Openbor Sailormoon

Canceled Openbor Sailormoon 2022.06.24

No permission to download
Project is halted prior to completion and will not receive further updates.
For the character select screen?

No. I meant for this project because Sailor Saturn is already missing the picture in the gameplay, which all the 5 main Sailor scouts have. (I was not thinking of the character select screen for this project at all.)
 
Where do you get that value 5 of running from? I don't see it in the manual either or openborstats, but I guess it could be 5 = 1 + 4. Both running up and down diagonally and turning 90 degrees while running.
Yeah feel just the same as 4 actually 🙃
 
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If you mean this battle character portraits. This is actually easy to edit. I just have to cut out the head of the sprites from the original. Shrink it a little and do some minor editing.
 
I made one for Saturn months ago when I was making this mock up beat em up concept for social media. Thanks for reminding. I'll be sure to tell Bloodbane in the Discord. (y)

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LOL. I was thinking of my mock up concept. Played the game again and it's the arcade portraits. 😅
Like I said it is an easy fix. Same method I've described above. Not gonna take like 3 hours like Venus' sprites. I used the Super Famicom Sailor Moon JRPG portrait sprites for this.

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For anyone using Saturn, to be able to throw you have to input a Hadoken. D, DF, F + regular attack button.

Yeah, due to her Glaive, she can't grab enemies by hugging them. She has to grab with her glaive. Here's her movelist:
1. Down Forward Attack = Glaive Grip
Attempts to grab enemy with her glaive. If the move connects, she'll enter grabbing state.

2. While in grabbing state:
Attack = kicks grabbed enemy, perform this twice then the third one will be an uppercut
Front + Attack = throws enemy forward
Back + Attack = throws enemy backward
Up + Attack = Lifts enemy up then slam him/her down

That's what she has in my build. I've downloaded the build from this site and going to see it's the same or not.

I'm suprised most of my new edits aren't here yet except for one frame. 😅
I'm hoping to see more of them in the future.

Yeah, I'm not sure what special moves to be given to Saturn yet. So any suggestion from her sprite sheet?

[couple minutes later]

I've just realized that some moves are hard to figure out on your own so I've attached movelist for all characters below.
 

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With what's available right now?
She can heal. Just add a twinkle animation on her forehead.
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Give her a block move since she has Silent Wall. This will be a normal move she can do anytime.
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Her other Silent wall is trapping the opponent. Kind of like the Cleric in Capcom's D&D game.

There's Death Ribbon Revolution1674221175455.png
^You could just use maybe Terry Bogard's Power Wave or Power Geyser from Real Bout.

Oh yeah. This was my idea for Mugen I got from Power Rangers fighting game from Tigerzord where he creates a ball of energy then slams it.
In Saturn's version her spin animation starts while the ball chargers above then she slams it to the ground (there's 2 animations you can use for that). Once the ball hits the ground it will explode. Think Dazzler's special in X-Men. Or you could just make her jump and use her air fireball move she has in the Super Famicom game.


Most of her new moves I am planning on adding are based off of Yukina from Dengenki Bunko Fighting Climax and Kureha from Daemon's Bride. One from Calnarsa from Battle Tycoon and possibly Orochimaru from Kabuki Klash.
 
No. This is what I meant with the big portrait style from players like these two. I should've specified on the icon HUD.

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OK. Now that I started posting this, it's time for feedback. Here we go.

My favorite ninja now is Jinrei. When he does his Izuna Drop to his enemy by lands to the ground, it's missing its sound. Also, that flash/hitspark stopped its motion from disappearing rarely. That was the first time I tried in that stage.

When you reach at the very end of the last stage before Garoben shows up, the rolling barrels appear from left (and/or) right and then a swarm of enemies appears. It was after I ran all the way to that end.

It seems the fonts look a little spaced out from each other.

Sorry if I would give a nitpick, but when you throw a projectile against Pinnochio with its head off (as a projectile), its head on its own body shows before the floating head goes back to its place. @Bloodbane there's something I'm gonna need your help with, so I'm gonna PM you. Also, I could try to make a copy of Pinocchio sprites into a headless version (while saving the original ones), but I don't know how @oldyz unified its body parts into a whole character. If not, I won't bother doing Pinocchio unless @Shinmrgrill allows me to.

After Jinrei respawns, he gets stuck with his hoverboard if you don't jump off of it. Not pressing the jump button and letting his respawn animation to end, will make it get stuck to his feet until he dies and vanishes. Just gotta press the jump button to avoid that.

Overall, this game is a work of art!
 

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Mars' aerial Flame Kick is a bit glitchy. There at times it works and it doesn't. When it doesn't work Mars continues to move downward but stops moving forward.
 
I tried this out a bit, and while it has some good points, there are a lot of things that need refinement. Please don't take the following as an insult. I don't even bother to offer points if something doesn't interest me. :)

  • Everyone is TOO SLOW. Auto combos are particularly bad about this. Sailor Jupiter can't even finish hers on a basic mook. It's frustrating and breaks up the game flow. The jab twice thing also needs to go. That's a leftover trope from Final Fight. As an example, I changed Sailor Moon's attack chain from 1 1 2 3 4 to 1 3 2 4. This alone makes her combo flow better and looks more like a competent fighter.


