Canceled The Lab of Mr.Din

Project is halted prior to completion and will not receive further updates.
Wow, that's a lot of moves! I wasn't expecting that at all. If all characters are going to be that detailed then this could be a very impressive game :)

How are the different combos performed? Is it using different direction buttons at the end of them and such?

Thanks for the update and keep up the great work :)
 
Psykai said:
Wow, that's a lot of moves! I wasn't expecting that at all. If all characters are going to be that detailed then this could be a very impressive game :)

How are the different combos performed? Is it using different direction buttons at the end of them and such?

Thanks for the update and keep up the great work :)
After so many experiments I decided to make combos performed by different button presses, particularly the attack and critical attack  buttons. pressing attack and jump after 3 hits minimum will perform the alternative throw, everything else should be familiar to anyone who's played SoR extensively. :)

John_Kuey said:
Not-Blaze & Not-Max
See, this guy gets it! :D

I'm still debating on who's next on my list as far as characters go until then I'm focused on finishing up the first stage and adding more interactions like wall slam and what not.
 
DintheAbary said:
Psykai said:
Wow, that's a lot of moves! I wasn't expecting that at all. If all characters are going to be that detailed then this could be a very impressive game :)

Hi, DinTheAbary,

With this information I quoted above, I want to know some thing.
Did your characters will have the default 4 or 5 hits combo by pressing the attack button multiple times SOR style?

Thanks for the updates.
 
D@rin said:
Hi, DinTheAbary,

With this information I quoted above, I want to know some thing.
Did your characters will have the default 4 or 5 hits combo by pressing the attack button multiple times SOR style?

Thanks for the updates.
Yes, default combo will work just like standard SoR style, specifically like 2 with some difference in pause delay depending on the character.

Uche said:
Please don't make it too hard.
It will be balanced as best as I can, there are different difficulty levels planned. :)
 
I cant wait to see some stuff about Blaze or Max!
I like both of these characters! In fact I have something for all SOR characters :)

I would love to see Max with a more advanced grapple system. Chain throws or something... Just like Wrestling characters.

And I would love to see Blaze kicking butts as well. And perhaps using more advanced judo skills. OTG moves, strangulation...

BTW I'm glad to see there will be some new game features like wall damages
 
Adamrescue.png

I think I've attempted to write this post at least 3 times now. Last time which was yesterday my laptop restarted (stupid windows updates). Anyway this is going to be a looong post so brace yourselves.

- Where to find me -
I mainly post things and chat on discord, however I do post a lot of my sprite work on my Kofi page and deviant art I'm taking commissions on both pages, I do character sprite art as well as coding as I learn more about this engine and I'm also diving to stage design as well. This is now my main line of work until I find another position based on my trade. Also any tips on my Kofi page is helpful towards my projects, giveaways on my streams etc. Speaking of which I also stream on twitch and youtube, just look for Brawlers Avenue and DintheAbary on both, DintheAbaryGamer on youtube. So with  that out the way, let's get to the projects.

- Deadly Metropolis -
So due to my current financial situation (lost my job and barely making it on commissions) among other things the project is currently on hiatus, A lot of planning is still going into how the game will play, what will be featured, the cast etc. The project is not dead just in need of a reboot, stay tuned.

- Project Neo -
Project neo is still alive and kicking, I've been working on it every other day if not every day. The more I learn about scripting the more I go back to fix/refine/optimize things. Right now there are 3 stages in development 5 scenes between them.

IMG_20170816_010420.jpg

Downtown (remade SoR2 stage 1) which as you know has 3 scenes shopping district, the bar and the back alley. The other 2 stages are
unknown.png

Sunny Gardens District (SoR1 Stage 2 remade)
unknown.png

and Moon Beach (SoR1 stage 3 remade)

Each stage has a different variation of goons, visually different but same ai patterns and life amount. the latter changes depending on the difficulty chosen. Working on a new layer system inspired by DC's world heroes thread, this isn't reflected in the screenshots above but it's something in the works for the future.
prev.png

