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OpenBoR => Mod Center => Wips => Topic started by: BulletBob on November 27, 2011, 03:02:30 pm

Title: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 27, 2011, 03:02:30 pm
Game:
This mod contains "Bio-Doom" and the sequel "Gears of Doom". Save the Earth from the threat of Bioweapons, zombies, demons, terminators, boogeymen, monsters, and aliens...

The Story:
In 1982 the special forces unit S.T.A.R.S.  led by a then young Albert Wesker was sent to Antartica in response to a distress call from Outpost 31.
The message: " This is helicopter pilot R.J. McReady from Outpost 31, we are under attack and need immediate assistance... SomeTHING has come out of the ice... Please hurry!!!
It is now 100 years later... Samus, Spartan, and Flynn Taggart had just escaped from the strange planet know as Warworld when all of a sudden a radio signal was recieved from Earth... "Earth is under attack, all avaliable space marines must come home immediately, this is an order from the President of the United States...Godspeed...
Your mission, get to Mars and use the Portal to travel back in time and save Earth from oblivion!!!

Playable characters:
Samus, Flynn Taggart aka "Doomguy", Master Chief, Marcus Phoenix, Duke Nukem, Kolchak the Night Stalker...

Enemies:
20 different Bioweapons including: Mr. X, Nemesis, Tyrants, Hunters, etc.
15 different Doom Demons including: Hellknight, Pinky, Baron of Hell, Cyberdemon, Mother Demon, etc.
12 different Boogeymen including: Freddy Krueger, Jason, Rawhead Rex, Michael Myers, and Pinhead, etc.
15 other creatures like The Universal Monsters, 4 different forms of The Thing, Molasar from "The Keep", and Aliens from Predator, Alien, Halo, Duke Nukem, and the Metroid series
Plus several original Boss monsters based on the above series..

Levels and Stages:
Over 35 stages like: Mars base, Haddonfield, Crystal Lake, Elm Street, The Keep, and many many more.


 
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: theultimatenobody on December 05, 2011, 10:09:16 pm
This looks really cool!  Can't wait to see more screens!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: DJGameFreakTheIguana on December 06, 2011, 12:52:35 am
Man, this sounds really tight. Shows us some shots when you get something done.

x)
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on December 10, 2011, 10:10:56 pm
Added a "Boss Mode" that can be played when you finish the game. Boss Mode will showcase every monster in the game in one epic battle.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on December 10, 2011, 11:02:25 pm
how are you making these cool sprites ?
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on December 11, 2011, 05:36:10 am
A lot of the sprites were made from various pictures that I found on the internet. I animate them on Adobe Photoshop by cut and paste method. The rest are sprite rips I obtained from people on the net. I also used some sprites from the Crisis Evil mod which in my opinion are some of the best zombie sprites out there.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on December 11, 2011, 07:23:10 pm
Cool, so they have animated walking etc?

By the way I mentioned fonts too you earlier, I uploaded some fonts in the downloads section for you, but it was waiting for approval, now it's been approved.

http://lavalit.com:8080/index.php?action=downloads;sa=view;down=181 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=181)

Or I've got the DOOM font done for my mod, the small font is perfect but the large one needs to be redone. You could use it if you like, although I think it might make it look to doomy and kill your theme a bit.  Some horror type font would be nice, like dripping blood font,  or some kind of sci-fi font.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on December 13, 2011, 11:54:22 pm
Thanks BeasTie, that was awesome. I have like every font now, good stuff!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on December 23, 2011, 11:11:28 pm
I can't figure out how to create a charge attack or direction change for my selectable characters. I want something similar to what Master D. used on his Jennifer mod. Help please!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Bloodbane on December 27, 2011, 03:49:07 am
 Have you tried paxploding Jennifer pak? you could learn how Masterderico did it.

 Anyways,  chargeattack only requires CHARGEATTACK animation. There's a command to control how long attack button must be  held before release to unleash the attack.
 For direction change, what exactly do you want? you can direction normally in idle and walk animation.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on December 27, 2011, 05:13:56 pm
I want to be able to rush forwards very fast and be facing the other way at the end of the rush. I extracted the Jennifer mod and I think Master D used a script to accomplish this move. I tried to duplicate the script in my mod, but the mod would not boot. I don't know much about scripting, so I wish someone could show me step by step how he did it or copy & paste a script with instructions on how to apply it. Thanks Blood...
Recent update: death animation, i'm a huge fan of Master D., so naturally I must have lots of blood
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Bloodbane on December 28, 2011, 11:27:48 pm
 Rush forward then face other way... well, flipframe does the trick if you only want to flip once. If you want to flip multiple times, you need to use script.
 Don't worry about it, it's simple and I have the function for flipping :).

