Canceled The Lab of Mr.Din

Project is halted prior to completion and will not receive further updates.
The funny thing about this move, at the original game, is that Axel uses the front knee to hit, which is way less powerful than the back knee. As a Muay Thai fighter myself, the back knee would be way more powerful.

Maybe you can make him put his leg to back before uses the knee.
 
Ah, Axel's original lame jumpkick. Even though it's lame, it's not a big deal since I rarely jump while playing Streets of Rage  ;D

O Ilusionista said:
Maybe you can make him put his leg to back before uses the knee.

+1
Hmm... that means Axel need more than single frame for this knee strike
 
walkin.gif

Just popping in again, Galsia and Donny Are just about complete, jumping onto Signal next. Not a fan of how Enemy spawning works, speaking of is there a way to have more than one spawn animation?
 
There is only default Spawn and Respawn, but it's very easy to switch animations on spawn yourself to make infinite spawn possibilities.

I would also add, I hope you aren't drawing the fade in and other effects ditectly to the sprite... you are giving yourself a lot of unessesary pain if so. OpenBOR can do all that for you.

DC
 
DintheAbary said:
walkin.gif

Just popping in again, Galsia and Donny Are just about complete, jumping onto Signal next. Not a fan of how Enemy spawning works, speaking of is there a way to have more than one spawn animation?

You can force a specific animation right on the spawn in the level txt:

spawn  gunner
@script void main() {
  performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW1"));
} @end_script

coords 300 189
at 0
 
I like the fluidity of that animation. ;D

O Ilusionista said:

Indeed. In addition to O Ilusionista's input, here's an animation example I did when I spawned Billy with a specific animation for making him move out of the garage door (after they kidnap Marian).

Code:
anim	follow1
@script
    void self = getlocalvar("self");

    if(frame==0){ // bbox is inactive yet
      changeentityproperty(self, "Subject_to_Gravity", 0);
      changeentityproperty(self, "Subject_to_Wall", 0);
      changeentityproperty(self, "Subject_to_MinZ", 0);
      changeentityproperty(self, "Subject_to_MaxZ", 0);
    }
    if(frame==9){ // this when enemy's bbox is active
      changeentityproperty(self, "Subject_to_Wall", 1);
      changeentityproperty(self, "Subject_to_MinZ", 1);
      changeentityproperty(self, "Subject_to_MaxZ", 1);
      changeentityproperty(self, "Subject_to_Gravity", 1);
    }
	@end_script	
	delay	9
	offset	18 73
	jumpframe	4 0 0 0.6
	frame	data/chars/Billy/1.gif
	offset	18 71
	frame	data/chars/Billy/2.gif
	offset	18 71
	frame	data/chars/Billy/3.gif
	offset	18 71
	frame	data/chars/Billy/2.gif
	@cmd	looper 0 30
	delay	8
	offset	18 72
	frame	data/chars/Billy/7.gif
	offset	18 73
	frame	data/chars/Billy/8.gif
	offset	18 73
	frame	data/chars/Billy/9.gif
	offset	18 75
	frame	data/chars/Billy/10.gif
	offset	18 76
	frame	data/chars/Billy/11.gif
	offset	17 76
	frame	data/chars/Billy/12.gif

But if you want him to stop and move without using jumpframe, you can use DC's velo001 script for that.

Code:
void velo001(float fX, float fZ, float fY){
     
    //velo001
	//Damon Vaughn Caskey
	//05/06/2007
	//
	//Replicates movement effect.
	//
	//fX: X axis speed.
	//fZ: Z axis speed.
	//fY: Y axis speed.
	
	void vSelf = getlocalvar("self"); //Get calling entity.
	
	if (getentityproperty(vSelf, "direction")==0){ //Is entity facing right?                  
     
         fX = -fX; ////Reverse X direction to match facing.
         
    }         
	
	changeentityproperty(vSelf, "velocity", fX, fZ, fY); //Apply movement.