- 6 button system is still intact, everything works as it did before except buffer attack button (X on the genesis) isn't used for buffering upgraded blitz anymore and has been replaced with the defensive trait button.
- Now pressing a combination of directional inputs and the series button (Y on the genesis) will do the other blitz moves instead.
- Back attack works at all times like in SoR1 when using weapons while attack and jump will throw the weapon all the same, Attack and Jump also does a new move called the freespecial.
- Freespecial changes depending on the character, Blaze has her sweep from SoR2, Axel has a new move called the dragon cyclone based on his beta special move and so on.
- Defensive trait ranges from things like counters, parries and even redirection.
dragonparry.gif

- Free form combos are done with directional presses as well as using the series button at the end of a combo
- Rolling distance can be controlled, tap for BK3's short distance, press for SoR3's longer distance
- Run stop is being implemented (any ideas?) I did this at first by making my own custom run function but there's was a lot of things to be done to make standard run functions work like runjump, grabbing etc so I scrapped that and plan to do it somehow with scripting. for an example of run stop play Final Fight 3 run and let go, there's a short period of time where you slow walk into idle where you can back dash. it's the same here.
- Super Moves work like the cop call, can only be done once per life or item pick up. Can be done anywhere and depletes special meter. done by pressing attack and series together.
- Specials work a little differently now, Defensive special only drains health however this health recovers over time if you aren't hit and if you successfuly use you defensive trait you regain that health immediately. Still working out the kinks on this one so if anyone has any ideas how to script this properly it would be great! All other specials (aerial, running, forward etc) only use stamina meter. This meter recovers at different speeds depending on the character so use it wisely. Specials also work like SoR3 where only defense special is used when being attacked. Specials during a grab will change animation as well, still working on this too.
- a new blitz function has been added, the upper blitz which is done by pressing down up then attack, all characters will have one.
- you can tech roll when knockdown as well, pressing attack will get you up faster, pressing up or down with attack will roll you in the respective direction, roll is as short as bk3 but invincible.

Let's talk characters, starting with Axel/Hawk
- Running special changed to Soaring Dragon (BK2 Beta Upper)
- FreeSpecial added, Dragon Cyclone
- spinning back kick removed (for now)
- Grand Hook And Grand Hurricane now performed by down forward and series hold series to finish with Grand Hurricane or press back down forward for a sweeping grand hurricane.
- to do list -
- sounds
- polish attacks
- fix dragon cyclone bug
- add slam effect to forward throw
- add weapon support
- fix super move
- add effects to grand upper dragon wing etc
- polish animations and palettes

now onto Max
prev2.png

- Max is back and finalized, below are four of his skins: Story, Battle, Retro and Bad Future
- Animations have begun! currently in progress is his idle stance, walking and jump animations
- Max's gameplay is all about getting in for the grab
- His defensive skill is armor, which works similar to a parry but takes potential damage instead and counters with a grab.
- His trademark specials are back, Spinning Knuckle and Thunder tackle both work the same as before, however the Thunder Tackle can be cancelled into a grab at the cost of some life or meter.
- Two new specials
  -Thunder Rush:  a dash special that launches max upward into a should rush good for anti air.
  - Rolling Boom: a grab special which Max performs a 360 throw, pressing forward and special will throw the enemy forward
- Max can cancel his neck snap into different grapple moves including his back drop
- Max's Slide can only be performed during a dash, running attack will be something different
- Most of max's moves are grapple based meaning very little combo ability, for example his upward combo is a forward slam and downward is a back slam, he also has no range based combos
- Jumping during a grab will result in a jumping slam unlike before, this can still be cancelled into an air throw
- Max can walk and turn while grabbing but he isn't able to switch which side of the enemy he's holding
- charging his last forward grapple attack will result in a nice grab finisher
- Charge attacks so far: Upper Kick
- Blitz attacks: Slide, Clotheline, Thunder bomb, Thunder buster

