Canceled World Arena project

Project is halted prior to completion and will not receive further updates.
Obviously you will find strange
because it is not a song made ​​by a band
but created several programs to alert sounds

this is not the best of my work over this controversy had surely is a good thing for the music itself 8)
 
hello friends

I created a new music for the project
great my friend who plays in a punk band here in Brazil helped me recording the bass line .. I found that I am very special as this and a very dear friend I have in Brazil

the rest took inspiration in black music 80's and mostly by my taste for black women rsrsrsrsrs

and a pen so I never get along with black women: (

and then I hope you enjoy the track it is unique to the world arena project

have a nice day people ;)  8) 8) 8) 8) 8)

http://youtu.be/MhkQY_tdzow
 
Some changes to announce. :)

I'm no more interested to describe a 90/2000 feeling (PSX era)
I'll try to match with 80/early 90 8-16bits era (graphics and music type)
So I will change some game graphics, sound FX and music to match it.

Also, no more wrestling mechanics at all (for the moment)  :P
I want to focus on Beat em up brawling on the streets.
Adding wrestling in this game takes too much time.
(get in the ring, ropes use, turnbuckle system and more... I can't code it)
I'll restart working on it in several months if I have motivation and time for it.

I will certainly change the game title to something more "streets of rage" oriented.

I will still use some of Leprechaun's music (90/2000 type) for a special mode.
Perhaps in a stand alone game. not sure.

Last thing I did:
Adding a move that hits OTG and stand enemies.
Also used as a finisher in running combo attack

RBLHazq.jpg

 
Nothing wrong with it. You can keep the wrestling theme without being a wrestling theme, a-la Knuckle Bash. That beat 'em up worked quite well. :P
 
I'm experiencing text messages ingame.
This one will be for all VS levels (1 on 1 duels)
dAUyXgC.jpg


I use something Apescot uses, displayig a text entity "complete" as a fake Boss.
So it happens only in level ending. It works pretty well.

I'm adding now other text messages
"FIGHT" for 1 on 1, "READY" "GO" for bonus stages, "SURVIVE" for zombie mode, "STAGE CLEAR"...

Now, I'll try to find a way to make a win pose for players.
Perhaps based on some pain anim from an attack by text entity "YOU WIN"...?

Thanks for the support and advice, guys. :)
 
Oh, awesome!

I always felt adding some more wrestling mechanics would enhance the beat 'em up genre. Toward the end(the move to 3D gaming) there had already been running strikes, attacking enemies on the ground,  the use of "foreign objects(referring to melee weapons, of course)," and the grab introduced in Final Fight was basically a pro wrestling grapple. On top of a lot of throws effectively being a suplex anyway, as well as a number of beat 'em up protagonists having been pro wrestlers. I think Vendetta even allowed you to counter attack while you were on the ground. Oh, and Kassar(obviously supposed to be Zhang Fei) in Warriors of Fate had a submission-like move(like a reverse Canadian backbreaker) for his default grab attack. Plus a bite that works similarly with down + attack, during a grab. Come to think of it, from Streets of Rage 2, I guess Max's default grab attack, and Skate's back-of-the-head-punching work similarly too.

TL:DR: The genre already borrowed a lot from wrestling.
 
@midnightrider

Very true, pro wrestling was at it's peak in the 80/90s and it made it's way into everything.  Most games in the day were copying action movies or pro wrestling for designs.  Also in Japan wrestling was huge at the time and many games were made there.

Many wrestlers have had their likeness stolen for games, these days you would get sued for it.

Cool page at scrollboss website concerning this
http://scrollboss.illmosis.net/mw.php?page=bootlegwrestlers

 
nedflandeurse said:
I use something Apescot uses, displayig a text entity "complete" as a fake Boss.
So it happens only in level ending. It works pretty well.

Why would you need to use fake boss for "complete" Text? you can just spawn the text + delay entity at end of level. The delay entity will 'hold' the level before it ends.

Now, I'll try to find a way to make a win pose for players.
Perhaps based on some pain anim from an attack by text entity "YOU WIN"...?

There are 2 ways to do this:
1. Use script in level text to change player's animation to Winning pose animation directly
2. Spawn entity with scripts in it. The script changes player's animation to Winning pose animation

#1 is efficient and direct but it's unstable if player can't stand still when he/she is supposed to enter winning pose. #2 is the solution which solves that issue. mersox and ....... k_du_mal use the script I gave them some time ago

This is the demo I used to show the technique:

http://www.mediafire.com/?391btazaag24z14
 
Awesome! It works really well.
Thanks for your help.

I edited it a bit to allow using another follow anim.
Also, I created a 2nd delay to customize timing before and after win pose.

But I can't display anymore the proper text message "YOU WIN"
It automatically "close" the screen after win pose...