  • Still way too many elements left over from BOR, starting with hit effects. That wet sock slap came from SOR3 and has to be one of the worst hit sounds in fighting game history. It's also really out of place in a cartoony game like this. Get rid of it. Best thing to do is replace it with a blank sound, then put hit sounds into the flash models.
  • Tons and tons of reused sprites. Saturn's run attack is the same as her grab. Jupiter reuses the same slam frames for three different moves. This thread is now 21 pages deep and almost all of it is about custom sprites. Did I miss something?
Overall, there's also just a lack of personality. I'm not a Sailor Moon fan. I've never watched/read it and I've only seen the arcade game on YouTube. Still, I can tell this is a franchise that runs on colorful characters with big personalities. There should be flashy sparks, vivid colors, and lots of voice effects. This game just looks very generic and muted all around. Also, a quick lookup tells me each of these girls have access to elemental powers. In the game, most of the moves you have are apparently single use until you collect an item. Why? If you want to limit things for game balance, use a meter, or map projectiles to charge attack. Take the opportunity to add flash in places where it won't affect mechanics. For example, right now the third grab attack just reuses the normal grab attack. Why not have Jupiter shock them instead?

I see a lot of internal things that need updating too, like use of .png instead of .gif for the sprites. I might put a copy of this to a private GitHUB and make some updates here and there. I won't release it because I don't want to be one of those jerks that hack a project before it's done, but you'd be welcome to it.

Here's another quick example. I made a some simple updates to Sailor Moon's base palette. See how much more vivid she is on screen?

bor - 0842.png bor - 0844.png
DC
 
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No. This is what I meant with the big portrait style from players like these two. I should've specified on the icon HUD.

View attachment 2919

OK. Now that I started posting this, it's time for feedback. Here we go.

My favorite ninja now is Jinrei. When he does his Izuna Drop to his enemy by lands to the ground, it's missing its sound. Also, that flash/hitspark stopped its motion from disappearing rarely. That was the first time I tried in that stage.

When you reach at the very end of the last stage before Garoben shows up, the rolling barrels appear from left (and/or) right and then a swarm of enemies appears. It was after I ran all the way to that end.

It seems the fonts look a little spaced out from each other.

Sorry if I would give a nitpick, but when you throw a projectile against Pinnochio with its head off (as a projectile), its head on its own body shows before the floating head goes back to its place. @Bloodbane there's something I'm gonna need your help with, so I'm gonna PM you. Also, I could try to make a copy of Pinocchio sprites into a headless version (while saving the original ones), but I don't know how @oldyz unified its body parts into a whole character. If not, I won't bother doing Pinocchio unless @Shinmrgrill allows me to.

After Jinrei respawns, he gets stuck with his hoverboard if you don't jump off of it. Not pressing the jump button and letting his respawn animation to end, will make it get stuck to his feet until he dies and vanishes. Just gotta press the jump button to avoid that.

Overall, this game is a work of art
No. This is what I meant with the big portrait style from players like these two. I should've specified on the icon HUD.

View attachment 2919

OK. Now that I started posting this, it's time for feedback. Here we go.

My favorite ninja now is Jinrei. When he does his Izuna Drop to his enemy by lands to the ground, it's missing its sound. Also, that flash/hitspark stopped its motion from disappearing rarely. That was the first time I tried in that stage.

When you reach at the very end of the last stage before Garoben shows up, the rolling barrels appear from left (and/or) right and then a swarm of enemies appears. It was after I ran all the way to that end.

It seems the fonts look a little spaced out from each other.

Sorry if I would give a nitpick, but when you throw a projectile against Pinnochio with its head off (as a projectile), its head on its own body shows before the floating head goes back to its place. @Bloodbane there's something I'm gonna need your help with, so I'm gonna PM you. Also, I could try to make a copy of Pinocchio sprites into a headless version (while saving the original ones), but I don't know how @oldyz unified its body parts into a whole character. If not, I won't bother doing Pinocchio unless @Shinmrgrill allows me to.

After Jinrei respawns, he gets stuck with his hoverboard if you don't jump off of it. Not pressing the jump button and letting his respawn animation to end, will make it get stuck to his feet until he dies and vanishes. Just gotta press the jump button to avoid that.

Overall, this game is a work of art!
@maxman i’ll upload all of Pinocchio’s sprites. I think i have a headless person. Feel free to make contributions. Right now i’ve been updating my computer skills by creating Vyond videos for work.
As for updates by @rgveda99 , will have to upload the next update. I haven’t touch Sailormoon since i got Covid, went on vacation to Rome and came back to work with an upper respiratory infection for a month and a half. I’m better now. But yeah, the big icon is what is traditionally used in the game mode. Still the game is a work in progress amd feed back is appreciated. The color edits @Bloodbane made for Jinrei relating to the Naruto franchise is great! Before that, Jinrei walked around in a bright outfit.
 
