Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
How is backgrab supposed to work?

when enemy in pain you move to their back, perform grab then suplex ?

OR


Enemy is grabbed, certain button combination moves player to back grabbed, perform german suplex?


When using cancel maybe the first cancel attack is a dummy attack that sets enemy up into BACK GRABBED anim.  once in this anim can perform the suplex.

So like 'attack8' makes enemy play 'pain8' - pain8 is the enemy grabbed.
 
@nsw25
I have not started working on the feature because I can't understand it.
The mod don't have the system base for the moment.
I started working a bit with White Dragon, but I cannot allow myself to take him to much time since he have a big project too. ???


---(This is a copy of a new thread I deleted to avoid making doubles)---
I need an important feature to build my game system.
Basically all I need is an exemple of :
how to send my player to a custom slam anim
Then doing a 2nd cancel.

This way:
NORMAL GRAB >(imput S)> (new) BACK GRAB >(imput B A)> GERMAN SUPLEX

It would be great to have also the possibility to go directly to new BACK GRAB if you walk to a back turned enemy. (optional)

As you certainly know I have several ideas but only spriting skills.
So I don't know how to do this BASIC thing.
Give me your help if you know how it works.
Thanks a lot.


BY THE WAY:
Let's give some weight to the player side.
This is just a concept shot, but this is the second character I'll work on when system is OK.
wrest1212121.jpg
 
This had to happen.
I lost the last update of my mod by deleting a file.
I had a previous save, but I have no more interest in making an interesting mod with unique features.
If I still work on it, I get rid of any unusual features. I just CAN'T do it.

I'll stick to basic attacks and few special.
no more advanced ring system, no more grapple system I deleted it.
Same thing for super move system since it was mainly done using custom graple.

All a spriter can do is sprite swapping a BOR mod. This is what will look like my project when I continue working on it. One thing is sure, working in a basic mod will bore me fast, so, I will certainly lose interest on it as soon a I start my new job in september.

Sorry for people who started giving me little help. I'm just too dumb to undrstand. Sorry.
 
Sorry to hear about that. I develop my mod on a external drive, which is linked to my Dropbox account, plus I often compile a .pak to avoid loss.

That version you sent me is outdated?
 
I suggest you don't give up, if you're like myself a spiriting artist with no coding talents or the ability to learn.  Focus entirely on the art.  Make animation gif files for visual references on your more complicated gameplay mechanics and leave it to the community to find the answers that you can't find yourself.  As a professional artist I've learned no matter what I'm working on, a visual reference is the best way to communicate and collaborate with other talents.

This way you'll focus on only the enjoyable parts like any good hobby and won't be overwhelmed and ultimately frustrated by the things that are over your head.
 
O Ilusionista said:
Sorry to hear about that. I develop my mod on a external drive, which is linked to my Dropbox account, plus I often compile a .pak to avoid loss.

That version you sent me is outdated?

This is an outdated one.
Only an alpha with basic stable features.
I was working on new features, mostly unstable because of my stupidity about coding.
I redone most of them, so it's OK. But still crappy sh*tty coding.

GlassJawBoxer said:
I suggest you don't give up, if you're like myself a spiriting artist with no coding talents or the ability to learn.  Focus entirely on the art.  Make animation gif files for visual references on your more complicated gameplay mechanics and leave it to the community to find the answers that you can't find yourself.  As a professional artist I've learned no matter what I'm working on, a visual reference is the best way to communicate and collaborate with other talents.

This way you'll focus on only the enjoyable parts like any good hobby and won't be overwhelmed and ultimately frustrated by the things that are over your head.

Thanks.
It's good to see that you understand how I feel.
I have the head full of concepts, game systems, beatiful graphism.
It become almost a freaking FANTASY to release all the game ideas I have!
Sadly, I'm not sure anyone of the forum users is able to help me since, I'm looking for too complicated features.

It's even more frustrated when I see I can do EASILY almost of these features/system without problem in mugen.
3D walk, 3D dimensional attack
pick up item, weapon, obstacles
interactive background
platforms, dive attack from platform
BACK GRAPPLE system (STREETS OF RAGE basic feature)
enemies and NPC on the levels.