Lastly Blaze
prev.png

So we finally reveal Blaze's final design as well as her alternate costumes, she really know's how to accessorize. Have a look at her story and retro costumes. battle and bad future will come at a later time.
So, what's in store for Blaze?
- Blaze is a balance type, meaning while she doesn't particularly excell in any stat, she's a jack of all trades.
- Second fastest character of the initial 6, fairly strong with good reach, best jump and jumpkick and fast recovering special gauge.
- Her grapples do great damage but have to be placed strategically
- Her target combos have great reach but beware her combo enders do decent damage but have bad recovery, use her first attacks to get in close for the throw
- two back attacks, her back kick and her low sweep freespecial that hits forward and back. Again recovery is slow so use sparingly
- new blitz attack, running clothesline. This will smash an goons face into the ground, can be cancelled into different grapples like an Arm bar, performed by using series while running
- Sumbliming Double Slash works the same, can be continued into a slide by holding series

No Adam just yet, still figuring out his move set then later down the line skate and then zan! That's it for now, more later!
 
Wow, this is shaping up to be the ultimate Streets of Rage game. Seeing Blaze with updated versions of all her old game costumes and some new ones is just mind blowing.

I keep forgetting about this project until you post stuff like this and I remember how awesome it's gonna be. So much hype!

It's still weird to me that my Java character is being brought to life in this, and after seeing the quality of the other characters, I'm even more excited to see what you do with her ^_^

Keep up the amazing work. Can't wait to see more!
 
DintheAbary said:
Adamrescue.png

I think I've attempted to write this post at least 3 times now. Last time which was yesterday my laptop restarted (stupid windows updates). Anyway this is going to be a looong post so brace yourselves.

- Where to find me -
I mainly post things and chat on discord, however I do post a lot of my sprite work on my Kofi page and deviant art I'm taking commissions on both pages, I do character sprite art as well as coding as I learn more about this engine and I'm also diving to stage design as well. This is now my main line of work until I find another position based on my trade. Also any tips on my Kofi page is helpful towards my projects, giveaways on my streams etc. Speaking of which I also stream on twitch and youtube, just look for Brawlers Avenue and DintheAbary on both, DintheAbaryGamer on youtube. So with  that out the way, let's get to the projects.

- Deadly Metropolis -
So due to my current financial situation (lost my job and barely making it on commissions) among other things the project is currently on hiatus, A lot of planning is still going into how the game will play, what will be featured, the cast etc. The project is not dead just in need of a reboot, stay tuned.

- Project Neo -
Project neo is still alive and kicking, I've been working on it every other day if not every day. The more I learn about scripting the more I go back to fix/refine/optimize things. Right now there are 3 stages in development 5 scenes between them.

IMG_20170816_010420.jpg

Downtown (remade SoR2 stage 1) which as you know has 3 scenes shopping district, the bar and the back alley. The other 2 stages are
unknown.png

Sunny Gardens District (SoR1 Stage 2 remade)
unknown.png

and Moon Beach (SoR1 stage 3 remade)

Each stage has a different variation of goons, visually different but same ai patterns and life amount. the latter changes depending on the difficulty chosen. Working on a new layer system inspired by DC's world heroes thread, this isn't reflected in the screenshots above but it's something in the works for the future.
prev.png

- 6 button system is still intact, everything works as it did before except buffer attack button (X on the genesis) isn't used for buffering upgraded blitz anymore and has been replaced with the defensive trait button.
- Now pressing a combination of directional inputs and the series button (Y on the genesis) will do the other blitz moves instead.
- Back attack works at all times like in SoR1 when using weapons while attack and jump will throw the weapon all the same, Attack and Jump also does a new move called the freespecial.
- Freespecial changes depending on the character, Blaze has her sweep from SoR2, Axel has a new move called the dragon cyclone based on his beta special move and so on.
- Defensive trait ranges from things like counters, parries and even redirection.
dragonparry.gif

