Night Slashers X Rebalanced

In Progress Night Slashers X variants - Help the AI wants to %@?$ me - edition 1.31

No permission to download
The project is currently under development.
Darknior

indeed, but heads up, i don't want to change Ash that much...

the reason being is that while he is good at fighting monsters, the movies & the series kinda show that he has barely any "professional"technique & also the fact that he does not "belong" in the game, i have seen videos of people playing with him all the way & most find the fact that Ash is different from the others kind of cool.

I think he is a bit too powerful tho.

About the effects & big images, i am not a big fan of them, the "hit flashes" & the "destroyed" images where kept to Honor Bonuz JZ's work, but in reality some people complain that they feel/seem annoying.
& they are a problem for people with epilepsy.

Also take into account that i want 4 people to play the game, so having flashes every-time or every other time  a hit connects, would get pretty annoying in short order

Ill see about the Bar...

the bad news.... the update is not coming soon, there is lots of stuff i want to add & 3 of them are kind of impossible without new scripts.
If i succeed, it will have lots of re-play value.
 
I understand what you write, and for my part i like these animations, it's like an arcade game :)

But the problem is not there in fact, i think you would add it to ash or remove it to other characters ... to make the game more homogeneous. For the moment it really easy to see what charters have been added to the game. It's same with the girl.
And the other problem than some ca take objects, and some other not, it's a bug for all gamer. If you don't want to draw the animation for this, maybe you do a trick like SEGA do with Zan on Street of Rage that can take knife and other weapons, but for him there are always an energie weapon. and like this the game have no bug, all is normal.

And like the Ash portait on select screen ... not like other characters, for me it's strange ... but maybe because i'm designer, i don't see it like others.
 
Darknior

you have to remember that the true intent of having Ash in the game was for him to be a Player/Port 4 selectable character, if you tried to select him with player 1 2 or 3 he would not be available, Only player/port 4 can have him, so that is why his select screen is different, because he is a surprise -  in fact any new character will be a symbol instead of a portrait - unfortunately , at the time & currently, i can't seem to figure out away to code this, because it would be interesting to play around with "player port" exclusive easter eggs & bonuses...
 
Its' fun to see that the OG game has slowly moved out of the "rare" or Bizarre games category.

Here is some good fan-art & Wombat2112 it is a nice example of how some people do workflow in Photoshop...

https://www.youtube.com/watch?v=icermoPv9BA
 
I've fixed and modified this version of Night Slashers X for personal use and I think you could benefit from the changes because it is mainly oriented to fix errors. This is the changes:

-Ash select portrait fixed
-Ash jumpattack and jumpattack2 inverted
-All animations of Jasmine on Aska char file erased, no more animation errors. Taunt animation now works ok
-b+b+s (dodge back) on all characters can't be performed. Changed to d+d+s and added a new unused dodge with u+u+s (dodge front)
-Weapons fixes, for example two different shots with shotgun now can be performed with d+f+a and d+f+s. This last movement is from an unused animation. Before only one shot can be performed, with d+u+a. You can still do this shot with d+u+a too, and the other shot with u+d+s
-Jasmin d+f+a now can cancel movement with a(attack) button in addition to d(down) button
- Now special moves that consumes MP now do not consume HP if doesn't have MP
- Characters recovers MP and HP instead of only HP at every stage start
- Jump + s on all character with weapons, now cost 100MP instead of 20MP This was game balance breaking!
- The first basic attack of all characters but Ash do a lot of damage on the second attackframe. This has been fixed, now both attack frames (from the same attack) do the same damage
- Ash now can do chargeattack with run/f+s expending 10 MP instead of charging the attack button (this still cost 0MP)
- Block and counter system fixed, now works
- Ash MP consumption of special movements balanced

I may make more changes as I play if I see any more errors or inconsistencies. Could I share this version publicly? Who would I have to ask for permission? Do you know of other major errors or bugs that can be fixed?

Moveset summary:

- Basic combo
a + a + a + (u / d) a
Ash: a + a + a + a


- Knocked down:
u / d / f / b (Dodge / Roll)
a (Counterattack)


- Dodges side, back and front:
dd j
uu j
dd s
uu s


- Special moves:
uu a
dd a

du a
ud a

df a (Jasmin and Jack dfa+a)
df s (Ash and Jack)

du s > Magic (cost 6-10MP)
ud s > Supermagic (cost 100MP)

run s or f s (hold down to charge, no MP cost) (Ash can't charge and cost 10 MP)

jump s > Supermagic 2 (cost 100MP)