One of my old mugen project in stand by, since I re-started working with openbor.
mugensystem001.jpg


For WA:
If someone understand how it works:
This is a new feature I try to add (emergency rolling evade) from idle anim.

The roll itself:
Code:
anim	freespecial34# ROLL FORWARD
#	forcedirection	-1
	delay	7#6
	loop	0
	offset	96 177
#	jumpframe	2 3 3
#	landframe	11#10
	bbox	0 0 0 0
	sound	data/sounds/a2.wav

	move	15#11#9

	frame	data/chars/rachel/roll1.gif

	delay	5
	frame	data/chars/rachel/roll2.gif
	frame	data/chars/rachel/roll3.gif
	frame	data/chars/rachel/roll4.gif
	frame	data/chars/rachel/roll5.gif
	frame	data/chars/rachel/roll2.gif
	frame	data/chars/rachel/roll3.gif


	move	12#8#6

	frame	data/chars/rachel/roll6.gif

	delay	8#6#11#9
	move	7#5#3
	frame	data/chars/rachel/rise1.gif
	frame	data/chars/rachel/rise2.gif
	move	0
	frame	data/chars/rachel/j01.gif

THe move is possible from liedown anim (fall) as a recovery. (using cancel)
Code:
anim fall
cancel 3 3 0 S freespecial34# GETUP ajout
	quakeframe	1 1 -11
	loop	0
	landframe	2
	forcedirection	1
	delay	15
	offset	96 177
	bbox	67 82 62 90
	attack	67 82 62 90 5 1 0 1 15 0
	sound	data/chars/rachel/rdam3.wav
	frame	data/chars/rachel/fall1.gif
	bbox	58 100 81 54
	attack	58 100 81 54 5 1 0 1 15 0
	delay	300
	frame	data/chars/rachel/fall2.gif



	delay	55
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif



	delay	40
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif


both worked very well.
But when you use it as a recovery roll, openbor still consider I'm lying on the ground.
so it' allow riseattack and there is no control.

How can I give this move take control?? :-[


Even a freaking basic system make me stuck on it. >:(
 
no, a recovery roll, something common o fighting games (specially in MVC ones)

you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.
 
O Ilusionista said:
no, a recovery roll, something common o fighting games (specially in MVC ones)

you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.

mmm .. ok thank you O illusionist.
So I can better assist nedflandeurse for the script
 
Can you remove 'riseattack' and just recreate the riseattack as it's own freespecial using a different input?

Cancel #1 - Rise attack
Cancel #2 - Recovery Roll

 
White Dragon said:
O Ilusionista said:
no, a recovery roll, something common o fighting games (specially in MVC ones)

you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.

mmm .. ok thank you O illusionist.
So I can better assist nedflandeurse for the script

Yes, this is something to do when you're lying down. (last frame of fall anims.)
This can be a great way to avoid massive beating by enemies when you're on the ground.

BeasTie said:
Can you remove 'riseattack' and just recreate the riseattack as it's own freespecial using a different input?

Cancel #1 - Rise attack
Cancel #2 - Recovery Roll

Yes I have a rise attack
Code:
anim	riseattack
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	subentity	dus#t
	summonframe	8 0
	loop	0
	offset	96 177
	bbox	0 0 0 0
	delay	8#11#9
	frame	data/chars/rachel/riseat1.gif
	hitfx	data/sounds/knee.wav
	attack	92 85 79 65 5 1 0 0 14 0
	dropv	5 3
	frame	data/chars/rachel/riseat2.gif
	attack	0 0 0 0 0 0
	sound	data/chars/rachel/kiai2.wav
	frame	data/chars/rachel/riseat3.gif
	frame	data/chars/rachel/riseat4.gif
	hitfx	data/sounds/beat2.wav
	attack	92 85 79 65 7 1 0 0 14 0
	frame	data/chars/rachel/riseat5.gif
	attack	0 0 0 0 0 0
	frame	data/chars/rachel/riseat6.gif
	frame	data/chars/rachel/riseat7.gif
	sound	data/sounds/land.wav
	frame	data/chars/rachel/j01.gif

But do you mean replacing riseattack "hardcoded" with a custom riseattack "freespecial" would fix the problem??
I don't get it.

