Pirate Bash Brothers: Gladeators
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Re: Pirate Bash Brothers: Raybrawl
I'm done on Lunette, as I said, and I'll put him later today.
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spiraldoor

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Re: Pirate Bash Brothers: Raybrawl
I just think it would be kind of weird for players if we ignored Origins and stuck to the old R1 design. Maybe some mixture of the two variations would be ideal?Shrooblord wrote:Really? Is this what people would want? I guess it makes sense since they'll get redesigned because of RO, but I hadn't really thought of the limbs yet. The only thing I thought of about them is that they would be goofy or at least clumsy, dumb-looking but ready to pack a punch; though they could be calm, cool and collected too - not sure yet.
Maybe you should check out some YouTube videos. I tried to single out elements that are either particularly significant or have a strong link to the Rayman series. Many levels have swirling rainbow-coloured water, which I think is one of the more ‘iconic’ aspects of the game. The Glacier Cocktail is a level which seems to be a favourite of the Rayman community, and which also appears to have inspired the Frosty Delights level in Rayman Origins. Killer vegetables, especially tomatoes and corn if I recall correctly, are the main ‘grunt’ enemies of the game. The General is the character who sells the Grolgoth to Razorbeard; he originally appeared in Tonic Trouble.Shrooblord wrote:And yep, a Tonic Trouble bonus level sounds like a nice idea. I haven't ever been able to play the game though, so I can only imagine what most things you reference to mean...
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stan423321

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Re: Pirate Bash Brothers: Raybrawl
I'm outside this project, but this does not seem weird to me in any way. RO has notably different style than R1, and saying one is new and one is old is not any kind of comparison when it comes to use. Now, saying stuff like "RO vector design makes rotations easy" or "RO's plain coloring makes it easy to distinguish stuff" are valid arguments for RO style, but their strength is discussible.spiraldoor wrote:I just think it would be kind of weird for players if we ignored Origins and stuck to the old R1 design. Maybe some mixture of the two variations would be ideal?
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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
Ah, thanks, Spiral. I thought you meant something like that indeed, but wasn't quite sure.
Well, the only thing I ever saw of the Tonic Trouble game was the Demo that game with R2:TGE; and I'm very sad for not having the actual game. I believe I would have loved it, despite what people seem to be saying about it. I usually don't tend to think negatively of things other people dismiss as 'rubbish'.
Sure, beebo44, if we ever decide to go through with it, you'll be the one I'll contact!
Alright, so what's the general idea about the locations I mentioned and the rules of the game I proposed?
Well, the only thing I ever saw of the Tonic Trouble game was the Demo that game with R2:TGE; and I'm very sad for not having the actual game. I believe I would have loved it, despite what people seem to be saying about it. I usually don't tend to think negatively of things other people dismiss as 'rubbish'.
Sure, beebo44, if we ever decide to go through with it, you'll be the one I'll contact!
Alright, so what's the general idea about the locations I mentioned and the rules of the game I proposed?
Shrooblord wrote:The Woods of Fight (bleh what a name, but at least you get what I mean immediately)
The Prison Ship (on-deck, stormy clouds in background and purplish sky-lighting)
Lava Tower (vertically based level in which lava may start rising to force players upwards)
Glade of Dreams (mini representation of the actual Glade of Dreams, i.e. fighting on a minimap kind of area)
Sunspell Plains (desert, orangy sky with two large, by heatwaves distorted suns)
Soltice Stones (dark foresty area with a large ring of stones on the floor, two moons visible in the sky)
Hall of Doors (strange, warped level in which Spiral Doors may transport you to another random Spiral Door in the level)
Peaks of Delight (Candyland-esque scenery on a sun-rich mountaintop)
+...?
Shrooblord wrote: I was thinking it shouldn't be too much like Brawl, so probably not with the damage taken effecting the distance you are thrown by an attack. Maybe we should do something like that, but it just doesn't feel authentic (probably because it isn't). It shouldn't be too much like Tekken or Street Fighter either, and maybe it shouldn't be a purely fighting game at all... I'll try to get it started.
What if the players can win by reducing the opponent's healthbar to zero, or by flinging them off-screen?

Play Rayman Arena (PC) online with friends~! (Or here.)
Dart wrote:Sometimes life just comes out of nowhere and demands a lot of your attention.
Re: Pirate Bash Brothers: Raybrawl
The throwing players off screen part was fun. We must keep in mind the maps don't get any walls, then.

