LavaLit

OpenBoR => Mod Center => Wips => Topic started by: Bloodbane on October 25, 2009, 01:00:54 am

Title: Contra : Locked 'N' Loaded
Post by: Bloodbane on October 25, 2009, 01:00:54 am
 As I said before, I suspend Rainbow mod and work on other mod. It is Contra mod, one of my favorite games. I named this mod Contra : Locked 'N' Loaded .
 It took lots of trial n error to get the basic mechanics right. As most of you know, Contra is shooter mod not beat'm up mod which means the game mechanics differ alot. Currently, I have managed to get 8 direction shooting working right, and it's doable while walking, falling down and riding vehicle. The fixed shooting mode is implemented and is activated and deactivated with a key. Weapons are also implemented and player can hold 2 weapons at a time.

 Thanks to God for helping me working on this mod!

 I am mainly using sprites from Contra 3: Alien Wars and Contra Hardcorps + couple edits. I could use sprites from other games if I see them fit to graphic style. Gunforce and Super Metroid sprites are decent for this mod.
 There are Bill from Contra 3, Probotector from Super Probotectors, Bill Rizer from Contra 4, