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Author Topic: Contra : Locked 'N' Loaded  (Read 80511 times)

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Offline Fightn Words

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Re: Contra mod (working title)
« Reply #195 on: February 28, 2010, 09:49:32 am »
Can't wait to see that...

Offline mgman

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Re: Contra mod (working title)
« Reply #196 on: February 28, 2010, 01:41:53 pm »
Have you downloaded the video instead of watching it on that link? Maybe that's the thing. If not, I'm sorry that it didn't turn out as planned :(

BUT, tell me if there's anything else you need for the mod, I'll do my best, despite the difficulties. WTF is it with video gaming forums who can't take sprite ripping and background requests seriously? They mostly end up being locked because jerks ruin the topic with memes...

A bit unfortunate that a limit was exceeded for the mod, but I hope for the best that it all turns out great ;)

Offline Damon Caskey

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Re: Contra mod (working title)
« Reply #197 on: February 28, 2010, 01:47:11 pm »
...

Bloodbane, hold off on making those modifications. SX and I can look into extending the engine's limits; it's super easy to do it. They only thing is that we want to make sure it doesn't jack up static memory use (as in, the extra slots take up space even when not used).

DC
OpenBOR Wiki.

Coming Soon:
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Fatal Fury Chronicals


Offline Orochi_X

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Re: Contra mod (working title)
« Reply #198 on: February 28, 2010, 03:30:45 pm »
Would now be a good time to explain how I drasticly reduced my entity count without sacrificing any animations etc?


* Orochi_X says : " Sore ga doushita? " :looney:

Offline mgman

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Re: Contra mod (working title)
« Reply #199 on: February 28, 2010, 07:00:02 pm »
This seems like a good idea. Bloodbane, I would hold the downsizing until the guys find out about the limits.

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #200 on: March 03, 2010, 02:18:11 am »
 That's kinda too late. The spread shot is already done and so does Terminator's bombs. I might bring back the bombs after the limit is extended but the explosion will still be reduced to remove redundancy.
 As for spread shot, I'll keep it that way and see what players would say about it. It will be included in 2nd demo which I'm preparing right now.

 I'm still waiting for some sprites before I could finalize this demo.

Quote
Would now be a good time to explain how I drasticly reduced my entity count without sacrificing any animations etc?

 Well, please tell us!
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 #201 on: March 03, 2010, 03:35:44 pm »
Sounds like a good idea... so which sprites are you waiting for?

Offline badjab326

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Re: Contra mod (working title)
« Reply #202 on: March 07, 2010, 11:28:34 am »
Whoah whoah wait a minute, no Ray :( Ray and Bill would be an awesome team since Lance is gone and not too many people like Jaguar. I definitely think Sheena should go in though.

Anyway great work so far man. I'm really looking forward to the 2nd demo.

Offline Demitri

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Re: Contra mod (working title)
« Reply #203 on: March 07, 2010, 04:19:10 pm »
Bloodbane, I've tried the demo you released some time ago (didn't noticed this mod had two threads at the same time. My mistake) and I have to say I'm amazed on how many progress OpenBOR have reached and your talent to use all the current tools, hardly can notice this is a OBOR mod instead an arcade from scratch or another game maker app, and plus this mod gameplay is frantic! I seriously think this mod will rock.

I hope you don't mind if I take a look inside the PAK to help me to understand how some commands work with real examples.



Cheers.
Mod 100% from scratch: Infection

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #204 on: March 08, 2010, 01:50:30 am »
 Sure Demitri, I only hope you can understand them cause I don't give details explanation.

 Sorry badjab, it's either Ray or Bill. I chose Bill cause he's from Contra 3. I could add Lucia if someone has ripped her.

Quote
so which sprites are you waiting for?

 Metal Snake's sprites, the hidden boss.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Fightn Words

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Re: Contra mod (working title)
« Reply #205 on: March 08, 2010, 01:56:53 am »
Is that the only thing your waiting for?

Offline badjab326

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Re: Contra mod (working title)
« Reply #206 on: March 08, 2010, 07:01:29 am »
Lucia was in a 2d contra? I thought she was only in Shattered Soldier and Neo Contra.

Offline Demitri

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Re: Contra mod (working title)
« Reply #207 on: March 08, 2010, 08:36:34 am »
Sure Demitri, I only hope you can understand them cause I don't give details explanation.

Then be ready for the interrogation  ;D
Mod 100% from scratch: Infection


Offline StryfeDC

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Re: Contra mod (working title)
« Reply #209 on: March 08, 2010, 02:20:43 pm »
I'm still surprised at how OBOR can support a 2d shooter like this. This is looking awesome, keep it up and make quite a few people happy.  :applauding:

 



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