I think doing it would just stuck both cancel 1 and cancel 2 to a non control problem, doesn't it?



As an information.
just after the recovery/rising roll, the character is stuck in idle anim.
So it's considered with liedown properties (no control, rise, riseattack...)

This problem happens only when I use this freespecial as a "custom rising move". Because the same freespecial is possible from idle an no causes problem.

idle -> freespecial34 = no problem
lie down -> freespecial34 = control problem (anim properties)
 
you press foward or backward while you are lying down and your char rolls on the ground to avoid get stuck.

That's similar to dodge rise ability Crime Buster v2.5 has except it is limited to dodge up and down.

I have updated version which allows character to roll/dodge in any direction but haven't released it yet. If you want to see this before I got chance to release that, you could try finding Vehelits demo I released years ago. Axel has that ability.
 
Oh I thought someone still have this demo. Alright, I'll reupload it tomorrow. It's made with older build though
 
Here you go:

http://www.mediafire.com/?519fmxas9r5v6qc

Since it's old mod, I included OpenBoR build with it.
I also didn't pak this demo so you can see the content directly :)

For those who didn't read my post above, it's Vehelits Demo.
 
Thanks a lot.
I inspired my sytem on it.

My problem was I was doing the cancel from fall anim.
Your option of making it from riseattack is better.

My problem was my rise attack is actually an attack.
So I edited all the system to something more complex, without script, and very nice to play.

THis is what I have now:

1) Liedown
2) A + Up = riseattack (just a rise anim)
3a) A = freespecial (the actual attack)
or
3b) S = roll forward

-Steps 3 are still possible from the normal rise.
-perhaps I'll add a roll back option (but this is not a priority at all)
 
The game and concept are still in evolution, every single day...
I'm full of wishes and ideas for what I would like to see in this mod.

I have talked in private with WhiteDragon about this "grab from back" starter.
Feature you can see on Streets of Rage or AODK. But seems very complex even for him. I prefered to cancel it to something more conventional.

WD even helped me on implementing a get on the ring system just by walking close to the ring. But still a shame, I can't finalize it. and I don't whant to take his time for a feature in a buggy level (display of ring is still imperfect, and more...)

Also, I completly quit implementing wrestling games gameplay like ropes, turnbuckle moves, because it is not worth, and in few month, I'll have even less time to work on it.

The game will be more a regular beat em up with few features from fighting games. And "only" fighting games.
But this is not meant to be a VS game at all.

For the moment, I'm working on this feature:
http://www.chronocrash.com/forum/index.php?topic=760.0
NOT YET FIXED.

An I still need to add:
-Some king of pickup move. (to do as an OTG that bring enemy to a stand dizzy anim)

-one more command move "sobbat kick" (F, A2)
Not yet sprited.

-few more throws with different effects (not really complex to me now.)

-to find a way to limit all OTG moves (can be done later)
perhaps cost power...

-Her 2nd super move (D, U, A2)
Working like Cammy's hooligan combination, but auto cancel if it hits.
I really don't know how to do it.

-I'm wondering if there is a way to do a custom "grab from back" move, but something only possible if you walk to a back turned opponent. (See Alex in SF3)

When everithing is done, I'll start working on weapons system

BTW : do you have an idea of "escape move/life cost" (A + J) for Rachel.
Something in the spirit of wrestling, but not a spining lariat.
 
I have talked in private with WhiteDragon about this "grab from back" starter.
Feature you can see on Streets of Rage or AODK. But seems very complex even for him. I prefered to cancel it to something more conventional.
Reall? That doesn't seams to be that hard. You wanna make that backgrab from SOR, where you can go to the enemy back, right?

-to find a way to limit all OTG moves (can be done later)
perhaps cost power...
Yeah, you can spam it a lot.

btw, check your pm

 
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