I know, sorry, I was in a rush.RayFan9876 wrote:Droolie's a man, beebo.beebo44 wrote:Hehe, if we're thinking locations from fan-games, I think the oriental styled level droolie has planned for her game could be a good base for one our levels.
Pirate Bash Brothers: Gladeators
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
Re: Pirate Bash Brothers: Raybrawl
Can you make a level where rayman and his friends are riding mosquitos and fight some warships, like a air battle or something similar.
And if i have an idea for characters i will post something.
And if i have an idea for characters i will post something.
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Thentertainmentguru

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Re: Pirate Bash Brothers: Raybrawl
If it going to be like Super smash bros, there are some modding tools that can help you, such as Brawl Box and Project Smash Attack.
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Adsolution

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Re: Pirate Bash Brothers: Raybrawl
Why would modding tools for a console game be useful for someone making an entirely new game?Thentertainmentguru wrote:If it going to be like Super smash bros, there are some modding tools that can help you, such as Brawl Box and Project Smash Attack.
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
lol I don't think they read the first post very well.RayFan9876 wrote:Why would modding tools for a console game be useful for someone making an entirely new game?Thentertainmentguru wrote:If it going to be like Super smash bros, there are some modding tools that can help you, such as Brawl Box and Project Smash Attack.
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Adsolution

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Re: Pirate Bash Brothers: Raybrawl
Note that the first pose specifies that it's an independent game. He must have known that, given the fact that he said "if it's going to be like Smash Bros."
With that in mind, his post makes even less sense.
With that in mind, his post makes even less sense.
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Master

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Re: Pirate Bash Brothers: Raybrawl
And they haven't posted since...
A bot, perhaps?
A bot, perhaps?
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Adsolution

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Re: Pirate Bash Brothers: Raybrawl
By far the most intelligent bot I've ever seen if that is the case.
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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
Riiight... this ol' idea. If I get into UDK soon, I'll see if we can lift this project off the ground. First though, I'd be setting up my own game, and then using that, I'd base this game off its physics and fighting animations, probably.
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
We still haven't worked out for sure whether it'll be 2D or 3D XD
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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
I think we have, haven't we? I was thinking of a Brawl-like game, not a Rayman M-like one. But sure - discuss away.
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
I think I also prefer a Brawl-like game, maybe we could even add some elements of 2.5-D, like for example you could have one arena where everyone is fighting on the outside of a tower, with multiple levels, scrolling screen, falling traps (like slabs of wood as a makeshift(collapsing) bridge), and utilising 2.5-D you could make the whole arena curvie in the direction that the player is moving. (Not sure if I explained that properly XD)
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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
No, I was a bit confused until you wrote that last sentence. That made it all clear. I like the idea; I've already implemented similar moments in the planning of my other game, but it could work well in a game like this. The only problem here is that one player could troll all the others simply by walking to the side of the screen, knocking them off the tower as it revolves and they get caught out of view.
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
Yeah that could definitely be a big downfall of a map like that. And sorry about the confusion, I'm not good at explaining those sorts of things.Shrooblord wrote:No, I was a bit confused until you wrote that last sentence. That made it all clear. I like the idea; I've already implemented similar moments in the planning of my other game, but it could work well in a game like this. The only problem here is that one player could troll all the others simply by walking to the side of the screen, knocking them off the tower as it revolves and they get caught out of view.
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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
We need to get this back on track some day. No fear, I haven't buried this topic or forgotten about it. I'm just otherwise engaged as of present, but it's definitely something I'd like to see lift off in the future.
If there's still people interested, I'm more than happy conceptualising content for the time being. Let's talk levels, enemies, items, weapons, fighting styles, music, backgrounds, past or current life events, love life... I'm listening.
Updated the first post.
If there's still people interested, I'm more than happy conceptualising content for the time being. Let's talk levels, enemies, items, weapons, fighting styles, music, backgrounds, past or current life events, love life... I'm listening.
Updated the first post.
Re: Pirate Bash Brothers: Raybrawl
Im very interested .Shrooblord wrote:We need to get this back on track some day. No fear, I haven't buried this topic or forgotten about it. I'm just otherwise engaged as of present, but it's definitely something I'd like to see lift off in the future.
If there's still people interested, I'm more than happy conceptualising content for the time being. Let's talk levels, enemies, items, weapons, fighting styles, music, backgrounds, past or current life events, love life... I'm listening.
Updated the first post.
Also I was thinking that since stage bosses are in the new Smash game I think they should be here to. Here's a test render of Skops.

