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Author Topic: Demo - MASS EFFECT: DCotG  (Read 8806 times)

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Offline mtrain

  • Sr. Member
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    • Ellunare | Art&Design | 2011
Demo - MASS EFFECT: DCotG
« on: August 21, 2011, 12:01:14 am »
My project is called the MASS EFFECT: Dark Corners of the Galaxy. In it, I want to tell my story, which happened a few decades before the original trilogy.

In the center of the action is underground Corporation Black Frontier, which was engaged in the creation of combat mechs, based on living beings. And about how they found an ancient technology that allowed them to get power. And about two heroes that tried to resist them. Two heroes - their own creations. Two soldiers from Shepards dead squad (before ME1), who secretly stole Black Frontier for experiments.

The game will take place in remote and dark areas of the galaxy.

I havent yet add properly made "how to play", so:

controls:

A S D F                                                       up
 Z X                                                   left down right 

Kalen:
Status: Revived.
Human remains: Head, torso, hands.
Mech appearance: Werewolf based costume (light weight, high flexibility and mobility).

A - basic attack.
A+A+A+A+A - 5 hit basic combo.
S - upper (launcher).
D - jump.
F - shield defense.
Z - biotic disc.
X - kick (launcher).

forward + forward + A - vanguard charge.

Hint: 2nd basic combo - S + X + jump + A.

Bisoht:
Status: Revived.
Human remains: Brain, some face parts, spinal cord.
Mech appearance: Armored exoskeleton (high stability, healing module), combat warder (main combat weapon, elongation and range retention).

A - basic attack.
A+A+A+A - 4 hit basic combo.
S - upper (launcher)combat warder elongation.
D - jump.
F - shield defense.
Z - biotic fire.
X - healing module (biotic aura).

forward + forward + A - close range assaulting.

Hint: fast combo - Z + S.

Players: 1, 2.
Platform: PC

Video trailer:

http://www.youtube.com/watch?v=rcNW1zM2MG8

Download link:

Part1 - http://www.mediafire.com/?5oscjt3p0cbufw2
Part2 - http://www.mediafire.com/?x4jlg7pun3bl1s9

wip thread - http://lavalit.com:8080/index.php/topic,5356.0.html
Current projects:


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

Offline Mkamaru

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  • Posts: 13
Re: Demo - MASS EFFECT: DCotG
« Reply #1 on: August 22, 2011, 10:18:51 am »
seems to be missing some files


********** An Error Occurred **********
*            Shutting Down            *

Unable to open file 'Data/CHARS/misc/EDMG/EDMG1.txt'

try packing the mod

Offline NGboo

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Re: Demo - MASS EFFECT: DCotG
« Reply #2 on: August 22, 2011, 10:38:30 am »
I couldn't run it - it shows loading screen for a second, and then goes to credits and shuts down. :(

Offline msmalik681

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Re: Demo - MASS EFFECT: DCotG
« Reply #3 on: August 22, 2011, 01:12:29 pm »
same here was really looking forward to this  :'(

Offline Fightn Words

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Re: Demo - MASS EFFECT: DCotG
« Reply #4 on: August 22, 2011, 03:33:37 pm »
Mkamaru, NGboo & msmalik681, it might be that the seperate RAR files didn't properly decompress together which would mean some of the files would be in a different directory. Finding the separate files and re-depositing them with the rest of the group would fix it.

mtrain, really great job on this! The resolution is insanity, nicely done so far. :cheers!:
« Last Edit: August 22, 2011, 04:16:20 pm by Fightn Words »

Offline mtrain

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  • Posts: 434
    • Ellunare | Art&Design | 2011
Re: Demo - MASS EFFECT: DCotG
« Reply #5 on: August 22, 2011, 05:20:09 pm »
Mkamaru, strange.. i try it several times before uploading, all works well. Second archive have misc folder (of course in data/chars), so if you unpack archives right, that folder must appear at chars directory (check that). If u use winrar try select both archives, right click, unpack to this folder. If it did not help :nervous:, i reupload it with another rar method. ;)

Quote
try packing the mod

i tried, but I noticed that game works slow with lags. But without packit it goes smoothly.

Quote
goes to credits and shuts down.

Quote
same here

it is weird... :-[ Maybe it is also problem with correct unpacking

Quote
really great job on this! The resolution is insanity, nicely done so far.

Thank you :cheers!: So i guess you can run it correctly?
Current projects:


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

Offline Fightn Words

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Re: Demo - MASS EFFECT: DCotG
« Reply #6 on: August 22, 2011, 05:48:05 pm »
Yeah it ran perfectly, but I don't have WinRar so I had to move directory's. Once again, great work!