I'll try to make new sprites for Jupiter and Saturn. Hopefully I can finish what's necessary for the beat em up side of things before April or May.
For Saturn and Jupiter's regular combos I'm surprised my edits for them didn't make it since they look so much better. Jupiter supposed to have only a 3 hit combo since she's a grappler which is inspired from the R game and Mike Haggar. As for Saturn I've updated her attacks with Karin from Gowcaizer I hope you use them.


Also the special attacks. There's only just one per character. I've got tons of edits and may be have 2 or 3 more specials by pressing down, up or forward + special attack or dash/run then press the special attack button. I wished the new stuff I've made be at least utilized. I did make a Shoryuken for Moon, Phoenix Arrow for Mars and I'm planning on giving Venus a Cannon Drill. The game suffers from a lack of variety which is a problem with beat em ups even with the modern day ones like The Take Over and Final Vendetta. I was playing Saturn and most of the time I am just doing running jump attacks. I don't recommend her cause regular combo feels so slow.


For the character select screen I suggest using character portraits from the other Sailor Moon games such as the RPG or puzzle games. Since Jinrei and Tenchimaru are secret characters they don't need character portraits. Make them feel like actual secret characters by inputing a code like placing the cursor on a specific character holding the special or jump button then pressing the regular button.


Also input commands commands for specials lack variety. I think the most common are Down, Forward or Down, Up. How about Forward, Down, or Up, Forward then press an attack or special button.

Jupiter out of everyone is the character I am having the most fun cause she's got variety. I love that run grab she does. It takes skill and is challenging to perform.
 
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LOL. I was thinking of my mock up concept. Played the game again and it's the arcade portraits. 😅
Missed your post, but now you get it.

You know what? I'm gonna take that RPG portrait of Saturn and make it as a get icon. But I might change her facial mood into her joyful/cheerful look for fitting her personality. Did you edit the RPG portrait on the right side or is it from the RPG game? Sorry for not telling the difference.
 
Missed your post, but now you get it.

You know what? I'm gonna take that RPG portrait of Saturn and make it as a get icon. But I might change her facial mood into her joyful/cheerful look for fitting her personality. Did you edit the RPG portrait on the right side or is it from the RPG game? Sorry for not telling the difference.

They are both edits from the RPG game. Left being the most edited. The right one I barely touched. When I shrank it by 60 percent with MS Paint the lip/smile disappeared.
Personally I think the right one looks better.
 
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She can heal. Just add a twinkle animation on her forehead.

Got it.

You could just use maybe Terry Bogard's Power Wave or Power Geyser from Real Bout.
I don't have those sprites so will need to use something else for now.

but when you throw a projectile against Pinnochio with its head off (as a projectile), its head on its own body shows before the floating head goes back to its place.
I know, I have idea to solve that but it might take lots of work.

For Saturn and Jupiter's regular combos I'm surprised my edits for them
Speaking of Saturn, which sprites do you suggest for her combo? I choose the current one with the rule : first attack must have shortest range from other attacks in the combo (it goes without saying that other attacks must not have shorter range than previous one).

After Jinrei respawns, he gets stuck with his hoverboard if you don't jump off of it

Hmmm... I'm going to check that.
 
@maxman, @Shinmrgrill @Bloodbane

in reguards to the pinoccio head thing, while ripping the sprites it seems that the head is attached to most of the sprite sets,
only time there are "neck" stumps is when the puppett does the boomerang head attack.

however, it may be that some of the neck stump tiles might be recycled in some situations, like the OG NS game does with wherewolves and the executioner sprites,

it will be a challenge to solve & improve on the pinoccio, since there are times where the head attack misses the the players and logically any pain animations or fall animations should feature a headless version until the head comes back.

i will try and play the OG NS game and try to see how it handles such a situation....

but i think that for pinoccio , a body entity and a spawnbinded head entity (pretty much a bodyless clone of the body entity) should resolve the problem...

but a special script will have to be featured to temporarly turn the head entity into some other model to allow for a "return flight " to the body after situations where the body is damaged, grabbed, etc while the head is detached
 
Addendum:

wait, i did not rip pinoccio, only some frames that where missing and the box opening frames, while putting togheter the pieces tho, i do recall most frames including the head, i did practically got to see more than a quater of the frames , because trhying to find those missing frames had me pretty much assembling most frames.

maybe @danno has a better understanding of pinoccio, if he did actually rip from the tiles.

but thinking about it.... i think that is why Bonus JZ did not include pinoccio, the detachable head is a bit of an issue....
 

Here are all of Pinoccio's animations in a PSD file. From my understanding, I ripped every single frame with the help of @oldyz providing the titles, and I could piece all the sprites together while using the screenshots as a reference. For example, in Mia's throw animation, I was able to put together most of the shots and then used the title to piece the final frame. Ohh, the many hours I invested in Pinocchio. The last piece was when I @oldyz submitted the box. Feel free to make any edits.
 

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Encountered 2 glitches.

It crashed at 7:52. I think it might something to do with the ravens, the puppet defeated and Mars grabbing an enemy.

At 35:58 I was only able to summon one raven.


Link below will only last 1 week with Trovo.
 
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