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Author Topic: Contra : Locked 'N' Loaded  (Read 80563 times)

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Offline BadChad

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Re: Contra mod (working title)
« Reply #60 on: November 14, 2009, 12:03:21 pm »
Well technically the stage in the demo is a custom stage. Sure its constructed from the first stage in Contra 3 but the level has been completely redesigned.

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Offline Darkmanx_429

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Re: Contra mod (working title)
« Reply #61 on: November 14, 2009, 03:10:31 pm »
Well technically the stage in the demo is a custom stage. Sure its constructed from the first stage in Contra 3 but the level has been completely redesigned.
:laughing: I think he meant from the "ground up" not just re arranged...
« Last Edit: November 14, 2009, 03:33:28 pm by Darkmanx_429 »
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Offline BadChad

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Re: Contra mod (working title)
« Reply #62 on: November 14, 2009, 03:59:47 pm »
Id imagine he plans too. He probably just put it together for testing purposes.

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Offline Bloodbane

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Re: Contra mod (working title)
« Reply #63 on: November 14, 2009, 11:22:24 pm »
 That giant soldier from Contra looks great! maybe I could add him in.
 As for Lance and Bill from that game, I'm afraid I can't add them in. They are missing some frames needed for fixed shooting mode.

Quote
Do you plan on using the same stages from contra 3 or are you going to add any custom stages to the game? thinking i think there should be some custom ones in there

 Yes, I have to use backgrounds which fit story I have here. It just coincidence that the 1st stage could reuse backgrounds from Contra 3. But the extra stages requires me to get bg from other source. Currently, I have ripped bg from 1st stage of Gunforce to make mountain level.

Quote
technically the stage in the demo is a custom stage. Sure its constructed from the first stage in Contra 3 but the level has been completely redesigned.

 Yep. It has to be redesigned. I need bigger window to put sniper and grenade tosser as shown in demo. The buildings are also longer since OpenBoR screen is wider than original.
« Last Edit: November 14, 2009, 11:53:37 pm by Bloodbane »
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Offline Bloodbane

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Re: Contra mod (working title)
« Reply #64 on: November 23, 2009, 12:49:24 am »
 I have made many updates but haven't make any shots for them yet. Currently, what I can show are these:

Machine Gunner:



 It's updated version of shown shot before. I added tunnel effect behind and it will appear together with this subboss. Just like real tunnel, the tunnel will only last couple seconds before you leave it.

Croc Jumper:



 Another shot with tunnel effect behind. Notice the tunnel is mirrored of above. Technically it's same entity spawned flipped.
 And this shot also shows new alien ripped from Contra Hardcorps. You'll meet this alien if you chase Deadeye Joe then submit to Doctor's threat.

 I decided to rip sprites from Super Contra for arcade myself. It's not easy due to no layer disable effect but it's better than nothing. I've got couple aliens from this effort :).
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Offline Shin Kazahara

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Re: Contra mod (working title)
« Reply #65 on: November 23, 2009, 04:20:13 am »
Machine Gunner like a movile suits gundam's gouf.
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Offline BurnKing

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Re: Contra mod (working title)
« Reply #66 on: November 23, 2009, 10:35:36 pm »
is there an ability to do fixed shot? in the demo i mean?
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Offline Bloodbane

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Re: Contra mod (working title)
« Reply #67 on: November 24, 2009, 03:40:52 am »
 No, I haven't implemented fixed shooting yet cause I'm still choosing between holding button like Contra 3 or click a button to switch mode like Contra Hardcorps. The sprites are there though.
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Offline BurnKing

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Re: Contra mod (working title)
« Reply #68 on: November 24, 2009, 04:11:43 pm »
whichever way is good, its a great idea, i was super happy when they did that in contra hard corps. in gunstar heroes i always played as the fixed shot guy. keep up the good work blood
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Offline Bloodbane

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Re: Contra mod (working title)
« Reply #69 on: November 29, 2009, 11:46:45 pm »
 Yeah, same here. I prefer the fixed shot guy in Gunstar Heroes. I play as free shot guy when playing it for 1st time but after trying both, I decided to stay on fixed shot guy one.

 And, I have figured out about Contra 4 and the answer is I haven't played this game but from searching, I got couple sprite rips. It would be tough to use them since I don't know how the enemies actually moves but good thing is some are easy to guess.

 Anyways, Thanks to God for these updates!

 I've successfully ripped some sprites for highway stage from Super Contra for arcade. Here it is:

Flying Alien Boss:



 Had to do major color edit cause the coloring in Super Contra is different than the one I'm using.

 Oh yes, I have implemented the 2nd motorbike as shown here:

2 players on highway:



 Now highway stages support 2 players :).

 Warmachine, you asked about background from other games right? here it is:

Mountain stage:



 It's ripped from 1st stage of Gunforce. I recolored the rocks to brown, the original was grey.
 If you observe this carefully, you should notice sprites from different Contra games ;).

 Actually, I should not spoil this but can't help myself so I just show it without telling anything:



 See if you can figure out the theme and the inspiration source ;D.

 Now working on more stages!
« Last Edit: November 29, 2009, 11:58:03 pm by Bloodbane »
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Offline maxman

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Re: Contra mod (working title)
« Reply #70 on: November 30, 2009, 12:54:25 am »
 :wow!: Whooaaah.... That jungle stage amaze me.
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Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline BadChad

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Re: Contra mod (working title)
« Reply #71 on: November 30, 2009, 12:55:48 am »
Damn, those are some sexy screenshots! As for fix shot style, maybe you can implement both? Maybe after you choose your character you can pick your fix shot style. This way we can have both styles from Contra 3 and Contra: Hard Corps.

But personally I like Contra 3 fix shot better. Its so much easier to hold down the "R" button than to have to actually switch it by pressing two buttons at once. Then all I have to do to go back to free shot is let go of the "R" button.

Keep up the good work!
« Last Edit: November 30, 2009, 12:58:11 am by BadChad »

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Offline Fightn Words

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Re: Contra mod (working title)
« Reply #72 on: December 01, 2009, 10:31:39 am »
I agree, these look incredible- but coming from Bloodbane I would expect nothing less. The editing done is imperceptible, that is it looks indistinguishable from everything else! Best of all, if I didn't already know better, looking at these screen-shots I wouldn't assume this is an OpenBor game. Looking forward to more updates.

Offline BurnKing

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Re: Contra mod (working title)
« Reply #73 on: December 01, 2009, 03:00:34 pm »
your my hero bloodbane   :cheers!:
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Offline badjab326

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Re: Contra mod (working title)
« Reply #74 on: December 02, 2009, 02:54:34 am »
Damn, those are some sexy screenshots! As for fix shot style, maybe you can implement both? Maybe after you choose your character you can pick your fix shot style. This way we can have both styles from Contra 3 and Contra: Hard Corps.

But personally I like Contra 3 fix shot better. Its so much easier to hold down the "R" button than to have to actually switch it by pressing two buttons at once. Then all I have to do to go back to free shot is let go of the "R" button.

Keep up the good work!
i like this idea. also is it possible to implement strafing by holding a down L or another button? thats how contra: shattered soldier for ps2 works.

 



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