Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
Really busy these days I haven't touched coding this much last times.
New walk implemented to Rachel. Just like I talked before.
Qf7vEZP.jpg

Will be used for weapons walk anim (with some edit)
 
You know, I reaaaally would like to try this. Something new like wrestling instead of the typical beat 'em up or versus game. Looking good!
 
nedflandeurse said:
Really busy these days I haven't touched coding this much last times.
New walk implemented to Rachel. Just like I talked before.
Qf7vEZP.jpg

Will be used for weapons walk anim (with some edit)

Maybe you can make this the default walk animation?

Good mode I see you used Tia from Breakers Revenge? Am I correct?
 
Hey. You really got great skills in spriting from scratch for Rachel, Ned! That walk of hers could be animated well and I'm sure it will be pure awesome. Terrific work!
 
@All :
Thanks everybody. I'll keep going. :D

Don Vecta said:
You know, I reaaaally would like to try this. Something new like wrestling instead of the typical beat 'em up or versus game. Looking good!
Glad you like, but it's definityly NOT a wrestling game.
I can't code such a thing with my skills.
I decided to drop away the idea of making real wrestling game mechanics.
More a game with some wrestling/fighting feeling on it. You can think of Knuckle bash...
Thumb_Knuckle_Bash_2_-_1999_-_Bootleg.jpg
Knuckle%20Bash%2003.png


Also, the game is unstable for the moment. I'm working on various important aspects of my game engine.
I started implementing various features that are in an unfixed status and make the gameplay buggy.
I'm trying to fix these aspects one by one mostly with the help of BB.

D@rin said:
Maybe you can make this the default walk animation?

Good mode I see you used Tia from Breakers Revenge? Am I correct?
Perhaps it will become her default walking animation for regular/on the streets/arcade mode

Yes I used Tia, but with several edits parts to have more detailed sprites. (Particulary legs and arms)
Also, she don't plays at all like Tia. 75% of her moves are original or resprited ones.
She's the light/medium grappler type, not really a striker.

maxman said:
Hey. You really got great skills in spriting from scratch for Rachel, Ned! That walk of hers could be animated well and I'm sure it will be pure awesome. Terrific work!
Thanks, As I said I used reference to animate her. only 6 frames, but it looks particulary good.

EDIT :
I finally finished to code back grab move.
TGJhfbJ.jpg

No back grab complex system, only one automatic slam move.
These moves will take 150% of a regular slam (but hard to do)
 
You can have additional walks so she could use the current walk when enemies are in range, the other one for normal walking.
 
BeasTie said:
You can have additional walks so she could use the current walk when enemies are in range, the other one for normal walking.

Yes!
I think about it, but I use several walk anims (for 4 direction, so it makes it complex)
I'll certainly fix it later.

Some updates on the system again.
I'm particulary updating the wrestling/VS type modes systems.

It will use this give up system.
Based on life of grabbed enemy
eJcvYad.jpg

With some ring sound effect and "give up" voice

BTW : liedown grabbing system (picking up enemy from ground) will be edited.
I use older engine for various compatibility problems, so I had to get rid of some of the pick up system.
It will now be a starter for few grapple moves on the ground... no more a "get the enemy stand" move like in some games.
 
Thanks guys,

I'll update enemies grab system now.
I have to find a way to grab with regular grab from far.
 
Since I finally have been received in my "professionnal contest". I have a little more time to work on my project.

You guys made incredible prgress these days on your various projects.
This is really pleasant to see such solid features in Openbor mods. :)

These days I worked on OTG grapple system
Basically : a pickup starter

-grab attack (Rachel uses slaps)

-ground grapple starter (Rachel uses snapmare)

---followerA (Rachel uses swinging neck breaker)
-----finisherA (Rachel uses arm bar)

---followerB (Rachel uses dragon sleeper)
-----finisherB (Rachel uses ground sleeper hold)

I added back "turning attack" (??)
A charged move that send enemy in a back turned pain anim.
Open to backstab move (heavy damage)

(see next post for the new stuff)
 
-Double post to avoid heavy text-
By testing the system progress I can see there is some problems with PIN SYSTEM.
Normally the move acts this way. (VS/wrestling mode only)

-Hit attack button close to a downed enemy will send player to Pin starter

-Pin is an attack with very long liedowntime for enemy
(I don't tried to code it as a slam, because I want other enemies to be able to cancel it by hittin player - It works well!)

-During the pin, player can cancel at any time (basically an anim with attack box that give enemy a shorter lie down fime)

-Enemy can cancel it too if his life is too high
This feature is simulated. Basically player himself check enemy life and play cancel/escape anim if enemy life is too high. (no problem with that, again)

-If pin is not cancelled the count 1 2 3 will "kill" enemy and display a "3 count" text
(pin is completed)

---Now the problems--- ::)
1-TELEPORT PIN
I use this edited DC's script to detect closest liedown enemy (with the help of BB)
Code:
{// Checks closest enemy's animation & range
// If it's accepted, perform pin attack (ajout de differents "falls" pour rendre compatible avec tous les liedowns...) - (les ajouter tous!!!)
/*Originally smartbomb by
    Damon Vaughn Caskey
    07152008*/

    void self = getlocalvar("self");			//Caller.
    float x = getentityproperty(self, "x");
    float z = getentityproperty(self, "z");
    float b = getentityproperty(self, "base");
    void vEntity;                                       //Target entity placeholder.
    int  iEntity;                                       //Entity enumeration holder.
    int  iType;                                         //Entity type.
    int  iMax      = openborvariant("ent_max");         //Entity count.

