Tears of Roses: Mystery of the Tekin Family (OpenBOR Game Project)

Maherawad00

New member
Hello,

My name is Maher, and I’m building a full OpenBOR game called “Tears of Roses: Mystery of the Tekin Family.”
It’s inspired by Turkish drama with serious storylines and custom-made characters like **Leyla, Ferhunde, and Oğuz.

I’m creating the sprites and animations in Aseprite, and I’d like to add:
- Playable characters (Mehmet Kosovalı, Leyla Tekin, Hasan, Şukru, Şevket Tekin, Çevad Tekin, Neçla Tekin, Nazmi, Çem Aydinoğlu, Ali Sarper)
- Enemies (all villains have their henchmen and the partner of Levent Tunçel named Seyfettin Hariri) and bosses (Sezar, Reşad, Ferhunde Güven 1, Oğuz Ayhan 1, Ender Kervançioğlu, Talat Munaver, Seyfi, Çeyda, Oğuz Ayhan Final, Doktor Ateş, Filiz Kervançioğlu, Levent Tunçel, Tarık Munaver, Ismet, Ferhunde Güven Final, Mithat Çabbar Kara) per stage
- Custom sounds and music
- Story intros and cutscenes of playable characters, bosses, and supportive characters (Savçi, Suna, Çan Ture, Şevko Bozü, Ali Riza Tekin) and ending cutscene (Mehmet Kosovali and Leyla Tekin's wedding)
- A custom main menu
- Location: Istanbul, Turkey

Stages:
- Stage 1: Headquarters (Sezar boss fight)
- Stage 2: Abandoned warehouse on the outskirts of the city (Reşad boss fight)
- Stage 3: Ferhunde’s headquarters, the place of Sefa Kervançioğlu (Ferhunde boss fight)
- Stage 4: Yacht in Istanbul (Oğuz boss fight)
- Stage 5: Headquarters (Ege, Sumer, Mohanad, and Naçi, Oğuz's henchmen, Ender boss fight, and save the girl)
- Stage 6: Istanbul Airport (Katir and Sirri enemies, and Talat boss fight)
- Stage 7: Seyfi's villa (Seyfi boss fight)
- Stage 8: Nişantaşi street (Çeyda boss fight)
- Stage 9: Tekin family's new house instead of Sefa Kervançioğlu (Oğuz boss fight)
- Stage 10: Hospital lab (Doktor Ateş boss fight)
- Stage 11: Filiz's hotel (Filiz's boss fight)
- Stage 12: Abandoned warehouse (team Ferhunde's henchmen, Levent Tunçel boss fight, Seyfettin boss fight, Tarık boss fight, save Şevket, Ismet boss fight, Ferhunde final boss fight, Mithat final boss fight)

50 credits of playable characters and 9 lives

I’d appreciate any guidance on how to:
  • Organize my OpenBOR folders and scripts
  • Implement stage logic, bosses, and cutscenes
  • Build a custom main menu
The visual footage of OpenBor game, Tears of Rose: Mystery of the Tekin Family should be the similar of Final Fight DC, Marvel Super Heroes, and the mugen.

You also have shooting, reloading, and weapon equipment, not just attack, special, jump, dashing, start, screenshot, running attack, and walking.

A 2025 fan-made retro beat ’em up game inspired by 2000s Turkish TV dramas, built in OpenBOR.

I saw many great mods from this community, and I hope someone can support or mentor me with organizing folders, scripts, and basic structure.

I’m using OpenBOR v3.0 Build 6391.

If you’re available to guide me, I’d really appreciate it. I can also share visuals and files of what I’ve done so far.

Thank you!
Maher Awad
 
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Hello,

My name is Maher, and I’m building a full OpenBOR game called “Tears of Roses: Mystery of the Tekin Family.”
It’s inspired by Turkish drama with serious storylines and custom-made characters like Mehmet, Leyla, Ender, Filiz, Ferhunde, and Oğuz.

