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[OBOR] Street Fighter project (1v1 / Dual battle system)
Ermax619
Micronesia

Posts: 1,341
Joined: Apr 2012
Likes Received: 94 in 87 posts
SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

05-15-2022 01:24 AM Street Fighter project (1v1 / Dual battle system)
Post: #1
I decided I'm going to share what my new project is like here. It's a Street Fighter project in a 1vs1 mode like the classic Street Fighter 2. I know it's very difficult to handle or bring the fighting mechanics to OpenBOR but this is an intriguing project of mine which I really like/want to work on. The goal is to make it as a fighting genre like you see Platformers, Shooters, RPGs, and some stuff that exist and are beyond Beat Em Ups.

Note: There are a lot of stuff that need to be filled for the fighting mechanics in this engine such as pain reactions (standing and crouching), regular face-off (fighters facing each other), life bar depletion, VS mode, Arcade Mode, select screen grid, etc. There are some of the stuff I finished but for now, let me show you the basic fighting mechanics.




I will not be providing Super moves, but later in the future update, I will if I make the mechanics better.

I will come back to show more.

EDIT:
Dhalsim's downward glide:



Projectile collision test:



This may be too early to show this, but:

Spoiler:

Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


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Yin (06-19-2022 06:12 PM)
Ermax619
Micronesia

Posts: 1,341
Joined: Apr 2012
Likes Received: 94 in 87 posts
SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

06-19-2022 08:19 AM RE: Street Fighter project (1v1 / Dual battle system)
Post: #2
Punch and Kick Throw Tests:






Tests for VS screen, pain reactions, and floor parallax:






Floor Parallax improvement:






Zangief slam test(s):





Character select screen grid:



Opponent Substitute:


Win Count and Continue Tests:

Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


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[-] The following 1 user Likes Ermax619's post:
Yin (06-19-2022 06:12 PM)
Ermax619
Micronesia

Posts: 1,341
Joined: Apr 2012
Likes Received: 94 in 87 posts
SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

07-07-2022 01:47 AM RE: Street Fighter project (1v1 / Dual battle system)
Post: #3
Projectile Collision Test:


Another surprise... it's the random flash (hit sparks) and a little bit of VS mode, along with the new title screen.


@Yin I can't attach my files for posting. Does it work for you on your end?

Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


WWW Find

top
Like Quote
Ermax619
Micronesia

Posts: 1,341
Joined: Apr 2012
Likes Received: 94 in 87 posts
SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

07-28-2022 04:43 AM RE: Street Fighter project (1v1 / Dual battle system)
Post: #4
I decided I'm not going to remove icons from players and enemies because I figured out how I can put enemy icons as players' opponents with remaps or alternate palettes, by using iconposition for enemies in the entity header instead of e#icon from models.txt. I don't mean "remap" as the ancient remap from the old BOR days. Just alternatepal as in alternate palettes.

Just a couple of updates to show:

- 2-player VS mode
- Round text changed
- Winner's name specified according to 2 players available
- Post-battle menu


Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


WWW Find

top
Like Quote




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