Canceled Shadaloo Dolls (WIP)

Project is halted prior to completion and will not receive further updates.
Work got toll on things that I do, I've got to a bit of trouble lately and I want not to screw my real world work up so Shadaloo Dolls dev't. crawled, but that doesn't stop me from working for it though.

Here's my update:
https://www.youtube.com/watch?v=_bViNCB00EQ

See the description of the video for details:

I've made the resolution similar to if you play an arcade game on an emulator (384x224) as suggested by someone at ChronoCrash. I modified the layout a bit, added a new logo for the game and myself and added Zero-Sennin's SFA style Blaze Fielding (which appeared in Rocket Viper as well).

As you can see as well, I modified Cammy's Cannon Spike move to be the correct one, removed the shouts during jumping (in SFA3, she does not do that as well) and made it a tad slow. Used Bandicam to record this, but to do so required me to use OpenGL, which is why it's slightly blurred (I used the Bilinear filter).

Any comments, reactions and violent reactions be heard?
 
I liked what you did with the title screen, is pretty cool. I think I will try this on my game later.

About the area, now its better. or you can even use 480x272, it has more room to walk, since the sprites are big.
There is an study about the character proportion compared with the screen size somewhere, but I can't find it. I think its 1/3 or 1/4 of the screen is the golden ratio, I can't remember.

About Blaize, she should leap a bit on that kick, vertically and horizontally. Or it seams that she is floating on the air.

About Cammy, you should think about where she strikes, since its a big character: her punches are high, so its okay the enemy pain animation. But her high kick hits at the chest, so the enemy shoud bend foward, like it was hit by a kick on her stomach.

Keep the good job.

 
Is that where hit{#} come in?

BTW, you used BB's script or DC's script for throws right? I'll experiment with Blaze regarding this (since I can just rip appropriate rotated hit sprites from Zero-Sennin's original Mugen Char). What I plan too is use cannon spike as a throw, where the enemy hits the leg and gets hit until 1/3 of the height. I include the vid from Drew Tony'z regarding Cammy's moveset for reference aside from playing POTS' Mugen character. I observed that POTS' Cammy is not that screen accurate, so I mod'd it to be similar to SFA3 Cammy.

https://www.youtube.com/watch?v=Dhr9VhmQxWM#t=90

BTW, Illu, I played Psycho Weapon but her moveset is slightly diverse than what I need, but I might consider her in the later run as an unlockable.

EDIT: Thanks for the advice Illu, Blazie just gone from easy to medium in only one command! She's not that easy to exploit now as compared to the vid.
 
Is that where hit{#} come in?
yes. you can use attack2 for middle attacks (will trigger pain2) and attack3 for low attacks.

BTW, you used BB's script or DC's script for throws right? I'll experiment with Blaze regarding this (since I can just rip appropriate rotated hit sprites from Zero-Sennin's original Mugen Char).
I use BB's codes. Blaze was made by Cap_Rock, in fact. Sennin edited over Cap_Rock's base.

I observed that POTS' Cammy is not that screen accurate
POTS is one of the most accurate char. If I am not wrong, he gots all the positions and velocities directly from the ROM using Artmoney.
 
O Ilusionista said:
Is that where hit{#} come in?
yes. you can use attack2 for middle attacks (will trigger pain2) and attack3 for low attacks.
That is if I'm punching, but if I'm kicking is another story since I use freespecials for kicks.

O Ilusionista said:
BTW, you used BB's script or DC's script for throws right? I'll experiment with Blaze regarding this (since I can just rip appropriate rotated hit sprites from Zero-Sennin's original Mugen Char).
I use BB's codes. Blaze was made by Cap_Rock, in fact. Sennin edited over Cap_Rock's base.
I actually saw that in Sennin's post at MugenFightersGuild. I thought Cap_Rock is a game, since he didn't link to the original sprites or something, sorry bout that.

O Ilusionista said:
I observed that POTS' Cammy is not that screen accurate
POTS is one of the most accurate char. If I am not wrong, he gots all the positions and velocities directly from the ROM using Artmoney.
He's not that bad in the speed, but in the usage of the sprites for SDS, I'll fix that though. Nonetheless, it's his Cammy that I used for Shadaloo Dolls.

Speaking of speed, the speed is probably my problem here, Cammy is potentially too fast for players, I got your advice and numbers, but i think my configuration of Cammy might be the culprit here. How can I access the Mugen chars speed in Fighter Factory and is there considerations when converting such units from Mugen to OpenBoR?
 
I've now attempted Spin Drive Smasher, used the zoom tutorial by utunnels which was cool except that it doesn't zoom the entity (which was the charging) as well.

Anyway, got the follow-up up and running through script (which was what I supposed to post but then deleted since it's nonsensical to my purpose), but the player cannot lift the enemy up during the cannon spike part similar to the SDS in SFA3. I'm going to look for a solution to that later on, probably involving the throw scripts which I was itching to put it on.
 
I've watched the video and it's nice start.
I can't comment on enemies since I assume they are just temporaries
 
I would try with fastattack and dropv commads, before bind entities on that move.
 
CRxTRDude said:
How can I hit upon hitting? For example in the spin drive smasher in the video here:

https://www.youtube.com/watch?v=Dhr9VhmQxWM#t=129

Apparently Bison is dragged upon by the spiral arrow, is there a way to do that on OpenBOR? Does it use a grapple script or is there a command for it?

use fastattack to do multiple hits (but you need one frame with attack 0 between each attack frame) and set a negative dropv to make it come closer to you.

Beware one thing: OpenBOR lacks a body collision. In Mugen and other engines, two bbox, when colide, tells the minimum distance between both characters.
 
This body collision is certainly one of the major thing that make advanced gaming feeling kind of special in openbor.

Basically a rushing move like Tatsumaki or canon drill will go through enemies and miss a lot of hits...

a way to make it looking better can be using custom pain anims with the enemy going back on each hit.

I used it for a supercombo move like Kim's Hououkyaku...
 
O Ilusionista said:
use fastattack to do multiple hits (but you need one frame with attack 0 between each attack frame) and set a negative dropv to make it come closer to you.

I saw that dropv uses the fall animation, but the character would be down afterwards? I used follow animation, since I did modularity for the spin drive smasher move. Btw, what value do I use negative? Do you guys have an example?
 
The grabin attack parameter will assist you in making moves that push, pull, drag or that you don't want passing right through targets. The name is odd - it has nothing to do with grabbing. It forces the target to to X distance with attacker on hit.

Otherwise it's pretty simple to script more nuanced push/pull effects using the didhitscript event.

DC
 
I think a script event is way better because the spiral arrow part uses jump script. How does it work or can you give me some clues for it to work?
 
Sorry for no news regarding to this. It's been 18 days since my last post and people might wonder if it's inactive or something. I am actually working on my comic, Nikki Shore. It has been a little while since I made Nikki and I don't want to leave it behind. I want to finish at least a chapter. I might go to Shadaloo Dolls afterwards.
 
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