I’m creating the sprites and animations in Aseprite, and I’d like to add:
- Playable characters (Mehmet Kosovalı, Leyla Tekin, Hasan, Şukru, Şevket Tekin, Çevad Tekin, Neçla Tekin, Nazmi, Çem Aydinoğlu, Ali Sarper)
- Enemies (all villains have their henchmen and the partner of Levent Tunçel named Seyfettin Hariri) and bosses (Sezar, Reşad, Ferhunde Güven 1, Oğuz Ayhan 1, Ender Kervançioğlu, Talat Munaver, Seyfi, Çeyda, Oğuz Ayhan Final, Doktor Ateş, Filiz Kervançioğlu, Levent Tunçel, Tarık Munaver, Ismet, Ferhunde Güven Final, Mithat Çabbar Kara) per stage
- Custom sounds and music
- Story intros and cutscenes of playable characters, bosses, and supportive characters (Savçi, Suna, Çan Ture, Şevko Bozü, Ali Riza Tekin) and ending cutscene (Mehmet Kosovali and Leyla Tekin's wedding)
- A custom main menu
- Location: Istanbul, Turkey

Stages:
- Stage 1: Headquarters (Sezar boss fight)
- Stage 2: Abandoned warehouse on the outskirts of the city (Reşad boss fight)
- Stage 3: Ferhunde’s headquarters, the place of Sefa Kervançioğlu (Ferhunde boss fight)
- Stage 4: Yacht in Istanbul (Oğuz boss fight)
- Stage 5: Headquarters (Ege, Sumer, Mohanad, and Naçi, Oğuz's henchmen, Ender boss fight, and save the girl)
- Stage 6: Istanbul Airport (Katir and Sirri enemies, and Talat boss fight)
- Stage 7: Seyfi's villa (Seyfi boss fight)
- Stage 8: Nişantaşi street (Çeyda boss fight)
- Stage 9: Tekin family's new house instead of Sefa Kervançioğlu (Oğuz boss fight)
- Stage 10: Hospital lab (Doktor Ateş boss fight)
- Stage 11: Filiz's hotel (Filiz's boss fight)
- Stage 12: Abandoned warehouse (team Ferhunde's henchmen, Levent Tunçel boss fight, Seyfettin boss fight, Tarık boss fight, save Şevket, Ismet boss fight, Ferhunde final boss fight, Mithat final boss fight)

I’d really appreciate any guidance on how to:
  • Organize my OpenBOR folders and scripts
  • Implement stage logic, bosses, and cutscenes
  • Build a custom main menu
The visual footage of OpenBor game, Tears of Rose: Mystery of the Tekin Family should be the similar of Final Fight DC, Marvel Super Heroes, etc.

You also have shooting, reloading, and weapon equipment, not just attack, special, jump, dashing, start, screenshot, running attack, and walking.

A 2025 fan-made retro beat ’em up game inspired by 2000s Turkish TV dramas, built in OpenBOR.

I saw many great mods from this community, and I hope someone can support or mentor me with organizing folders, scripts, and basic structure.

I’m using OpenBOR v3.0 Build 6391.

If you’re available to guide me, I’d really appreciate it. I can also share visuals and files of what I’ve done so far.

Thank you!
Maher Awad
 
Welcome to the forum.

We have a lot of tutorials/information you can get from. Take a look around of useful tools we have such as PalApply and ChronoCrash Modders Tools. Also, you should take a look at @Digital Brilliance Hour tutorial videos which are linked in "How To Start OpenBOR" topic.


For the manual, take a look at this one.


Adding custom sounds and music is absolutely easy. Just replace what you have as a template with what files you want in it.

What kind of custom main menu are you referring to? Building a custom main menu is ABSOLUTELY possible, but it's complex to do it since you are required to learn scripts as a beginner. As a beginner, you're not ready to do the custom main menu script yet. It's like the first Mortal Kombat movie adaptation, where Liu Kang wants to take revenge against Shang Tsung for killing his brother at first, but he's not ready to fight him. Otherwise, he'd be easily defeated and dead if he were to do it first.

