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Author Topic: Contra : Locked 'N' Loaded  (Read 80507 times)

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Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #420 on: May 31, 2011, 11:39:52 pm »
 Everything goes well and slow.

 I haven't posted anything yet since I'd like to have at least 3 different shots before posting update but turns out it's harder than I thought.
 Anyways, I have added splashes to the watery cave and ocean stage. I also have ported all soldiers to work with latest build.
 You can see them all in the 3rd demo.

 That's for now! :)
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Offline Uche

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Re: Contra : Locked 'n Loaded
« Reply #421 on: June 22, 2011, 02:15:37 pm »
It sure doesn't have the standard BoR feel.

Offline Bloodbane

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Re: Contra : Locked 'N' Loaded
« Reply #422 on: June 30, 2011, 01:02:06 am »
 Thanks to God for these updates!
 Phew... how long has it been since the last update?

 Anyways, I have tested stuffs with latest build and most of them work well :). The only thing left is fixing incompatibility issues with last bosses of 1st mission.
 Oh these issues have nothing to do with engine BTW.

 Those who have played 3rd demo should have met this alien:

Alien Fly:


 I ripped this alien from Mega Turrican. Do you believe it that this alien only have 2 frames?
 Aside of that, I also ripped this alien from Alien Storm:


 It's a nice addition for pseudo travel stage ;).

 Anyone noticed the weapons held in that shot?
 Yes, I have made new weapon and it's called Ultrasonic:

 http://www.youtube.com/watch?v=gEqByCRAu3c

 It's another wide shot weapon but the shot also bounces off wall and ground as you can see in the video.
 Due to script limits, it won't bounce off every wall in the mod.

 Finally, I got perfect idea for this stage:

Alien Hive:


 (I have shown this before BTW)
 This is 2nd stage of 3rd mission. As I said before, player must visit both paths before able to enter the door in the center. I modified both paths so if player visit one path before the other, the other path will be harder than if it's visited earlier. This should add replay value for this mission :).

 Alright, that's for now. I have lots of idea in my head and they waiting to hatch ;).
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"The more often enemies attack, the more open they are to counter attacks"

Offline badjab326

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Re: Contra : Locked 'n Loaded
« Reply #423 on: June 30, 2011, 03:11:57 am »
Looking very good, you are excellent at what you do :D
also...
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.
I agree with this, but I suppose it's possible to paxplode the mod if necessary and switch 4 player option on (along with infinite lives option because I will no doubt be terrible and need lots of practice. :laughing: )

Did you manage to fix the controller issue? That was the only major problem preventing me from playing your mod to it's full extent. Also, I may be able to obtain a full Hard Corps Ray rip for you >:D

Offline ARGOROK

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Re: Contra : Locked 'n Loaded
« Reply #424 on: June 30, 2011, 11:13:01 am »
Iīm glad for every update here, many thanks for the last ones Bloodbane, this MOD is beautiful and works perfect with latest devbuild, Iīve finished mission 3 aftermath, it takes me a couple tries but I made it, keep the good work Bloodbane I love this game.

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #425 on: July 05, 2011, 11:58:14 pm »
@ ARGOROK: Glad you loved it!
 So do you have any feedbacks for the mod?

@ badjab326:
Quote
I suppose it's possible to paxplode the mod if necessary and switch 4 player option on

 Paxploding is possible but 4 player option is not some simple on-off switch. There are couple stability issues to solve before 4 players could be allowed.

Quote
Did you manage to fix the controller issue? That was the only major problem preventing me from playing your mod to it's full extent.

 Plombo has fixed it and Yagami Brando confirmed it so I believe it's fixed :)!

Quote
Also, I may be able to obtain a full Hard Corps Ray rip for you

 Thanks but remember I need sprites ready to use not just sheet.
OpenBoR Manual

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

Offline ARGOROK

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Re: Contra : Locked 'n Loaded
« Reply #426 on: July 06, 2011, 12:39:44 am »
@ ARGOROK: Glad you loved it!
 So do you have any feedbacks for the mod?

Well BloodBane my feedback would be about the soundtrack, would be great if you add some Contra4 tracks or Super Contra arranges too, I like some of the Hardcorps tracks but personally not the ones in the MOD  :-[, In the other hand, the upper path in aftermath mission is really hard, would be great if you quit that annoying shrimps that jumps from water and make you fall down of the metroid moving bio platforms (I donīt remember itīs names). Also would be great if you add more than 10 lives, I donīt know if you have fixed the problem with continues but would be better if you can put some continues.
Thatīs my personal opinion, anyway is your MOD my comment was only a suggestion.  ;D

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #427 on: July 06, 2011, 12:59:19 am »
 Thanks for the feedback!