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beebo44

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Re: Pirate Bash Brothers: Raybrawl
It's ok to be abit similar to other games, but we should have a bit of an adventure mode in the game as well. I don't mean SSBB-like adventure where it's just progressive smash-up, but like a real adventure game, just smaller. Y'nno?
I started on a Ly sketch with the heavy fists on, but I've decided, since I'm not putting colour in my drawings, I may as well just do the hands. and so I shall. I'll try and put variation between them. If we don't use power-ups, it doesn't matter, I'm still gonna try drawing a few variations.
I started on a Ly sketch with the heavy fists on, but I've decided, since I'm not putting colour in my drawings, I may as well just do the hands. and so I shall. I'll try and put variation between them. If we don't use power-ups, it doesn't matter, I'm still gonna try drawing a few variations.
Adsolution wrote:Here's the real doldrum, you put your emoticon before your period. Wtf?saerleiya wrote:(…)it.
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stan423321

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Re: Pirate Bash Brothers: Raybrawl
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.
What do you think about such a system?
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);
}What do you think about such a system?
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Adsolution

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stan423321

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Re: Pirate Bash Brothers: Raybrawl
C++ with a lot of stuff missing. I happen to almost think in it, so I will do my best to replace it with Pascal if you want...
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Adsolution

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Re: Pirate Bash Brothers: Raybrawl
I thought it might be something of the sort, but it seemed a bit off.stan423321 wrote:C++ with a lot of stuff missing. I happen to almost think in it, so I will do my best to replace it with Pascal if you want...

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stan423321

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Re: Pirate Bash Brothers: Raybrawl
missing stuff:
1) something that uses that
2) include cmath, using namespace std
3) definitions of constants
not that much, actually
1) something that uses that
2) include cmath, using namespace std
3) definitions of constants
not that much, actually
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beebo44

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Re: Pirate Bash Brothers: Raybrawl
*Beebo44 doesn't understand any of the above.*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); }
What do you think about such a system?
Adsolution wrote:Here's the real doldrum, you put your emoticon before your period. Wtf?saerleiya wrote:(…)it.
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Adsolution

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Re: Pirate Bash Brothers: Raybrawl
Don't worry, I'm a pretty awful coder too.beebo44 wrote:*Beebo44 doesn't understand any of the above.*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); }
What do you think about such a system?

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beebo44

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Re: Pirate Bash Brothers: Raybrawl
Yeah, but understand, I've never even USED or TRIED to understand that type of language, so yeah. I can kinda put two and two together about what it all means though...
Adsolution wrote:Here's the real doldrum, you put your emoticon before your period. Wtf?saerleiya wrote:(…)it.
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Adsolution

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Re: Pirate Bash Brothers: Raybrawl
Say Rulez, have you finished any of your drawings yet? I'm sure we'd all love to see them. 

Re: Pirate Bash Brothers: Raybrawl
Yes Rayfan, I have Lunette 100% done and about 75% on the Teensies but I didn't have time to scan them, sorry :<
Today I may put them up when I'm back from school, I'm typing this from school you see.
Today I may put them up when I'm back from school, I'm typing this from school you see.
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Clara Knight