- Rear attack:
b a

- Grab attacks:
All but Ash have grab+direction+jump and are different if you have more or less than 25 HP
Ash: grab + a y grab + da
Jasmine and Aska: grab (f / d / u)a+(f / d / u)a+(f / d / u)a & grab ba
Chris: grab (f)a+(f)a+(f)a & grab da & grab ua
Jake: grab (f / u)a+(f / u)a+(f / u)a & grab da & grab ba [Can walk while grab]

- Attack downed enemies (all but Ash):
d a
u a

- Block, dodge and counter (unblockable attacks can't be blocked or counter)
s > If hit from front on first 15 centisecond, automatic counterattack
s > If hit from front later than 15 centiseconds, automatic backward motion
s+b > Dodge back if hit from front later than 15 cs (same movement as dd+s)
s+f > Dodge forward if hit from front later than 15 cs (same movement as uu+s)
 
I can't understand the blocking system. The character are supposed to be able to block and counterattack, but any hit do pain animation of the blocking character. Simply block is an useless animation. Does anyone know what happens?

Update: FIXED!!
Simply change counterframe 0 1 0 with counterrange 0 1 3 0 on all characters. This improves the game so much!
 
You don't need to ask at all , you can post it in a new post or if you post it here i just add a link to the first post.

there are some videos i have seen that indicate that Jasmine can block & do a counter, i have never done that move personally (never had the need to).

one guys who was playing on Twitch  told me that Jasmine had a bug that made her invincible & wanted to thank me for fixing it,
the fact is I did not even know that was a thing.

can't wait to try the game again with the new updates.

i hope the changes don't make the game too easy tho

i am working on Ash myself to make him appear correct in his right to left frames, i will try to do as much as i can without help because i want to learn & understand how to make characters

One thing i don't really like is the MP bars - for example on the december release, Ash's shotgun seem s to work sort of randomly, i think it only works when you gain a certain amount of MP.  this MP bar is invisible, so it keeps players on their toes a bit.

Other ideas for Ash's shotgun is for him to collect ammo instead, from the Shotgun Items that appear on occasion. He starts with only 4 rounds, no MP involved.

Another Mechanic that i think would be useful for the shotgun , is for the player to activate the Firing position & then choose when to fire, since the ammo is precious & limited you can cancel this to save ammo.

Also, the soul steal as it is on the december version  makes Ash invincible, that power should work only with a certain amount of MP or full & if it fails a bit of Life should be drained.

back to MP bars again , i think its better for them to be hidden & a bit random , especially in 4 player mode, the character specials are so powerful that having  all 4 perform specials one after the other really annihilates the game fast.

Even with randomized enemy characteristics in every level, i don't think it will  be enough if the specials remain the way the are (december version)

either way, lets see how it goes thanks Toranks
 
Toranks

About the portrait, the original plan was for ash to be a player 4 exclusive, the portrait is a symbol that would have been a surprise for player 4 when trying to cycle from whatever playable characters where left (Hong Hua was supposed to be here, SO 2 women 2 men - surprise player 4 Ash)

the idea is that for every extra playable , say Spiderman, you get his symbol instead of the portrait.

Just think back at the times where player 4 always got screwed with the least wanted character, (TMNT arcade, Raphael seemed to be the least desirable around my nick of the woods)

in this game things would have been different, Player 4 actually had a choice the rest would not have had.

In the future i would like to expand on this, exclusives for player 3 ,  player 2, & player 1
 
Toranks
As for Bugs:

the continue countdown is broken with 4 players.

Player 3 & 4 are able to select repeat characters.

The carriage does not show or barely shows up  with 4 players, specially if most players stay mid screen, i think it needs to have some kind of Ramming attack so it has more of a presecence
 
oldyz said:
You don't need to ask at all , you can post it in a new post or if you post it here i just add a link to the first post.

Thanks! I will publish the result when I finish the game for first time. I have been modifying Openbor games for years for personal use and with "Art of Fighting: Trouble in Southtown" and "DBZ: Attack of Saiyans" I have gained a lot of experience and now I do the fixes very quickly, which allows me to enjoy the game quickly. The Night Slashers X changes I mentioned above barely took me a day and a half and are a huge improvement!

"there are some videos i have seen that indicate that Jasmine can block & do a counter, i have never done that move personally (never had the need to)."

All characters but Ash now can do block, counter, and dodge as intended in the original game, with its visual effects included

"i hope the changes don't make the game too easy tho"

I've no idea with 4 players, but with 1 player the game is hard

"One thing i don't really like is the MP bars - for example on the december release, Ash's shotgun seem s to work sort of randomly, i think it only works when you gain a certain amount of MP.  this MP bar is invisible, so it keeps players on their toes a bit."