Quote
death animation, i'm a huge fan of Master D., so naturally I must have lots of blood

 Fan of him or Jennifer :)?
 Anyways, do you like exploding bodies as well?
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on December 30, 2011, 01:31:09 am
Blood I read some of your manual today and I found some interesting stuff that I want to try, let me know what you can come up with on the dash or charge move. Once again I want to be able to move from one side of the screen to the other(very fast) and be facing the enemy at the end of the move. Thanks alot for the help. :)
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: hitmanhart on December 30, 2011, 01:51:19 am
this mod looks gud
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on January 12, 2012, 08:26:55 pm
Just got through uploading the "BioDoom & Gears of Doom" mod, just waiting for approval. I hope you enjoy playing it much as I enjoyed creating it. Please take time to view the scenes as you play through the game, I think you will find the "Resident Evil" & "The Thing" story twist to be very interesting and creative. This mod will be replacing the "Omni Masters: Countdown to Oblivion" mod in the demos section. Note: this mod is a complete game, but will always remain open because I will be adding new story chapters from time to time. I hope it will eventually become a colaboration project. Ryomaneo gave me the idea for the next chapter "Return to Planet Doom" which will have monsters from Quake, Doom, Bio-Shock, Dead Space,Resident Evil, Crysis, and The House of the Dead.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on January 12, 2012, 09:33:07 pm
Congrats!  :thumbs_up: Look forward to it, let me know if you ever need help or looking for resources for anything doom related.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on January 13, 2012, 04:33:02 pm
Download link for "BioDoom & Gears of Doom"
 
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on January 14, 2012, 12:42:58 am
The download link for BioDoom is dead for some reason, i've uploaded it three times already and it still comes up as "Temporarily Unavailable". Don't know what the problem is, I will try to upload it again later.

Never mind its working now, sorry!!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: ARGOROK on January 14, 2012, 12:46:23 am
Itīs weird Bulletbob, Iīm downloading it from megaupload, and I donīt have troubles  :hmm:
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: becker on January 14, 2012, 04:33:08 am
I tried the game and it makes it on the list of worst play control in an OpenBOR game. I could not play it more than a minute because it is so frustrating. I'm not trying to bash you. The mod has potential but it needs changes.
You should really get OpenBORstats to visually see the body boxes and attack boxes. It looks like every character txt was copy and pasted and is identical. Non of the current hitboxes are anywhere near the character and the attack boxes are way too small.
The screen size should be bigger. Make a txt file named "video" in the root folder with models and levels txt. Inside the file write "video 1" or "video 2". Both is a different size. The backgrounds would have to be re-sized but it works better because the characters sprites are so big.
The player attacks should not knock down the enemies. This is incredibly annoying and drags out how long it takes to kill trash enemies.
The enemies have too much health. They take too long to kill and are nonthreatening.
It would be a more interesting game if the screen was big so more enemies can be on screen at the same time. Then have swarms of low health enemies that don't have a pain or fall animation try to get you. Fix the attack boxes so the player has some range with the guns. The player doesn't need a jump, it looks bad and seems pointless for a shooter without platforms.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on January 14, 2012, 12:26:18 pm
Thanks Becker, I will get to work improving on those items. I appreciate you taking time to critique my mod, this is how we get better at what we do. Thanks again...
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on January 14, 2012, 10:10:42 pm
The screen size should be bigger. Make a txt file named "video" in the root folder with models and levels txt. Inside the file write "video 1" or "video 2". Both is a different size. The backgrounds would have to be re-sized but it works better because the characters sprites are so big.
What size should I resize my backgrounds to, should I double their size or is there a specific size they should be.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on January 14, 2012, 11:03:08 pm
Experiment and see what works best, if you used video mode 2 it would be 640x480 which would be double the size you have now.

Check out the wiki section on screen modes,
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Screen_Modes

Also you should definately look into this  -
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Palette_%28model%29

If you still have the original sprites before you converted them to your games  current palette, you could redo them and give each character it's own palette so there would be no color loss or pixel artifacts.  Example, Doom guy  and samus aran could look just like in the original pictured you got it from.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Nozomi on January 15, 2012, 01:39:58 am
What are differences between 'Everworld Omni Masters' and 'Bio-doom & Gears of Doom'?
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on January 15, 2012, 03:00:19 pm
What are differences between 'Everworld Omni Masters' and 'Bio-doom & Gears of Doom'?
This mod was originally supposed to be "Omni-Masters: Countdown to Oblivion", but the story I had in mind had more in common with the Marvel & D.C. comics universe than it did with survival horror games like Resident Evil & Doom, besides I had already created so many sprites of RE & Doom style monsters that I had to go back to the drawing board. So OM's project is back on the shelf for now pending a Marvel crossover story involving Thanos and the Infinity Gauntlet.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: becker on January 18, 2012, 04:48:46 am
Good to hear OpenBORstats is working out for you. I knew you have been working on this game awhile and I could tell you had not learned the stat stuff yet. I didn't want you to spend a bunch of time on a game that would get forgotten with all the others that had playability overlooked.
I think the easiest thing to do with the backgrounds would be to resize them. I would resize with constrained proportions and specify the new height to be 8 pixels bigger than the screen size. The extra pixels is for the bounce effect when something falls and the screen shakes. If the bg is exactly the same size as the screen then it will reveal black emptiness while it shakes. Theres no problem having the background oversized.
Define the walking area of each level. Open LEVELS.TXT and before each level specify the z range. (z min max) pixels of top of walk area and bottom of walk area. This example is for a screen 240px tall.