Offline bWWd

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Re: Demo - MASS EFFECT: DCotG
« Reply #7 on: August 22, 2011, 06:02:53 pm »
I played the demo and i like it, especially graphics and big enemies, would like some things to be done a bit different tho but i played the game anyway so i got used to settings that you chose even if imo there was no need for separate buttons for knockdown attacks... anyway here is what i found:


-I would like to have skip intro cause when i play it second time i dont like to being forced to watch it again...
- I think you need wider z depth for attack boxes of players or wider bboxes of enemies cause its hard to hit them sometimes when you are lower or higher than enemy because of high res and engine was made for loweres game and your game is one of the first ones so its natural that engine would need to be modified a bit to fully support hires mods.
- Bigges boss was too easy cause he was only one onscreen :)
- i noticed in animations especially attacks that offset is a bit off and also i would suggest re render punch and kick attacks and use pose from idle animation as first keyframe in attack animation during rendering - animation will be super smooth cause now transition from idle to punch animation is very jarring.
- there is too many buttons for my taste, knockdown attacks could be under the same button as regular attack but you could press up or down or forward to execute them instead of separate button, i would use separate buttons for stuff like projectiles and jump but for attacking in your game i would use only 1 - kick and punch would be done using forward + attack or down + attack.
- would like punch attacks to be a bit faster cause you feel that youre slow especially when enemy is in front and behind you.


BUT as i wrote even if i found some problems then after awhile i got used to the gameplay and i just played it, i was amazed by one of the boss chars and you guys need to play the game just to see him, he looks amazing ! ;D


Ah and i wish you would use different gamma setting with pure black like i did on screenshot.

There is nothing wrong with download you guys just need to unpack one archive and then unpack data folder from another archive.

Ah and dont take comments too personal, i know its your creation and your little child so dont be offended, just wanted to tell how game could be improved and simplified, this is how i felt playing the game first time.
« Last Edit: August 22, 2011, 06:06:56 pm by bWWd »

Offline haricot

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Re: Demo - MASS EFFECT: DCotG
« Reply #8 on: August 22, 2011, 08:23:05 pm »
Hi, thanks for this very nice mod :)
I d'like to play it on my dingoo, but the resolution is too high, do you think you can build the mod for small resolution device (320*240 :/)? or at least explain me how to do?
« Last Edit: August 23, 2011, 03:11:37 am by haricot »

Offline bWWd

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Re: Demo - MASS EFFECT: DCotG
« Reply #9 on: August 22, 2011, 08:49:10 pm »
I dont think its possible and loading time is very long.
I mean its not about the resolution but about memory.
PSP can play 640x480 mod but resizing is like simple line rejecting so it doesnt look nice:)

Offline Hanzo

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Re: Demo - MASS EFFECT: DCotG
« Reply #10 on: August 22, 2011, 08:57:11 pm »
Try it out and It's amazingly well done for a demo




Keepin it Old School

Offline haricot

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Re: Demo - MASS EFFECT: DCotG
« Reply #11 on: August 23, 2011, 04:22:51 am »
loading time and memory is not a problem, it exist .swap on dingux.
Just need to change the mod's resolution to make it compatible with openBor on dingux

Offline mtrain

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    • Ellunare | Art&Design | 2011
Re: Demo - MASS EFFECT: DCotG
« Reply #12 on: August 23, 2011, 06:56:04 am »
Quote
Yeah it ran perfectly
oh, good  :whoosh!:

Quote
I would like to have skip intro
Yeah, i forgot to make it able (

Quote
its hard to hit them sometimes
Quote
I think you need wider z depth
i`ll try to correct it

Quote
Bigges boss was too easy cause he was only one onscreen
i noticed it too, so trying to add minions)

Quote
re render punch and kick attacks and use pose from idle animation as first keyframe in attack animation during rendering
delay of attack frames is too fast, so transition will be almost invisible. I already think about that :bored:

Quote
there is too many buttons for my taste
hm.. actually i dont know what to say about that .. but i make controls my way to make opportunity of easy combo making. If i`ll add navigation buttons, it was not so easy.

Quote
would like punch attacks to be a bit faster
a waste a lot time for that question :nervous: and i think i choose an optimum, and
Quote
when enemy is in front and behind you
you can block or move down or up to escape from attack

Quote
gamma setting with pure black like i did on screenshot.
so it is displayed on your monitor? or you edited the screenshot?

Quote
Ah and dont take comments too personal
no problem with that, your comments really appropriate. I will try to accommodate all of the above ;) thank you bWWd  :cheers!:

Quote
Try it out and It's amazingly well done for a demo
thank you Hanzo  :cheers!:

Quote
Hi, thanks for this very nice mod
Quote
o you think you can build the mod for small resolution device
thank you, and no. Technicaly it is possible. But i must change resolution of all sprites and accomodate new coordinates and frame offsets to new resolution. But it huge work and i dont think i make it, sorry :blushing:
Current projects:


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

Offline bWWd

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Re: Demo - MASS EFFECT: DCotG
« Reply #13 on: August 23, 2011, 09:16:21 am »
I edited screenshot with brightness filter and darkest colour is black on it cause right now  darkest colour is kinda gray in your game.
I would re-render these attack anims, it isnt that hard to copy idle pose into first frame in your 3D software i guess ?
That would make a difference, its more about transition between frames not about delays.If they are completely different then its jarring, first frame of attack should be always quite similar to idle animation frame cause then everything looks smooth and fits with each other.
« Last Edit: August 23, 2011, 09:19:26 am by bWWd »

Offline NGboo

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Re: Demo - MASS EFFECT: DCotG
« Reply #14 on: August 23, 2011, 09:18:56 am »
I forgot to unpack second archive, cause I thought it will unpack automatically, after the first one. :blushing:

As for the demo, it's pure cyber-art. ;)

 



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