Don't hesitate to ask for help if you have any questions.
 
Title: [WIP] Tears of Roses – FHR-style OpenBOR brawler (stages, bosses, sprite WIPs)





Body:





Hi everyone, thanks for the welcome!


I’m building a Fights History Revenge–style OpenBOR project called Tears of Roses: Mystery of the Tekin Family (bonus stage set in Cairo). I’d love feedback on setup/best practices and balance.





What’s ready





  • Art pass: 12 story stages + bonus; most have 3–4 tileable pixel-art phases.
  • Characters: Player WIPs (Mehmet, Leyla, Hasan, Şükrü, Çem, Nazmi, Necla/Şevket support, Cevad, Ali). Boss WIPs (Sezar, Reşat, Ferhunde, Oğuz, Ender, Talat, Seyfi, Çeyda, Dr. Ateş, Filiz, Levent, Seyfettin, Tarık, İsmet, Mithat; bonus Seif Al Hadidi).
  • Combat spec: jab → straight → heavy chain, grab/throws, block, run, jump; shoot / run-shoot / power-shoot (charge→fire) with projectile entities.
  • Events: hostage/captive objects (e.g., Şevket bound to center-back pipe, Tahsin’s daughter rescue), boss intros, HP-threshold add spawns.
  • File pack (WIP): OpenBOR-ready folders (data/levels, data/entities, projectiles/fx, hazards, basic scripts), plus CSVs for hit/attack boxes and spawn tables.







Rivalries / stage beats





  1. HQ – Leyla vs Sezar (rescue hostages)
  2. Abandoned Warehouse – Mehmet/Leyla/Çem/Hasan/Şükrü/Nazmi vs Reşat
  3. Ferhunde’s HQ – Mehmet vs Ferhunde
  4. Mina → Yacht (Sunset) – Mehmet vs Oğuz (vengeance for Nazmi’s death)
  5. Secret HQ – Lower Levels – Leyla vs Ender (rescue Tahsin’s daughter)
  6. Istanbul Airport (Night) – Mehmet vs Talat (vengeance for Çem)
  7. Seyfi’s Villa (Day) – Mehmet & Ali vs Seyfi
  8. Nişantaşı Roads (Afternoon) – Leyla vs Çeyda
  9. Tekin House – Indoor Pool – Mehmet vs Oğuz (rescue Leyla)
  10. Hospital – Mehmet & Leyla vs Dr. Ateş
  11. Yaman’s Villa (Night) – Mehmet, Leyla, Hasan, Şükrü, Ali, Çevad, Şevket vs Yaman Güler
  12. Hotel (Day) – Mehmet or Leyla vs Filiz
  13. Gauntlet → Rooftop – 1) Leyla vs Levent 2) Mehmet vs Seyfettin 3) Mehmet vs Tarık (rescue Şevket) 4) Mehmet, Hasan, Şukru, Leyla, Neçla, Çevad, and Ali vs İsmet 5) Leyla vs Ferhunde 6) Mehmet vs Mithat (final)
    Bonus: Mehmet or Leyla vs Seif Al Hadidi (Cairo HQ)







Tech targets





  • Resolution 1024×576 @60fps; feet baseline ≈ y=488.
  • Backgrounds: layered panels, 1600–2000 px width, seamless tiling/parallax-friendly.
  • Entities share offsets/hitbox conventions; projectiles bullet_fast, bullet_heavy.
  • Scripts: simple boss-intro freeze, gauntlet add spawns, rescue object ondeath → spawns ally.







What I’d love feedback on





  1. Best practices for shoot / run-shoot / power-shoot balance (damage, end-lag, projectile speed).
  2. Recommended hurtbox/attackbox ranges for 16-bit brawlers.
  3. Level chaining & memory tips for 4-phase stages with large panels.
  4. Pitfalls mixing rescue objects with boss arenas (camera/AI quirks).







Media / files


– I’ve attached a few PNGs (stage panels + boss variants).