z 132 236
file   data/levels/office1.txt
z 160 236
file   data/levels/office2.txt
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on January 22, 2012, 03:02:29 pm
Experiment and see what works best, if you used video mode 2 it would be 640x480 which would be double the size you have now.
I went with video mode 1 instead of video mode 2 and resized my scenes to 1/3 size bigger but in the game they are too tall vertically and not long enough horizontally. Since video mode 2 would require me to resize 1/2 bigger, then mode 1 should be 1/3 bigger... Any suggestions?
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on February 14, 2012, 07:01:26 pm
I resized all of my level backgrounds and I like the smaller look a lot better than what I had before, thanks Becker. With this new look I will now have more room for some of the bigger bosses like Mother Brain and Cyberdemon, which would have been a problem before.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Bloodbane on February 14, 2012, 11:05:43 pm
 Screenshots please :) !
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on February 15, 2012, 12:03:13 am
New screenshots!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: becker on February 15, 2012, 01:50:41 am
It's looking good.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on February 15, 2012, 01:51:20 am
looks good, I suspect you could still get the sprites better thou, without the pixel junk (example the dots all over the big guy's weapon in last screenshot).  Have these sprites been redone? remember each char can have it's own unique palette in 16/32bit mode, but you will have too convert the images again, also be careful not to use dithering etc. when converting palettes. (this could be causing the pixel junk)

The new stage size work well, nice looking stage too.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: nsw25 on February 15, 2012, 04:19:05 am
new screen shots look great, game seems like its going to work better with this new setup, main problem i have is game plays clunky and characters look clunky when they move and attack. But you keep me interested and i keep downloading latest version to see its progress :)
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on March 01, 2012, 12:38:45 am
I decided to add "Metroid Warworld" to the Bio-Doom mod, so that all 5 chapters will be on the same mod. Here are some pics of Ridley and Mother Brain. Note: These sprites will have their own pallet and will not have the pink outline & pixel junk on them when i'm finished with them, these sreenshots were taken from a Mother Brain & Ridley fly test. Just wanted to show a progress update. I will have all of the Metroid bosses on the Warworld chapter of the mod, and a boss rush mode also.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Raiden81 on March 04, 2012, 02:26:52 pm
Great,i like the mix of the characters,the sprites are awesome  :cheers!:
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 04, 2012, 08:44:31 pm
I know you have heard me say this a hundred times, but I am almost finished!!! Screenshots below are Mecha Ridley, Crocomire, Queen Metroid, and the all powerfull Father Brain, plus a few more bad guys..
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Bloodbane on April 06, 2012, 12:11:03 am
 :laughing: Metroid bosses are back!

 I hope they have their special features to remind players of how they were in Metroid. For instance, Crocomire should appear in narrow level with hole on far end. The idea is he comes from behind 'trapping' players to hole ;). Player must defeat him before he reached his goal.

 Kraid should only have weak spot on his head forcing players to jump to attack him.

 Phantoon should play hide n seek by being invisible for some time like a Phantom.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: nedflandeurse on April 06, 2012, 05:55:50 am
Wow, Good screens.
Nice atmosphere!! :nervous:
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 06, 2012, 05:14:04 pm
:laughing: Metroid bosses are back!

 I hope they have their special features to remind players of how they were in Metroid.
Great stuff Blood, I hadn't really thought of that. The sreenshots above were taken while I was testing the bosses on just 3 stages. When I'm done all of the bosses will have their own unique stage/level. I will also get more into the origin of Mother Brain and the species that she originated from in the storyline, and without giving too much away lets just say that she is not alone and there are many more of her kind on planet Warworld!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 11, 2012, 08:00:27 pm
More screenshots featuring Spore Spawn & Nightmare!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: pong_666 on April 11, 2012, 09:32:46 pm
Yo that looks damn good you sir truly are talented
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 16, 2012, 08:20:58 pm
Thanks alot Pong, but if it wasn't for Bloodbane, Becker, Beastie, Matman, Maxman, and several others who have guided me I would be totally lost on this stuff. My first Mod was terrible and so I decided to trash that project and start over, maybe this time around I will get it right. I love Metroid, Resident Evil, and Doom, I hope this mod will have the best of all of these games.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on April 16, 2012, 09:20:40 pm
Looking good dude, some many many years ago I did some demo tracks for a super metroid remake project, thou it wasn't their cup of tea - they're kinda weird versions of them.  Anyhow I managed to dig them up from the depths of my HDD's, feel free to use them if you will.

