King of Rage

In Progress King of Rage v 0.1

No permission to download
The project is currently under development.
Punch.png

There are more sprites than you might think.

Originally, I wanted to re-appear in the game by applying the latest system without modifying the Scorpion sprite.

However, if you don't fix it, you won't be satisfied and the game production time will be further delayed.😂
 
Last edited:
Actually, I want to kill the boss with a finishing attack.
However, since players who are not good at attacking may drag their time, I think I would have tried it if my game had clean attacks like Ultimate Double Dragon.
I will send you the no kill bosses script as soon as I can for you to try
 
Scorpion sprite.png

A collection of modified sprites for the Scorpion.
There are now about 70 sprites left, so if you edit them, you will be able to play Scorpion.
 
scorpion walk.gif

This is the walking motion that I had the most trouble modifying. Even though my legs move a lot, my upper body moves little by little, so I had a hard time matching the texture of the clothes.
The other movements seem relatively easy to work with.
 
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Excellent for this Scorpion edit.
I don't know what you think about a possible change of his special moves by color palette (eg: Blue for Sub Zero's special attacks, green for Reptile). Nothing obligatory but perhaps something to consider for later :D
 
Excellent for this Scorpion edit.
I don't know what you think about a possible change of his special moves by color palette (eg: Blue for Sub Zero's special attacks, green for Reptile). Nothing obligatory but perhaps something to consider for later :D
In Mugen, I think I saw the character mode change depending on the palette number. If this is a function that can be done in Openbor, you can try changing it depending on the character.:unsure:
 
If this is a function that can be done in Openbor, you can try changing it depending on the character.:unsure:
Yes, its pretty much doable :)

Those are few functions I made to take care of this - I klnow this could be all converted into a single big function, but I made it years ago :)

C-like:
void checkPal(int Ani, int Remap)
{// Attack interruption if there's player
// Only occurs if remap matches is not the one given
    void self = getlocalvar("self");
    int Map = getentityproperty(self, "map");


    if(Map!=Remap){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}


void checkPal2(int Ani, int Remap)
{//
// Only occurs if remap matches
// O Ilusionista - 20/11/2013
    void self = getlocalvar("self");
    int Map = getentityproperty(self, "map");


    if(Map==Remap){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}


void checkPal3(int Ani, int Remap)
{// Attack interruption if there's player
// Only occurs if remap is great than the one specified
    void self = getlocalvar("self");
    int Map = getentityproperty(self, "map");


    if(Map>Remap){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}


void checkPal4(int Ani, int Remap)
{// Attack interruption if there's player
// Only occurs if remap is lesser than the one specified
    void self = getlocalvar("self");
    int Map = getentityproperty(self, "map");


    if(Map<Remap){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}


void checkPal5(int Ani, int RemapLow, int RemapHigh)
{// Attack interruption if there's player
// Only occurs if remap is between both values
    void self = getlocalvar("self");
    int Map = getentityproperty(self, "map");


    if(Map>=RemapLow && Map<=RemapHigh){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}

void checkPalOriginal(int Ani, int Remap)
{//
// Only occurs if original remap matches
// O Ilusionista - 03/04/2022
    void self = getlocalvar("self"); //Get calling entity.
    int oPal = getentityproperty(self, "mapdefault"); //Get original pallete

    if(oPal==Remap){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}

Usage
@cmd checkPal2 "ANI_FOLLOW10" 1

Note: keep in mind those functions needs to be updated, to use "openborconstant("ANI_FOLLOW10") instead of just "ANI_FOLLOW10".
I just had no time to do it yet, because its a bad idea to use them like this
 
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We implemented an attack whose performance changes when you select the color of the Scorpion using a palette script.
I see, you choose this option because seems like all characters have exact same inputs/commands.
And you had more ideas (unused) you want to add to alternate versions of Scorpion. Nice option, really.
Even if I always feel like having all the moves to enjoy gameplay diversity in a row ^^

To be honest, I first thought you were going to swap Scorpion to Sub Zero when selection blue palette or something ^^
 
I see, you choose this option because seems like all characters have exact same inputs/commands.
And you had more ideas (unused) you want to add to alternate versions of Scorpion. Nice option, really.
Even if I always feel like having all the moves to enjoy gameplay diversity in a row ^^

To be honest, I first thought you were going to swap Scorpion to Sub Zero when selection blue palette or something ^^
Starting with the palette script, characters with multiple fighting methods can now be applied in this way.
(but I don't know if it will be used other than Scorpion)
 
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Now that I see him doing the freeze, maybe he should've been called Sub-Zero every time that palette is chosen.

Great work, so far.
 
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