Pirate Bash Brothers: Gladeators

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beebo44
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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

RayFan9876 wrote:
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. :D
Droolie's a man, beebo.
I know, sorry, I was in a rush.
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Re: Pirate Bash Brothers: Raybrawl

Post by borisson »

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. :)
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Re: Pirate Bash Brothers: Raybrawl

Post by Thentertainmentguru »

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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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

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.
Why would modding tools for a console game be useful for someone making an entirely new game?
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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

RayFan9876 wrote:
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.
Why would modding tools for a console game be useful for someone making an entirely new game?
lol I don't think they read the first post very well.
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Re: Pirate Bash Brothers: Raybrawl

Post by Adsolution »

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.
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Re: Pirate Bash Brothers: Raybrawl

Post by Master »

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

Post by Adsolution »

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

Post by Shrooblord »

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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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

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

Post by Shrooblord »

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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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

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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Re: Pirate Bash Brothers: Raybrawl

Post by Shrooblord »

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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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

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.
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.
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Re: Pirate Bash Brothers: Raybrawl

Post by Shrooblord »

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.
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Re: Pirate Bash Brothers: Raybrawl

Post by DandyGuy »

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.
Im very interested . :D I have a ton of Stuff from RHV (Rayman Hoodlum's Vengeance) that's unused and never seen that id love to donate (I also reworked and fixed a TON of stuff too.) Ive also been working in Cry engine 3 for quite some time now so I have more experience now and more programming skills.

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.
Image
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Re: Pirate Bash Brothers: Raybrawl

Post by Shrooblord »

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 ):

You can't even begin to imagine the bad-ass image this created in my mind. POWER LY
Adsolution wrote:idiocydiness
You need to write a novel, please.
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:

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);
}
Every few frames tempdamage is decreased by one unless it is zero.
[/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.
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?

Shrooblord wrote:I think that now you mention it, I can actually think of another weapon Razor could use: his wooden leg! He could rip it off and poke or swing at people with it and then somehow step right into it again as the attack ends. It would be both comical and useful since it gives him a melee weapon and possibly even a long-ranged one. Hey, yeah, I like that idea. Razor can throw his leg at someone, damaging them, and then have to fetch it to be able to get back to full speed. Other characters like Rayman could also utilise this method; in the case of Rayman, he could actually throw his foot or one of his fists around.
Also, as a 'Final Smash' for Reflux I was picturing he would go monster on everyone - you know, Leptys-empowered doom-Knaaren with crystal wings does sound like a character I would like to use.
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? :)

Shrooblord wrote:As for the characters' attacks, I just thought of something today. What if all of them have basic attacks, as well as one overdrive attack? This attack can be charged up to whatever level the player wishes to keep it charged, but if the player charges up for too long, the attack becomes too powerful and harms their own character instead of others'. For example, Rayman could slowly charge up an energy sphere, starting with a simple ball in one hand, going to more powerful and in need of containment by another hand, finalised by an energy sphere so large he has to offset his body weight to keep it stable, overcharged by an electric ball that explodes in his face, causing him to fly around the stage exploding and changing direction several times.
Mr. Dark could slowly summon a bigger and bigger ball of fire and magic, but if overcharged, both the magic effects and fire are directed at himself. Maybe he could be rolling around the floor comicly to try and put out his burning robes.


Louvis wrote:Image
André controlling his Hoodmongeresque battle armour.



Good ideas right there. And I miss seeing you around on the forum, too, Spanex. :c

Clara Knight wrote:Image
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.

Shrooblord wrote:
Character Moveset wrote: Lunette
Basic Attack: Punch, kick, jab with fists, feet and head.
Special Attack Side: Throw cannonball.
SA Up: Throw Hovering Bomb; acts as a cannonball until it reaches its descent, at which point it deploys its copters and starts hovering towards the target.
SA Down: Deploy Hover Mine; deploys still Hovering Bomb, buried in the ground. Only the copters stick out to betray its presence, and once an enemy comes into close proximity, the Hovering Bomb emerges and explodes.

Float Method: Uses robe tied around waist as a parachute. One less idea intended as an exclusive for my fangame.
Aerial Attack Up: Extends neckbolt to hit enemy with top of head.
AA Side: Rams belly into enemy.
AA Down: Pulls up feet and crashes into the enemy with butt, causing great damage and also scenic bolts to fly around in sprays.

Supercharge: Pulls out his 'bag o' goods' and portrudes several pieces of metal which all enter his mouth one by one as his belly grows in size every time he eats one. The bigger Lunette gets, the more his belly shakes. Release of Supercharge causes firy projectiles to be ejected through his mouth violently.
< 25% charge: Lunette barfs up one fireball.
25% charge: Lunette throws out two fireballs.
50% charge: Three fireballs are propelled semi-vertically, causing them to land in a barage of 5, 10 and 15 metres away from Lunette.
75% charge: Five fireballs of which the landing zone can be altered by moving up and down as the head fires them.
100% charge: Ten to twenty fireballs in random spray directions as Lunette lifts his head up and the projectiles are emitted in all directions. Concluded by two flame caterpillars.
Overcharge: Lunettes body shakes violently, grows rapidly and then sits still for a brief moment. Then it shrinks rapidly and afterwards a big explosion causes Lunette to sail up. In mid-air, he coughs up four firy projectiles in four directions around himself, that all explode quickly upon exit, causing close-ranged impact damage on Lunette and any nearby victims.

Final Move: Lunette implants someone with a control device and then causes him to attack whatever Lunette wishes to attack, or goes wherever Lunette steers him. This person is in the meantime impervious to damage received by others, but not to damage caused by himself. The effect lasts up to 15 seconds and then the victim regains control over his own body again.
Holy shit, Shrooblord, a mind control ulti? We'll talk about that.

