Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.
Hanzo said:
Any updates on the mod Joshiro can't wait to see you have been working on in the past three months.

Sorry, for not posting in so long. Some things I have updated are Ozzie and Norton have different back slams, made their special moves better, fixed Sledge's enemy car spawn (took me forever to figure it out), I fixed some weapon attacks, I changed some enemies' gameplay, and a bunch of other stuff I can't remember. Now I have to finish adding the rest of the weapons and have the shrapnel explode in different directions when throwing the grenade.

I have 2 major problems that are giving me a headache trying to figure them out. The first is players aren't suppose to be able attack each other but you can hit each other when they pick up a weapon.

The second problem is the lift level. For some reason the broken window doesn't spawn after the enemies' spawn. It works when I put the level as the first level but when I go through the game normally it doesn't work.
Any ideas on how I can fix these problems?

Here is the link to an updated version.

daniel said:
This Mod will have all chars of RB/RT 1, 2 and 3?

No, it will have the characters from Rushing Beat and 64th Street when the sprites are done. Then I will work on the sequels after this one is done.
 
For some reason I can't get the game to work because when I click the application it just crash instantly.
 
For some reason the broken window doesn't spawn after the enemies' spawn. It works when I put the level as the first level but when I go through the game normally it doesn't work.

How do you spawn the broken window?
 
Hanzo said:
For some reason I can't get the game to work because when I click the application it just crash instantly.

Same...
This last demo don't work. :-\
 
Hmm that's weird. I just downloaded it from dropbox to test it out and it works fine. Maybe before all the files weren't uploaded when you downloaded it. Try downloading it again.

Bloodbane said:
How do you spawn the broken window?

I spawn it after Bullet breaks through the glass. I'm using the elevator script that you made.

Code:
name	windowbreak1
antigravity 100
type      none
setlayer -7
facing 1

anim spawn
	@script
   void self = getlocalvar("self");
   int Vy = getindexedvar(0);

   changeentityproperty(self, "velocity", 0, 0, Vy);
@end_script
   loop   1
   delay   1
offset	0 1280	
frame	data/bgs/stage3-2/windowbreak1.gif

Here is how I spawn it.

Code:
spawn bg
coords	0 1280 1035
at 0




group   1 1
at   0

spawn   delay
@script
void main()
{
      setindexedvar(0, -0.7); // background move with -1 pixels / centiseconds speed
}
@end_script
health   16 # move for 11 seconds
coords   160 240
at   0


spawn   delay
@script
void main()
{
      setindexedvar(0,0); // stop the background
}
@end_script
health   2 # 2 seconds wait
coords   160 240
at   0

# these groups are for controlling spawned enemies
group   3 3 # example
at   0

spawn target
coords	185 150 
at 0

spawn glass
coords	120 150 30
at 0

spawn bullet
coords	120 150 30
at 0

spawn windowbreak1
coords	0 1280 861
at 0

spawn glass
coords	185 150 30
at 0

spawn case
coords	185 150 30
at 0

Also, Bloodbane do you know how to make players not be able to hit each other when they have a weapon?
 
spawn windowbreak1
coords 0 1280 861
at 0

That's a big z value there, no wonder it doesn't spawn

Also, Bloodbane do you know how to make players not be able to hit each other when they have a weapon?

That's strange. I just tried it in a demo mod and players can't hit each other with weapon. Have you set versusdamage 0 in models.txt yet?
 
That's a big z value there, no wonder it doesn't spawn

I used a value like that because I had to make the image height really big. When I made the image size small and spawned it, it wouldn't move down passed the lift. It would stay on top of it.

The weird thing is the stage works perfectly when I set it as an earlier level but only messes up when I go through the game normally. Spawn level 3-2 as the first level and you'll see that it is fine.

That's strange. I just tried it in a demo mod and players can't hit each other with weapon. Have you set versusdamage 0 in models.txt yet?

Yes, I did that. I tested it out again and it is after the player loses the weapon the other player can hit them. I think it resets when the player loses a life.
 
I used a value like that because I had to make the image height really big. When I made the image size small and spawned it, it wouldn't move down passed the lift. It would stay on top of it.

