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Battle for Rio 2

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Post  Guest Sat Feb 06, 2016 9:48 am

oracle wrote:If I reduce 1 HP from her, I can defeat with 1 minute of time free for the detonation (with Blaze-2).
V5's most notable issue is imbalance in the character roster.
You should expect and design for the more playable characters to have plenty of time left, particularly the SoR2 versions since they have access to so much damage, giving them a higher return regardless of player ability.

Nobody likes a Game Over Bomb in the middle of a mod to actually beat them.
Start of a mod is fine as little time is wasted on a reset; end of a mod is fine because it can be part of the final challenge. But just getting the whole thing yanked out from under you while you're in the middle of things? That's a dangerous thing to balance.

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Post  oracle Sat Feb 06, 2016 10:08 am

CajNatalie wrote:getting the whole thing yanked out from under you while you're in the middle of things? That's a dangerous thing to balance.

Doing some deep reflections. I'm thinking about removing the countdown and making more changes to this stage Rolling Eyes My friend Betinho who beta tested BFR1 is getting on board this weekend, so I will have additional feedback on things that need to be improved
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Post  Don Vecta Sat Feb 06, 2016 6:05 pm

oracle wrote:
CajNatalie wrote:getting the whole thing yanked out from under you while you're in the middle of things? That's a dangerous thing to balance.

Doing some deep reflections. I'm thinking about removing the countdown and making more changes to this stage Rolling Eyes My friend Betinho who beta tested BFR1 is getting on board this weekend, so I will have additional feedback on things that need to be improved
You still could put a timer on it but without being game over'd, like getting a very awful outcome from it (the characters survived somehow (maybe covered in a manhole or a room that didn't collapse or something), but then they have to make their way to the surface with more difficulty (like a road of robots in an emergency staircase up or some abandoned sewers... think the sewage exit from The Punisher as reference). In fact, you could alter the path the story goes if they didn't complete the bomb on time by having a not so good ending with Rudra really surviving and fighting her with Shiva in the final battle or not if you were able to beat her before the explosion and take the elevator (put it as an alternate route to go this way) and don't make her appear in the final showdown with Shiva. Dunno, these are just ideas, but don't take away the player's joy for a damn early game over by bomb.

In other issues, I left you a lengthy graphical detail of things that can be improved by PM. Take a good read and see if anything I said can be helpful for you.

My advice is take your time on this one, get more feedback from players, work more in your unique stages and improve your designs to make your own stuff. Use that trick about photos to see the Rio elements and try to depict them with 2D brawlers resources. No need to do a v1.3 but a proper, rehauled v2.0

If you need help, hit me up.

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Post  oracle Sun Feb 07, 2016 3:52 am

Don Vecta wrote:I left you a lengthy graphical detail of things that can be improved by PM.

Don, yes! You found the perfect scroll settings for the stage 7 layers Surprised I agree with all other graphical things you mentioned. I will work to perfect everything, but before that I will take a break to recharge.


Last edited by oracle on Sun Feb 07, 2016 4:11 am; edited 2 times in total
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Post  graylandertagger Sun Feb 07, 2016 3:55 am

DUDE! This along with the original Battle for Rio mod is the best mod I've played since Way of the Warrior. The use of breakable objects and how they create new scenario's adds so much to the gameplay. You deserve two pats on the back with two hands. I look forward to your next mod. If you need any help with playtesting or anything give me a shoat. One minor nitpick about this game however is how linier it is and how few the branching paths are. I'd recommending merging this mod with the original Battle of Rio for a perfect experience. Other than that, good work.
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Post  oracle Mon Feb 08, 2016 6:29 pm

Don Vecta wrote:You still could put a timer on it but without being game over'd, like getting a very awful outcome from it (the characters survived somehow (maybe covered in a manhole or a room that didn't collapse or something), but then they have to make their way to the surface with more difficulty

Vecta, idea implemented! Check out the 1.4 link Smile But now you will hate Rudra even more Crying or Very sad Also implemented the Matrix-inspired green toned rooftop (I loved it! Still have to multi-layer it though, like the first scene).


Last edited by oracle on Mon Feb 08, 2016 6:42 pm; edited 3 times in total
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Post  oracle Mon Feb 08, 2016 6:41 pm

graylandertagger wrote:I'd recommending merging this mod with the original Battle of Rio for a perfect experience.  Other than that, good work.  

Thanks friend! Way of the Warrior served as inspiration Smile I will add more routes some day in the future. Merging this mod with the other would not play well because of the music and sound limitations (quantity of files allowed per mod).  I'm still working on this mod - just updated the link a few minutes ago with new scenes.

