Unique actions that modders have successfully pulled off.

Hello anyone interested enough to read this.

So, straight to the point: I'm trying to make my own mod and I have set myself lofty goals.
I'm also a novice.  So, the lofty goals are even loftier for me than for most of you on here.

Basically, I'm hoping OpenBOR has the resources and tools and info on chronocrash for certain tweaks I want to make for Streets of Rage remake.  Not the game, but I want to use the streets of rage format to make my own version and story telling of it.

Been quietly scouring through this website, github and a few others picking up and downloading various tools/programs to hopefully facilitate my needs.

In the meanwhile, there are certain techniques I can't see being used that I want to know whether or not they have been successfully accomplished.
Here's a list:
  • Bad guys in a stage not dying when health falls low but instead evading off screen.  So, imagine Adam and Axel are plowing through the screen smashing all those Galsia and Donovan faces.  One villain is tougher than them and wants to escape before being KOed to tell others.  When his/her lifebar falls low, I want to be able to have the action of that character to basically jump/run/crawl of screen.
  • Text dialogue at unconventional times.  I've seen this pulled off at the beginning of a stage.  I want text dialogue to be triggered at certain events, possibly in the middle of the action.  I'm not sure if I've seen this pulled off to the degree I want to see it.
  • Wall jumping was one I was curious about.  I've actually found some coding on a thread here about it being doable. 
I may have more things I want to be able to pull off but I think some of them I can work out myself.  I'm more interested in storytelling than making a playable mod but that also depends as I'm flexible on both mediums of entertainment.
 
None of these are particularly difficult. Anything you can think of, OpenBOR can do. It's just a matter of someone deciding they wanted it in their project.

Bad guys in a stage not dying when health falls low but instead evading off screen...

There are a few different ways you could do this. My technique of choice would be a takedamagescript that detects a damage threshold, stops the kill, and then sets a target for offscreen.

Text dialogue at unconventional times.

Nothing tricky at all here. Just spawn the text element in response to your event of choice.

Wall jumping was one I was curious about.

I've had this one working in my own projects for years. Sometime back I organized it into a library anyone can download and use in their own projects. You can find it here.

DC
 
I thought they would be possible.
The 'takedamagescript' is something I will get back to in time.  It does sound quite simple from a coding perspective (or scripting, to be more accurate).  It just surprises me that it isn't used much.  I've been trawling through loads of OpenBor mods and nobody seems to want to add it in.
When I was a boy, I loved this sega genesis game Maximum Carnage.  I wasn't even much of a Spiderman fan, but the game was awesome. 
Every now and again, Shriek and Doppelganger would attack (through a church window, up on a roof) but you would not be able to properly KO them until right at the end of the game before fighting Maximum Carnage.  It gave them a feeling of being bad ass and hard to beat.  Once their lifebar falls low, they flee.

"Just spawn the text element in response to your event of choice."
Okay.  That sounds cool.
So, imagine there is a boss fight.  Let's go with Streets of Rage, since that's why I'm here.
Adam and Max are at the end fighting Mr X and Max is KO-ed on his last life.  Player 2 chooses Axel on their continue.
Text prompt triggers if Axel is chosen with Mr X saying "Stay Down, Axel!" or something like that.
I'm confident it can be done, but is a scenario like this a bit trickier?

I've bookmarked your link for wall jumping.  Looks very good.  I'd probably add only to realistic characters (we can't have Max wall jumping now, can we?).

 
AzizKhattou said:
I thought they would be possible.
The 'takedamagescript' is something I will get back to in time.  It does sound quite simple from a coding perspective (or scripting, to be more accurate).  It just surprises me that it isn't used much.  I've been trawling through loads of OpenBor mods and nobody seems to want to add it in.
When I was a boy, I loved this sega genesis game Maximum Carnage.  I wasn't even much of a Spiderman fan, but the game was awesome. 
Every now and again, Shriek and Doppelganger would attack (through a church window, up on a roof) but you would not be able to properly KO them until right at the end of the game before fighting Maximum Carnage.  It gave them a feeling of being bad ass and hard to beat.  Once their lifebar falls low, they flee.

"Just spawn the text element in response to your event of choice."
Okay.  That sounds cool.
So, imagine there is a boss fight.  Let's go with Streets of Rage, since that's why I'm here.
Adam and Max are at the end fighting Mr X and Max is KO-ed on his last life.  Player 2 chooses Axel on their continue.
Text prompt triggers if Axel is chosen with Mr X saying "Stay Down, Axel!" or something like that.
I'm confident it can be done, but is a scenario like this a bit trickier?

I've bookmarked your link for wall jumping.  Looks very good.  I'd probably add only to realistic characters (we can't have Max wall jumping now, can we?).

(scoff) why not? There are mods that have him doing his best Haggar impression. If Max can do that then he can definitely do wall jump attacks too.
 
AzizKhattou said:
It just surprises me that it isn't used much.  I've been trawling through loads of OpenBor mods and nobody seems to want to add it in.

For beat'm ups, probably takedamagescript would be less useful. However, if you're making 2D platformers, you'll ned takedamagescripts ;)

Every now and again, Shriek and Doppelganger would attack (through a church window, up on a roof) but you would not be able to properly KO them until right at the end of the game before fighting Maximum Carnage.  It gave them a feeling of being bad ass and hard to beat.  Once their lifebar falls low, they flee.

There's a very simple trick that modders use to create that. Make an alternate version of them which uses fleeing as their DEATH animation
Then in final battle, use the real version with real DEATH animation

Text prompt triggers if Axel is chosen with Mr X saying "Stay Down, Axel!" or something like that.
I'm confident it can be done, but is a scenario like this a bit trickier?

Yes, that might be trickier cause player might join right after Mr X says that
But it's not something hard to script :)

I'd probably add only to realistic characters (we can't have Max wall jumping now, can we?).

Why not? I don't see what's wrong with Max or Haggar wall jumping. They won't jump high obviously  ;D
 
Bloodbane said:
There's a very simple trick that modders use to create that. Make an alternate version of them which uses fleeing as their DEATH animation
Then in final battle, use the real version with real DEATH animation

That seems so simple yet brilliant.  Lateral thinking ftw.

I guess I might have Max wall jumping in time.  It seems like a popular concept.  Guess he can have some luchador wrestling trait.  Jump off the wall and DDT "BAH GOD KAYNG THIS IS MADNESS!! HE BROKE HIM IN HALF!! THIS IS A SLOBBERKNOCKER!!!"
 
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