Suggestions for the Bonus Game...
- how about adding Antonio & Souther from SoR1 as bosses? If so, I would recommend using the "Bare Knuckle Mobile" sprites, cause they fit better to the SoR2/3 style...
- how about the "Bare Knuckle Mobile" only boss Hara-Kiri/Harakiri?
More bosses would be cool, not sure when they would appear though. There are 5 mini-boss battles, each of which takes place after defeating a normal boss. Robo-X is to appear after Particle/Molecule. I could just put Antonio AND Souther together before fighting Barbon and Harakiri before fighting R.Bear.
This is an awesome bonus game, thanks!
Just a few minor issues I noticed:
- When you successfully hit an enemy with Raiden's torpedo attack (Raiden by Omegapsycho), the enemy is not pushed back - it stays frozen in place while hit by attack
- When an enemy successfully defends against an attack (e.g. Barbon), it still results in the successful hit sound effect rather than the "attack blocked" sound effect
- In some stages like JeanBureau's Australian Outback, the powerups are hidden by foregrounds. I'm not sure if there's anyway to ensure they are always visible?
1. That sounds like a character-specific problem. I'll check out the character myself to see what is wrong. There may be something I can do to 'fix' this problem.
2. Yeah, that is because enemies who can block don't use the default MUGEN guard system; they use HitOverrides instead. I tried to help this by making the guard-sound play when an enemy blocks an attack as well as making the guard spark appear:
[State 20115, Explod]
type = Explod
trigger1 = Time = 0
trigger1 = (root, Var(43) != 3)
trigger1 = (root, Var(43) != 2) || ((Var(0) != 3) && (Var(0) != 12))
anim = F40
ID = 20115
pos = 10,-60
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5,1.5
sprpriority = 20
ontop = 0
;shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
[State 10011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger1 = (root, Var(43) != 3)
trigger1 = (root, Var(43) != 2) || ((Var(0) != 3) && (Var(0) != 12))
value = F6,0
channel = 7
;lowpriority = 1
loop = 0
Although I'm pretty sure the hit-sound of the attack ends up being heard over the guard-sound most of the time.
3. Yes! I know a way to make them appear above foreground elements. I'll include the fix in the next update.