I've an idea for a future mod I may begin working middle or end of the year but it will be completely different from this one and not Rio-themed.
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Post  graylandertagger Tue Feb 16, 2016 12:32 am

Can you give me a basic concept?
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Post  oracle Tue Feb 16, 2016 6:49 am

Just added a link for the 2.0 version of Battle for Rio 2 Razz

battle fo rio 2 - Battle for Rio 2 - Page 2 21ox7iq battle fo rio 2 - Battle for Rio 2 - Page 2 34qvb07
battle fo rio 2 - Battle for Rio 2 - Page 2 Eiw7s7 battle fo rio 2 - Battle for Rio 2 - Page 2 Kc1mx5

The changes are:

- Allow the use of BOPE drones and cars! Smile (thanks to a modified police
fpg and sounds). Also updated the gun, helicopter sounds and Raul's laugh. Make sure
you use the latest data and palette files included for the best
experience.
- Added a new scene and boss to stage 1. This introduces the BOPE drone.
- Added several new scenes and breakables to stage 3. I decided to bring
back the Girl club and the Copacabana street but with a different kind
of experience and some visual changes. The scene story is connected to
one of the characters introduced in BFR1 (Raul) and now you can learn
what happens if you drink the blue drink instead of the orange one :O
- Redesigned the first part of stage 4 - adds the Arpoador Casino street
which mixes a Rio de Janeiro and oriental atmosphere.
- Modified the second floor to make a major tribute to the Batman-style
and characters.
- Added texture, lighting along with other visual improvements to the
residential building in stage 4 and the hotel in stage 6. Redesigned
the hotel elevator and removed the elevator from the residential
building.
- Added the broken rooftop, more enemies and breakables to the Onyx
office in stage 7. Extended and improved the last scene.
- Added new Onyx VR scenes to stage 7 (a major tribute to Matrix).
- Added a new boss to stage 8 alongside Shiva and Rudra.
- You can finally break the singer's stool in the show (stage 2).
- Removed Rudra from the bad route from stage 5.
- More enemies to the beach.
- Other graphic, script, music, object and map improvements to various
stages, like adding stars to the sky of beach among other things Smile
- Special thanks to Don Vecta for the so many suggestions (I've added
another mention to you in the credits).
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Post  Don Vecta Tue Feb 16, 2016 8:41 am

Okay, okay, let's give this new version a go.

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Post  Ducobson Tue Feb 16, 2016 9:50 am

Ehm... this is the definitive version? Very Happy
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Post  graylandertagger Tue Feb 16, 2016 8:44 pm

oracle wrote:

battle fo rio 2 - Battle for Rio 2 - Page 2 21ox7iq

Played the new version.  Had a hell of a time.  Many levels felt completely new.  One thing I noticed was how you were able to replace the sprites for the police helicopter with a drone.  I didn't know you could do that.  Did you use the same method as Mr.Din(who is currently working on a mod that replaces the sprites and graphics for the enemies).  
http://www.sorrcommunity.com/t391-the-lab-of-dr-sidd-and-mr-din#10668
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Post  Guest Tue Feb 16, 2016 10:15 pm

GLT, the concept of replacing the helicopter has already been demonstrated some time ago... by me (i.e. Adamcopter).
It's simple as putting in wavs.

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Post  graylandertagger Wed Feb 17, 2016 12:49 am

Don't recall.  I've only been back on the forums for about a week or so. My bad.
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Post  oracle Wed Feb 17, 2016 3:38 am

graylandertagger wrote:
Played the new version.  Had a hell of a time.  Many levels felt completely new.

That was the idea! I completed with Blaze and now I was trying Axel SOR3 version in normal mode and...

Spoiler:

Whut?

About the next mod idea you asked, I want to try something along the cyberpunk genre with influence from games like Shadowrun. I explained to my friend Betinho (who beta tested BFR1) more in detail and he was like "how you are going to do that? scratch " and I've ideas on how it could work drunken
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Post  Don Vecta Wed Feb 17, 2016 6:48 am



Review later

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Post  oracle Wed Feb 17, 2016 12:37 pm

Ducobson wrote:Ehm... this is the definitive version? Very Happy

Only in the sense that no major changes are planned from now on Wink


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Post  Don Vecta Wed Feb 17, 2016 2:47 pm

In all fairness, as much I support this project, this is the last time I'll record a run of this mod. It is losing the sense of novelty having the mod being updated in very short time. While the changes are welcomed, I'd rather prefer to either use them in a 3rd installment, a new mod or in a full, definite update that cover ups everything.

