MixMasters

Canceled MixMasters v0.67 0.67

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  • Thread starter Thread starter MatMan
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
M

MatMan

Guest
Game was intended to be hugely changeable with elements of character development..
Game changes the more you play and so will your strategy if wish to survive.
All characters share the same save game and all skills and stats gets remembered even on a new game.


index.php

index.php

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Please make sure to use the attached openBor version.

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V 0.54
------
Loads of animation improvements.
Re-volumed all ambiance sounds.
Updates to "Old School Friendly" Mode
..Has been set as the default game mode.
..Mini Boss have there own level list now.
Updates to the semi-secret character.
Fixed a crash to desktop bug.
 
V 0.55
-------

Loads of script improvements.
Loads of bug fix's
Updates to "Players"
.."Bloodrayne" seems to be bug free now.
Update to Main Manual.

get it http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item46

(PS, use 7zip to unzip)
 
MixMasters v0.56
-------------------
Load of bug fix's
....and more

get it http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item46

(PS, use 7zip to unzip)


I did a upload and it said that it finished but it never updated it....will try again.
 
The currently uploaded archive for MixMasters is broken.  p7zip chokes on it regardless of whether it has a .7z or .zip extension.  It can read the file listing, but can't extract any of the files except the 7z archive containing OpenBOR itself. :(
 
Ok, Finally had time todo a re-upload.

MixMasters v0.56
-------------------
Load of bug fix's
....and more

get it http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item46

 
V 0.57
------
New "Tier Level" Skill
..Level 4 = Doubles block rating (can defend against stronger attacks).
Made game more "Gamepad friendly"
..A2+A3 Cast Charge (Like D F D S)
..A2+A4 Cast Lightning (Like D F S)
..A2+A Enemy Telepor (Like F D S)
Updates to the Main Manual.
Minimum openBor requirement now is....OpenBOR_v3.0_Build_3780
Loads of Hit Flash improvements.
Using the new "Import" function done by Plombo (Big thanX)

get it http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item46
 
Here's a pretty big update....

V 0.59
------
Added Two New Tier Skills..
..Level 1 = New power Attack
..Level 2 = New power Attack
..Level 3 = Can now counter enemy grab throws by pressing "A".
..Level 4 = Doubles block rating ( can defend against stronger attacks ).
..Level 5 = Can block while jumping.
..Level 6 = Basic attacks can be interuppted by pressing "Back" which will cause your character to turn around before the attack finishes.
Added soundfx.
Updates to "Players"
..Added hitfx to all player's non weapon attacks.
..updates to "Rick Stroud".
..updates to "Cable".
..updates to "Terry Bogard", manual updated.
..updates to "Yuki"
..updates to "Bloodrayne", manual updated.
..updates to "Mai Shiranui", manual updated.
..Bug Fixed - Players won't randomly hang in the air during air attacks anymore.
Updates to "Enemies"
..Animation Improvements.

V 0.58
------
updates to "Players"
..Added moves list and soundfx to the "semi secret" character.
..Updates to "BloodRayne".
..Updates to "DarthMaul".
..Updates to "GodSilver", can do more complex air combos now.
updates to "Enemies".
..Added soundfx.
..Animation improvements.
Key combo Change for "Gamepad Friendly"..
..A2+A Becomes SpawnNPC (Like F D F J)
Stage updates.


get it http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item46
 
do not play MixMasters with the latest version (at time was 3822, later might work??) as this has a nasty bug that just messes up the new tier skills. use the version thats attached in the 7zip file (3780).

I'll try and find out which version of openBor has the bug.
 
V 0.60
------
Completely new grab/throw system has been written.
..grab/throws look better now.
..more complex throw combo's can be made.
Updates to "Players"
.."Blood Rayne" uses new grab system.
.."Chung Li" uses new grab system.
.."Darth Maul" uses new grab system.
.."God Silver" uses new grab system.
.."Ken Masters" uses new grab system.
.."Mai Shiranui" uses new grab system.
.."Terry Bogard" uses new grab system.
Updates to "NPC"
..Fixed a bug with Bison.
Updates to "Enemy"
..Animation Improvements.
..AI Improvements.


get it http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item46

You need to use the attached version of openbor for the game to work properly (still didn't test other version yet).
 