    //Enumerate and loop through entity collection.
    for(iEntity=0; iEntity<iMax; iEntity++){
      vEntity = getentity(iEntity);                 //Get target entity from current loop.
      iType   = getentityproperty(vEntity, "type"); //Get target type.

      //Enemy type?
      if (iType == openborconstant("TYPE_ENEMY")){
        float Tx = getentityproperty(vEntity, "x");
        float Ty = getentityproperty(vEntity, "a");
	float Tz = getentityproperty(vEntity, "z");
	void EAnim = getentityproperty(vEntity, "animationID");
        int EHealth = getentityproperty(vEntity, "health");

        if( (EAnim == openborconstant("ANI_FALL") || EAnim == openborconstant("ANI_FALL2") || EAnim == openborconstant("ANI_FALL7") || EAnim == openborconstant("ANI_FALL9") || EAnim == openborconstant("ANI_FALL10") || EAnim == openborconstant("ANI_FALL14") || EAnim == openborconstant("ANI_FALL25")) && Ty == b && EHealth > 0){
          float Disx = Tx - x;
          float Disz = Tz - z;

          if(Disz < 0){
            Disz = -Disz;
          }

          if( (Disx >= RxMin && Disx <= RxMax && Disz <= Rz) || (Disx >= -RxMax && Disx <= -RxMin && Disz <= Rz)){
            changeentityproperty(self, "position", Tx, Tz);
            changeentityproperty(self, "opponent", vEntity);
            performattack(self, openborconstant(Ani));
          }
        }
      }
    }
}

But if you're close of a standing enemy and try to hit him.
You will be teleported to the closest liedown enemy instead.
qTzJwqX.png


Is this something that can be fixed?


2-PIN A RISING ENEMY
This is something that occur with a particular timing (just before an enemy rises)

VSrNGgg.png


-Basically player try a pin on a liedown enemy (so player is in a crouch type animation)

-Before pin attack box hits enemy, he start rising

-it results in player pinning nothing and enemy stands

To fix that, I could make an attack box on first frame of pin, but I don't want the hit count to increase.

Is there a way (by scripting?) to force an enemy to be on the ground until the actual hit box can hit him?

EDIT :
OK, I just fixed this one.
I choose the easy way with my basic skills.
By adding an hitbox on fist frame of pin (with empty spark, no sound, no hit pause...)
This is my way to force enemy to stay on ground once I have hit attack button.

Any other idea is still welcome. (but not the priority, now)

Thanks
 
But if you're close of a standing enemy and try to hit him.
You will be teleported to the closest liedown enemy instead.

I think it's matter of priority and detecting range. From the shots, looks like Rachel's detection range is pretty big
 
You're right BB, you're so right.
I was watching the wrong place (not a 2 enemy detecting problem)
I should have posted the command entry from attack1 anim...

The problem was the range as you can see:
Code:
@cmd pinner "ANI_FOLLOW27" -50 250 20#xmin/xmax/zwidth(up-dwn)

This is the value I used for debugging purposes.
I never changed it again after.

I updated it to a far lower value
Code:
@cmd pinner "ANI_FOLLOW27" -40 80 20#xmin/xmax/zwidth(up-dwn)

It now works perfectly.
Thanks a lot, friend.
 
Let me show you a little progress.

*Charge attack system. (to use mostly in VS modes)
D F A4 Rachel will do a light slap
If A4 is held it will make her use a powerful slap, turning out enemy
This offer the possibility to use backstab move
oPC0iLQ.png


*Pick up system variation (this particular variation is chain throw system)
(A3 is the button used for OTG system)
D + A3 will pick up enemy
input again A3 will start chain throw (with snapmare move)
Then various A and A2 combinations will make variations.
Rachel is not the chain specialist character so she have few possibilities from snapmare:
-A2, A : dragon sleeper, ground sleeper hold
-A, A2 (pictured here)
tonObQj.png


I'm not sure about sleeper hold as a finisher.
If you have idea for a better finish after dragon sleeper, I'm open to suggestions.
 
sounds good to me.  If you wanted the arm bar would work as a good finishing move instead of the sleeper.  Armbar is more of a finisher, sleeper is normally to wear opponent down.  These days you probably wouldn't see a sleeper finish a match, but an armbar is often used as a finisher.  (add a bone crunch sfx to it making sound more devastating)

If you wanted to try something fancier you could so something like Mistico's spinning armbar.

https://www.youtube.com/watch?v=Jt8qcOSEg-o

If you want a fatal looking submission then maybe a rear naked choke.
 
nedflandeurse said:
I'm not sure about sleeper hold as a finisher.
If you have idea for a better finish after dragon sleeper, I'm open to suggestions.

This kinda reminds me of Armor King's sleeper hold chain grab, where he goes, does a sleeper choke, then take the victim to the ground and the third chain is to be over the guy and smack the hit outta him in the nape. Maybe you just can make her do a neck suplex as a finisher.
 
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