Hmmm... you're using elevator method I posted some time ago. I've yet to try spawning similar decoration but in my examples, I spawn the background within defined zmin and zmax

Anyways, I think the reason windowbreak doesn't appear is because it's covered by bg. Try setting large setlayer value for windowbreak to ensure it's placed in front of bg

I tested it out again and it is after the player loses the weapon the other player can hit them

Have you set candamage enemy obstacle in weapon model?
 
Anyways, I think the reason windowbreak doesn't appear is because it's covered by bg. Try setting large setlayer value for windowbreak to ensure it's placed in front of bg

I'll try that and see if it works. I lost so many hours on trying to fix this.

Have you set candamage enemy obstacle in weapon model?

Wow! I can't believe I forgot about that. Thanks Bloodbane! It works now! If it wasn't for you helping me all these times, I would probably have lost motivation. 
 
Don Vecta said:
I'm going to leave this video here and then walk out in a moonwalk... (please excuse the bad gameplay, but it features everything in the latest beta... including new enemies and guns!)

! No longer available

BTW, I was checking the SNES manual of Rival Turf! and some stuff is just hilarious... maybe something like that should be added for fun! ;D ;D ;D

http://gamesdbase.com/Media/SYSTEM/Nintendo_SNES//Manual/formated/Rival_Turf_-_1992_-_Jaleco_Ltd..pdf
This mod is coming along beautifully, and that's a surprising amount of detail in that manual especially considering usually the US manuals are quite lazily done.
 
ohhhh. demo link dead. :(

tought, i will love play this. i never played the original snes game, but i hear is very good many times here and there, on the streets of rage online forums.
 
Don Vecta said:
BTW, I was checking the SNES manual of Rival Turf! and some stuff is just hilarious... maybe something like that should be added for fun! ;D ;D ;D

http://gamesdbase.com/Media/SYSTEM/Nintendo_SNES//Manual/formated/Rival_Turf_-_1992_-_Jaleco_Ltd..pdf

Nice find! I have to read this.

miguelo777 said:
ohhhh. demo link dead. :(

tought, i will love play this. i never played the original snes game, but i hear is very good many times here and there, on the streets of rage online forums.

Sorry for the lack of updates everybody. I've been juggling many different projects and also working more hours at my job. I will release a new demo soon. I'm going to try to finish level 4 this week and upload it.

 
 
miguelo777 said:
ohhhh. demo link dead. :(

tought, i will love play this. i never played the original snes game, but i hear is very good many times here and there, on the streets of rage online forums.

Here, a Longplay of the original SNES game, so you can have an idea. If you like it, give it a go and then try this mod (or the demo), you'll see pure beauty on it. :)

! No longer available
 
thanks to both. ;)

in fact, there are alot of good games i must play one day or another. this one and for example, "ninja baseball batman" or "battle circuit" wich is said are really good but i almost touched them yet!. :P

greetings  ;D
 
I finally completed level 4.  I'm working on level 5 now. Here is the link for the demo.
https://www.dropbox.com/sh/jubybupzgtuvjde/AAChTjbtN4bmn_ZfpoejKSOWa?dl=0

I added the ability to throw all the weapons except guns. I will add that later. 

I'm currently having a problem. I gave enemies that have weapons a get animation to pick up the weapon and the enemies pick up health items too.  Any idea how to fix that?

I also need feedback on level 4 enemy spawns. I have to still add more health items and fix some other stuff too.  I was thinking of going the SOR route and putting health items before bosses. Is that a good idea?
 
Joshiro said:
I'm currently having a problem. I gave enemies that have weapons a get animation to pick up the weapon and the enemies pick up health items too.  Any idea how to fix that?

Set stealth 300 to health items to prevent enemies from picking those

I have to still add more health items and fix some other stuff too.  I was thinking of going the SOR route and putting health items before bosses. Is that a good idea?

Well, the bad thing about putting health item there is that you will tell player that a boss is nearby but the good thing is you make game easier
 
Playing the new demo songs I have not noticed that in phases, only the enemies make the sound to die, and when a blow or shot is applied, and also the error occurred below:

Error loading background (PIXEL_x8 / PIXEL_32) file 'date / bgs / hiscore'
 
Back
Top Bottom