Hey Matman(or anyone who know this), I took a look at one of your enemies and opened up your death script:
Code:
void main()
{
  int vSelf;
  if ( getlocalvar("self") ) { vSelf = getlocalvar("self"); }
  if ( vSelf != NULL() && getentityproperty(vSelf, "exists") ) {
    void target = getentityproperty(vSelf, "opponent");
    if ( target != NULL() && getentityproperty(target, "exists")) {
      void health = 0;
      void aParent = getentityproperty(target, "parent");
      int gold = 0;
      int allplrhealth = 0;
      int iChance = 0;
      int spawned = -1;
      int aentity = -1;
      void rname = randomallhealthitems(1);
      int P1 = -1;
      int P2 = -1;
      int P3 = -1;
      int P4 = -1;
      int aPointSys = 0;
      int aPointSysMax = 0;
      
      //////////////Default settings//////////////
      if ( getentityproperty(vSelf, "maxhealth") ) { health = getentityproperty(vSelf, "maxhealth"); }
      allplrhealth = gethealthpercentageforallplayers(1);
      gold = health/10;
      
      //////////////Get all players//////////////
      if ( getplayerproperty(0, "entity") ) { P1 = getplayerproperty(0, "entity"); } //Get Player 1
      if ( getplayerproperty(1, "entity") ) { P2 = getplayerproperty(1, "entity"); }//Get Player 2
      if ( getplayerproperty(2, "entity") ) { P3 = getplayerproperty(2, "entity"); }//Get Player 3
      if ( getplayerproperty(3, "entity") ) { P4 = getplayerproperty(3, "entity"); }//Get Player 4
      
      //////////////Get player save settings//////////////
      if ( target == P1 ) { aPointSysMax = getvMaxAPoint(0); }
      if ( target == P2 ) { aPointSysMax = getvMaxAPoint(1); }
      if ( target == P3 ) { aPointSysMax = getvMaxAPoint(2); }
      if ( target == P4 ) { aPointSysMax = getvMaxAPoint(3); }
      if ( aParent == P1 ) { aPointSysMax = getvMaxAPoint(0); }
      if ( aParent == P2 ) { aPointSysMax = getvMaxAPoint(1); }
      if ( aParent == P3 ) { aPointSysMax = getvMaxAPoint(2); }
      if ( aParent == P4 ) { aPointSysMax = getvMaxAPoint(3); }
      aPointSysMax = aPointSysMax + 31;
      
      //////////////Add to All Player Special(A-Point)//////////////
      if ( target == P1 ||
           target == P2 ||
           target == P3 ||
           target == P4  )
      {
        if ( getentityvar(target, 2) != NULL() ) { aPointSys = getentityvar(target, 2); }
        aPointSys++;
        if ( aPointSys < aPointSysMax ) { setentityvar(target, 2,aPointSys); }
      }
      if ( getentityproperty(target, "parent") == P1 ||
           getentityproperty(target, "parent") == P2 ||
           getentityproperty(target, "parent") == P3 ||
           getentityproperty(target, "parent") == P4  )
      {
        if ( getentityvar(getentityproperty(target, "parent"), 2) != NULL() ) { aPointSys = getentityvar(getentityproperty(target, "parent"), 2); }
          aPointSys++;
          if ( aPointSys < aPointSysMax ) { setentityvar(getentityproperty(target, "parent"), 2,aPointSys); }
      }

  if (target == P1 || getentityproperty(target, "parent") == P1 )
    { setvscore(0,getvscore(0)+gold); } else
    if (target == P2 || getentityproperty(target, "parent") == P2 )
    { setvscore(1,getvscore(1)+gold); } else
    if (target == P3 || getentityproperty(target, "parent") == P3)
    { setvscore(2,getvscore(2)+gold); } else
    if (target == P4 || getentityproperty(target, "parent") == P4)
    { setvscore(3,getvscore(3)+gold); }


