King of Rage

In Progress King of Rage v 0.1

No permission to download
The project is currently under development.
Looking good. But I suggestion I want to make it to either randomized the hurt sound on Shermie (with an empty sound file, so the grunt will happen sometimes, sometimes not) or just remove it. It grows repetitive pretty fast and starts to get annoying.
C:
anim    pain
    loop    0
    delay    4
    offset    30 107
    @cmd    randSound    "chars/e00sm/vc-pain.wav" "null.wav"
    @cmd    degravity    -0.5
    @cmd    nograb 0
    @cmd    depost 0
    @cmd    finishP 0 1 2 2 0 1
    @cmd    clearL
    frame    data/sprites/chars/e00sm/pain-a01.gif
    delay    20
    offset    41 100
    bbox    19 -9 45 105
    frame    data/sprites/chars/e00sm/pain-a02.gif
    delay    10
    offset    30 107
    bbox    8 -2 45 105
    frame    data/sprites/chars/e00sm/pain-a01.gif
    offset    20 96
    bbox    -2 -13 45 105
    frame    data/sprites/chars/e00sm/pain-b02.gif
    delay    20
    offset    19 109
    bbox    -3 0 45 105
    frame    data/sprites/chars/e00sm/idle-01.gif

Since you suggested random sounds before, the pain sounds are now played randomly. Since then, we are applying them to attacks as well so that they are played randomly.
 
Since then, we are applying them to attacks as well so that they are played randomly.
Nice, I would even invert it, because that code isn't trully random and the first sample you provide has a slightly chance to play more than the second (or third) ones.

Btw, check your script, because my version of "randSound" takes 3 values instead of 2 and since you had omitted the third one, I think you will be receiving an error at the log everytime this function runs.
 
Nice, I would even invert it, because that code isn't trully random and the first sample you provide has a slightly chance to play more than the second (or third) ones.

Btw, check your script, because my version of "randSound" takes 3 values instead of 2 and since you had omitted the third one, I think you will be receiving an error at the log everytime this function runs.
C:
void randSound(char s1,char s2)
{
   int r = rand()%100;
   char sound;
   if (r<=0)
   {
      sound=s1;
   }else{
      sound=s2;
   }
   playSound("data/sounds/"+sound);
}

I was going to ask if it was possible to have a third sound anyway. Here's the random sound script:
 
I was going to ask if it was possible to have a third sound anyway. Here's the random sound script:
This is the version I use - my roundSound uses 3 samples.
If you want to use only 2, use "randSound0".

C-like:
void randSound0(char s1,char s2)
{
   int r = rand()%100;
   char sound;
   if (r<=0)
   {
      sound=s1;
   }else{
      sound=s2;
   }
   playSound("data/"+sound);
}


void randSound(char s1,char s2,char s3)
{
   int r = rand()%300;
   char sound;
   if (r<=-100)
   {
      sound=s1;
   }else if(r<=100){
      sound=s2;
   }else{
      sound=s3;
   }
   playSound("data/"+sound);
}
void randSound2(char s1,char s2,char s3,char s4,char s5,char s6)
{
   int      r      =   rand()%300+300;
   char   sound   =   "";

   if (r<100){
      sound=s1;
   }else if(r<200){
      sound=s2;
   }else if(r<300){
      sound=s3;
   }else if(r<400){
      sound=s4;
   }else if(r<500){
      sound=s5;
   }else if(r<600){
      sound=s6;
   }
   playSound("data/"+sound);
}
void playSound(void file)
{
   if(!file||file==""){return;}else{}
   int sfx=loadsample(file);
   playsample(sfx, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}

// THANKS MERSOX
void randSound7(char s1,char s2,char s3,char s4,char s5,char s6,char s7)
{
   int      r      =   rand()%300+300+100;
   char   sound   =   "";

   if (r<100){
      sound=s1;
   }else if(r<200){
      sound=s2;
   }else if(r<300){
      sound=s3;
   }else if(r<400){
      sound=s4;
   }else if(r<500){
      sound=s5;
   }else if(r<600){
      sound=s6;
   }else if(r<700){
      sound=s7;
   }
   playSound("data/sounds/"+sound);
}

Tip: to avoid microloadings, you need to load those sounds before the script uses them.
You can either load them using script (like in Updated.C) or you can create an empty animation, like I do, and put all your sounds there, like this:

anim follow99
sound data/chars/ryu/voices/hado.wav
frame data/chars/misc/empty.gif
sound data/chars/ryu/voices/HADOUKENN.wav
frame data/chars/misc/empty.gif
sound data/chars/ryu/voices/hahh.wav
frame data/chars/misc/empty.gif
sound data/chars/ryu/voices/huhh.wav
frame data/chars/misc/empty.gif
sound data/chars/ryu/voices/iahh.wav
frame data/chars/misc/empty.gif
And keep in mind you need to inlcude each sound on a new frame - if you use two or more, the engine will only load the last one.
This animation doesn't needs to be used by the character, the engine will parse it either you use it or not and load the desired samples.

Once the script points to it, since it was loaded before, you won't have any microloading.
 
When you add eiji and Mr.big and geese, you are made most of aof & fatal fury chars to playable characters.
We've made room for a lot of characters to appear in the game, but only one AOF character remains, Geese from his younger days. Since the game features protagonists from various fighting game series, we're only featuring some of them, not all of them.
 
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I like that the stairway looks smoothly animated in stage 3-2. Also, looking at stage 3-1 makes me speechless because it looks pleasing to my eyes.
 
I like that the stairway looks smoothly animated in stage 3-2. Also, looking at stage 3-1 makes me speechless because it looks pleasing to my eyes.
Thank you. I was wondering how to do the night view, and I think it turned out well.
I made the escalator myself because there was no animation, and I'm glad you liked it.
 

In this video, I created an obstacle and applied it. I was bored with just creating a character, so I created a bench.
I absolutely love where the project goes!
And the nice touch of beating the pervy Abe is fun! :ROFLMAO:
 
I made the escalator myself because there was no animation, and I'm glad you liked it.
I always meant to comment on that, I liked that you added extra life to the backgrounds of the stages, makes it feel less dead.

In this video, I created an obstacle and applied it. I was bored with just creating a character, so I created a bench.
I'm guessing the bench with Abe sitting is still a WIP, since it does look a bit odd that he has no reaction when he is getting kicked in the head.
 
In this video, I created an obstacle and applied it. I was bored with just creating a character, so I created a bench.
The bench looks good, but it looks too short.
Compare the size of Robert's legs with the height of the bench - he wouldn't be able to sit on it, as it looks like it's made for a child :)

But I like the look.
 
The bench looks good, but it looks too short.
Compare the size of Robert's legs with the height of the bench - he wouldn't be able to sit on it, as it looks like it's made for a child :)

But I like the look.
You saw it well.
The bench was taken from the background of a classic fighting game and became like this.
It should have been further back in the background,
but in my game, I modified the bench to place it closer, but I still feel it's not enough.
In fact, I knew the difference in scale when I overlapped the bench and the extra character.
I did it moderately because I was sleepy, but I should do it properly.
 
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