– Test pack (Google Drive): OpenBOR-ready folders + README. (Tears of Roses: Mystery of the Tekin Family OpenBOR game - Google Drive)


I’m happy to iterate and follow your guidelines. Thanks!
 
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@Maherawad00
Welcome,
First off I love how organized your work is, mine is all over place but organize chaos is my thing.
You in the right place.

The pixel art is top notch, with that said the combat should match it.
A grapple system would work well here.
Like see in the below.
 
@Grit thanks so much!


Really appreciate the kind words and the grapple tip—watched the Skinny & Franko clip and that’s exactly the weighty feel I’m aiming for.





Plan: I’ll wire a basic grapple for my PC OpenBOR build:





  • Walk-in or f+Atk to enter grab state (on hitstun only).
  • Pummel / f-throw / b-throw / shove enders; limited boss susceptibility.
  • Weight classes + short tech window for elites.







Questions for you (or anyone):





  1. In OpenBOR, do you prefer walk-in grapples (distance + velocity check) or a state-flag after hitstun?
  2. Any recommended grab window (frames) and stun duration that feels fair in a 60 fps brawler?
  3. For throws, is tossentity with custom velocities + bind during windup the clean approach, or is there a pattern you recommend?
  4. Tips for AI so mooks don’t spam grab, but heavies still feel threatening?







If it helps, I can post a tiny Stage 1 test (4 phases chained, Sezar boss) with two throws and a shove this week for feedback.

I updated the stages of Tears of Roses OpenBOR game. You have 14 stages: 13 stages in Istanbul, Turkey, and one bonus stage in Cairo, Egypt. Yes, March the combat and grapple with the game, the one I created, like the one you sent me on YouTube.





Thanks again—happy to iterate with your notes!





— Maherawad00
 
Last edited:
Really appreciate the kind words and the grapple tip—watched the Skinny & Franko clip and that’s exactly the weighty feel I’m aiming for.
I'm glad you like it and here is another game but vs style that you can take inspiration from.
Since it's pixelart and does alot right.
In OpenBOR, do you prefer walk-in grapples (distance + velocity check) or a state-flag after hitstun?
I can't speak much on grappling since slamstart is new to me as far as implementing it go.
But I'll say both walk-in and command grab would are always a welcome.
State-flag after hitstun is basically like in Double dragon I presume?
It's best to put a system together that you think would work best.
If it helps, I can post a tiny Stage 1 test (4 phases chained, Sezar boss) with two throws and a shove this week for feedback.
So this would work.

I got 3 characters for my demo with sprites that cover everything I have in mind.
Proper walk animation etc.
I'm on this whole convert a vsgame into a beat em thing but what you doing is wild since Turkish dramas are a thing people watch where I'm from.

Cadillacs and dinosaurs (personal favourite)
Denjin makai 2 are beat em ups where the games have melee, range combat and driving in it but your characters look grounded so chech this out.
Hope it helps.
 
@Grit Thanks a lot for the warm welcome and the refs!


I’m aiming for a grounded, cinematic mafia-justice beat ’em up rather than ultra-violent/gore. Think tense brawls, disarms, and arrests/rescues—more “crime drama” than splatter.





Combat goals (OpenBOR):





  • Grapples: I’ll support both walk-in grapples (distance+velocity check) and a state-flag after hitstun confirm, so players can secure a grab off jabs or approach for a clinch.
  • Throws/Takedowns: forward/back throws, wall shove, and a non-lethal “pin/cuff” finisher for story beats.
  • Disarms & shots: limited sidearm use (warning shots, disarm specials), plus run-shove and crowd-control strikes.
  • Boss intros & rescues: brief intro freezes; rescue objects (hostage/captive) that change AI or spawn an ally on success.







