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Author Topic: Contra : Locked 'N' Loaded  (Read 80546 times)

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Offline mgman

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Re: Contra mod (working title)
« Reply #165 on: February 15, 2010, 01:36:00 pm »
I have a suggestion, I don't know if you can implement this, but...

All Contra games I know, when the bullet hits the enemy, the bullet disappears like the enemy's been shot and it's in him. In this mod, the bullet continues to go through the enemy and continues to fly off the screen. Is it possible to make it like the classic style? Just a suggestion.

Offline Die_In_Fire

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Re: Contra mod (working title)
« Reply #166 on: February 15, 2010, 03:57:21 pm »
Here goes some songs, I have some more

EDIT: attachments removed and new attachments added
« Last Edit: February 18, 2010, 01:14:07 am by Die_In_Fire »

Offline Die_In_Fire

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Re: Contra mod (working title)
« Reply #167 on: February 15, 2010, 06:20:01 pm »
sorry foir double posting, but the forum only allows me to upload 10 mbs per post...

here are some more

EDIT: attachments removed and new attachments added
« Last Edit: February 18, 2010, 01:23:00 am by Die_In_Fire »

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #168 on: February 16, 2010, 01:15:26 am »
 Thanks Die_In_Fire, I'll check them (with this slow speed).
 ONE DAY LATER: Ah yes, they should fit this mod, just need to edit and find proper level for the music. BTW do you have remake version of boss music?

 As for 'piercing bullets', I know that and I also know an instable way to solve it. Unfortunately, since it's instable, I'd rather don't use it. The issue you get from 'piercing bullet' is that you can shoot enemies behind but if I try to solve it, I'd get worse issue which is rapidhit bug which hurts enemies drastically!.
 So until there's stable solution, I will gonna have to leave it like this.

 BTW the bullet did disappear after hitting something. What really happens is the bullet right behind it, continues to fly, passing through what was hit by 1st bullet.

 EDIT: I have edited the 1st post but I'll repeat some here. The missing abilities will have to be delayed until required scripts are available. So that means, I could start adding weapons and heroes now. Well, after I'm done with updating some game mechanic, I'll start adding a weapon.
« Last Edit: February 16, 2010, 11:49:26 pm by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

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"The more often enemies attack, the more open they are to counter attacks"

Offline Die_In_Fire

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Re: Contra mod (working title)
« Reply #169 on: February 18, 2010, 12:44:57 am »
Yes, here goes Boss Music and Waterfall  :cheers!:

ohh the wolf-ciborg, the girl and the little robot will appear as selectable chars?

Vomitron have cool Contra covers too, have to look on some of my back up discs and will post some

EDIT: I edited my two previous posts to avoid spam, so on the edited posts I uploaded more songs and removed the other ones
« Last Edit: February 18, 2010, 01:29:07 am by Die_In_Fire »

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #170 on: February 18, 2010, 01:19:10 am »
 Fang WILL be here. I'm still not sure about Sheena and Browny. Someone has ripped Browny's sprites though but none for Sheena. Even if the latter is available, I'd have to edit her cause I don't like how she dresses. Another thing for sure is that Ray will not be here. Bill is enough.

 I'll bring Fang after I'm done implementing couple weapons.
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline mgman

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Re: Contra mod (working title)
« Reply #171 on: February 18, 2010, 08:49:23 pm »
:(

Sorry to differ, but I find Sheena's outfit... very fitting and character fame material. The only way to explain it being that it works so well with her hair color and style, eye color and... overall physique.

Offline Mrgrill247

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Re: Contra mod (working title)
« Reply #172 on: February 19, 2010, 12:02:07 am »
:(

Sorry to differ, but I find Sheena's outfit... very fitting and character fame material. The only way to explain it being that it works so well with her hair color and style, eye color and... overall physique.

Any pics of Sheena and Browny?  Who are they?
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline mgman

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Re: Contra mod (working title)
« Reply #173 on: February 19, 2010, 11:24:53 am »
This is Sheena:
http://th03.deviantart.net/fs19/300W/f/2007/239/0/7/Sheena__Contra_Hard_Corp__by_OverlookGameGirls.jpg

And here are Sheena sprites: http://www.spriters-resource.com/genesis/contrahc/sheet/27843BLOODBANE these are for you in case you wanted them...

And this is Sheena's appearance from Contra 4: http://www.blogcdn.com/nintendo.joystiq.com/media/2008/03/cdsjppr002ak.jpg ( :O)

BTW, I often feel that Sheena is a prime example that such beauties are only artificial or fictional.

Offline ARGOROK

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Re: Contra mod (working title)
« Reply #174 on: February 19, 2010, 04:04:28 pm »
If I can suggest something I suggest that this MOD have some contra arrangements or some Contra 4 OST that will be cool in this MOD Bloodbane you know what you do and I bet that your MOD will be a hit and one of the best MODS in lavalit I love Contra Games  ;D

Offline ARGOROK

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Re: Contra mod (working title)
« Reply #175 on: February 19, 2010, 04:07:58 pm »
I have some arrangements of Contra here is the mix bloodbane this mix were made by Jake Kauffman aka virt those are like metal and oldschool mixed music (He also did the OST for Contra 4) I think that this mix would fit in the MOD (You have to edit each part of course)
« Last Edit: February 20, 2010, 01:47:31 pm by ARGOROK »

Offline Die_In_Fire

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Re: Contra mod (working title)
« Reply #176 on: February 19, 2010, 09:52:18 pm »
BloodBane I have contra 4 ost in case you need it

ohh and here goes some more


Offline Bloodbane

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Re: Contra mod (working title)
« Reply #177 on: February 19, 2010, 11:25:20 pm »
 Thanks guys, I'm struggling with downloads here.

 Contra 4 OST, I'm playing that game currently. There are no OST I'd like to use from that game except of boss theme remake from 3rd boss fight. Well, maybe the waterfall and ocean stage music will do.

 Anyways, aside of game mechanics update, I still to work on subboss. I have idea for one but for the latter, anyone have sprite of the long fish subboss from 5th stage of Contra 4?
« Last Edit: February 20, 2010, 12:18:34 am by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline mgman

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Re: Contra mod (working title)
« Reply #178 on: February 20, 2010, 12:56:50 am »
I'll try to get those for you...

BTW, Contra 4 is NO DOUBT one of the top 5 Contra games in the series. I love that game so much.

Bloodbane, I replied to your PM. And I'm sorry that the links I provided are so general. Finding backgrounds is pretty cumbersome. And it's just that when i asked some place for help, most retards there somehow found that my post was a "joke topic" and they took nothing seriously. Their douchebaggery led to the topic locked and the mods did nothing for their fail (in other words, I got punished for what people did in my thread).

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #179 on: February 21, 2010, 12:11:42 am »
Quote
Contra 4 is NO DOUBT one of the top 5 Contra games in the series.

 Yep. Too bad the Terminator remake (6th stage boss) is awful. I'm disappointed. Not saying he's easy boss though.

 Anyways, my effort to update the game mechanics is kinds sweet and bitter. The bitter part is that the new method requires extra scripts and new bugs appears  >:(. But the sweet part is that hidden bugs appeared allowing me to fix them and bike riding mode is more stable than before ;D.

 Another good news is I have implemented weapons. This one was fast to made. If I'm not stalled by that debugging, I could have done this earlier. Oh well.
 Currently there's laser gun and rocket gun. Well, this means I have to reset enemy's HP to balance the weapons. That includes adding weapon loss mechanics.
« Last Edit: February 21, 2010, 01:22:24 am by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

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"The more often enemies attack, the more open they are to counter attacks"

 



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