The only way I could support short-time updates are if the game's facing serious balance issues or game breaking problems, otherwise, I'd let it simmer for a while and collect as much feedback as possible.

If there's a new project coming up, bring it on, I'm really looking forward to it, considering your talent.

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Post  oracle Wed Feb 17, 2016 3:01 pm

Don Vecta wrote:I'd let it simmer for a while and collect as much feedback as possible.

This is what I was going to do Basketball Thanks for the updated recording! Always fun to watch you play
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Post  Mr.Din Wed Feb 17, 2016 4:30 pm

I played the second version, short and sweet but with all these updates I'd have to suggest that you start doing beta testing before releasing the final mod, so that you don't have to update so much. I have to admit it is a little bit of a turn off.

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Post  oracle Thu Feb 18, 2016 2:09 am

Don Vecta wrote:Review later

I added the video to the first post - hope you don't mind
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Post  Ducobson Thu Feb 18, 2016 9:31 am

I sincerely appreciate it if you felt the game in the mode 2 players with the cpu ... it is virtually impossible to play.
With the new 5.1 version of Streets of Rage Remake the 2 players mode with the CPU is used much, perhaps even more than the 1 player mode.
Try to evaluate this thing.

For the rest, I'm impressed by your skills on SorMaker, you're definitely one of the most talented modders out there.
But try not to change too many times the game, otherwise people will inevitably get tired.
As recommended by Mr.Din, do a thorough test before upload and please, do the same in the 2 players mode ...Wink
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Post  Don Vecta Thu Feb 18, 2016 9:36 am

Ducobson's right. One of the best ways to work on collective closed betas is through Dropbox, where you can invite the players you want, put the mod in WIP you're doing, and put some readmes with the things you need to be done and  allowing the betatesters to leave the feedback in those readmes with date, points to improve and whatnot. With this information is a lot easier to keep track of the things you need to improve and keep a very clean log for further improvements before it's released publicly.

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Post  oracle Thu Feb 18, 2016 12:45 pm

Ducobson wrote:I sincerely appreciate it if you felt the game in the mode 2 players with the cpu ... it is virtually impossible to play. (...) Try to evaluate this thing.

For the rest, I'm impressed by your skills on SorMaker, you're definitely one of the most talented modders out there.
But try not to change too many times the game, otherwise people will inevitably get tired.
As recommended by Mr.Din, do a thorough test before upload and please, do the same in the 2 players mode ...Wink

Ducobson - I like the CPU partner feature. But for it to be playable with CPU partner I would have to create special routes without the room maps I created for BFR2 and indicate this during the game. IMO this would change the experience and pace of the game in such a way that perhaps it's not worth to implement. It's not the game that is broken but the CPU partner AI that needs improvements to handle new map variations.

The small issues I mentioned, they are fixed in the Mega link I added. There was a small palette issue with the BOPE car and the singer being positioned out of the map during the show, so she was stuck until being hit. Other than this, this is really like Don Vecta would like it to be, the definitive release. I actually replayed the game many times before releasing but I will try to get more players involved in the future.

Thanks for your other comments Smile I'm a big fan of the game since I was very young, so it's done with the heart.
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Post  88fighter Sat Feb 20, 2016 9:06 pm

oracle wrote:
Ducobson wrote:I sincerely appreciate it if you felt the game in the mode 2 players with the cpu ... it is virtually impossible to play. (...) Try to evaluate this thing.

For the rest, I'm impressed by your skills on SorMaker, you're definitely one of the most talented modders out there.
But try not to change too many times the game, otherwise people will inevitably get tired.
As recommended by Mr.Din, do a thorough test before upload and please, do the same in the 2 players mode ...Wink

Ducobson - I like the CPU partner feature. But for it to be playable with CPU partner I would have to create special routes without the room maps I created for BFR2 and indicate this during the game. IMO this would change the experience and pace of the game in such a way that perhaps it's not worth to implement. It's not the game that is broken but the CPU partner AI that needs improvements to handle new map variations.

The small issues I mentioned, they are fixed in the Mega link I added. There was a small palette issue with the BOPE car and the singer being positioned out of the map during the show, so she was stuck until being hit. Other than this, this is really like Don Vecta would like it to be, the definitive release. I actually replayed the game many times before releasing but I will try to get more players involved in the future.

Thanks for your other comments Smile I'm a big fan of the game since I was very young, so it's done with the heart.
Please,give me link to the version 1.2 or 1.1, it is posible? Just in the v2.0 others locations and scenes.Me liked levels in the old version( v2.0 it is too very good) Sorry,to my bad english(
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