Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.

Joshiro

Member
In case you didn't already know, I'm working on a Rushing Beat/ Rival Turf mod in collaboration with GlassJawBoxer. Our plan is to recreate the game with many enhancements such as:

- 2 new playable characters
- 4 player co-op
- new enemies
- new attacks and animation
- more weapons

Here is my new demo.

https://www.dropbox.com/sh/jubybupzgtuvjde/AAChTjbtN4bmn_ZfpoejKSOWa?dl=0




 
Ahhhh...Norton on Norton, now that I didn't try.  To be honest man I think we should just configure 2 player hit to be permanently off.  We both have deep-seated hatred for two player hit and I would be interested in hearing anyone else's argument in its defense. 

I also figured later down the road that we would go ahead and skip the tacked on verses mode, these are cooperative games at their core and there's no point in wasting time and effort on something that was never fun to begin with.
 
Nice start!

I have couple suggestions to improve this mod:
1. Seperate broken glasses animation from Case and Bullet's spawn animation. This has couple of benefits:
a. Broken glasses and Case and Bullet's spawn animation has different animation speed so seperating them allows you to smoothen both animations
b. You can reuse Case and Bullet's spawn animation in other places
2.Use JUMPFORWARD animation for jump attack while moving forward and use JUMPATTACK animation jump attack without moving forward

Actually, I'd like to suggest new stages but if you want to remake original then just forget that :)
 
Very old openbor included, you really should work with the latest build if your making this game.

The resolution is okay but a lot of the screen is taken the HUD, maybe if you move the enemy bar to the bottom screen it will be less noticeable. 
bor_0000_copy.png


On widescreen it looks weird because there is black on all sides, but not at the bottom, so feels squashed.
 
Some feedback:
- O agree with Beastie, you could split the HUD to make it better.
- Ozzie attack, if press the button quickly, just have one sprite and the sound is executed two times.
- I had 3 enemies (warrior, the one with helmet and the skinny one) over me, and with everyone attacking me, I lost a live with a single attack
- Warrior can make you stuck with his attack.
 
My recent exchange with Joshiro via e-mail after play testing the latest demo:

Love the cinematic entrances on the chain-link fence and the café windows.  There tactically identical to the original and surpass my expectations, I was worried that something like that was impossible sense you don't quite see it in other mods.  Just more proof that this engine is awesome.  My only suggestion is if the Bullet coming through the fence can jump a little higher when he breaks through.  The way you have it now he just kind pops through, a little more airtime will make it as dramatic as it was on the original.  But Case's coming through the windows are spot on though.

Skinny is looking awesome, his nut shot grab is perfect.  His behavior though I think needs to be modified.  The Case/Bullet types work good as blitz attackers but Skinny/Reggie have always been back stabbers.  They move quickly but tend to hang back and maneuver themselves behind you or coming in for an attack as soon as you're back is turned, right now he mirrors the blitz attack that Case and Bullet use causing a mob affect that's pretty cheap.  Also they move quickly but their attacks are slow at least two frame lengths of there two frame jab kicks, and the new knock down back kick animation should pause for a mere two seconds on its second animation frame and afterwards he should always retreat and not advance.  Later down the road I was wondering if we can bring back their dynamite attacks which I believe makes its debut on stage.7 (the alley).

Sidebar: quick question, all the enemies that can perform slams have a grab animation just like the players, in the original when the enemy would grab you there would be a split-second pause in which the enemy was vulnerable for probably two or one seconds.  Because of this if you are playing 2 player and you were quick enough you could actually knock the enemy off of your friend essentially saving them.  Those rare moments were some of the most awesome moments and one of the little gems that makes this game so memorable growing up playing it with my brother.  Is there any possible way we can replicate that?

Warrior is also looking good his new block is nicely random and impossible to read.  Though he needs to be much slower movement wise, his movement behavior is perfect but his palm attack is a little too constant making him too difficult to grab and I also noticed he does a E. Honda forward movement when doing that attack which I think just gives him  too much firepower in his arsenal or maybe it wouldn't be so bad if he didn't do it every time you got close.  I appreciate that you have a love for breathing new challenges in their behaviors but two of these fuckers on the screen acting like this at the same time in single player would be bordering on outright cheap.  For every new advantage we have to keep in mind a disadvantage so sound strategies can be learned and mastered.  His jump spinning back kick looks good and that's where he should be the fastest and most lethal so not much change I can suggest there.  Though he does tend to spam it sometimes, I suggest every time he does the short horizontal jump kick attack that he first does it once standing still and then immediately afterwards goes forward with the distance you already have set.  That'll prevent him from continuously knocking you down and grabbing a cheap kill.  Later on I wonder if you can replicate their screen length attack with the jump kick?  In the original game they would retreat offscreen and then come flying in, it was bullshit, but no more than your average brawler bullshit.  I think they were meant to replicate the behavior of the Bull Bill's and Wong Who's charging attacks from final fight.

I know we don't have much in the way of sound at this point but I always lose all sound after the first play through and doesn't come back until I restart my system but lately I don't get any sound at all.  Are you experiencing this same problem?  And is there anyway we can make the demo returned to the title screen instead of shutting down?
 
GlassjawBoxer , I emailed you back.