Ash and Aska can't pick up weapons... It is normal because it requires draw and program all the animations, and they are already quite good characters by themselves. The MP consumption now is fixed, uses visible blue bar only, not HP

"Other ideas for Ash's shotgun is for him to collect ammo instead, from the Shotgun Items that appear on occasion. He starts with only 4 rounds, no MP involved."

The MP system looks good as is, no need to complicate game programming with ammo for a single character

"Also, the soul steal as it is on the december version  makes Ash invincible, that power should work only with a certain amount of MP or full & if it fails a bit of Life should be drained."

I realized. I increased its cost to 50MP and decreased Ash's max MP from 200 to 100.

"back to MP bars again , i think its better for them to be hidden & a bit random , especially in 4 player mode, the character specials are so powerful that having  all 4 perform specials one after the other really annihilates the game fast."

It is possible, yes. The game should be planned to increase the number of enemies with more players with 2pspawn 3pspawm and 4pspawn... But this is a lot of work

About the portrait, the original plan was for ash to be a player 4 exclusive, the portrait is a symbol that would have been a surprise for player 4 when trying to cycle from whatever playable characters where left (Hong Hua was supposed to be here, SO 2 women 2 men - surprise player 4 Ash)

Is this possible with Openbor? Anyway as I play alone and at the beginning my intention was to adapt it to my way of playing, I fix it to make it looked better.

Player 3 & 4 are able to select repeat characters.

Curious. 'nosame 1' on level.txt file according to the manual prevents player1 and player2 from choosing the same character, but it doesn't say anything about player3 and player4. Maybe Damon Caskey can tell us if it's intentional?
 
I saw an "is it possible" question... didn't even bother to read the rest. Whatever it is, yes, there's  a way.

As for nosame, I'm not sure. It's a very, very old command that predates >2 players and my work on the engine, so I'm guessing just an oversight when 4 player support was added. If that's the case, you'd need to script a forced no same to fix it. But there could be another parameter to it I don't remember that works for the extra players.

DC
 
Toranks said:
...

"One thing i don't really like is the MP bars - for example on the december release, Ash's shotgun seem s to work sort of randomly, i think it only works when you gain a certain amount of MP.  this MP bar is invisible, so it keeps players on their toes a bit."

Ash and Aska can't pick up weapons... It is normal because it requires programming all the animations, and they are already quite good characters by themselves. The MP consumption now is fixed, uses visible blue bar only, not HP

"Other ideas for Ash's shotgun is for him to collect ammo instead, from the Shotgun Items that appear on occasion. He starts with only 4 rounds, no MP involved."

The MP system looks good as is, no need to complicate game programming with ammo for a single character

I will work first with Ash,
he will be able to use grenades, drag the barrel with his good hand & spin/swing/throw/ it , use the axe, gain more ammo from the shotgun, and do a weird "homage" attack if he picks up the chainsaw - the machine gun is something he will just throw at enemies, & be re-usable after it hits a target (hits a zombie , stays on the ground again to be picked up by anyone else)

Aska & Hong Hua are something i can't figure out when it comes to the weapons... for example I can't picture HOng -Hua using the machine gun, the axe, yes , the grenade? not sure, the shotgun?

the only thing i can picture is for her to find a magical use for those items

Edit: if you post the version i will put it at he very top, the rebalanced second & the december released 3rd
 
Toranks said:
I may make more changes as I play if I see any more errors or inconsistencies. Could I share this version publicly? Who would I have to ask for permission? Do you know of other major errors or bugs that can be fixed?

Yes please, if you can share it, i really want to try it with children to make you a feedback.
 
I have already passed the entire game, it is very difficult playing alone (I had to use cheats towards the middle). I do not know with more than 1 player, but the modifications that I have made do NOT make the game easier, in any case more difficult, due to the adjustments in the MP consumption. I am satisfied with the changes and the game is very fun, playable and complete as it is now.
The most serious remaining bugs are related to 2-4 players, so I leave it available so that the rest can continue the work. If someone needs a more complete list of changes to facilitate the task, contact me, I can do a file-by-file comparison. I can also explain how to undo any change if it is not suited to the spirit of the game, because in principle I did all this for personal use. Data folder is uncompressed, If someone needs a pak, there is a very simple tool, or you can ask me for it.
I hope you like it and enjoy it!