http://www.2shared.com/file/Oiip7OOo/Super_Metroid_remixes.html

They were made over 10years ago so probably a bit dated, my favourite being the versions of Mardia Theme.  The remix is probably DOOM inspired, they're all kinda dark/gothic so might be fitting for a stage or cutscenes in your mod.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: ryomaneo on April 17, 2012, 01:11:41 am
 ;D How long to you release this mod it looks awesome love all the mixed enemies in it too such a great complination  :cheers!:
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 19, 2012, 06:42:24 pm
Looking good dude, some many many years ago I did some demo tracks for a super metroid remake project, thou it wasn't their cup of tea - they're kinda weird versions of them.  Anyhow I managed to dig them up from the depths of my HDD's, feel free to use them if you will.

Thanks Beastie, after I listened to your tracks I kinda got the fever for some Metroid, so I pulled out my old Super Metroid and stayed up a few hours playing. Man I miss the good old days of side scroling action!! That is the main reason I decided to make a metroid mod, because I got tired of waiting on Nintendo to duplicate the fun of Super Metroid. I thought VonRichter would bring back the magic, but that fell through. I hope I can capture at least a little bit of the magic SM gave everyone...
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on April 19, 2012, 09:58:23 pm
hehe I know what you mean, I usually listen to a lot of doom music when working on my mod whether it be remixes or just the originals, feeds inspiration.  Thou there's no doubt plenty of metroid remixes out there, I could do some new ones for the mod if you're interested.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 22, 2012, 11:06:47 am
Does anyone know how to make a level's background look like it's on fire? I'm finishing up my Norfair stage and must have fire.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Fightn Words on April 22, 2012, 12:35:47 pm
One way is to use bglayer to make a still image using watermode (alpha transparency optional), another way is to just have animated fire sprite(s) in the foreground &/or background with or without transparency. You could probably even use both methods if you were so inclined.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 23, 2012, 02:29:45 am
One way is to use bglayer to make a still image using watermode (alpha transparency optional), another way is to just have animated fire sprite(s) in the foreground &/or background with or without transparency. You could probably even use both methods if you were so inclined.
Where can I find a good tutorial on this subject? More Screenshots!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on April 23, 2012, 05:21:38 am
Nice stage, does this mod still have the other players like Doom guy ?
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 23, 2012, 09:32:39 pm
Nice stage, does this mod still have the other players like Doom guy ?
Yes selectable chars will be Samus, Doom Guy, Spartan, Duke Nukem, Marcus Fenix, Kolchak the night stalker, and 4 secret characters so far. The mod will also have three different games in one: Metroid Warworld, Bio-Doom, and Gears of Doom. The storyline will take place on three different planets, Warworld, Mars, and Earth. I also plan on releasing a stand alone version of Metroid Warworld at a later date.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on April 30, 2012, 10:17:19 pm
One way is to use bglayer to make a still image using watermode (alpha transparency optional), another way is to just have animated fire sprite(s) in the foreground &/or background with or without transparency. You could probably even use both methods if you were so inclined.
Thanks for the help Fightn' I now have fire in Norfair!! I'm going to use this same technique to create water for Maridia, and fog on the planet surface..
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on May 23, 2012, 09:35:27 pm
Almost finished!!
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on May 23, 2012, 10:02:19 pm
lol @ the BFG blast, I love these dark spaced out stages too.
I might be able to dig up some DOOM 64 sprites for decor and items if you need it.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: darknior on May 24, 2012, 05:24:46 am
Woaw ... so impressive ... i wish trying it one day :D
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on May 24, 2012, 09:05:13 pm
Hey BeaTie, I would be interested in a look at some Doom 64 sprites. If you know of a good site let me know.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BeasTie on May 24, 2012, 09:32:15 pm
I've found them in spritesheet form now if it helps - http://www.spriters-resource.com/community/showthread.php?tid=12576
The links to the zip files are dead, you can get these straight out of the PWAD file for DOOM2 thou.

Also I got all the SFX if you need to (will have to work out what is what thou cause all files named for use in DOOM II.)



Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: ryomaneo on May 24, 2012, 11:09:31 pm
 :wow!: Is all can say those 64 sprites of doom would look impressive in yoru mod BulletBob i love that water effect its just plain awesome outstanding  cant wait to play this kick *** mod of yours. :laughing:
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on July 07, 2012, 11:43:23 pm
I finally finished converting all my characters to a 256 color pallet, I can see the light at the end of the tunnel...
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on July 16, 2012, 05:10:47 am
How do you force select a character to a certain stage, stage one for exaple?
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Bloodbane on July 17, 2012, 02:44:26 am
 Using custom select screen+allowselect might do the trick. Read manual for more info on this. Oh don't forget to set allowselect in stage one too to avoid player changing character while continue in that stage.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on August 19, 2012, 04:59:21 pm
I posted a youtube video  of my progress.   http://youtu.be/sZ3zEk-kofgs.
Alot of changes have taken place since my last post, I finished with everything but the cutscenes and will comlete them this week hopefully. Thanks for all the help Bloodbane. :)
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: nsw25 on August 19, 2012, 06:40:53 pm
samus gun shot looks like it goes 2 meters only then disapears ? Doom guys arms and legs are really stiff when he walks and he doesnt have a fall animation when he is knocked to ground or dies (as i watched rest of video i realised this is the case with all characters...). that silver robot monster character has a huge laser shot but it goes behind the enemies so looks like it misses the target.

Overall it seems you know what you want to make a game and you definantly have talent... but the way you sprite the characters make them all look like paper thin cut outs with awkward movements. Its a shame really beacuse i know i gave this feedback before with your original game release...but its obviously fallen on deaf ears :(
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Die_In_Fire on August 20, 2012, 07:48:24 am
I finished with everything but the cutscenes

Judging from the video, it looks like the characters need LOT of more work. Even on your gameplay video, just to kill a few enemies and advance a little on the stage, you needed lot of lives and credits...

The stages and the sprites are really beautiful, but they are wasted resources if the gameplay is awkward.

As NS25 said, I see a problem with the fall animations, Samus shoots, how the enemies don't give a breath until you die.

the death animations of characters are strange

as a shooter mod I don't think common enemies need a fall animation, that make the gameplay being constantly interrupted, they should show a pain animation and then keep moving to attack player. I think I read that suggestion before, but clearly you ignored it. And reading the previous pages, it looks like you ignore lot of other suggestions too.

the shots of players are different entities? it looks like they are put together on the attack frames, if that the case they should be different entities to smoothen the gameplay.

change the HUD and fonts, this will imrpove a lot the visuals of the mod.

an advice: instead of having so many playable characters, you should first do one and have him done good. It's pointless to have lot of players if they all aren't good.

Sorry if it sounded like attacking you, it's not the case, I think with those graphics this could be a very good mod, but it need rework, that's why I'm surprised when you posted you finished everything.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Bloodbane on August 20, 2012, 11:09:43 am
 I've watched the video and I really must agree with nsw25 and Die in Fire.

Quote
Judging from the video, it looks like the characters need LOT of more work. Even on your gameplay video, just to kill a few enemies and advance a little on the stage, you needed lot of lives and credits...

 IMO the basic concept need work. Is this going to be shooter mod or beat'm up? I noticed Samus grabbed enemy somewhere in video. Very odd considering she never do this in Metroid games.
 That includes the dash attack she has. For beat'm up that's fine, I don't even mind seeing her attacking in ball mode BUT for shooter, that's not right. Why bother dashing if you can just shoot enemies safey from distance?
 In beat'm ups, players and enemies mostly have PAIN, FALL & RISE. Simply because, both parties don't deal huge damage at once.
 In shooter, none of these is required. Usually either enemy dies in one or couple hits or players too.
 So which one this mod has?

 Die in Fire has mentioned about shooting issue so I won't repeat it. I only need to emphasize that if you use seperate entity for projectiles, you can get many benefits, just to name a few:
1. Stable shooting system
2. Better gameplay. Dodging or blocking seperate projectiles are easier and much fun than if they were merged in enemy's animation

 Another basic issue to consider is damage. Look at how quick any ... thing in this mod loses HP. Anyone who has played beats of rage knows how hard it is to deal half bar damage but in this mod, single shot is enough (for both sides). This big damage makes long lifebar useless. If you reduce HP and damage to 10%, it won't make any difference but looks nicer.
 IMO you need to design damage system. Simply put: how many shots an enemy need to 'get' to die? how many shots for players?

