Sega Brawlers Megamix

In Progress Sega Brawlers Megamix 7.15

No permission to download
The project is currently under development.
Hey people, the guy who helps me out with this game told me the latest update wasn't working so I test the pak and nothing was wrong, but then I tested it with the OpenBOR build I put with and found out that the build was an older version from 2012. I downloaded the latest build, replaced the older one with it, and the game ran without any trouble. I update the link, so if anyone wants to try, it should work now, but let me know in case it doesn't:
http://www.mediafire.com/download/51g9mu8p6zgi9r9/Sega_Brawlers_Megamix(NewV3.4).RAR

Oh yeah, here's a preview of the work from the guy helping me out:
http://i1137.photobucket.com/albums/n515/EarthwormJames/ExtraZoolMovesForSBMM_zps5af6ca90.png
http://i1137.photobucket.com/albums/n515/EarthwormJames/SomeMoreExtraToeJamandEarlMoves_zps8d2e0b3e.png

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Hell, I knew about Mystical forest zone years before Spriter's. I spend most of my sprite hunting time on Deviantart now, looking for someone who could make custom sprites of comics characters.... then I found out the guy who did the buff Sonic characters for Mugen, also made chars for Sally, Bunnie, and Rotor from SATAM, as well as Scourge from the archie comics..... and I had a zip file containing these characters for over a year, and I just found out a few days ago I had it when I started getting into Mugen again....  ;D

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Yo guys, been gettin' back to work on Sega Brawlers and the scripts form mixmasters. I've opened the mod, made a copy of it, and deleted everything but the scripts, and copied over my files from Sega Brawlers. The problem I'm having is that for some reason, random entities from Mixmasters need to be spawned in my stages despite me not having them in my models txt. Imma just copy all these entities back into the char folder and turn them into empty props until I figure out what's making them spawn in the first place. The OpenBOR log is linked here in case someone wants to look at it.
http://www.mediafire.com/view/54cjtzhmf8v5bqo/OpenBorLog.txt

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Not too focused on Sega Brawlers right now, but while I have some down time and not doing much, I'll take some time out to work on it. I started working on 2 SOR2 bosses, Abadede and R.Bear.

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[attachment deleted by admin]
 
Regarding the sprite style, I think it would be easier an issue to tackle if you didn't have so many characters in the game. Organization is key in a mash up project like this one. As much as I love this project and did like the idea of contributing, there's way too much clutter on the roster and everything else, it just feels all over the place. That's just my two cents, I love the idea of a SEGA crossover but the game I imagine in my mind is a little more reserved and balanced out. What made Smash Bros such an awesome game wasn't it's roster size it was the novelty of taking iconic nintendo characters and beating each other to a pulp, that was achieved with 8-12 character roster.

Quality stuff like this takes time and vast concentration to make characters out of.
stance.gif
stance.gif
larcen_tyler_by_dintheabary-d7iimmv.png
epsilon_eagle_by_dintheabary-d7iimlh.png
ax_battler_by_dintheabary-d7iimk0.png
buster_neo_by_dintheabary-d7iimi3.png

Just something to think about.
 
@Mr. Din: While you have valid points, my goal was always to get as many characters into this game possible, or just a lot. It's actually not meant to be an exact smash clone, but to have it's own features or elements you wouldn't find in a smash game, as well as having the opportunity to play as many characters without going(X should've been in this game). The other goal is that this game is meant to house all the material I need for the game I wanted to create when I first started with OpenBOR, a Sega version of Marvel: Ultimate Alliance, but had canned it due to being inexperienced, which had to be a good 4 or 5 years ago. Also, keep in mind that both Sega Fighters Megamix(Which predates Smash Bros.) and later Capcom vs. Marvel/SNK titles did have big rosters as well, which, if Sega Brawlers feels to cluttered, you could always play Arcade and Adventure mode(especially after I finish those XD). As far as balanced, that is one thing I'm trying to work out. BTW, nice sprites, like that you got m favorite guy from D.D. Crew, who's name escapes me right now.

@RoySquadRocks:
Thanks for the sprite sheets man. They will be added in the future, but the characters I'm doing in the next update are close to being done and I want to get them out. I will keep the sheets though.  8)

EDIT:
New shots posted below, Dylan from Advance Guardian Heroes.

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[attachment deleted by admin]
 
Ah Dylan, will he be similar to Enn or will he has different moves?

BTW I recall that Dylan, in GH Advance can perform spinning sweep kick dan repeated air spin kick, did you give these to Dylan?
 
He has 2 moves similar to ray (The electric guy) and the other 2 moves are his own, one of them being that spinning kick(which I had to rip myself). The spinning sweep kick his is down grab attack, and part of his normal combo attack.