What I’d love advice on:





  1. Best practice to balance walk-in vs hitstun grapples in OpenBOR (timers, break-outs, throw invul windows).
  2. Clean ways to script non-lethal finishers (flagging KO as subdued/arrested rather than dead).
  3. Crowd AI for “mafia henchmen” that encourages surround + lunge behavior without feeling unfair.
  4. Camera/hazard tips for gunfire lanes (telegraphed “AK fire zone” sweeps) that stay readable and not too punishing.







Demo plan:


I can share a tiny Stage 1 build (4 chained phases, Sezar boss) this week with two throws + run-shove and a basic grapple test, if that helps.


If the demo plan worked, you will move on to the rest of the stages from 2 to 13 and the bonus stage.

I’m keeping the tone grounded—crime-drama, low gore. The core will be grapple-centric with both walk-in and hit-confirm grabs, plus non-lethal finishes (subdue/cuff) and rescue events.





I’ll post a tiny Stage 1 test this week (4 chained phases, Sezar boss) with:





  • 2 throws (f/b) + a run-shove
  • Basic grab breakouts and throw i-frames
  • Simple crowd AI pass







Design intent: I don’t want it to feel like a shooter (GTA-style). Firearms are limited to telegraphed hazards/disarm moments, not core combat. The vibe is “mafia justice,” closer to Valley of the Wolves—tense brawls, arrests, rescues—rather than splatter.





Looking for advice on:





  1. Best practices to balance walk-in vs hitstun grabs in OpenBOR (timers, break-outs, invul windows).
  2. Clean ways to flag non-lethal finishes (KO = subdued/arrested).
  3. Crowd AI that encourages surround + lunge without feeling cheap.
  4. Camera/hazard tips for telegraphed gunfire lanes (readable, not overly punishing).







Appreciate any pointers—once Stage 1 feels right, I’ll keep rolling through the rest of the stages. Thanks!






Appreciate the guidance—my pixel art pass is mostly there, so I want the combat to feel as solid as it looks. Thanks again!
 
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Drive: Stage 1 - Google Drive

Thanks, @Grit! I saw the like—appreciate it. I’m putting together a tiny Stage-1 test (4 phases chained, Sezar boss) with walk-in + hit-confirm grapples, two throws, and a run-shove. I’ll share a Google Drive build and a short checklist (timing, throw invul windows, crowd AI, readability) later this week. Any quick do’s/don’ts on packaging an OpenBOR test for feedback are welcome.
 
Hi Grit,





I really appreciate the guidance and the like on my post; it means a lot. I’m currently building Tears of Roses as a grounded crime-drama OpenBOR game with non-lethal grapples, light AI design, and mafia-style justice themes (inspired by Turkish shows like Valley of the Wolves).





I’m putting together a playable Stage 1 demo this week, and I’d love to ask you. If it’s something that interests you personally, would you be open to collaborating or helping further with development support?





I understand time is valuable and I’m doing my best to manage as much as I can solo, but I’d be honored to work together if this is something you’d enjoy creatively.





Thanks again for your help and everything you contribute to the community.





– Maherawad00
 
Hi Grit,





I really appreciate the guidance and the like on my post; it means a lot. I’m currently building Tears of Roses as a grounded crime-drama OpenBOR game with non-lethal grapples, light AI design, and mafia-style justice themes (inspired by Turkish shows like Valley of the Wolves).





I’m putting together a playable Stage 1 demo this week, and I’d love to ask you. If it’s something that interests you personally, would you be open to collaborating or helping further with development support?





I understand time is valuable and I’m doing my best to manage as much as I can solo, but I’d be honored to work together if this is something you’d enjoy creatively.





Thanks again for your help and everything you contribute to the community.





– Maherawad00
@Maherawad00
I be glad to assist where I can, the dialogue and gameplay will be on point since I'm about that.
I'm in the process of putting together a demo but I'll check out the series to get an understanding of what you trying to create.
 
@Grit Thank you again — I truly appreciate your willingness to assist.





