Canceled Rushing Beat/ Rival Turf Mod

Project is halted prior to completion and will not receive further updates.
Thanx for the welcome! ;D

Well, yeah, I've sent Joshiro the pack with the layered backgrounds (all as I ised them in my SORmaker mod). Took a couple of liberties myself from the original game. Example, the elevator in the cut scene of stage 3, I edited the scrolling from down to up, with bits of the street part into the rooftop itself, plus, I made it playable with enemies.

Also, layered down the water in stage 4-3 just like in the Rushing Beat version (the Rival Turf one doesn't have the water scrolled and layered, just a big lump of a layer instead).

I'll leave some video links of a longplay of the mod itself. I recolored the SOR thugs to roleplay the Rival Turf/Rushing Beat ones. Maybe as an idea I had, I changed the names of the thugs according to their palette, for example, Bullet is the standard Green/Blue guys whereas Kamikaze is the Black/Green one that appears from Stage 4 onwards, same: Skinny is the Red/Purple while Slick is the Green/Brown one.

Hope my mod can give ideas to improve this BOR version.

(1/5) SOR Remaker Mod: Rushing Beat Remake - Walkthrough
(2/5) SOR Remaker Mod: Rushing Beat Remake - Walkthrough
(3/5) SOR Remaker Mod: Rushing Beat Remake - Walkthrough
(4/5) SOR Remaker Mod: Rushing Beat Remake - Walkthrough
(5/5) SOR Remaker Mod: Rushing Beat Remake - Walkthrough

EDIT: Oh yeah, important note about my rips. I'm using the SORmaker parameters about transparencies. In the SORmaker engine, the areas of pure black RGB 0 0 0 becomes invisible, thus allowing to display the layer behind (if nothing is in there, a blurry void will appear instead), so you can change the pure black areas in magenta (which, I guess that's the transparency code for OpenBOR... I don't know, never had the chance to mod in here). Anyways, if there's questions about my rips, lemme know.
 
My pleasure.

Any update on the mod? Right now I'm working on a couple of new enemies based in some palette characters based on Cody I added in the Grand Master Challenge. A couple of army wannabe nutsos called Armand And Gabriel. I'll upload the sheet as soon I'm done with it. If you like it, you can add it as enemies... maybe as Captain's sidekicks or so.
 
This got my attention:
0.jpg


Those shadows, over the stage, are very nice! I would borrow this idea to my game (since I use the same stage) but I noticed an error - the shadow direction. How could the light comes from the "front" of the stage and the enemies shadows are facing the "front" of the stage? They should be facing the other side.
 
O Ilusionista said:
This got my attention:
0.jpg


Those shadows, over the stage, are very nice! I would borrow this idea to my game (since I use the same stage) but I noticed an error - the shadow direction. How could the light comes from the "front" of the stage and the enemies shadows are facing the "front" of the stage? They should be facing the other side.

Oh this is using the SORmaker engine, not the OpenBOR one. These options are already in the utility and you have choices to reflect the shadown to the left, to the center or to the right.
 
Just FYI, this option also exists in OpenBOR (it's called "light") and can bet set in real time. You also have control of how transparent the shadow is, and if desired you can even make it a reflection effect.

There's no static settings though, so you have to experiment and do the math yourself to find a perfect angle. Upside is that it gives you absolute control over the shadow effects.

DC
 
O Ilusionista said:
Don can you send me that building shadow image by pm?

Oh, you mean the filter of city shadow? Sure, I'll send you the whole resource pack, take anything you could need.

EDIT: Check your PM inbox. :)
 
Oh this is using the SORmaker engine, not the OpenBOR one. These options are already in the utility and you have choices to reflect the shadown to the left, to the center or to the right.

ah. As DC said, openbor have a better control of it: you can change to which direction the shadow goes (foward and backward too, not just left and right) with desired angles and you can even change it on the fly.

About the effect, What I need is that shadow over the wall. I haven't found it on the link you gave me.
 
O Ilusionista said:
Oh this is using the SORmaker engine, not the OpenBOR one. These options are already in the utility and you have choices to reflect the shadown to the left, to the center or to the right.

ah. As DC said, openbor have a better control of it: you can change to which direction the shadow goes (foward and backward too, not just left and right) with desired angles and you can even change it on the fly.

About the effect, What I need is that shadow over the wall. I haven't found it on the link you gave me.

Actually, yes, it is... it's the image called "stage3-1sunsetfilter". I forgot to mention the areas of RGB 0 0 0 are what makes the transparencies in SORmaker. Hold on, I'll change it into magenta for you.

EDIT: I changed it into the original color it comes in the rip. I think now you can work with it. Same name file.

EDIT 2: Okay, before I continue to edit more about these enw enemies. I want to ask any of the developers: which gun and knife model are you guys using? If you could gimme the sprites of the guns then I can add them to the enemies I'm editing myself (yes, one is a handgun wielder, other is a knife wielder, droppable items, of course).
 
I have played your mod before on the SORMaker and it was a nostalgia trip for me since I love the Rushing Beat series.
 
Hanzo said:
I have played your mod before on the SORMaker and it was a nostalgia trip for me since I love the Rushing Beat series.

I'm glad you enjoyed it. I also loved creating that mod. :)
 
Okay, I've just did this.

CustomArmand_zps61f27066.png


The ones who played the Grand Master Challenge in SORmaker, found this Cody edit roaming around. Had the concept that this guy would be an army freaks (Armand = army, get it? lol) fancying weapons but have absolutely no idea how to use a gun or even to have proper combat training... his haymakers are slow but pack a wallop, though. He's dangerous with a gun... even to himself!

If you think he's cool enough for the project, please lemme know. Hope you like him. I'm working in a head swap of him with a couple of different attacks.
 
Yeah, I was using Fina Fight 3's Hunter as model for the Haymaker... guess his arms were a bit too long, lol. Might fix that later.
 
Good edit!
This guy works better in SoR mod but I don't know what will Joshiro say about using him in this mod
 
Itsuchi KS said:
So you tellin me you ripped the sprites from SOR Remake V5?

Nope, not all of them, just the base of SORR Cody (taken from v4, actually), in fact, he's a mix of Cody, Rival Turf Bullet, Final Fight 3 Hunter, Final Fight 2 Bull (sitting idle stance), SOR2 Axel and lots of custom edit as well.
 
Don Vecta said:
Itsuchi KS said:
So you tellin me you ripped the sprites from SOR Remake V5?

Nope, not all of them, just the base of SORR Cody (taken from v4, actually), in fact, he's a mix of Cody, Rival Turf Bullet, Final Fight 3 Hunter, Final Fight 2 Bull (sitting idle stance), SOR2 Axel and lots of custom edit as well.
Im talking about the Shiva I saw in the vids
 
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