Initially, this is my win message entity:
Code:
name	End1b
type	text
subtype  noskip 
shadow	0
setlayer    200#10#-1
#flip 1
lifespan   20#6#auto destruct time(en secondes)
#facing 3
animationscript data/scripts/slam.c

anim	idle
	loop	0
	delay	4#2
	offset	240 270
	bbox	0 0 0 0
	sound	data/sounds/foulewin.wav#1
####	@cmd spawn06 "count1" 240 3 270#240 270 3#29 76 3#--name x y z--
	frame	data/sprites/wintxt.gif
	sound	data/sounds/win.wav
	frame	data/sprites/empty.gif
	frame	data/sprites/wintxtb.gif
	frame	data/sprites/empty.gif

	frame	data/sprites/wintxt.gif
	frame	data/sprites/empty.gif
	frame	data/sprites/wintxtb.gif
	frame	data/sprites/empty.gif

#	sound	data/sounds/win.wav
	frame	data/sprites/wintxt.gif
	frame	data/sprites/empty.gif
	frame	data/sprites/wintxtb.gif
	frame	data/sprites/empty.gif

	sound	data/sounds/foulewin.wav
	frame	data/sprites/wintxt.gif
	frame	data/sprites/wintxt.gif#empty.gif
	frame	data/sprites/wintxt.gif#wintxtb.gif
	frame	data/sprites/wintxt.gif#empty.gif
	frame	data/sprites/wintxt.gif#wintxt.gif
	frame	data/sprites/wintxt.gif#empty.gif
	frame	data/sprites/wintxt.gif#wintxtb.gif
	frame	data/sprites/wintxt.gif#empty.gif

	delay	520#260####120#70#50#45#35#25
	sound	data/sounds/foule4.wav#2
	frame	data/sprites/wintxt.gif

#disparait
	@cmd	killentity getlocalvar("self")
	frame	data/sprites/empty.gif#paus1.gif


#375


This is how I spawned it (as a boss initially)
Code:
spawn	end1b
flip    1
boss    1
coords	240 448 0#240 500 0#-80 500 0#240 270 0#-8 250#x z a
at      0

The meaning to use it as a boss is to have a custom music to come with :
empty track to make silence + a wav "sound" of win theme

Now, I'm asking how can I reach this "goal"

-enemy beaten
-delay-----start silence here (until end) -STOP MUSIC
-victory1-----Win message with wav sound win music (not stoping the action?)
-victory2-----
-delayB-----nothing special here

How can I make these music stop, sounds and effects display?

The problem with boss entity for win message was it was sometime displayed in wrong place as a spawned boss. Something that never happens with "subentity" command.
 
These last days I started updating various parts of the game.
Small progresses, but interesting things start to become more clear for me.

I have a begin of way to make "get in the ring system" I'll work seriously on it, once the other things are fixed.

I replaced the old "frankensteiner" move of Rachel, with a "body slam".
IMO, it's a better move to use because it literally can launch your enemy in a "crowd" of other punks. Perfect for a beat'em up.
2iUXdbl.jpg


I updated the old slam "headlock" to some system using the same sprites, but more fun to play.
from regular grab, there will be 2 other "grab starters" to follow, the use one finisher
-UP+BLK : Head grab (really little damage)
      A, A, A : Head lock
      A2, A2, A2 : Head lock slam

-DWN+BLK : Leg grab (really little damage)
      A, A, A : Heel lock
      A2, A2, A2 : giant swing (?)

Here you can see headlock starter, then headlock cancel (far more powerful)
3Gao8Mv.jpg

Rachel will have only this kind of "limited" chain throws.
Aaron, the big Black man comming next will use more complete chain throw system.

I think I will next update Rachel's palette work.
It's completly f*ck'd up and need clearing.
At least adding new colors in her axisting palette to allow her to use various weapons soon. :)
 
I finalised the "head grab" system.

Headlock cancel = done
Headlock slam = done

You can see some frames of headlock slam in action.
Cool move!
AsYzxzE.jpg


I changed the number of imput to release the cancel move itself.
instead of 3 imputs (A, A, A), this is now (A, A, A, A, A)...
THis give this system more interest, because it's not so easy to do the cancel.

I'll do the same for "leg grab system"

AAAAA = Heel lock
A2A2A2A2A2 = ?? (still thinking about this 2nd move)...

If there is wrestling fans here, you might help me finding a 2nd move to do from this leg grab starter:
The starter is "dragon screw"
ibsIOElPiYXb80.gif


Then Rachel goes to a "start position" where she grabs her opponent leg when he's lying down.

I'm looking for a 2nd move to do from this starter (Heel lock is the first)
figure 4 is a little too similar... Any ideas? If you have suggestions or moves you would like her to use, just say it. :)
 
Nice work dude, it looks really good.

lol In that video the guy taking the dragon screw kinda botched it a bit, probably hurt himself. 
(Pretty sure that's Buff Bagwell)

Figure 4 is pretty classic move, both it and ankle lock are considered finishing moves.
(Ken Shamrock and Kurt Angle used the ankle lock, Ric Flair of course famous for the figure 4.)

So if you don't want a figure 4, the other classic move would be the 'Sharpshooter' made famous by Bret Hart and used by countless people others. (these types of moves are called a grapevine hold)

images


Pretty obvious one, but I really can't think of many interesting leg moves that would work or look cool in 2D.

As you can see most leg submissions are just modified ankle locks or different versions of leg grapevines (like the sharpshooter)
The Top Ten Leg Submissions in Wrestling History

This video contains some great Japan style submissions, and some new ones that were only invented in recent years. 
But the sharpshooter is #1 and figure 4 is #2 - can't beat the classics! ;D
 
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