In Progress My Openbor Game Preview

The project is currently under development.
New Stages, Enemies, and Bosses:

Stages:
Up Side Down Realm (from Stranger Things series):
- Images were taken from Tekken 8 Phoenix Gate stage



Vecna Lair (from Stranger Things series)
- from this picture on Google
1767548191919.png

I've barely touched the surface of the OpenBor engine, but I can feel like anything is possible.
It is amazing OpenBor engine although there are limitations. With workaround, anything is possible!
I still need to figure out why some of the sound fx got cut off sometimes.
The engine is supposed to be able to handle lots of fx at one time.

New feature: Change character colors on the go with FX along with that color!


Thanks to all who have been helping me!
 
Congratulations for your great work. Interesting the "EX" bar system:
at "100" you can switch to Sparda or can use for other move?
when use Sparda you have a time countdown to use the "22" moves?
Does this "EX" system exist in another mod that we can study?
 
Congratulations for your great work. Interesting the "EX" bar system:
at "100" you can switch to Sparda or can use for other move?
when use Sparda you have a time countdown to use the "22" moves?
Does this "EX" system exist in another mod that we can study?
First of all, welcome to the great forum and thanks.
To answer your questions,
For Dante, I only let him use Sparda's skills when he is in EX mode.
Of course, I can make him use other skills if I like to.
Basically, it is all up to me how I want his EX mode to be.
Yes, there is a 15s count down (can be changed), then it would slowly reduce 1 EX point every second.
This is something I came up, but it can be changed... For now everything is in the testing process.

I used the weaponframe to create EX system.
Example,

Switch from Dante to Devil Danate:
Code:
weapons DevilDante Dante     # weapons {name1} {name2} {original name}
modelflag    3   # Animation aren't copied but weaponlist are still copied
weaploss    2   # Only change back to the base model on death

# Switch to Devil Dante Model
anim    freespecial97
    loop    0
    bbox      0000
    offset    513 761
    delay     5
    frame    data/chars/Dante/RisingRage01.png
    frame    data/chars/Dante/RisingRage02.png
    @cmd PlaySound "Roar" 150 # Sound, Speed
    frame    data/chars/Dante/RisingRage03.png
    frame    data/chars/Dante/RisingRage04.png
    frame    data/chars/Dante/RisingRage05.png
    frame    data/chars/Dante/RisingRage06.png
    frame    data/chars/Dante/RisingRage07.png
    frame    data/chars/Dante/RisingRage08.png
    frame    data/chars/Dante/RisingRage09.png
    frame    data/chars/Dante/RisingRage10.png
    weaponframe 10 1 # frame, weapon
    frame    data/chars/Dante/RisingRage11.png

Devil to Danate:
Code:
modelflag    1   # Animation aren't copied but weaponlist are still copied
weaploss    2   # Only change back to the base model on death


# Switch to Dante Model
anim    freespecial97
    bbox     0000
    offset    802 888
    delay    10
    frame    data/chars/Dante/Devil/DevilFS01.png
    frame    data/chars/Dante/Devil/DevilFS02.png
    weaponframe 2 2 # frame, weapon (base model)
    frame    data/chars/Dante/Devil/DevilFS02.png
    delay    5
    frame    data/chars/misc/empty.png

You can search for weaponframe on this forum, and there are topics about it.
But if you still need help, you can also ask questions here.
I can try to help you of what I know.
Of course, anyone else is welcome to answer your questions here as well.
This way we both can learn together :-)


Furthermore, there are also MP and SP points to use for certain skills and assist skills (coming soon),
and SM points to use for summon NPC skills.
 
Assist System and In_Game Character Select Screen

It took me a while to get this In_Game Character Select Screen to work because of limitations.
After trials and errors, I found a way to make it work for 4 players!
I can even more stuff to it, but for now, I am happy with it.

 
Vergil and Assist Combos
As the moment I haven't had a chance to come up with combos.
However, with this assist system, players are able to come up with a lot of combos.
At the moment, I only have Dante and Vergil characters right now.
My plan is to group them up in different categories.
Example,
Category Devil May Cry will be Dante, Vergil, Nero, and Trish.
Category Final Fantasy will be Cloud Strife, Sephiroth, Tifa, etc..

Assistants will have
2 basic skills that can be called anytime with AP points without interrupting the main char's skills:
First skill: projectile
2nd Skill: the assistant will spam the skills by random until the lifespan runs out

The other 2 assist skills have to be activated through the main character's combos which can be burst into
Assist Chain Elemental Burst: Fire, Ice, Thunder, Water, Darkness, Wind, Earth, etc...

 
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