Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
O Ilusionista said:
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?
Yes, but I'll simplify to somthing automatic.
If you walk close to enemy's back (if he's dizzy or something else too), then an imput triggers in this special situation to do directly a custom throw from back. (easy comand like A or F, A)

-to find a way to limit all OTG moves (can be done later)
perhaps cost power...
Yeah, you can spam it a lot.
Yes the best thing would be allowing enemy to escape it (randomly) with a cancel to an invincible rise anim, or rise attack...

btw, check your pm
Thanks, checked. :D
 
Ok,
I'm still stuck by my lack of understanding about coding.
But I worked in other features. still not perfect too...

I added an attack that triggers on a particular distance to be used as a taunt by enemy. It's funny to see ennemies taunting you in a beat em up.
I'll try to make it more random and not really depending on distance. (later)

I added a blood dripping (blood drop) system when you're in your "faint anim".
It would be better if the effect can trigger too in walking, running and some other custom anims. (still to adjust later...) - this for players and enemies. Only the ref don't have it.

I added a command move to Rachel almost 90% original sprite.
A rolling sobat (kick) you can do with command : F, A2
It can be used in the middle of regular combo to push the enemy away.
Really fun to use.

wablood1.jpg


That's all for the moment... Now, I have to work in my hardwork for my future job.
 
That project seems very hard work. Good luck!!! I'm always cheer you!!!
 
I added an attack that triggers on a particular distance to be used as a taunt by enemy. It's funny to see ennemies taunting you in a beat em up.
I'll try to make it more random and not really depending on distance. (later)

If you have played Golden Axe 2: Revenge of Death Adder, almost every single regular enemy taunting player :D

As for randomness, have you used randomness script I shared? you should use that here.
 
Thanks BB.
I think I know where to to put the script.
But I have to adapt it to the situation.

Also, I'll try to use it to make enemies randomly doing some kind of "counter" rise when they are massively stomped on the ground
 
If anyone give a f*.
I'm adding more slams.
I quit trying to have different result of their use like sending to dizzy anim or make an enemy turning back. (too complex to me)

the new moves are only visual, for fun.

1st : double push kick.
2nd : not yet fixed (I have to make an anim for enemy pain) - Edit: fixed

3q0w.jpg


THat's it :P
 
Thanks. Ilu!
My project was initially far more complex in my head.

-I get rid of wrestling game physics and interaction
-I'm deleting every move or feature I start to code and find myself too bad to finalize.

-Finally this mod will be really common. Just one more mod with same kind of gameplay. Only more moves and my custom graphics.
But I still encounter difficulties because the engine is not as flexible as mugen to me...
 
But I still encounter difficulties because the engine is not as flexible as mugen to me...

I know your feeling. This is because we are far more experienced with Mugen than with OpenBOR, some solutions are better on Mugen. But talking about flexible, I think OpenBOR wins this.
 
Ned, I think that most of us had more that we can chew, but because we lack knowledge on coding, we have to try with we have at the moment. I scrapped lot of ideas I can't just put on the map, because I don't know how to implement them, and I cannot wait to everyone to help me. I have enough problems dealing with basic stuff  :)  but I try.

I began doing a little mod with no script, to little by little adding more stuff.

You decided to do a very complex mod as a starting one, that even modders with experience could hve some trouble dealing with. This is wrong, specially since you don't have any mod on your back. You should first make a good mod after trying something too complicated.

and by working on a different mod, at some point, you can implement ideas to your wrestling mod, and growing both mods simultaneously.

afterall there are many GOOD mods without scripts. No using scripts doesn't mean a bor clone. take Battletoads mod as an example. Take Krizalid mods, Double Dragon Genesis, Mr.Q's etc.

the most important is to get something fun. and many openbor mods lacks that.
 
Thanks guys!

About flexibility. It's because I almost never had problem adding feature in winmugen. Even weird uncommon ones.
-free 3D environment move (walk, run...)
-pick up item system
-weapon system
-multiple enemies on screen
-platforming elements
-other stage interaction...

This is not my first work with openbor
in early BOR days I edited the mod adding characters.
When openbor start to offer more possibilities I tried new features working on existing mods.
I asked BB help back in the days to create more characters in his mod.

I had 2 or 3 edited project, but cancelled since it was just for testing features.

Then I had the feeling I would like to create something different.
This is why I started thinking about other uncommon features. :)
 
-platforming elements
This is broken as hell on mugen, and required a big workaround.
For example, my chars just use one state for standing and aerial special moves, and they will fall from the platforms.
 
I'm OK with that. It's true mugen is not meant to be used for plateforming.

In my old project, it's a little buggy sometimes (like some generic enemies/helpers going through), but otherwise I don't have major problem.

Also this is something I don't use massively.
Only a car or wood box on the left side of screen.
(yes it's coded in characters)

When you're on top of it, attacks are disabled, but you can do a "homing" dive attack (wrestling style) :D

I can remember, back in 2006 or 2007 I coded it using Falchion's Megaman fullgame as a reference.

But in my game, you cannot put any mugen character an have it perfectly working on it. most of the code is on characters themselves.
 
I finished to update Rachel's back breaker. (Thanks to Ilusionista for a little tips on sprite display)
This is how it looks:

x0gl.jpg


Still one slam to do and I can start working on her 2 super moves

(1) is a supercombo (I already started it)
(2) is a long range slam, basically something looking like command slam of Dragon/Kisarah in WHSJ

About (1) I still cannot fix the hit sound problem. It looks like a basic thing, but no one can explain why it don't work. (I'm pretty sure this is not that hard, but I'm dumb, this is it  :P )
The thread:
http://www.chronocrash.com/forum/index.php?topic=800.0
 
Let me post some news about my project.

I finally finished the first super (super combo type)
Thanks to everybody for support and advice.
I taken the time to rest then tried to tweak every single line of code for this move. Now it's fixed:

It was some fastattack problem.

I'm working on the second super (long range slam)
For the moment I understand all by myself tweaking Magggas awesome work on WHSJ to understand how it works. I may need help to finalize it later.

tx78.jpg


-I added to Mex (mexican wrestler) a rise attack - low blow possible even with player in the back.
Thanks a lot BB for the help for turn and more!

-I added the last slam move to Rachel (from grab)
Ground triangle hold type (kind of move R-Mika uses)
only one hit because of time limitation, otherwise the enemy seems to escape.
Now she have her 8 regular slams

-ground punches (fake grab) on liedown opponent.
Rachel leaps on enemy
If it connects you can hit A to punch enemy (5 automatic hits)

So, now I'm working on long range slam (super 2)
and fixing adding some basic but cool features.
When player1 enemy and level1 will be completed, I consider the game system complete.
 
Alot of progress in my template character and enemy.
Mostly with the help of Bloodbane. Thankd buddy!

I'm working on Rachel's last move. (before to work on weapons)
This is her 2nd supermove : long range slam

Every character will have a super combo (super1) and a super throw (super2)

I'm still fixing some little bugs or features.
I added a bunch of blood sparks and sweat effect that appear randomly to feel more natural.

As an exemple this is the effect you can see sometimes if you're killed by Mexican wrestler's butt slam.
ru2x.jpg

Painful ;D
 
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