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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
That looks pretty sweet! I'll see how we'd update that to the style we'll end up adopting; I assume it'll be a bit more high-poly and stylised, but what you've got going there already looks good!
===
WARNING: Big post incoming. Summary at the bottom.
Okay guys, first off, let me say that if you're browsing through this topic like I'm doing right now, know that I've changed my mind on a lot of opinions I used to hold, such as the idea that 'we first need to solidify the conceptual basis before we can begin working on it fully'. Of course some of that holds true and it's still the route I'm going for for my main Rayman game, but for an awesome community mash-up project like this one, any type of contribution is always welcome. We'll see how to organise things once we truly get going (which will happen, I promise you, unless Armageddon befalls us, in which case, you know, sorry, I guess).
Next, I'll quote some things I found throughout the thread that seemed incredibly interesting or fun; they're all link-quotes for if you want to reread the conversation in context (please note that links towards sixteen year-old Shrooblord will direct you to a place where you will be disappointed in my character back then xD ):
I'm still on the fence about what type of KO system we should use. Throwing people off-stage is certainly tons of fun, but I can't help feeling that a Street Fighter-like damage-KO would also be pretty cool. Maybe a combination of the two? The less stamina you have, the more likely you are to be sent flying? But at the same time, you could also just be hit KO'ed on the spot if you take too much damage without going off-screen?

