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Author Topic: Contra : Locked 'N' Loaded  (Read 80556 times)

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Offline Bloodbane

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Re: Contra mod (working title)
« Reply #210 on: March 11, 2010, 08:27:33 am »
Quote
Lucia was in a 2d contra? I thought she was only in Shattered Soldier and Neo Contra.

 See attached shot below.

 mgman, I've got the Metal Snake sprites. I should've said it clearly. Anyways, 2nd demo is up, come and download it!

 In the meantime, I'll be working on next levels. Hmmm... I'll bring Fang to this mod. Boy, so many sprites to prepare :).
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"The more often enemies attack, the more open they are to counter attacks"

Offline Mrgrill247

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Re: Contra mod (working title)
« Reply #211 on: March 11, 2010, 04:31:42 pm »
I separated the backgrounds if you decide to add parallax.
« Last Edit: March 11, 2010, 04:51:46 pm by Mrgrill247 »
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #212 on: March 17, 2010, 03:35:03 am »
 Thanks to God for these updates!

 Instead of working on Fang, I did this. Oh well, modding mood is not always on same track.
 To save time and space, I use 2 shots in this gif below to show multiple updates:

Deep Alien Pit:



1. See the Weapon Icon on top? yep, now there's icon which informs currently held weapon.

2. I switched the position of 'Shoot I' with score. Looks better this way.

3. Weapon Icon shows F and it shows latest weapon: Flamethrower. It works almost similar to Fang's C weapon. Oh I used blue flame cause enemies use the red one.

4. Another pseudo travel level but this one player travels down. It's harder to make than I thought. I thought bglayer would be enough but I was wrong. Bglayer doesn't autoscroll unlimitedly with vertical movement. I had to use other trick to make the moving walls.
 Speaking of wall, it turned out 'wall' command affect 'hole' so I have to make my own walls.

5. There's new vehicle as you can see. Currently it only moves left and right just like motorbike. It's buggy when moving up and down. I'll fix this later.

6. New alien sprites are ripped. These guys are perfect for this level ;). There are more but not shown here.

7. I'm surprised to know that Jimbo and Sully is available in Contra 4. I copied their remaps for this mod. This is Mad Dog remap. Scorpion remap is shown below.

 Fort Level:



 I ripped more background from Gunforce to make this level. This level belongs to Extra mission though.
 See the gatling grunt there? I edited sprites from Contra 3 and 4 to make this grunt :).

 To tell the truth, weapon switch is doable now complete with HUD icons but there are no screenshots yet. Maybe I'll update this post to show them. Contrast with Pit level above, scripting this is quicker and easier than I thought. Thanks to God!
 Now with weapon switch feature implemented, I could make Power gun (P) ;D.

 BTW MrGrill, thanks for the backgrounds! I have updated the City level with them.
« Last Edit: March 17, 2010, 04:09:33 am by Bloodbane »
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Offline Damon Caskey

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Re: Contra mod (working title)
« Reply #213 on: March 17, 2010, 09:51:06 am »
Looking good Bloodbane, keep it up.

I assume you are using drawsprite() for the icon and that's where your question on unloading sprites stems from, yes?

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Offline borboy

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Re: Contra mod (working title)
« Reply #214 on: March 17, 2010, 01:29:44 pm »
Very Cool!

Offline Fightn Words

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Re: Contra mod (working title)
« Reply #215 on: March 17, 2010, 01:56:30 pm »
Very impressive update Bloodbane!

Offline mgman

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Re: Contra mod (working title)
« Reply #216 on: March 17, 2010, 03:10:06 pm »
20 lives I see, eh? :egg_slicer:

:P

Offline badjab326

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Re: Contra mod (working title)
« Reply #217 on: March 17, 2010, 03:54:20 pm »
Everything looks great I only suggest changing "SHOOT" to "SHOT" because I think it makes more sense.

Offline mgman

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Re: Contra mod (working title)
« Reply #218 on: March 17, 2010, 05:42:48 pm »
Yes, shot is the more grammatically correct term.

BTW, now I can probably look for tunnel backgrounds..

Offline Cobra

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Re: Contra mod (working title)
« Reply #219 on: March 17, 2010, 08:20:07 pm »
As I plan to go back to my original game and work it to be more like Contra when my current project is finished I am absolutely blown away that something like this is possible with OpenBoR. That is some really incredible work Bloodbane.

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #220 on: March 18, 2010, 12:36:06 am »
 Yeah, mgman. I entered that level via tes hub. Previously, I set more lives because I was testing holes. I forgot to revert it back. I won't give 20 lives in the real mod.

Quote
I assume you are using drawsprite() for the icon and that's where your question on unloading sprites stems from, yes?

 Yeah, currently I have to load all weapon icons so they can be switched any time.

 The Power gun is done. Just need to adjust its power. It is powerful, you can defeat bosses quicker with it.
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Offline StryfeDC

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Re: Contra mod (working title)
« Reply #221 on: March 18, 2010, 07:59:41 am »
I know this is off-topic, but if Contra like gameplay is possible with OBOR, could something like a classic Castlevania be possible too?

Offline badjab326

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Re: Contra mod (working title)
« Reply #222 on: March 18, 2010, 03:36:15 pm »
I know this is off-topic, but if Contra like gameplay is possible with OBOR, could something like a classic Castlevania be possible too?

Actually I'm pretty sure someone here is working on a Castlevania mod.

Offline Fightn Words

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Re: Contra mod (working title)
« Reply #223 on: March 18, 2010, 03:45:04 pm »
At least one if not more.

Offline Bloodbane

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Re: Contra mod (working title)
« Reply #224 on: March 19, 2010, 04:45:16 am »
Quote
could something like a classic Castlevania be possible too?

 Yep. Castlevania is simpler and closer to beat'm up than Contra. It should be easier to make than Contra.

Quote
Actually I'm pretty sure someone here is working on a Castlevania mod.

 And he is not me :).
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