The Bruiser Brigade

Canceled The Bruiser Brigade A7

No permission to download
Project is halted prior to completion and will not receive further updates.
Good job!
Hopefully, it can be used to create movelists for mods with advanced gameplay.
If only it could support slams and cancels... :)
 
Well actually it already supports cancel (the engine hardcoded system and my custom system), which is from what most of the examples presented where generated.

For slams support it will depend on how they are triggered. If they're triggered via the same cancel systems as standard attacks, then they'll be parsed just like standard attacks. If its another custom system then I'll just need to add another mask to support it.

If I do an in engine version of this system, I'll try to include cool features such as listing the moves (and matching commands) available from the move your character is currently doing.
 
I started implementing the in-engine system, here's a little demo for those interested  ;)

http://www.mediafire.com/download/uha9t72ddna980a/BB+-+Interactive+Command+List+Demo.7z

How it works :

- When playing, press "start" to pause the game, then press "block" to show the interactive command list system.
- Use "down" and "up" to move the cursor in the "next animation list"
- press "jump" to select an animation.
- press left to go back to the previous animation

- press block again to hide and close the interactive command list system
- if you press start (~ unpause the game) without pressing block beforehand, the interactive command list system will stay in game and will follow and show the information of your character current animation (if listed).
 
Demo update. http://www.mediafire.com/download/tneo5d388q6nkjo/TheBruiserBrigade_DemoA4.7z

Added some tutorial information in "How to play".

Integrated the interactive movelist for every playable character. Press "start" to pause the game, then press "block" to show the movelist.

Two new "unlockable" playable characters, that will be featured in an upcoming level. Namely Dudley & Eagle.

dudley.gif
eagle.gif



New gameplay mechanics :

- Direction change during combo : you can now change direction during a standard attack string by holding back while attacking, allowing for a better control of your surrounding.

- Fear : Inflicting enough damage to enemies will make them avoid you (and not using charge attacks) for a brief amount of time. This effect is additive ; the more you damage an ennemy the longer he will avoid you. This effect depends on the enemies (bosses aren't as affected as goons) and the situation (the more enemies, the greater the effect).

I'm working on other new mechanics so that the gameplay adapt to various situations (quick character VS powerhouse, loads of enemies VS one tough enemy, etc) and the experience stay dynamic and fun.
 
Good news!!
2 stylish guys to come with the initial roster.
Could be a good way to confront them to the rough massive heroes.

I'll give it a try! :)
 
Piccolo said:
Integrated the interactive movelist for every playable character. Press "start" to pause the game, then press "block" to show the movelist.

Finally someone did it right.

DC
 
Integrated the interactive movelist for every playable character. Press "start" to pause the game, then press "block" to show the movelist.
nice idea. do you mind if I borrow your idea (and credit you, of course)?
 
O Ilusionista said:
Integrated the interactive movelist for every playable character. Press "start" to pause the game, then press "block" to show the movelist.
nice idea. do you mind if I borrow your idea (and credit you, of course)?

No, not at all. If anyone is interested I can share the scripts that parse entity model file and generate in game data too.
 
ops, there is a bug on the movelist:
t5SmrXg.png


if you hit enter, you unpause the game but the movelist doesn't vanish. Plus you can call another one, like on the image above.

btw, I liked how you can browser the how to play pages back and forth! And how you can navigate on the movelist menu too. Great work.
 
O Ilusionista said:
ops, there is a bug on the movelist:
t5SmrXg.png


if you hit enter, you unpause the game but the movelist doesn't vanish. Plus you can call another one, like on the image above.

It's made on purpose ! When you unpause the game without closing the movelist (by pressing "block" again), the movelist will stay and "follow" the animation your character is doing in game. But yes, there are some visual bugs and I need a way to clear the screen properly when pausing the game again.

btw, I liked how you can browser the how to play pages back and forth! And how you can navigate on the movelist menu too. Great work.

Thanks !

I'll adapt the scripts and share them here tomorrow.
 
It's made on purpose ! When you unpause the game without closing the movelist (by pressing "block" again), the movelist will stay and "follow" the animation your character is doing in game.

Ah, I  see. But the movelist will still appear even on the credits screen (when you quit the game).
 
O Ilusionista said:
Ah, I  see. But the movelist will still appear even on the credits screen (when you quit the game).

That's odd, I clear everything in "endlevel.c". But maybe quitting the game "directly" does not trigger endlevel event. I'll look into it when I'll fix the "duplicate" movelist bug.

As for the wall, I made him taller, don't know if that was the real problem here though.

Coop NPB said:
jumping platform to platform in short time is kinda difficult. maybe I need more practice on it.

Yeah, it's supposed to be tight and require getting the controls right, but not that much when you get the hang of it. Which character are you using ?

Some are easier than others, and some can't pass these platforming sections at all.

Anyways thanks for your feedbacks, really appreciate it.
 
Back
Top Bottom