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Yo guys, the latest update got held up for a bit, but I'm trying to finish this up now but there's a problem. I ran through every character to see who's jumping and landing animations needed to be fixed(Specifically going into jump animation when falling off a platform), but now all of a sudden, the script I was given for this has suddenly stopped working, which is weird because it was just working a while ago with one character, then one character for some reason isn't effected by it, and now no one is working with it at all. Here's the setup for one of them:
Code:
anim	jump
	loop	0
	delay	25
	offset	74 84
	bbox	59 22 37 54
	Landframe 4
	sound	Data/CHARS/Vector/yo.wav
	@cmd	changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
	frame	data/chars/Vector/Jump1.gif
	frame	data/chars/Vector/jump2.gif
	[color=red]frame	data/chars/Vector/jump3.gif[/color]
	delay	200
	frame	data/chars/Vector/jump3.gif
	loop	0
	delay	18
	offset	74 84
	frame	data/chars/Vector/Get.gif
Code:
anim	walk
	@script
		void self = getlocalvar("self");
		int b = getentityproperty(self, "base");
		int a = getentityproperty(self, "a");
		if(a > b){
		performattack(self, openborconstant("ANI_JUMP"), 0);
		changeentityproperty[color=red](self, "animpos", 2);[/color]
		}
	@end_script	
	loop	1
	delay	13
	offset	74 84
	bbox	62 47 50 37	
	frame	data/chars/Vector/Walk0.gif
	@cmd	changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
	delay	10
	frame	data/chars/Vector/Walk1.gif
	frame	data/chars/Vector/Walk2.gif
	delay	13
	frame	data/chars/Vector/Walk3.gif
	delay	10
	frame	data/chars/Vector/Walk4.gif
	frame	data/chars/Vector/Walk5.gif
Now, I have the script set for Vector to start his jump at frame 2, but it still starts from 0

and here's the script log just in case.
Code:
####animationscript function main#####
# data/chars/Vector/Vector2D.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animhandle = getlocalvar("animhandle");
    if(animhandle==452)
    {
        if(frame==0)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==453)
    {
        if(frame==0)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 0);
        }
        if(frame==5)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==454)
    {
        if(frame==0)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==455)
    {
        if(frame==0)
        {
            shoot("VeMusic1", 0, 0, 0);
        }
        if(frame==1)
        {
            shoot("VeMusic1", 0, 0, 0);
        }
        if(frame==2)
        {
            shoot("VeMusic1", 0, 0, 0);
        }
        if(frame==3)
        {
            shoot("VeMusic1", 0, 0, 0);
        }
        if(frame==4)
        {
            shoot("VeMusic2", 0, 0, 0);
        }
        if(frame==5)
        {
            shoot("VeMusic2", 0, 0, 0);
        }
        return;
    }
    if(animhandle==456)
    {
        if(frame==0)
        {
            shoot("VeFire1", 0, 0, 0);
        }
        if(frame==1)
        {
            flip(1)();
        }
        if(frame==1)
        {
            shoot("VeFire1", 0, 0, 0);
        }
        if(frame==2)
        {
            flip(0)();
        }
        if(frame==2)
        {
            shoot("VeFire1", 0, 0, 0);
        }
        if(frame==3)
        {
            flip(1)();
        }
        if(frame==3)
        {
            shoot("VeFire1", 0, 0, 0);
        }
        if(frame==4)
        {
            flip(0)();
        }
        if(frame==4)
        {
            shoot("VeFire2", 0, 0, 0);
        }
        if(frame==5)
        {
            flip(1)();
        }
        if(frame==5)
        {
            shoot("VeFire2", 0, 0, 0);
        }
        if(frame==6)
        {
            flip(0)();
        }
        return;
    }
    if(animhandle==457)
    {
        if(frame==0)
        {
            shoot("Bubble", 0, 0, 0);
        }
        return;
    }
    if(animhandle==463)
    {


		void self = getlocalvar("self");

		int b = getentityproperty(self, "base");

		int a = getentityproperty(self, "a");

		if(a > b){

		performattack(self, openborconstant("ANI_JUMP"), 0);

		changeentityproperty(self, "animpos", 2);

		}

	        if(frame==1)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==464)
    {
        if(frame==0)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==465)
    {
        if(frame==0)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==466)
    {
        if(frame==0)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==475)
    {


		void self = getlocalvar("self");

		int b = getentityproperty(self, "base");

		int a = getentityproperty(self, "a");

		if(a > b){

		performattack(self, openborconstant("ANI_JUMP"), 0);

		changeentityproperty(self, "animpos", 2);

		}

	        if(frame==1)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }
    if(animhandle==477)
    {
        if(frame==1)
        {
            shoot("VeSP1", 0, 0, 0);
        }
        if(frame==1)
        {
            shoot("VeSP2", 0, 0, 0);
        }
        if(frame==2)
        {
            shoot("VeSP1", 0, 0, 0);
        }
        if(frame==2)
        {
            shoot("VeSP2", 0, 0, 0);
        }
        if(frame==3)
        {
            shoot("VeSP1", 0, 0, 0);
        }
        if(frame==3)
        {
            shoot("VeSP2", 0, 0, 0);
        }
        if(frame==4)
        {
            shoot("VeSP1", 0, 0, 0);
        }
        if(frame==4)
        {
            shoot("VeSP2", 0, 0, 0);
        }
        if(frame==5)
        {
            shoot("VeSP3", 0, 0, 0);
        }
        if(frame==5)
        {
            shoot("VeSP4", 0, 0, 0);
        }
        return;
    }
    if(animhandle==479)
    {


		void self = getlocalvar("self");

		int b = getentityproperty(self, "base");

		int a = getentityproperty(self, "a");

		if(a > b){

		performattack(self, openborconstant("ANI_JUMP"), 0);

		changeentityproperty(self, "animpos", 2);

		}

	        if(frame==1)
        {
            changeentityproperty(getlocalvar("self"), "Subject_to_Platform", 1);
        }
        return;
    }

}

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