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Author Topic: Contra : Locked 'N' Loaded  (Read 80516 times)

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Offline Plombo

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Re: Working on Mission 3
« Reply #390 on: January 30, 2011, 12:49:58 am »
Bad news is while playing remake version with latest build, the mod crashed for unknown reason :(. I can't figured out the cause since the log shows nothing. I can't continue the remake until I found out the cause.

Can you bisect it using SVN?  What version are you using?  Are you using text objects?

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #391 on: January 30, 2011, 06:08:02 pm »
 Bisect with SVN? what do you mean?

 I'm using version 2952 but it also crashed with slightly older version so I don't think it's related with latest build.

 Text objects... you mean like 'Shoot II' text I have on screen?
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"The more often enemies attack, the more open they are to counter attacks"

Offline Plombo

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Re: Contra : Locked 'n Loaded
« Reply #392 on: January 30, 2011, 07:59:07 pm »
Bisect with SVN? what do you mean?

 I'm using version 2952 but it also crashed with slightly older version so I don't think it's related with latest build.

 Text objects... you mean like 'Shoot II' text I have on screen?

SVN is the version control system we use.  Each change to the engine is tracked in SVN and is called a revision.  The revisions are numbered.  You are already familiar with the SVN revision numbers even if you don't know it - build numbering is the same as SVN revision numbering.

Bisecting is finding the exact revision where something broke.  Basically, you test the revision halfway between the last known working one and the first known non-working one.  Then you keep cutting the possible range in half until you find the exact revision number where it stopped working.  Then you report it to us. :)

Text objects are objects controlled by script functions like settextobj() and friends.  If the "Shoot II" text uses drawstring(), it is not a text object.  If it uses settextobj(), it is.

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #393 on: January 30, 2011, 08:12:12 pm »
 Thanks for the information! So that's what you meant with bisecting.

 And "Shoot II" uses drawstring() instead of settextobj().
OpenBoR Manual

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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 : Locked 'n Loaded
« Reply #394 on: February 09, 2011, 05:07:32 am »
I can't believe I was missing this gem!!

downloading NOW!!!!

Offline anallyst

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Re: Contra : Locked 'n Loaded
« Reply #395 on: March 04, 2011, 02:37:44 pm »
interesting, horizontal shooting works for the enemies (i.e. red robots), but not for the player with the current build.

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #396 on: March 04, 2011, 06:03:19 pm »
 That's because presence of SPAWN animation nullifies horizontal velocity. Enemy's bullets don't use SPAWN animation while player's do. If you go even further, you should notice that enemy's grenades also loses horizontal velocity after they reach throwing apex. In case you don't know, some of the grenades was thrown at player not thrown at random place.
OpenBoR Manual

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

Offline Bloodbane

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New levels and new weapon
« Reply #397 on: March 10, 2011, 06:15:41 pm »
 I've tried using older build and got same crash :(. I think the cause is somewhere in my scripts, I might need to fix my scripts. Strange that they work well with one build.

 Anyways, thanks to God for these updates.

Alien Hive Hub:



 I showed this shot again cause I added couple stuffs in it. For those who didn't see the old version, I added some eggs on the wall. If shot, the egg will fall and explode on ground.
 And I realized that since both left and right path ended with boss fight, it would be too much if there's also another boss fight (stage boss) after entering the door on the middle so I decided to add more levels before that stage boss. Here are couple shots from them:



 Each level has door like the hub.
 Of course, the stage boss is also done but I'm not spoiling anything ;).

 Oh, almost forgot about this one:

Alien Hive B (Right Path):



 This is ascending level.
 As you can see, there are new aliens i.e Tripper (green flying alien with platform) and Hopper (2 legged alien). Both are from Super Metroid and ripped by Tommy Lee. Just like in that game, Tripper is not enemy and only for riding purpose :).

 Another level I made is this:

Infested City:



 It's like city level in Robots X Aliens mission except that it is infested with aliens and uses alternate palette.
 I'm planning to have this level as one of the branches in another hub stage.

 Now, this is new weapon I just made,
Arrow Tracer:


 This weapon is semi guided and works like this: it flies straight for a moment then changes direction to certain enemy. It was inspired from Sheena's D weapon, which shoots five beams which flies in same manner.
 Coincidentally, Hardcorps Uprising has similar weapon and it uses Laser beam instead of arrow beams.

 Now working on more levels!
« Last Edit: March 12, 2011, 06:06:04 pm by Bloodbane »
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"The more often enemies attack, the more open they are to counter attacks"

Offline mtrain

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Re: Contra : Locked 'n Loaded
« Reply #398 on: March 10, 2011, 06:40:11 pm »
Amazing! I love your game :cheers!:
Current projects:


My WORKS // http://ellunare.deviantart.com/

Offline anallyst

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Re: Contra : Locked 'n Loaded
« Reply #399 on: March 10, 2011, 07:23:21 pm »
thats great  :wow!:
will the remake cover everything from the original (the one you already published)?

Offline bWWd

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Re: Contra : Locked 'n Loaded
« Reply #400 on: March 11, 2011, 12:10:15 pm »
looks cool,can you make it 4 players ?

Offline kyo24bc

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Re: Contra : Locked 'n Loaded
« Reply #401 on: March 12, 2011, 04:51:19 pm »
 :wow!:  uohhh impressive shooter I've played, I loved, a great mod, what I liked most are the weapons, do so Bloodbane, your mod will be very famous , greetings  :cheers!:  :cheers!:  :cheers!:

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #402 on: March 12, 2011, 05:55:19 pm »
 Thanks guys :)!

Quote
will the remake cover everything from the original (the one you already published)?

 Of course, I don't have anything to be removed from the released version.

Quote
can you make it 4 players ?

 Well, I could try but I decided not to. It would be too crowded with 4 players shooting together.
 Also, the difficulty balance would be shifted alot and I would need to rebalance the mod.

Spoiler
And I also don't want players abusing 4 players mode to get more lives ;)
OpenBoR Manual

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

Offline bWWd

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Re: Contra : Locked 'n Loaded
« Reply #403 on: March 12, 2011, 08:22:09 pm »
But look at this from different perspective,we would never get contra 4 player game.You could do it.Its always more fun to play together.

Offline anallyst

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Re: Contra : Locked 'n Loaded
« Reply #404 on: March 12, 2011, 08:27:03 pm »
so, i finally found what caused shooting from fail in the recent builds. the BSHOT became idle after 2 ticks which caused its velocity to be removed.
that is fixed in SVN rev 3196.
until SX uploads that version, you can add "subtype biker" to bshot.txt, this will cause a similar special rule to kick in and prevent the bullets from loosing speed.

 



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