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Re: Pirate Bash Brothers: Raybrawl
About the fancharacters I also agree, it would make the stuff too much in a mess.
Oh well, I'm trying to think about Razor's attacks. I dunno if he would have a sword as he is a pirate, because I don't think he would use his Grolgoth all the time. It would be interesting to see him acting in his own person.
Like, for the up attack, I imagine him singing his arms helicopter-alike like he does in Rayman M/Arena. After this attack, if he is in mid-air he could glide until the ground with this attack, and it would be a nice way for him to return safely to the stage if he's thrown out (but not enough to make him KO).
After...Throwing flying pirate bombs, I guess? After those two attacks, I find Razor hasn't a lot of weapons, so a pirate sword would suit him I believe.
Will you do as well the final smashes? If yes, I thought in him calling the Grolgoth, it appears and he goes inside to control it (kinda like Fox Mc Cloud). Then soon before the smash attack effect dissapear, you would see Razor going out and the "3...2...1" just before it explodes and harms people near it.
Oooh also, got two other ideas right now. In Rayman M he can swing his hat when he hasn't any object...He could use it as a fast "shield", like Mario did with his yellow cape in SSBM! And also, he could hide in his hat like Rayman M/Arena to protect himself.
Now, for the animation when he would appear at the beginning of the battle...Well, why not most of the Rayman M animations? And, he could also appear from his mini-ship (end of R2) or getting out of his hat.
I will try to begin some doodles this evening, but no promises. I get easely lazy to do stuff.
By the way, Spanex, I'm speechless, your Buccaneer sketch is excellent! **
Oh well, I'm trying to think about Razor's attacks. I dunno if he would have a sword as he is a pirate, because I don't think he would use his Grolgoth all the time. It would be interesting to see him acting in his own person.
Like, for the up attack, I imagine him singing his arms helicopter-alike like he does in Rayman M/Arena. After this attack, if he is in mid-air he could glide until the ground with this attack, and it would be a nice way for him to return safely to the stage if he's thrown out (but not enough to make him KO).
After...Throwing flying pirate bombs, I guess? After those two attacks, I find Razor hasn't a lot of weapons, so a pirate sword would suit him I believe.
Will you do as well the final smashes? If yes, I thought in him calling the Grolgoth, it appears and he goes inside to control it (kinda like Fox Mc Cloud). Then soon before the smash attack effect dissapear, you would see Razor going out and the "3...2...1" just before it explodes and harms people near it.
Oooh also, got two other ideas right now. In Rayman M he can swing his hat when he hasn't any object...He could use it as a fast "shield", like Mario did with his yellow cape in SSBM! And also, he could hide in his hat like Rayman M/Arena to protect himself.
Now, for the animation when he would appear at the beginning of the battle...Well, why not most of the Rayman M animations? And, he could also appear from his mini-ship (end of R2) or getting out of his hat.
I will try to begin some doodles this evening, but no promises. I get easely lazy to do stuff.
By the way, Spanex, I'm speechless, your Buccaneer sketch is excellent! **
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Shrooblord

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Re: Pirate Bash Brothers: Raybrawl
Clara, I like your suggestions! Really good. I was thinking of 'Final Smashes', yes, though of course they'd be called differently and may be activated in a completely different way (maybe you raise some kind of 'anger bar' that causes your character to gradually get stronger until it hits total freakout point where they become true monsters AKA activating 'Final Smash' mode). 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. I like your idea of the Grolgoth as Razor's final attack, because previously I had imagined the robot being only a scenic bad guy, as has been discussed a few times on previous pages.
Alright, let's get technical now, do you guys think the game will be easy to make in say CryEngine? If so, why, and if not, why not? How should the game be made to begin with? Seriously, I'll need help in this since I have zilch experience in 3D games I'm afraid - though I can learn!
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. I like your idea of the Grolgoth as Razor's final attack, because previously I had imagined the robot being only a scenic bad guy, as has been discussed a few times on previous pages.
Alright, let's get technical now, do you guys think the game will be easy to make in say CryEngine? If so, why, and if not, why not? How should the game be made to begin with? Seriously, I'll need help in this since I have zilch experience in 3D games I'm afraid - though I can learn!

Play Rayman Arena (PC) online with friends~! (Or here.)
Dart wrote:Sometimes life just comes out of nowhere and demands a lot of your attention.
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Adsolution

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Re: Pirate Bash Brothers: Raybrawl
Great ideas Clara! I'm impressed. Though I'd still like to see some sort of attack where he uses his... razor beard?
The thing is, I know how to make this work in CryEngine quite easily, but I don't know if CryEngine would be the most efficient engine for this, mostly because of the long(ish) loading times. That may be avoided though if we only use 128m x 128m maps. I think the actual size of the map is what takes up a big portion of the loading.
Then there's the multiplayer... I'm not entirely sure how online would work, because I haven't fiddled with it much. Unless you want to make it a play-local game (no online).
The thing is, I know how to make this work in CryEngine quite easily, but I don't know if CryEngine would be the most efficient engine for this, mostly because of the long(ish) loading times. That may be avoided though if we only use 128m x 128m maps. I think the actual size of the map is what takes up a big portion of the loading.
Then there's the multiplayer... I'm not entirely sure how online would work, because I haven't fiddled with it much. Unless you want to make it a play-local game (no online).