 I hope you would consider our suggestions especially basic concept issue.
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on August 20, 2012, 03:54:13 pm
Thanks guys I've got a lot more tweaking to do before releasing Demo & I appreciate you guys taking the time to critique the mod. I have a few questions.. 1) I tried the game with one hit kills, but it was too easy so I went back to the current gameplay anyway how do I make the enemies more aggressive so that the game will be more challenging? 2) Should I remove the fall animation on all of the characters? 3) I don't know how to make the shots seperate from the animations, and how do you make the shot stop at the point of impact rather than go behind the enemies? Thats all for now, but I will have a lot more Questions later. Thanks..
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: agu on August 20, 2012, 08:41:52 pm
Excellent project, another long and painful wait  :)
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: Bloodbane on August 21, 2012, 11:14:20 pm
Quote
1) I tried the game with one hit kills, but it was too easy so I went back to the current gameplay anyway how do I make the enemies more aggressive so that the game will be more challenging?

 It's up to you on how many hits to kill enemy. But consider player's as well. Most shooter games I played has one hit kill players which is the price of easy kill enemies. So don't say game is easy while you have to lose multiple credits like in this video.
 Try playing without losing lives as less as possible and see how easy or hard it is :)

Quote
2) Should I remove the fall animation on all of the characters?

 For shooter mod yes. Add nodrop 2 to all enemies to prevent them from being knocked down.

Quote
3) I don't know how to make the shots seperate from the animations, and how do you make the shot stop at the point of impact rather than go behind the enemies?

 Read basic tutorial in my signature below about shooting. HTH
Title: Re: "Bio-Doom" and "Gears of Doom" WIP
Post by: BulletBob on August 22, 2012, 12:53:08 pm
Thanks Blood, those tricks have already improved the gameplay a ton!!! :cheers!:
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on October 24, 2012, 02:35:35 am
Bonus Stage: "Boogeyman Brawl". Slaughterhouse Rick takes on: Freddy, Jason, Michael Myers, Chucky, Leatherface, Frankestein, Dracula, The Wolfman, Pinhead, Candyman, Molasar from (The Keep), Rawhead Rex, Jeepers Creeper, "Christine" the car, and 3 versions of John Carpenters "The Thing".
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BeasTie on October 24, 2012, 04:56:12 am
Looks cool!

You should check this out, could add some extra effect to these stages.

How to make Night / Dark Stages
http://lavalit.com:8080/index.php/topic,7031.msg96531.html#msg96531

Just resize the image to suit your mod's video mode.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: nsw25 on October 24, 2012, 07:30:12 am
its good to see the Terrordrome characters, did you use the MUGEN versions which have all the sprites ? hope they dont move stiff like the others in previous demo of this mod (BTW did you manage to improve that ?). Maybe its just the level but for some reason they look like little toys

Heres the MUGEN version of terrordrome chars with all sprites ripped

http://mugenfreeforall.com/index.php?/topic/674-terrordrome/

Keen to play next demo
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: Crimefighters2 on October 24, 2012, 10:50:11 am
Wow this game looks really awesome.  :cheers!:
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on October 24, 2012, 12:42:06 pm
OMG!!!! NSW25 thanks for that download link, these characters are ripped alot better than the ones I used. BTW I fixed a lot of the issues you spoke of a while back and the game is coming along great.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on October 24, 2012, 04:33:44 pm
Looks cool!

You should check this out, could add some extra effect to these stages.

How to make Night / Dark Stages
http://lavalit.com:8080/index.php/topic,7031.msg96531.html#msg96531

Just resize the image to suit your mod's video mode.
Beast do you think the level is not dark enough,or should I add fog or something?
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: Bloodbane on October 26, 2012, 11:34:38 pm
 IMO adding darkness would be nice. It does make background looks even darker though but it make the level scarier! ;)
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BeasTie on October 27, 2012, 01:57:32 am
Looks cool!

You should check this out, could add some extra effect to these stages.

How to make Night / Dark Stages
http://lavalit.com:8080/index.php/topic,7031.msg96531.html#msg96531

Just resize the image to suit your mod's video mode.
Beast do you think the level is not dark enough,or should I add fog or something?

Nah they look great, the link I posted is just a trick to spawn a transparent panel over the whole stage, to add a slight darkness to everything.  This way the sprites are also a little darker so it creates a nice effect, you can have varying levels of darkness across stages.

Here's an example to help explain

NORMAL - NO DARKNESS
(http://s12.postimage.org/r1kh3cb0t/DOOMUV_0002.png)