Shrooblord wrote:
Character Moveset wrote: Henchman 800
Basic Attack: Laser Bolt, kick, swivel hook, jump up and squish enemy under feet.
Special Attack Side: Flamethrower. :D
SA Up: Extend right arm's bolt to create some sort of ropey hook. May pull down enemies to the ground or help the Henchman to recover from falling by grabbing onto a ledge.
SA Down: Drill; drills out of battlefield for a brief period of time. Player may move the move controls around to change the place where the Henchman will emerge.

Float Method: Parachute.
Aerial Attack Up: Extends right arm in an arc-motion as the Henchman claws at his opponent.
AA Side: Use left arm as a cannon to hurt an opponent as well as maintain airborne state. Propells the Henchman up and sideways in opposite direction and harms foes.
AA Down: Fold feet together and hold arms upwards in a Y-shape to create a corkscrew effect of drilling down through the air. Damages opponents but also gets the Henchman stuck in the ground if nothing is beneath his feet.

Supercharge: The Henchman grabs his cannon with his right arm, as if aiming to shoot. As he charges up his laser, the arm begins to shake violently. The longer the charge, the more powerful the laser becomes and the more rapid each projectile will follow onto its predecessor. Ultimately, the Henchman could have a laserblast machine gun.
< 25% charge: Three regular bolts follow each other in intervals of quarters of a second.
25% charge: Five blue-coloured laser bolts with 25% damage increase compared to regular laser bolts follow each other up in a timespan of two seconds.
50% charge: Ten high-powered laser bolts (the ones that have triple rings around them) with 75% damage increase follow each other up in a timespan of three seconds.
75% charge: Five seconds of high-powered laser bolts with 100% damage increase with intervals of half a quarter of a second between them.
100% charge: Continual stream of high-powered laser bolts with blue lightning with a maximum damage of 200% increase for ten seconds long.
Overcharge: A big explosion blasts from the barrel of the Henchman's cannon arm, which may harm players directly in front of him. The force shoots his arm off its joint, propelling it far backwards so the Henchman must go fetch it again. The hook, which was resting on that arm, is propelled backwards and swivels around with such speed that it decapitates the Henchman before dropping off in turn. The result is that the Henchman must go find his three body parts, which will then automatically reattach to the body. However, other players may pick up and throw around the parts. The Henchman cannot use its laser without the cannon arm, he cannot glide without it either. Without his head, he is quite unstable and not coordinated. Without his hook, he cannot grab ledges and can't attack enemies by clawing at them.

Final Move: Summon a team of Ninja Pirates to drop down and wreak havoc on the battlefield while having a temporary flamethrower upgrade himself.
We'll talk about balancing that Supercharge too. The Overcharge mechanic seems fun enough though.

Shrooblord wrote:
Forest of Sleep
This level is played out on the treetops of a forest in the Glade of Dreams. Picture this: there are scenic branches coming from the background that hold up platforms of leaves that the players can fight on. There are different levels on the playing field, for a total of three stories. The first one has quite a few smaller platforms spread out across the bottom of the map, the second one has three platforms and the top floor consists of one single platform in the middle of the playing field at the top. Some of the platforms have spots covered with brown leaves. These can either be covering up holes allowing the player to fall through (intentionally or accidentally), or they're hiding places for some kind of item or something. Some of the platforms are not leaves resting on branches, but they are just the branches themselves, creating a tiny place to stand on, which may be of tactical advantage. There are also pods hanging from overhead branches (possibly unseen) which will release sleep-inducing spores from time to time. The natural enemies here are spiders, usually the baby ones, but occassionally a giant. Therefore there are also spider's webs hanging around that can be used as trampoline when jumped on from the top. They can be jumped through from the bottom and if they are verticle they can be used to climb on. Spider's webs on the ceiling may also be used as hangable surface. The main problem for the players in this arena is the sleep pods, which will give their opponents moments in which you are vulnerable, spiders, which may fling you off the edge and the holes that could be underneath the patches of brown leaves.


beebo44 wrote:Ok, so there's probably no point in me posting this, but a while ago I promised a moveset for Mr. Dark for this game, and, well, hre it is:

http://i1121.photobucket.com/albums/l514/beebo44/Rayman/img006.jpg
This moveset is based on the control setup for side-ways controlled Wiimote on Brawl.
From left to right:
1. Mr. Dark's special attack for the up button. He turns into a ball which can then be launched in any direction.
2. His down button special. Mr. Dark will send a meteor crashing down.
3. Mr. Dark's side buttons special. He will shoot a fireball either left or right. (Considering this is a 2D game.
4. Mr. Dark's non-directional special attack is that he will teleport a short distance, where you want him to go to.
5. Mr. Dark's defensive move: He creates 3 circling balls that will move so fast they deflect all attacks. (Except for finishing moves.) But, this move takes alot of energy, and he won't be able to hold it for long at a time.
6. Finally, his finishing move. Mr. Dark rises into the air, and floats of above the screen, and then he causes multiple lightning bolts to rain down at a time.

Well, whaddayathink?
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.
beebo44
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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

Pretty sure I'm the one that drew the Mr. Dark attack concepts Shroob.. :mefiant:

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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Re: Pirate Bash Brothers: Raybrawl

Post by Shrooblord »

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.
beebo44 wrote:I'm still willing to contribute in any way I can. :)
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.
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Re: Pirate Bash Brothers: Raybrawl

Post by beebo44 »

Sounds good, I'll start brainstorming some ideas and try make a few concepts from that.
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