Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
Thanks.
The game is still unstable.
There are moves that block the game because not fully coded.
Rachel don't have all gethit animations of the fighting system.
I'll add them when system is more stable whith enemy.
This is why I'm trying fo fix regular features like wall jump (but I had no chance for the moment)

The problem is I'm working very slowly and I'm getting rusty in few weeks.
 
Thanks guys.
I received support code from nice coders friends.
My wall jump is 100% fixed

I'm trying to make it possible (as a variation) from enemies and obstacles.
The idea is to simulate a jump where you step on enemy's head and obtacles.
Something you can see in AVP and final fight
i64qcvY.png

Hopefully, DC will come back with some appropriate stuff to recreate this feature.
 
I will friend, and please accept my apologies for being so slow. I'll get it to you soon as I can.

DC
 
Good news, script is finished and tested. I'll get some documentation going and package it up for you in the morning.

DC
 
Sorry for double post.
I finally go ahead and created a proper wall jump sprite.
Mostly sprited from scratch.

3sdQZ8k.png

Only the 1st picture is ingame screenshot.

Both 2nd and 3rd are simulations.
This is how jump on obstacle and jump on enemy will look like.

Hopefully these will work with the script of DC.
 
Nice,  looking good.  I've got some more obstacles that Lictbringer and I ripped if you're interested.  They will match the sprites you have.  I think some are already posted.
 
Thanks BeasTie, and yes I'm interested.
I got some of the rips in your project thread, but if there are not posted ones, I would like to give a look at them aswell.

I'm planning an heavy-obstacle interaction mod, so it can be very usefull.
The idea is to have almost empty levels, with everything destuctible as obstacle entities.
Even doors, some of the walls and objects...
 
Looks awesome! I like when she jumps off of her opponent in that shot. Lots of hard work I tell ya. You brought a very big effort in showing the in-game shots. I bet that was hard to implement but you made it.
 
Thanks Maxman! I liked the  fact Linn Kurosawa can do it in AVP!

The move itself is coded, not really hard .
It uses follow regular system on hit.
JonSilva uses it in his AOF mod (Ryo)

For me the difficulty is the move have to be triggered during jump with jump buton imput.
And it creates some kind of conflict with the fact jump is already pushed just before.

This is why I will use some custom script by DC. Not yet released.
He promised to release it soon. But IRL sometimes takes the control, I know it.

I'm still not sure if the script/function will really fix the problem.
But this feature is still broken, unless I update it with proper script.

An easy way to fix it. The easy one would be to have an imput with A1 or A2.
 
I had to depart for London (and am still here) before I got documentation done. One thing you need to do as prep work - make sure you have a height setting for your obstacles. That is very important because the jump system uses obstacle height.

DC
 
I don't know how to define an obstacle height.
I can't find any info about height settings. (Is it in the entity header?)

I personally define a plateform for all my obstacles to make the "walkable"
Is that OK? Or I need something else.

My regular obstacle code.
Code:
name	Box
type    obstacle
cantgrab 1
shadow  0
gfxshadow  1
health  50
diesound  data/sounds/wood2.wav
nolife  1
noatflash 1
offscreenkill  2000
candamage  obstacle npc enemy


anim idle
	loop	0
	delay	5
	offset	43 94
	bbox    4 4 77 94
      platform   -5 94 0 0 106 106 12 83
	frame	data/chars/misc/box1.gif

anim fall
	loop	0
	delay	8
	offset	43 94
	hitfx   data/sounds/indirectobsta.wav
	attack	4 4 77 94 5 1 1 0 6 30
	frame	data/chars/misc/box2.gif
	frame	data/chars/misc/box3.gif

Have a nice trip.
 
Just add it in the header.

Code:
height {alt}

    ~Affects an entity's ability to walk under platforms.
    ~If the platform is higher off the ground than this entity's height, this entity can move under it. Otherwise, it will get pushed out. However if somehow entity get stuck under platforms which are shorter, entity can only change direction and slide (see Animation Types below).
    ~{alt} is measured from the offset point up.
    ~This setting applies to all animation. If you want certain animations to have different heights use 'animheight' (see Animation Data).
 
I finally finished pickup system with all variations.
2nd finisher after dragon sleeper is ceiling hold (pictured here)
vr3ZZE4.jpg

I placed the sparks on enemy's neck and legs. What do you guys thinks of it?

Enemy's position have been simplified to avoid creating complex damage sprites.
So the move is not accurate to a "real" ceiling hold
 
nedflandeurse said:
I finally finished pickup system with all variations.
2nd finisher after dragon sleeper is ceiling hold (pictured here)
vr3ZZE4.jpg

I placed the sparks on enemy's neck and legs. What do you guys thinks of it?

Enemy's position have been simplified to avoid creating complex damage sprites.
So the move is not accurate to a "real" ceiling hold

Cool stuff :) 

Having good sound effects could work better than the effect sparks.  I'd reduce the effect sparks to smaller scale, make it white, have it just on the head/neck area. And have a really good sound effect to emphasize the move. 

AFAIK the grapevine on the legs is just to stop them escaping, the move is actually supposed to put pressure on the neck and back rather than the legs.

Not sure if you did something like this already but I had an idea.  You could make certain moves affect the enemies defense or attack %.  So a back submission could lower defense against other attacks.  Working the legs could effect speed, working the arms could affect damage output.  So the more you perform submissions etc, the lower their defense/attack gets.  The pinning system could disallow pinfall until their defense is under a certain amount.  It probably wouldn't be hard to script either.
 
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