By SamuraiX
New Official Release of the fighting game Beats of Rage which is also known as OpenBor. Heres whats new:
New Features Created By SamuraiX:
New variables are used in levels.txt
completebg 1 Shows complete.gif for stage complete.
pscore x,y,x,y,x,y This controls placement for players name, dash, score.
p1namej x,y & p2namej x,y This controls placement for Select Hero, Name Text, continue, credits and gameover when joining in game.
scomplete x,y,x,y,x,y This controls placement for Stage, #, Complete.
cbonus x,y,x,y,x,y This controls placement for Clear Bonus, #, #.
lbonus x,y,x,y,x,y This controls placement for Life Bonus, #, #.
tscore x,y,x,y,x,y This controls placement for Total Score, #, #.
I've implemented Hardware Acceleration on the SDL Version. So things should look better and smoother in full screen mode.
Removed times completed from settings.sav! Since we support it also in the game saves there was no need to have in settings.sav. This way people can't cheat with other mods. Alot of BUG FIXES from v48!!!!
And I've finally implemented GPU support on the PSP. Mods that ran at 40 fps now run at 150+ fps! depending on the mod of course. But none the less the speed increase is Great!
Big thanks to Jim at pspdev.org for his sugguestions on how to handle data using the GPU! Thank You Jim!
New Features Created By Fugue:
Here are explanations of the new features, and how to use them. As always, if anyone has any ideas or suggestions, please let me know so I can work on them.
Vaulting:
Thanks goes to CGRemakes for helping fix this feature.
Here's how it works: Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player's feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy's shoulders and flip over them, put it where the player's hands are. Also, add a blank frame (one without any graphics in it) with a delay of 1 before the VAULT animation begins.
Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around.
I can see why people have wanted it added. As useless as it seems to flip over someone's head midgrab, it sure is a heck of a lot of fun.
At the moment, all it does is put you behind the opponent. However, adding new moves which are used from the back shouldn't be too hard to do.
The blank frame with a delay of 1 is just there to take care of a bug that we've been unable to fix so far. It's really hard to see the blank frame, even when you look for it, so it shouldn't be a problem.
One more thing- for now, don't try vaulting when next to a wall. Currently, it'll just put the player inside the wall. This will be fixed later.
New attack types:
There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don't change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.).
Attack chains:
You can now pretty much set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (Although there are only 4 ATTACK animations right now, more could be added very easily). Just give it five numbers in order. 0 means don't use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and I think you can guess the rest.
If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like
atchain 1 2 3 0 0
), although it isn't neccessary.
Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range.
Unless you're using the new CHARGEATTACK animation, the last attack in a player's attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn't ATTACK3).
New jumping animations:
Two new midair animations, JUMPCANT and JUMPSPECIAL.
If you assign an MP cost to a Jumping attack, and attempt to use the attack without enough energy, the JUMPCANT animation will play (If it's there, otherwise, nothing will happen). If the player does have a JUMPCANT animation, they will also start falling, as if they had 'tripped' in midair.
If you press the
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Catherine: Full Body’s English translation for the Vita