- Free form combos are done with directional presses as well as using the series button at the end of a combo
- Rolling distance can be controlled, tap for BK3's short distance, press for SoR3's longer distance
- Run stop is being implemented (any ideas?) I did this at first by making my own custom run function but there's was a lot of things to be done to make standard run functions work like runjump, grabbing etc so I scrapped that and plan to do it somehow with scripting. for an example of run stop play Final Fight 3 run and let go, there's a short period of time where you slow walk into idle where you can back dash. it's the same here.
- Super Moves work like the cop call, can only be done once per life or item pick up. Can be done anywhere and depletes special meter. done by pressing attack and series together.
- Specials work a little differently now, Defensive special only drains health however this health recovers over time if you aren't hit and if you successfuly use you defensive trait you regain that health immediately. Still working out the kinks on this one so if anyone has any ideas how to script this properly it would be great! All other specials (aerial, running, forward etc) only use stamina meter. This meter recovers at different speeds depending on the character so use it wisely. Specials also work like SoR3 where only defense special is used when being attacked. Specials during a grab will change animation as well, still working on this too.
- a new blitz function has been added, the upper blitz which is done by pressing down up then attack, all characters will have one.
- you can tech roll when knockdown as well, pressing attack will get you up faster, pressing up or down with attack will roll you in the respective direction, roll is as short as bk3 but invincible.

Let's talk characters, starting with Axel/Hawk
- Running special changed to Soaring Dragon (BK2 Beta Upper)
- FreeSpecial added, Dragon Cyclone
- spinning back kick removed (for now)
- Grand Hook And Grand Hurricane now performed by down forward and series hold series to finish with Grand Hurricane or press back down forward for a sweeping grand hurricane.
- to do list -
- sounds
- polish attacks
- fix dragon cyclone bug
- add slam effect to forward throw
- add weapon support
- fix super move
- add effects to grand upper dragon wing etc
- polish animations and palettes

now onto Max
prev2.png

- Max is back and finalized, below are four of his skins: Story, Battle, Retro and Bad Future
- Animations have begun! currently in progress is his idle stance, walking and jump animations
- Max's gameplay is all about getting in for the grab
- His defensive skill is armor, which works similar to a parry but takes potential damage instead and counters with a grab.
- His trademark specials are back, Spinning Knuckle and Thunder tackle both work the same as before, however the Thunder Tackle can be cancelled into a grab at the cost of some life or meter.
- Two new specials
  -Thunder Rush:  a dash special that launches max upward into a should rush good for anti air.
  - Rolling Boom: a grab special which Max performs a 360 throw, pressing forward and special will throw the enemy forward
- Max can cancel his neck snap into different grapple moves including his back drop
- Max's Slide can only be performed during a dash, running attack will be something different
- Most of max's moves are grapple based meaning very little combo ability, for example his upward combo is a forward slam and downward is a back slam, he also has no range based combos
- Jumping during a grab will result in a jumping slam unlike before, this can still be cancelled into an air throw
- Max can walk and turn while grabbing but he isn't able to switch which side of the enemy he's holding
- charging his last forward grapple attack will result in a nice grab finisher
- Charge attacks so far: Upper Kick
- Blitz attacks: Slide, Clotheline, Thunder bomb, Thunder buster

Lastly Blaze
prev.png

So we finally reveal Blaze's final design as well as her alternate costumes, she really know's how to accessorize. Have a look at her story and retro costumes. battle and bad future will come at a later time.
So, what's in store for Blaze?
- Blaze is a balance type, meaning while she doesn't particularly excell in any stat, she's a jack of all trades.
- Second fastest character of the initial 6, fairly strong with good reach, best jump and jumpkick and fast recovering special gauge.
- Her grapples do great damage but have to be placed strategically
- Her target combos have great reach but beware her combo enders do decent damage but have bad recovery, use her first attacks to get in close for the throw
- two back attacks, her back kick and her low sweep freespecial that hits forward and back. Again recovery is slow so use sparingly
- new blitz attack, running clothesline. This will smash an goons face into the ground, can be cancelled into different grapples like an Arm bar, performed by using series while running
- Sumbliming Double Slash works the same, can be continued into a slide by holding series

No Adam just yet, still figuring out his move set then later down the line skate and then zan! That's it for now, more later!

I love it! Stay strong Mr. Din. Sorry for your misfortune. May you find an efficient job to support your family for they come first. Really looking forward to Project Neo to be the best Totally-not-Streets-Of-Rage bor mod ever. Knocking SORZ & BKVI off the mountaintop & rightfully claim her throne. Keep up the good work Din.
 