I'd like to create this game using Unreal Engine 4, so if you still want to go for it, you could work alongside me in C++ while I (for now) use the Engine's native Blueprinting system, which is like programming visually (a nice change of style if all you're used to is code - and don't get me wrong, I like me some code). The C++ sides of things can massively extend or optimise parts of the Blueprint scripting, so it would be appreciated dearly.
===
I've been having some ideas of my own too:
Ultimates! There should definitely be ultimate attacks in this game. I was thinking something along the lines of summoning a Grolgoth for Razorbeard, for example (oh, it appears Clara came up with that first; kudos, Clara!). Perhaps we could have transformations of long-time change of play style things too, like that, sticking with the example, Razorbeard can hop into his escape pod and hover around the level shooting very basic laser shots (maybe this is his form of Hovercoptering?).
Also, I'm coming around on my no-OCs statement. I'd like to include some of you guys as skins for characters that will be unlocked under very specific circumstances. Since there will be 20 characters (as of yet), there will be space for only 20 skins; I was thinking one skin for every major contributor. Perhaps people who helped out a little could be cameos as level props or enemy types (Adventure mode). However, the matter is, of course, very much up for debate. I really like the idea of having some jokey friendly nudges towards the creators of this game, but I do appreciate some points that were raised such as breaking the overall feel for the universe the game takes place in for non-RPC'ers and the unfairness of not having everyone involved as a skin. This is probably where the specific unlock requirements would come in. For example, after beating Adventure mode, there's certain things the game will start tracking. Once something has reached a certain threshold, you unlock a dev skin for one of the unlocked characters.
And regarding the Unreal Engine:
Since the release of Unreal Engine 4, workflow has become much, much, much more user-friendly to the point where you can hop in and sketch up a fully functional environment like you're sketching in a sketchbook, but in 3D. I will most definitely start drafting a few levels here and there out to run around in and show you some ideas rather soonish.
===
SUMMARY OF WHAT'S BEEN POSTED
===
WARNING: Big post incoming. Summary at the bottom.
Okay guys, first off, let me say that if you're browsing through this topic like I'm doing right now, know that I've changed my mind on a lot of opinions I used to hold, such as the idea that 'we first need to solidify the conceptual basis before we can begin working on it fully'. Of course some of that holds true and it's still the route I'm going for for my main Rayman game, but for an awesome community mash-up project like this one, any type of contribution is always welcome. We'll see how to organise things once we truly get going (which will happen, I promise you, unless Armageddon befalls us, in which case, you know, sorry, I guess).
Next, I'll quote some things I found throughout the thread that seemed incredibly interesting or fun; they're all link-quotes for if you want to reread the conversation in context (please note that links towards sixteen year-old Shrooblord will direct you to a place where you will be disappointed in my character back then xD ):
You can't even begin to imagine the bad-ass image this created in my mind. POWER LYbeebo44 wrote:I started on a Ly sketch with the heavy fists on.
You need to write a novel, please.Adsolution wrote:idiocydiness
[/url]This sounds like a good idea. If you're hit a lot in succession, you're more likely to be sent flying and/or die on the spot. But if you stay out of combat for a while, you will regain stamina (Energy, health, what have you) and be fit longer to stay and fight.stan423321 wrote:A random idea for damage mechanics. Mix some Tyrian into Smash.
Basically. Game keeps two separate damage meters and exposes similar interface to your "usual" stuff, that needs just usual routines:Every few frames tempdamage is decreased by one unless it is zero.Code: Select all
int maindamage, tempdamage; void add_usual_damage(int p) { int k = p/2; maindamage+=k; tempdamage+=p-k; if (tempdamage<=unknown_constant) return; maindamage+=tempdamage-unknown_constant; tempdamage = unknown_constant; } double get_flying_muiltiplier(int B) { return random_constant*log(B+maindamage+tempdamage); }
I'm still on the fence about what type of KO system we should use. Throwing people off-stage is certainly tons of fun, but I can't help feeling that a Street Fighter-like damage-KO would also be pretty cool. Maybe a combination of the two? The less stamina you have, the more likely you are to be sent flying? But at the same time, you could also just be hit KO'ed on the spot if you take too much damage without going off-screen?
Well, Shrooblord, that's some sound ideas you have there. Let's ask Shrooblord if he's okay with that! And community, what are your thoughts?
André controlling his Hoodmongeresque battle armour.
Good ideas right there. And I miss seeing you around on the forum, too, Spanex. :c
Oh my god I'd forgotten how much I loved this when I first saw it. The throwing-the-beard thing is a fun concept.
Ah okay, so it will be more like ramen. Noted.
I totally read touching.
I'd like to create this game using Unreal Engine 4, so if you still want to go for it, you could work alongside me in C++ while I (for now) use the Engine's native Blueprinting system, which is like programming visually (a nice change of style if all you're used to is code - and don't get me wrong, I like me some code). The C++ sides of things can massively extend or optimise parts of the Blueprint scripting, so it would be appreciated dearly.
All of my yes are belong to you.
Holy shit, Shrooblord, a mind control ulti? We'll talk about that.
We'll talk about balancing that Supercharge too. The Overcharge mechanic seems fun enough though.
Coolbeans.
===
I've been having some ideas of my own too:
Ultimates! There should definitely be ultimate attacks in this game. I was thinking something along the lines of summoning a Grolgoth for Razorbeard, for example (oh, it appears Clara came up with that first; kudos, Clara!). Perhaps we could have transformations of long-time change of play style things too, like that, sticking with the example, Razorbeard can hop into his escape pod and hover around the level shooting very basic laser shots (maybe this is his form of Hovercoptering?).
Also, I'm coming around on my no-OCs statement. I'd like to include some of you guys as skins for characters that will be unlocked under very specific circumstances. Since there will be 20 characters (as of yet), there will be space for only 20 skins; I was thinking one skin for every major contributor. Perhaps people who helped out a little could be cameos as level props or enemy types (Adventure mode). However, the matter is, of course, very much up for debate. I really like the idea of having some jokey friendly nudges towards the creators of this game, but I do appreciate some points that were raised such as breaking the overall feel for the universe the game takes place in for non-RPC'ers and the unfairness of not having everyone involved as a skin. This is probably where the specific unlock requirements would come in. For example, after beating Adventure mode, there's certain things the game will start tracking. Once something has reached a certain threshold, you unlock a dev skin for one of the unlocked characters.
And regarding the Unreal Engine:
Since the release of Unreal Engine 4, workflow has become much, much, much more user-friendly to the point where you can hop in and sketch up a fully functional environment like you're sketching in a sketchbook, but in 3D. I will most definitely start drafting a few levels here and there out to run around in and show you some ideas rather soonish.
===
SUMMARY OF WHAT'S BEEN POSTED
- Power Ly
- Energy depletes more rapidly when in heavy combat. Energy depletion or being thrown off the screen means death.
- Razor attack schemes; we need to throw peg legs, throw beards and throw a party! With arts from Clara Knight!
- Supercharge: high output damage charge attack with severe drawbacks when Overcharged.
- Some amazing arts from Louvis on André controlling a Hoodmonger costume.
- Hovercopter mechanics and missing Spanex.
- ramen
- Discussion on game programming language: C++ and Blueprint using Unreal Engine 4.
- Environment attacking you.
- Character sheet Lunette.
- Character sheet Henchman 800.
- Level design ideas for a forest level.
- Mr. Dark's concepts by the busty beebo!
Last edited by Shrooblord on Sun Sep 21, 2014 6:20 pm, edited 1 time in total.
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
Pretty sure I'm the one that drew the Mr. Dark attack concepts Shroob.. 
Oh and I'm really happy to see this being revived! I'm still willing to contribute in any way I can.
Oh and I'm really happy to see this being revived! I'm still willing to contribute in any way I can.
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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
A mistake! Corrected.
Yes, indeed. Having learnt quite a lot about building games, I've decided that doing some of this alongside my other game will help both progress far more quickly. They can learn from one another.
Yes, indeed. Having learnt quite a lot about building games, I've decided that doing some of this alongside my other game will help both progress far more quickly. They can learn from one another.
Alright, well, we could still do with some concepts for levels, characters and/or items and such. I'm thinking something along the lines of the items that were also present in Rayman M/Arena - they were pretty sweet. We'll have to see how that works out in the context of a 2D(ish) game though.beebo44 wrote:I'm still willing to contribute in any way I can.
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
Sounds good, I'll start brainstorming some ideas and try make a few concepts from that.

