Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.
So, played this new build, here's some pointers:


  • The knife=throwing girls shouldn't be throwing their kunais so often, I saw a Fox throwing 4 knives in a row very quickly. Give them some cool off time before throwing them again.
  • The gun fights... light guns can be as fast as they are. Maybe the dumb mooks like Petardo or Loco should take more time in aiming then shooting (think about the suit guys in SOR3, they aim and then they shoot). Shotgun guys are kinda broken and they can off you quickly since they shoot shotguns like if they were pea shooters. Take the shotgun guy from Vendetta as a reference, a bit slow to aim but heavy damaging! The Uzi guys can spray quickly, but give them some weakness like reloading their weapon and make the shoots less damaging. Armando is fine as he is.
  • When wielding guns, characters also should be able to grab enemies, too. Also, wielding light guns (pistol and Uzi) should allow characters to run. Shotguns no, they're a bit heavy to be running with (unless you do this exclusively to Bild since he's a big guy, but running a bit slower)
  • Stage 4 needs some love regarding food, yes. I had a hard time in the area with the gun nuts and almost no health.
  • There should be a method to escape grabs of big guys or to land safely in a sort of a tech roll to absorb damage from throws (don't use the SOR mode where throws can be safe rolled without any damage), the grab guys really have higher priority in grabbing you now, so there should be some measures to minimize or escape this.


Oh, are you planning to use all the alternate hidden routes I created for my RB Remake Final Edition? I'd be so honored if you do. :)


Good job, Joshiro, gimme a shout if you need something.
 
[quote author=Bloodbane]Set stealth 300 to health items to prevent enemies from picking those  [/quote]

Thank you!

[quote author=Bloodbane]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
[/quote]

That is true. I think I'll just follow the original game and see how it goes. 

[quote author=Don Vecta]Text [/quote]
Thanks for the feedback, Don Vecta. I will change the stuff you mentioned.

[quote author=Don Vecta] There should be a method to escape grabs of big guys or to land safely in a sort of a tech roll to absorb damage from throws (don't use the SOR mode where throws can be safe rolled without any damage), the grab guys really have higher priority in grabbing you now, so there should be some measures to minimize or escape this.      [/quote]

You can cancel enemies' grabs by pressing down + attack. I made the timing not very easy but it is still way easier than doing it in the original game. If you have trouble than I'll make it easier. 

[quote author=Don Vecta]
Oh, are you planning to use all the alternate hidden routes I created for my RB Remake Final Edition? I'd be so honored if you do. :)
[/quote]

Of course I'm going to use your alternate routes. I just haven't gotten a chance to add them in yet.

[quote author=Don Vecta]  Good job, Joshiro, gimme a shout if you need something.  [/quote]

Thank you! I try my hardest.

I'm going to need help with enemy spawns. You're like a master at that.  I have to show you how to code stages. That will help speed up progress. I'll make a doc to explain how to do it when I get time.
 
Hey guys.  I'll post more screenshots in the future. I'm up to level 6-3 now. I've changed so many things that I don't remember. I still have to add and fix some stuff and balance the levels a bit, but tell me what you think. 

https://www.dropbox.com/sh/jubybupzgtuvjde/AAChTjbtN4bmn_ZfpoejKSOWa?dl=0
 
Joshiro said:
Hey guys.  I'll post more screenshots in the future. I'm up to level 6-3 now. I've changed so many things that I don't remember. I still have to add and fix some stuff and balance the levels a bit, but tell me what you think. 

https://www.dropbox.com/sh/jubybupzgtuvjde/AAChTjbtN4bmn_ZfpoejKSOWa?dl=0

Yay, something to play now. I'll download and check it a bit later.
 
Awesome!
Thanks for the updates! This is exactly the kind of Mod I like.
Give the feeling of a real game, but with new features.
Glad to see more stuff from Tuff E Nuff :D

Keep it up.
I can't wait to see the final version!
 
Thanks guys! I'm waiting on some boss sprites before moving on.  I still have to make guns throw-able and be able to pick up enemy explosives. I have to figure out a way to do it. It was above my scripting level the process White Dragon explained to me. The problem is, I want to make it explode while the player is holding it.   
 
The mod is looking awesome, and the gameplay is feeling smoother, just a few kinks to fix up:


  • Don't let the blocking guys being able to block sharp objects, they can block the girls' kunais. All sorts of sharp objects and bullets should be unblockable.
  • Make bullets travel faster. They look odd traveling so slow. The shotgun blasts actually could be used with an animation sprite, use the one from Vendetta, for example, short range but killing range.
  • I'm glad there's less enemies with weapons, these should be more sparsely. The game is a Beat 'em Up, not Sunset Riders, lol.
  • Make the special attacks being able to be performed freely without losing health unless they hit someone. Sometimes the moves can be used as evasive maneuvers besides breaking enemy attacks.
  • Cool new attacks on Arnold, that dash grab makes him more dynamic.
  • I'd suggest changing the name of the Bongo character into Luis, the Latin version of Louie. Also get rid of Choppo for Butch, change him into Chuleta (pork chop)
  • I liked the Sean and Matsuda reference on the alt names for Goro and Kato, especially making a Goro have SF3's Sean palette. :)
  • Since the game got slightly harder, I'd recommend adding some random food drops in certain enemies, like the fatsos. I still was struggling to keep going without losing continues.
  • The scrolling in the Stage 5's sea is way too fast slow it down more and make sure it goes in parallax scrolling (the closer the faster and the further the slowest)
  • Loved the new female sub-bosses at the Joecal's HQ building. Hope you're keeping the Rushing Beat story instead of the awful Rival Turf one.
  • Did you get all my resources for the alt routes? I'm seriously looking forward to see them in action.