To give you better context, the characters and story in Tears of Roses are heavily inspired by the Turkish dramas Aci Hayat (Bitter Life), Sezar is inspired from Kaybolan Yillar (Ender), Seif Al Hadidi from Adam Egyptian drama, and Yaprak Dökümü (The Fall of Leaves). The tone combines emotional drama, moral conflicts, and justice-driven themes, similar to Valley of the Wolves but grounded more in family, betrayal, and redemption arcs.





Right now, I’m focusing on Stage 1 — aiming to balance story scenes, dialogue, and some custom gameplay mechanics (non-lethal combat, AI reactions, and mafia-style justice). I’d be honored to get your feedback or support on:





  • Dialogue scenes or scripting tips
  • Gameplay logic or AI behavior
  • Or anything you feel excited to contribute to







Let me know what you’d enjoy helping with most. I’ll also prepare a short summary of the story, characters, and visual references (plus a video if needed).





Thanks again for your kindness and time.





— Maherawad00
 
Hi everyone,





I’m working on a serious OpenBOR project and currently looking for a sprite artist (or pixel art animator) to help create full animations for the main playable character and possibly some enemies or bosses.





Main Character:





  • Name: Leyla Tekin
  • Style: Realistic, grounded street-fighting with some gunplay
  • Inspiration: Fighters History Revenge, Final Fight DC (pixel style), with no fantasy effects — just practical combat, melee, disarms, and finishers







I currently have:





  • Idle animation (1 frame finished)
  • A clear vision, character references, combat flow, and animation list
  • Will provide full documentation, sketches, and guidance to help move faster







What I need:





  • Someone to create sprite animations for:
    • Walk
    • Punch
    • Kick
    • Jump
    • Crouch
    • Shoot
    • Dash / Evade
    • Grab & throw
    • Knockdown, get hit, death
    • Finisher move (realistic-style)
    • Anything else for a functional, playable fighter

  • Style must match Fighters History Revenge proportions (I can share references)
Is everyone available to assist me with the creation of the character's animation sprites?







If you’re available or interested in collaborating, please let me know! This is a long-term project with a crime-drama theme, and I’d love to have creative support from the amazing talent in this community.





Thanks for reading,


Maher
 
I had a look at your project and the first thing you need to do is stop using AI to create sprites

lBmxcGd.png


This is not how a walk animation looks

EQFDD07.gif


and every time you use it you get a completely different image, you won't be able to make any progress doing this.

Can you draw your own sprites at least? I like your concept and I was going to help but if you can't draw your own sprites then you'll have a lot to learn and do before I can help.
 
I had a look at your project and the first thing you need to do is stop using AI to create sprites

lBmxcGd.png


This is not how a walk animation looks

EQFDD07.gif


and every time you use it you get a completely different image, you won't be able to make any progress doing this.

Can you draw your own sprites at least? I like your concept and I was going to help but if you can't draw your own sprites then you'll have a lot to learn and do before I can help.
Thanks for the feedback, @danno. I really appreciate you were taking the time to look at my project. I understand now that AI-generated sprites aren’t suitable for proper animation, and I agree with your points. I want to be honest: I’m currently studying interior architecture, so sprite creation isn’t my major, and I don’t have the time or skills to do it myself. I’m hoping someone in the community might be willing to help me with the sprites either through collaboration or commission. I’m passionate about Justice Mafia and I’m serious about making it happen, but I’ll need support on the art side to move forward. If anyone’s interested or has suggestions, I’d be truly grateful. Thanks again for your time and guidance!

Maher
 
Hi, I hope all is well with you. Justice Mafia: Mystery of the Tekin Family is a story-driven OpenBOR project that I am currently working on. My name is Maher Awad. By fusing Turkish and Egyptian storytelling traditions, the game examines themes of justice, emotional development, and symbolic conflict. I'm writing to ask if you or someone you know could help with sprite editing and animation. I have character notes, animation guides, and all of my reference materials ready for use. If you would like, I can also provide advance previews before committing. I'm dedicated to working honestly and diligently with anyone who is willing to help, and I value polite cooperation and community honesty. I appreciate your thought and time. Your thoughts would be greatly appreciated.

 
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