WITH DARKNESS ADDED
(http://s10.postimage.org/y35jmqve1/DOOMUV_0001.png)
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: nedflandeurse on October 28, 2012, 07:00:40 am
Very good!
Seems scarry as hell!
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on October 29, 2012, 01:07:21 am
I want the levels to look scary, I tried to make the backgrounds as dark as possible. When the demo comes out let me know if the levels look creepy enough. The"Metroid Warworld" chapter of the mod is less creepier than the "Bio-Doom" & "Gears of Doom" chapters are. I did add some gray fog to certian levels to create a darker environment. BTW nsw25 I have already started adding the Terrordrome sprites to the mod and they look great, there were a lot more animations to work with in those sets. Ash is now a secret playable character in the game & I will replace my Candyman with the new one as well.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BeasTie on October 29, 2012, 02:32:01 am
Just to say again, there's nothing wrong with your stages, they look great.
We're just saying that the darkness effect is like icing on the cake. ;)
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 15, 2012, 06:22:58 pm
Added new enemy characters in the "Boogeyman Brawl" bonus stage!! You will now be able to face: Classic Jason, Undead Jason, Freddy, Michael Myers, Tallman, Chucky, Christine, Candyman, Pinhead, Rawhead Rex, Frankenstein, Dracula, Wolfman, Molasar, Jeepers Creeper, and three versions of The Thing in an all out single stage death match. I am also working on the sprites for playable character Bill Rizer from Contra. When the mod is done playable characters will be: Classic Samus, Fusion Samus, Doomguy, Master Chief, Kolchack the night Stalker, Splatterhouse Rick, Marcus Fenix, Duke Nukem, Evil Dead Ash and several original hidden characters. Enjoy these screens!!
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: ryomaneo on November 15, 2012, 06:49:34 pm
 ;D thas so epic mate keep it up love the looks of your mod your doing a terrfic job im impressed.  :cheers!:
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 15, 2012, 08:14:23 pm
Thanks Ryomaneo, this mod has went through so many changes since I started & I have a few more things that I want to accomplish before it's released. Bill Rizer is one addition, but I am also working on a new playable Zombie Character that will be very cool. He will be able to throw and use his head and limbs as weapons, but he will also have a gun of coarse. I have been trying to come up with a cool name though,it has to be something kinda corney. I thought Stubbs the Zombie was a cool concept and so I decided to make my own version of a zombie character.   On the subject of change, the storyline of the mod has changed once again & is now centered around a character called A.D. Vanderstein. He is a time traveling solider from the past (Year 2020) who has been seaching for a group of heroes to travel back in time with him in order to save Earth from annihilation. The team will be Samus, Doomguy, and Master Chief obviously, and they will make stops on their way back to Earth like Warworld and Mars. I will give some more information about the origin of this character later.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: Bloodbane on November 15, 2012, 11:17:12 pm
 Zombie character? the first thing that crossed my mind is extreme blood vomit which kills anything in front (know what I mean? ;) ;) )
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 16, 2012, 08:20:19 am
Great idea BB, I'gonna take my time and have some fun with this character. I still need to give him a name though.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: Die_In_Fire on November 16, 2012, 09:32:53 am
the screens looks amazing!!!

but how about a video? i'd like to see if you improved the gameplay, we gave you lot of feedback before  ;)
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 16, 2012, 10:50:19 am
http://www.youtube.com/watch?v=DGGU87FJJBs
Here is the video link, I think. 
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 19, 2012, 01:27:22 am
I am on a 2 week vacation & so I decided to add a lot more stuff to the mod, RoboCop, new sprite designs for the Doom levels (Baron of hell, Etc), several new biowepons (Tyrants & Hunters) both enemy & player versions, & new levels. This mod is so big now, there will be over 100 enemies, 20 selectable characters, and over 40 levels.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: nsw25 on November 19, 2012, 01:46:04 am
sounds good man but make sure its quality over quantity. id rather you have a few characters but they are really polished than throwing as many together as you can. When will the next demo be out to playtest ?
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: leprechaun on November 19, 2012, 03:27:53 am
insane and i liked :)
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 19, 2012, 11:28:48 am
I hate to make a prediction on whe a demo release will be out, but I am shooting for a Christmas release.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: ryomaneo on November 19, 2012, 08:09:47 pm
fn terrific you could include hellraiser and omen and maybe a few more perhaps aliens or maybe final destinaton traps and chars from tales from the crypt i dont know your choice but its looks epic the way it is keep it up man.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: Bloodbane on November 20, 2012, 01:42:03 am
 I have watched about half of the video and it's nice to see new characters.
 But, again, rescale or recalculate HP and damage in your mod. It's very disappointing to see long lifebar which can be depleted so easily for both sides. IMO it's best to see short lifebar with low damages.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 20, 2012, 10:17:40 am
Yeah BB my son said the same thing, I am going to increase the players HP ratio to compensate. I do want the game to be difficult & calllenging though. BTW ryomaneo there is a Hellraiser level already, actually all of the Boogeymen have their own unique levels.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 22, 2012, 08:14:22 am
I am making a lot of progress during my two week vacation, just added enemies: Gremlins, Universal Mummy.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 24, 2012, 12:37:09 am
But, again, rescale or recalculate HP and damage in your mod. It's very disappointing to see long lifebar which can be depleted so easily for both sides. IMO it's best to see short lifebar with low damages.
Hey Blood I recalculated & increased the player, not enemy HP ratios, now the players don't die nearly as often and the game plays smoother than before. BTW I have finished the Universal Monsters Mummy, and the Gremlins sprites, I think I will use them as regular enemies in the Boogeyman levels.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 30, 2012, 06:44:46 pm
Contra's Bill Rizer is now a playable character.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: magggas on November 30, 2012, 07:06:03 pm
As an horror fan i like the concept of this game.As i looked to your images,i noticed that your fonts are not fit that well on such game.So,if you like to change them,i have make some fonts on Photoshop as an little contribution.They are not ready to use since i wanted to show you first the style and to known if you will like them.
See the attachment images and if you like them,then i can make them ready for use.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on November 30, 2012, 09:20:05 pm
As an horror fan i like the concept of this game.As i looked to your images,i noticed that your fonts are not fit that well on such game.So,if you like to change them,i have make some fonts on Photoshop as an little contribution.They are not ready to use since i wanted to show you first the style and to known if you will like them.
See the attachment images and if you like them,then i can make them ready for use.
Thanks alot Mag I have been needing to change the fonts for a long time, but I never got around to it. I downloaded the images & they look great, let me know when they are ready to use.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: magggas on December 02, 2012, 08:20:19 am
Check your PMs for the new fonts ;)
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BeasTie on December 02, 2012, 09:15:19 am
What's your/best method for preparing FONT sprites for OpenBoR?