 About the music, well, that's the great thing about Hardcorps. It has more than one boss tracks giving me more options to choose from. Contra 4 has great music too but lack of boss tracks, currently I only used some.
 Do you have specific suggestions such as which soundtrack for which stage? Oh, you can suggest more than one track for one stage though.

Quote
In the other hand, the upper path in aftermath mission is really hard, would be great if you quit that annoying shrimps that jumps from water and make you fall down of the metroid moving bio platforms (I donīt remember itīs names).

 Ah, it's good idea to have branch there :). The platform aliens' name is Tripper.
 The shrimps is to make that stage less plain. Well, if it's too hard, I could reduce it's spawn frequency.

Quote
Also would be great if you add more than 10 lives,...

 It's just for practice and since it's resetted in Practice mode, it's not big deal. But for real mode, maybe I'll give 30 lives.
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"The more often enemies attack, the more open they are to counter attacks"

Offline ARGOROK

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Re: Contra : Locked 'n Loaded
« Reply #428 on: July 06, 2011, 01:07:01 am »
Thanks for your attention all options are good for me, about the music tracks, talking about Contra 4 tracks I wasnīt talking about boss musics, I was talking about stages musics, my suggestion is that would be great if you put the waterfall theme (Contra 4) aņso the harbor theme (Contra 4) in the waterfall stage and the cave stage in aftermath, also you could put some Super contra arranged tracks like dead bed, hotter than hell, or Contra 1 the aliens lair theme, but please donīt remove intestines theme from contra shattered soldier  ;D. In the jungle stage you can put Super Contra jungle theme (arranged one). For the first stage you can put Contra 3 SNES neo city theme
« Last Edit: July 06, 2011, 01:14:22 am by ARGOROK »

Offline badjab326

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Re: Contra : Locked 'n Loaded
« Reply #429 on: July 06, 2011, 04:48:21 pm »
Quote
Also, I may be able to obtain a full Hard Corps Ray rip for you

 Thanks but remember I need sprites ready to use not just sheet.
Of course ;D

Offline mtrain

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Re: Contra : Locked 'n Loaded
« Reply #430 on: July 08, 2011, 11:15:43 am »
Best OpenBOR mod i ever played! (IMO) Thank BB for your excelent work!!!

I have only 2 remarks to dash (down+jump):

1. In original CHC dash have little delay at end. Your dash has not it. I can roll whole level by pressing down+jump repeately  :)

2. In original CHC dash makes player invincible (it was the move that can rescue you in extreme situations). Your dash didnt make that function  :(

The Demo is great, dynamic ... it is CONTRA! (like good old times).

Spoiler
I know that finding a level sprites for this game hard, but I would have worked better on the drawing the levels. This would give a unique handwriting game!
Current projects:


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

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #431 on: July 11, 2011, 12:23:48 am »
 Thank you!

 As for dash, the vulnerability is deliberate. It's so player doesn't slide blindly. Don't worry about it since there are no place in the mod which require invincibility from slide to survive.
 As for the small delay, hmmm... you're right, I didn't notice it.  Maybe I'll apply a bit delay.

Spoiler
I know that finding a level sprites for this game hard, but I would have worked better on the drawing the levels. This would give a unique handwriting game!

 Are you going to draw level for me?
 

@badjab: If you are preparing Ray's sprites, please align all of them well so I don't have to set offset and bbox per frame.
OpenBoR Manual

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

Offline ARGOROK

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Re: Contra : Locked 'n Loaded
« Reply #432 on: July 11, 2011, 01:40:07 am »
what about the music?

Offline Bloodbane

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Re: Contra : Locked 'n Loaded
« Reply #433 on: July 13, 2011, 03:53:38 am »
 Oh didn't see your post ARGOROK!
 For music, I'm comparing NESkimos' remix and Jake Kaufman's remix for Waterfall. As for Death Bed, I'll think about it. Hotter than Hell and Contra 1 alien's lair are already in but I'm using Rebirth version.

 @mtrain: I just noticed your future mod! :)
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 : Locked 'n Loaded
« Reply #434 on: July 14, 2011, 10:57:06 pm »
Good work as usual, Bloodbane! :)

Just a quick question: You said 3rd demo. Are you talking about the first "finished" version? I remember the first and second demo; then I recall you released a "finished" version, too.

 



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