Download link:
https://drive.google.com/file/d/1wOZ26-CsPKqYqPbgWZhgd1PIjdfCgSSg/view?usp=sharing

Changes summary
- Ash select portrait fixed
- Ash jumpattack and jumpattack2 inverted
- All animations of Jasmine on Aska char file erased, no more animation errors. Taunt animation now works ok
- b+b+s (dodge back) on all characters can't be performed. Changed to d+d+s and added a new unused dodge with u+u+s (dodge front)
- Weapons fixes, for example a new different shot with shotgun now can be performed with d+f+s with Jasmin and Chris. This movement is from an unused animation.
- Jasmin and Jack d+f+a now can cancel movement with a(attack) button in addition to d(down) button
- Now special moves that consumes MP now do not consume HP if doesn't have MP
- Characters recovers MP and HP instead of only HP at every stage start
- Jump + s on all character with weapons, now cost 100MP instead of 20MP This was game balance breaking!
- The first basic attack of all characters but Ash do a lot of damage on the second attackframe. This has been fixed, now both attack frames (from the same attack) do the same damage
- Ash now can do chargeattack with run/f+s expending 10 MP instead of charging the attack button (this still cost 0MP)
- Block and counter system fixed, now works as intended
- Ash MP consumption of special movements balanced

Moveset summary:

- Basic combo
a + a + a + (u / d) a
Ash: a + a + a + a


- Knocked down:
u / d / f / b (Dodge / Roll)
a (Counterattack)


- Dodges side, back and front:
dd j
uu j
dd s
uu s


- Special moves:
uu a
dd a

du a
ud a

df a (Jasmin and Jack dfa+a)
df s (Ash and Jack)

du s > Magic (cost 6-10MP)
ud s > Supermagic (cost 100MP)

run s or f s (hold down to charge, no MP cost) (Ash can't charge and cost 10 MP)

jump s > Supermagic 2 (cost 100MP)


- Rear attack:
b a

- Grab attacks:
All but Ash have grab+direction+jump and are different if you have more or less than 25 HP
Ash: grab + a y grab + da
Jasmine and Aska: grab (f / d / u)a+(f / d / u)a+(f / d / u)a & grab ba
Chris: grab (f)a+(f)a+(f)a & grab da & grab ua
Jake: grab (f / u)a+(f / u)a+(f / u)a & grab da & grab ba [Can walk while grab]

- Attack downed enemies (all but Ash):
d a
u a

- Block, dodge and counter (unblockable attacks can't be blocked or counter)
s > If hit from front on first 15 centisecond, automatic counterattack
s > If hit from front later than 15 centiseconds, automatic backward motion
s+b > Dodge back if hit from front later than 15 cs (same movement as dd+s)
s+f > Dodge forward if hit from front later than 15 cs (same movement as uu+s)

- Jasmin and Chris shotgun
df s
 
Again, Toranks, you did some great job!
I like how you make these games very polished and all.

I tried all characters but my focus would go on Aska. I'm glad to see her here since all Turtles fans avoid her since she's not canon. ^^

I think, most of the problems are from earlier versions of this game (the one released on youtube before)

Aska look overall very slow. The delay of her normal attacks combo is incredibly slow. same for her walk speed !
It's very hard to land a hit then walk to your opponent to grab them. So you have to run 99,9% of time.
So, she would need a speed up in some of her animations. So she would be the fast character in the game.

Some of her air attacks seems to dive very hard down. and very fast. What I suggest would be.
Giving this dive direction, less speed. And activate it at frame 2 of attack. (just my guess)

Some of her slams are not well alligned/her and opponent.
2 of her slams remain nearly the same. perhaps you wanted to give her a piledriver and her facecrusher throw from Turtle Fighter game.
But since they share the same sprites is messy. a bit.

Perhaps play a bit with delay of animations and speed/velocities would make the character overall better.

About Ash, I also noticed his portrait is not alligned like the other characters. But it's a small detail.

Right now Christopher is my farourite character to play

Good job and thanks for sharing your work!
 
1st post will be updated with a new update made by our friend dexameta.

from his video description:

"-fixed some enemies' AI and other balance problem
-desperation move added (originated from arcade game. Jasmin's DM comes from denjin makai)
-desperation move works for Chris, Jasmin and Aska now (only available when life is under 25% and Mp is maximum. It's not completed yet)
-adjusted Ash's movement and invincible bug
-added Aska's chaser mod
-adopted critical system (test ver)
-et cetera


*plans to do
Ash may get new skill to recover MP by reloading
Ortega may be changed as Rick from splatterhouse (a lot of sprites works needed)
Adding Item that recovers MP (would be ammo)
Planning 5~10% of critical hit percentage for all attacks
Some bosses may struggle against desperation move so it would resolve


Though I should halt the updates for a while.."

he seems to have lost his password to this forum, but i have replied to his videos.
I not sure if he updated on top of Toranks 's changes

Meanwhile somewhere in Asia...

https://www.youtube.com/watch?v=6m6AI1E-8JQ
 
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