Some I've managed pretty well, while others don't end up spaced how I want.  I couldn't find info on setting them up for monospaced setting.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: magggas on December 02, 2012, 11:54:49 am
What's your/best method for preparing FONT sprites for OpenBoR?

Some I've managed pretty well, while others don't end up spaced how I want.  I couldn't find info on setting them up for monospaced setting.
I hope i got you covered on this topic:
http://lavalit.com:8080/index.php/topic,7195.msg98526/topicseen.html#new
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BeasTie on December 02, 2012, 07:31:59 pm
It's awesome thanks heaps for that.   Also thanks for helping Bob too, I was just going to give him my DOOM fonts, but I thought his mod would look actually better with ones like you made.  Now he'll have his own unique look.

@BB - just noticed the gremlins!
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on December 02, 2012, 07:40:35 pm
Thanks for the help guys, I will include you in the game credits!!! :cheers!:
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on December 04, 2012, 11:33:56 pm
Here is concept art for a new Bioweapon called Rigor-Mortis, that will be featured in the game. This will be one of many new creatures you will face in the Bio-Doom chapter of the mod. This monster was created by Bio-Tech, an company formed after Skynet & the Umbrella Corporation decided to form an alliance in order to gain world domination. This alliance was formed one year before the Bio-Doom Saga.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: nsw25 on December 04, 2012, 11:59:09 pm
cool design, how do you create these sprites ? do you use something as a base or is it all from scratch ?
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on December 05, 2012, 06:53:17 am
I Frankensprite most of my characters, I search the web for cool looking body parts & then I combine them to form a single entity. Just call me Dr. Frankenstein.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BeasTie on December 05, 2012, 09:45:41 am
They look really good,

I forgot to mention in case you need it.   There's a script that MatMan showed me, that will let you have auto fire for shooting attacks when you hold down the attack key.

Just create a copy of the attack to a new anim so you have two attacks that are the same (for the example. ATTACK1 and ATTACK2 )

In First attack add this before the last frame
Code: [Select]
@cmd changeanibykeytoattackforself "ANI_Attack2" 0 "A" 0 0

Then add this to the second attack
Code: [Select]
@cmd changeanibykeytoattackforself "ANI_Attack1" 0 "A" 0 0

Adjust the frames to suit, you might need to duplicate the last frame and add the command before it if it looks awkward.

You must add this to the char's header
Code: [Select]
animationscript data/scripts/aniscp.c
Download the attached script and copy it to DATA\SCRIPTS (make a new folder called scripts if it doesn't exist)

If you're already running an animationscript, you can edit your current script file and add this line to the very top of the file.
Code: [Select]
#include "data/scripts/aniScp.c"

Sorry if you already knew this, but it saves you waiting for me reply if you did want it. ;)
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on December 05, 2012, 10:45:40 am
Beast your a life saver, this will solve the problem that I've had with Bill Rizer. I had to make many animations in order to pull this off before. Thanks.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BeasTie on December 05, 2012, 11:45:47 am
No worries, glad it helped.
Title: Re: "Bio-Doom" and "Gears of Doom"
Post by: BulletBob on December 05, 2012, 10:07:21 pm
Just downloaded the script Beast, i'm gonna play around with it tonight. Thanks again!!
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