  //log(" \n Death Spawn Name "+rname);

  //////////Spawn Health Items//////////////
  if (allplrhealth > 90)
  {
    iChance = rand()%100;
    if (iChance > (95 - (health/30)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  } else
  if (allplrhealth > 50)
  {
    iChance = rand()%100;
    if (iChance > (47 - (health/30)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  } else
  if (allplrhealth < 20)
  {
    iChance = rand()%100;
    if (iChance > (2 - (health/30)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  } else {
    iChance = rand()%100;
    if (iChance > (87 - (health/30))) { spawned = spawnentity( rname,0,0,0,0 ); }
  }

  ///////////Spawn Mana Items///////////////////
  allplrhealth = getmppercentageforallplayers(1);
  rname = randomallmpitems(1);
  if (allplrhealth > 90)
  {
    iChance = rand()%100;
    if (iChance > (94 - (health/30)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  } else
  if (allplrhealth > 50)
  {
    iChance = rand()%100;
    if (iChance > (60 - (health/30)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  } else
  if (allplrhealth < 20)
  {
    iChance = rand()%100;
    if (iChance > (27 - (health/30)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  } else {
    iChance = rand()%100;
    if (iChance > (87 - (health/30)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  }

  /////////////Spawn Special Items//////////////////
  rname = randomallmiscitems(1);
  iChance = rand()%100;
  if (iChance > (93 - (health/95)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  rname = randomallbasicitems(1);
  
  /////////////Basic Items/////////////
  iChance = rand()%100;
  if (iChance > (77 - (health/60)) ) { spawned = spawnentity( rname,0,0,0,0 ); }
  
  /////////////Gui Update/////////////
  /*
  if ( getentityproperty(target, "type") == openborconstant("TYPE_Player") )
  {
    dogui(target);
  }
  
  if ( getentityproperty( getentityproperty(target, "parent"), "type") == openborconstant("TYPE_Player") )
  {
    dogui( getentityproperty(target, "parent") );
  }
  */

  if ( target == P1 ||
       target == P2 ||
       target == P3 ||
       target == P4  )
  { dogui(target); } else

  if ( getentityproperty(target, "type") == openborconstant("TYPE_Player") )
    if ( getentityproperty(target, "parent") == P1 ||
       getentityproperty(target, "parent") == P2 ||
       getentityproperty(target, "parent") == P3 ||
       getentityproperty(target, "parent") == P4  )
  { dogui(getentityproperty(target, "parent")); }
    }
  }
  //spawnentity( "as",0,0,0,0 );
  //log(" Death 1");
}
I'm guessing the lines up till (A-Point) are the ones that give your characters points for killing enemies, so will this script still work properly if I erase the lines for spawning items, cause I don't think i need them. I'm curious to know what GUI update is.
On another note, that point script should be able to be set to items as well, like money items? I'm going for a point system like SORRv5.

x)
 
It should work fine but you'll most probably need the aniscrp.c file aswell.

get the latest mixmasters http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item46
 
That's the one I have opened now, but I'll take a look at that aniscrp.c file.

Anything else you think i might need? I already have 2 entities set up to unlock when you hit them with the cursor, I just need to set it up so that it uses the money.

x)
 
Not to sure, its been ages since I've done anything to the death script (need to work on it sometime as I got some improvements that i want todo to it) but if I think of anything I'll let you know.
 
MatMan said:
Not to sure, its been ages since I've done anything to the death script (need to work on it sometime as I got some improvements that i want todo to it) but if I think of anything I'll let you know.
Killer.  8)
I'll see what I can do on my own from here and come back if I run into any trouble.

x)
 
how were you able to update your download on chrono crash ? it doesnt let me edit anything on my uploads
Nothing special actually I upload using the FTP and then edit it. Are you still having trouble uploading, if so, will try look into it and see if I can do anything to get it working.
Killer.  8)
I'll see what I can do on my own from here and come back if I run into any trouble.
Cool bananas. ;D
 
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