}

Example for using velo001:
anim attack3
loop 0
delay 5
offset 23 71
bbox 0 -2 48 79
sound data/sounds/voice04.wav
frame data/chars/Billy/31.gif
offset 16 68
frame data/chars/Billy/32.gif
offset 16 69
frame data/chars/Billy/33.gif
offset 16 71
frame data/chars/Billy/34.gif
offset 16 77
attack5 15 1 37 64 8 1 1 0 0 7
@cmd velo001 2 0 0 #Move forward
frame data/chars/Billy/35.gif #velo001 {x} {z} {y}
bbox 1 1 38 105
offset 16 99
frame data/chars/Billy/36.gif
offset 15 100
@cmd velo001 0 0 0 #Stop moving at all in this animation
frame data/chars/Billy/37.gif
offset 15 101
frame data/chars/Billy/38.gif
delay 3
bbox 1 6 50 79
offset 16 77
frame data/chars/Billy/35.gif
delay 3
offset 16 71
frame data/chars/Billy/34.gif
bbox 2 1 45 74
offset 17 71
frame data/chars/Billy/30.gif
 
Awesome! I appreciate the feedback, I know diddly about scripting so this should be helpful.
Damon Caskey said:
I would also add, I hope you aren't drawing the fade in and other effects ditectly to the sprite... you are giving yourself a lot of unessesary pain if so. OpenBOR can do all that for you.

DC
I do it out of habit just to see how the animation works before placing it in the game but in this case I like how it looks better than the other fade effects.

In other news, I'm working on the secondary beta stage, a stage that will be a little more wild in comparison. I'll be introducing the "Outlawz" a rogue gang that operates on the outskirts of the city. Stay tuned :)
 
Nice fluid animation of Galsia :D

I agree with Damon Caskey about fading FX. To create that FX, aside of playing with tint, you can just place shading layer entities with alpha transparency and have Galsia walk pass through those layers ;)
 
Did a stream of the project so far, planning to make video of it in a little less rough state. Here's a preview of the Select Theme along with the select screen concept.
[yt]https://www.youtube.com/watch?v=1bqg9bLFieQ&[/yt]
 
I like it!
Definitly!

BTW is the BG artist OK with the fact to use her artwork?
I remember she used to post her art on DA and stopped because a lot of people used her artworks without asking her or give her credit.

Anyway the concept is good!
I can't wait to see more of it in action!
 
nedflandeurse said:
I like it!
Definitly!

BTW is the BG artist OK with the fact to use her artwork?
I remember she used to post her art on DA and stopped because a lot of people used her artworks without asking her or give her credit.

Anyway the concept is good!
I can't wait to see more of it in action!
I remember, I spoke with her a long time ago about her art. Quite a bit of it was contributed to my website. The portraits are just placeholders however, she has been credited in the video description.
 
Bloodbane said:
Ah looks good!
Are you planning to animate them in this select screen?
YES! They will initially do their stance, waiting pose and standard combo then when selected will do a pose, portraits may also change when selected as well.
 
DintheAbary said:
nedflandeurse said:
I like it!
Definitly!

BTW is the BG artist OK with the fact to use her artwork?
I remember she used to post her art on DA and stopped because a lot of people used her artworks without asking her or give her credit.

Anyway the concept is good!
I can't wait to see more of it in action!
I remember, I spoke with her a long time ago about her art. Quite a bit of it was contributed to my website. The portraits are just placeholders however, she has been credited in the video description.

Great!
BTW I was just asking.
By following your work for years now on BA and here, I know you're a really good guy.
I could only wish you the best with this project.
It would be so nice to finally see the 4rth episode we're all waiting for :)
 
nedflandeurse said:
DintheAbary said:
nedflandeurse said:
I like it!
Definitly!

BTW is the BG artist OK with the fact to use her artwork?
I remember she used to post her art on DA and stopped because a lot of people used her artworks without asking her or give her credit.

Anyway the concept is good!
I can't wait to see more of it in action!
I remember, I spoke with her a long time ago about her art. Quite a bit of it was contributed to my website. The portraits are just placeholders however, she has been credited in the video description.

Great!
BTW I was just asking.
By following your work for years now on BA and here, I know you're a really good guy.
I could only wish you the best with this project.
It would be so nice to finally see the 4rth episode we're all waiting for :)
No worries! I just know that particular subject is very touchy for her so I handle it with care haha, no offense taken.
However, I am thinking of commissioning some work from her, I REALLY like her art style and I think it kind of fits the dreamcast era style of artwork, thoughts?

As for the game itself I'm really close to finishing up the first level, currently working on the Bar and Back Alley scenes as well as removing old assets in the red light district scene as I'm striving to make this project completely original in it's tiles and what not. There's actually more scenes in this very stage but I'll be working on those at a later time.
 
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