Loved the updates, specially on Max.
Seams that we share many concepts, because some of your ideas for Max is what I have in mind for Hercules (and some hud ideas too). Great minds think alike :)

About run stop, check Tigra character on my game. She has it.
 
OMG, Din, these screens and concepts are just awesome!

I like these new designs!
Perhaps something that can be implemented with DC's clothes method.
What he's working on with Hanzo and Fuuma!

I like the fact Blaze have some more grappling features as well!

Really promising! 8)
 
As always I appreciate all of your comments, I hope once the demo is in your hands you enjoy this as much as I do.

Psykai said:
Wow, this is shaping up to be the ultimate Streets of Rage game. Seeing Blaze with updated versions of all her old game costumes and some new ones is just mind blowing.

I keep forgetting about this project until you post stuff like this and I remember how awesome it's gonna be. So much hype!

It's still weird to me that my Java character is being brought to life in this, and after seeing the quality of the other characters, I'm even more excited to see what you do with her ^_^

Keep up the amazing work. Can't wait to see more!
While it's a lot of work, having multiple character costumes is very important to me and is an inside look at what personalities I want to give to these characters.

As for Java/Grace Lewis I can't wait to work on her and the others, making these characters unique and fun is the best part of development for me.

John_Kuey said:
I love it! Stay strong Mr. Din. Sorry for your misfortune. May you find an efficient job to support your family for they come first. Really looking forward to Project Neo to be the best Totally-not-Streets-Of-Rage bor mod ever. Knocking SORZ & BKVI off the mountaintop & rightfully claim her throne. Keep up the good work Din.
Thank you! I'm definitely hanging in there, something will kick in for me hopefully. Interestingly enough I still hold rage of the streets as my favorite SoR mod, there's just something to it's charm for me and the funny thing is this project began due to me not being able to finish my works for it's v2 update (still hoping to see it at some point)

O Ilusionista said:
Loved the updates, specially on Max.
Seams that we share many concepts, because some of your ideas for Max is what I have in mind for Hercules (and some hud ideas too). Great minds think alike :)

About run stop, check Tigra character on my game. She has it.
Indeed! I think it's great to have other folks that cosign on these ideas as I am often questioning myself about them haha! I will check out your mod for the run stop, thanks!!

nedflandeurse said:
OMG, Din, these screens and concepts are just awesome!

I like these new designs!
Perhaps something that can be implemented with DC's clothes method.
What he's working on with Hanzo and Fuuma!

I like the fact Blaze have some more grappling features as well!

Really promising! 8)
I'm thinking of possibly working on a way to attach these layers to the palettes, maybe for customization in the future? That'll be something to push for when I learn a lot more about scripting.

Blaze's grappling moves will definitely take advantage of how nimble and in constant motion she is as the second fastest character in the original group. Also thinking about giving her an aerial throw like Linn Kurosawa. :)

msmalik681 said:
Everything looking awsome !
Thank you sir! I try my best.

As for a little more on the project, ideally if it's in the realm of possibility I would love to do a Dreamcast port, not sure how much scripting would hinder that though I'd be happy just playing a demo on the Dreamcast.

Wanted to say thank you guys for the support so far. I know I don't post often but I always want to ensure I have something good to show.

Here's a question for the forum, if by chance I just happened to be working on a guest character from the shinobi series who would you want to see? Joe Musashi of course has legacy, however I like the idea of his son Hayate Musashi as well as his dog Yamato coming back into the spot light. The latter also fits into the timeline and the idea of having an ai partner of all times is very alluring to me. What are your thoughts?
 
The fact that I can finally see "Phoenix/blaze" break some bones makes me all like

https://www.youtube.com/watch?v=Uyfu-0Yjs-Q

all exaggerations aside, I would like to see either the Spiderman/Batman boss enemy, or lord Zeed as a character from the Shinobi series
 
John_Kuey said:
all exaggerations aside, I would like to see either the Spiderman/Batman boss enemy, or lord Zeed as a character from the Shinobi series
That's in interesting pick, manbat/spider would be interesting in an amusement park setting lol.
 
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