So I'll share the script directly here instead:
C:
anim    fall
@script
    if(frame == 0){
      void self = getlocalvar("self");
      void Fall = getentityvar(self, "Fall");
      int Limit = 6;

      if(Fall==NULL()){
        setentityvar(self, "Fall", 1);
        Fall = 1;
      } 
      if(Fall < Limit){
        setentityvar(self, "Fall", Fall+1);
      } else if(Fall>=Limit){ // Falls reach limit?
        setentityvar(self, "Fall", NULL());
        changeentityproperty(self, "animation", openborconstant("ANI_FALL2"));
      }
    }
@end_script
...

This script counts how many times entity plays this FALL animation or IOW is being juggled. If the entity has been juggled more than limit (6 times), entity will change animation to FALL2 animation. As mentioned before, FALL animation has bbox while FALL2 doesn't have any.
The counter is resetted in RISE (and RISEATTACK too) with this script:
C:
anim    rise
@script
    void self = getlocalvar("self");

    setentityvar(self, "Fall", NULL());
@end_script
...

though I wonder if that should be added as either an alternate input when using that special (ex: maybe holding left/right before he fires).

You might need to use keyint function for that something like : @cmd keyint "ANI_FOLLOW1" 0 F 0 at the start of JUMPSPECIAL to change to FOLLOW1 if forward key is held prior to performing the former animation.
 
Hey again!

Nothing too big to update but I thought I'd still wanna share this because I got a kick out of making this silly special move for Coco. Since then, I fixed the layering of explosion and made Coco fall a bit quicker but here's a twitter link:


That's hilarious, and very nicely animated. Keep it up @MysticalMist!

Great minds think alike! This was a pre-alpha demo I did all the way back in 2006. Nowhere near nice looking as yours, but in fairness there was no script, 32 frames per animation max, and (ugh), one global palette. :sick:


Thanks for keeping us updated!

DC
 
Hey again!

Nothing too big to update but I thought I'd still wanna share this because I got a kick out of making this silly special move for Coco. Since then, I fixed the layering of explosion and made Coco fall a bit quicker but here's a twitter link:

I'm liking the dust effects used here.
I seen similar dust animations used in Fighters history revenge.
Consider using more dust effects for different types jumps, falls, specials and so on.

How did you add that image of Coco when doing that special.
I'm yet to add such a effect to specials in my game. Would appreciate some insight.
 
I'm liking the dust effects used here.
I seen similar dust animations used in Fighters history revenge.
Consider using more dust effects for different types jumps, falls, specials and so on.

How did you add that image of Coco when doing that special.
I'm yet to add such a effect to specials in my game. Would appreciate some insight.

Thanks! Are you referring to the portrait of Coco that briefly flashes?

That's just a noskip text entity that's roughly the screen-size of the game with a drawmethod alpha 6 applied.

Code:
name    cocpic
type     text
subtype noskip
facing        1
speed 10
setlayer 1

anim idle
delay 6
drawmethod alpha 6
drawmethod channel 1
frame data/chars/misc/superportraits/4.png
drawmethod channel 0.80
delay 60
frame data/chars/misc/superportraits/4.png
drawmethod channel 0.70
delay 6
frame data/chars/misc/superportraits/4.png
drawmethod channel 0.60
frame data/chars/misc/superportraits/4.png
drawmethod channel 0.40
frame data/chars/misc/superportraits/4.png
drawmethod channel 0
frame data/chars/misc/empty.gif


The explosion is a text entity as well with a fading alpha channel at the end of it.
 
That's hilarious, and very nicely animated. Keep it up @MysticalMist!

Great minds think alike! This was a pre-alpha demo I did all the way back in 2006. Nowhere near nice looking as yours, but in fairness there was no script, 32 frames per animation max, and (ugh), one global palette. :sick:


Thanks for keeping us updated!

DC

Not gonna lie... that's still super cool I love that lol
 
Hey again, everyone!

(I hope linking this vids from Twitter isn't too big of an inconvenience but if so, lmk and I'll just start making them unlisted yt videos instead).

I've made another full-screen supermove, this time with Harley! Since he utilizes angelic properties in his martial arts, I figured it would be fun to give him a "holy light" attack. Let me know what you guys think!

 
Hey again, everyone!

(I hope linking this vids from Twitter isn't too big of an inconvenience but if so, lmk and I'll just start making them unlisted yt videos instead).

I've made another full-screen supermove, this time with Harley! Since he utilizes angelic properties in his martial arts, I figured it would be fun to give him a "holy light" attack. Let me know what you guys think!

These enemies stand still and play the same pain animation over and over again, which makes the attack seem underpowered.
Many fighting games have similar attacks that gradually levitate or knock the enemy away, in the middle or end of the attack.
 
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