Bloodbane said:
Nice start!

I have couple suggestions to improve this mod:
1. Seperate broken glasses animation from Case and Bullet's spawn animation. This has couple of benefits:
a. Broken glasses and Case and Bullet's spawn animation has different animation speed so seperating them allows you to smoothen both animations
b. You can reuse Case and Bullet's spawn animation in other places
2.Use JUMPFORWARD animation for jump attack while moving forward and use JUMPATTACK animation jump attack without moving forward

Actually, I'd like to suggest new stages but if you want to remake original then just forget that :)

Okay, I'll make the changes. We have plans to make at least 1 new level.

BeasTie said:
Very old openbor included, you really should work with the latest build if your making this game.

The resolution is okay but a lot of the screen is taken the HUD, maybe if you move the enemy bar to the bottom screen it will be less noticeable. 
bor_0000_copy.png


On widescreen it looks weird because there is black on all sides, but not at the bottom, so feels squashed.

I can see how that might cause problems, so I'll get the newest version. Yeah, I'm going to go back to fix the HUD. I'll try out different things to see what works better.

O Ilusionista said:
Some feedback:
- O agree with Beastie, you could split the HUD to make it better.
- Ozzie attack, if press the button quickly, just have one sprite and the sound is executed two times.
- I had 3 enemies (warrior, the one with helmet and the skinny one) over me, and with everyone attacking me, I lost a live with a single attack
- Warrior can make you stuck with his attack.

I will fix.

Thanks everybody for the feedback.
 
Hey guys.  I fixed many things on the game.  I'm practically done with the first level. I'm in the process of finishing the basic enemies . Here is the link for an updated demo.

https://www.dropbox.com/sh/9elsmlf3nw7oe1i/uVMHj71BeE

Something I wanted to do was make the player only be able to perform a back slam when an enemy is grabbed from behind. How do I go about doing this?
 
Joshiro said:
Hey guys.  I fixed many things on the game.  I'm practically done with the first level. I'm in the process of finishing the basic enemies . Here is the link for an updated demo.

https://www.dropbox.com/sh/9elsmlf3nw7oe1i/uVMHj71BeE

Something I wanted to do was make the player only be able to perform a back slam when an enemy is grabbed from behind. How do I go about doing this?

I gave it a quick try. I liked the way the enemye comes from the fence.
But I think the enemies attacks are too quick and does too much damage. 6 hits on you are dead?
 
I cannot understand how you did set up the controls. I couldn't move the character and freezed my laptop. I had to restart my computer (losing some progress on my mod).
 
Bloodbane said:
That would require script based grab system.

I use your script based grab system from your Crimebusters mod. Is their a way to do it based on your code?

O Ilusionista said:
I gave it a quick try. I liked the way the enemye comes from the fence.
But I think the enemies attacks are too quick and does too much damage. 6 hits on you are dead?

I tried to base it off the original. I'll wait for more feedback to see how I should adjust the damage.

Die_In_Fire said:
I cannot understand how you did set up the controls. I couldn't move the character and freezed my laptop. I had to restart my computer (losing some progress on my mod).

I'm sorry about that. You can go into saves folder and delete the .cfg file to reset the configurations.
 
Yeah I just did that...

well, the mod is looking very good!! I likehow you manage to mimic the snes original, but the enemies' attacks are too quick and take too much energy, it's too easy to die on the mod, and I remember the snes game to be piece of cake  ;)
It's ok when you need some estrategy to defeat hard enemies, but on the mod, all the basic thugs have too strong attacks.

keep working on this, I really liked and felt the nostalgia, when I went to rent a snes (never got one) and played this and other gems
 
Die_In_Fire said:
Yeah I just did that...

well, the mod is looking very good!! I likehow you manage to mimic the snes original, but the enemies' attacks are too quick and take too much energy, it's too easy to die on the mod, and I remember the snes game to be piece of cake  ;)
It's ok when you need some estrategy to defeat hard enemies, but on the mod, all the basic thugs have too strong attacks.

keep working on this, I really liked and felt the nostalgia, when I went to rent a snes (never got one) and played this and other gems

Thanks for the praise and the feedback. I'll adjust the damage.
 
Joshiro said:
I use your script based grab system from your Crimebusters mod. Is their a way to do it based on your code?

Well, you have to disable default grab system and code a new grab system. And yes, it is based on my code
 
cada1982 said:
Wow, It is a classic.

However, I would like to see a "Rushing Beat" Crossover with Shura, Ran and tuff E Nuff (Same developer, Jaleco, if I remember well).

Sprites look great, to be first Rushing Beat game to be released.

Keep up performing it! Congrats!!!

Thanks for the praise. I plan on using sprites from Tuff E Nuff for future games. My partner GlassJawBoxer has done a great job on making new sprites for our mod.

Bloodbane said:
Joshiro said:
I use your script based grab system from your Crimebusters mod. Is their a way to do it based on your code?

Well, you have to disable default grab system and code a new grab system. And yes, it is based on my code

What part do you have to change to the script? I'm new to scripting but I'll try to mess with it. All I've been doing so far is taking other mods scripts and applying it. Something else I need to do is make a flashing palette when in angry mode. I know that would require script. Can you help me with that?
 
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