I guess that's all, the mod is playing more smoothly and more and more entertaining. You're definitely pulling yourself! Keep up the good job!
 
Don't let the blocking guys being able to block sharp objects, they can block the girls' kunais. All sorts of sharp objects and bullets should be unblockable.
Fixed.

Make bullets travel faster. They look odd traveling so slow. The shotgun blasts actually could be used with an animation sprite, use the one from Vendetta, for example, short range but killing range.
Changed. I'll look at a video for Vendetta to see what you're referring to.

I'm glad there's less enemies with weapons, these should be more sparsely. The game is a Beat 'em Up, not Sunset Riders, lol.
Yeah, I tried to balance the levels more. Still have to do some more tweaks.

Make the special attacks being able to be performed freely without losing health unless they hit someone. Sometimes the moves can be used as evasive maneuvers besides breaking enemy attacks.
Will change. You can also use down-up special moves to get out of the way. They have some brief invincibility frames.

Cool new attacks on Arnold, that dash grab makes him more dynamic.
Yes! Thanks. I'm trying to make enemies as varied as possible.

I'd suggest changing the name of the Bongo character into Luis, the Latin version of Louie. Also get rid of Choppo for Butch, change him into Chuleta (pork chop)
Ah! Great name! Funny thing is I used to call myself "Papi Chuleta" when I was in my early teens. Hmm as for Louie I called him Bongo because of the SOR stage 8 palette I used for him. Same as I did with the other enemy names being referenced palettes.

I liked the Sean and Matsuda reference on the alt names for Goro and Kato, especially making a Goro have SF3's Sean palette. :)
Glad you liked it. I enjoy having stuff like that.

Since the game got slightly harder, I'd recommend adding some random food drops in certain enemies, like the fatsos. I still was struggling to keep going without losing continues.
I was thinking of having enemy drop items too. I will add this.

The scrolling in the Stage 5's sea is way too fast slow it down more and make sure it goes in parallax scrolling (the closer the faster and the further the slowest)
Didn't realize that. Will fix.

Loved the new female sub-bosses at the Joecal's HQ building. Hope you're keeping the Rushing Beat story instead of the awful Rival Turf one.
We changed the story slightly. GlassJawBoxer is in the process of making new story cut scenes. Basically, We are turning Joecal into Lord J from the sequels. He looks similar and has some similar moves. I have no interest in the "I am your father plot" that has been overused. We plan on making all sequels tie-in together more closely. Instead of just the Jikas drug, the plot also ties into the cloning from Rushing Beat Ran. I think it makes sense, you basically fight hordes of clones anyway.  I need to find a translator for the scripts of the sequels so I can understand the plot better.

Did you get all my resources for the alt routes? I'm seriously looking forward to see them in action.
Yes, I did. I will add them in. I just want to finish the main game first. I think I might want to put a few more paths too. Not sure yet.

Thanks for the feedback and praise. It definitely helps keep me going. I came along way in 3 years.   











 
Hey guys. Sorry, I've been going through many real life problems and had lost motivation for while. Still not finished but almost there. I'm waiting on GlassJaw to finish the intro and the ending. I see the engine has been updated with many new features but I'm not sure what they are or how to use them exactly. Here is an updated version of the mod.

https://www.dropbox.com/sh/jtjmsxrpbt9rp7a/AAA8cCgQONfAoacrXUxikH9Sa?dl=0

 
 
Hi Joshiro, I finished the game and it crashed.

I tried a Kung fury remap on Norton but the shirt, jean and shoes share the same colors, as hair and skin.

The club in stage 2 is too slow to use it.

May I suggest you to add a bonus stage, this would be perfect:

Thanks for this release!

[attachment deleted by admin]
 
Joshiro, I tried it as well.
Everything is going well. I definitly like this project.

And I'm already hyped to see how the 2nd episode would be upgraded as well! in the future!
 
kimono]Hi Joshiro said:
Joshiro, I tried it as well.
Everything is going well. I definitly like this project.

And I'm already hyped to see how the 2nd episode would be upgraded as well! in the future!

Thank you. Feel free to give me feedback. Any feedback is appreciated. Yes, I have many ideas to make the next 2 sequels amazing. I'm going to need a translator to translate the Japanese from the orginal games though.
 
I managed to go to the warp room and here is what I extracted.

The android statue broke into pieces and transformed into a fleeing mouse.

I you have the spritesheets of Norton, I'll try a color replacement on him.

A latest small idea: why not having a npc follow Ozzie when we select Norton for a one player story, the same for an Ozzie choice?

[attachment deleted by admin]
 
I see. Thanks for the sprites. I'm going to use them.

A latest small idea: why not having a npc follow Ozzie when we select Norton for a one player story, the same for an Ozzie choice?

Hmm I never thought about that. I wanted to make it old school and difficult like the original. I might consider something like that in the sequels. Thanks for the idea.
 
Nice to see the Rushing Beat series get attention and appreciation. After you’re done with this, would you consider doing a mod that has the characters of all three games together in one?
 
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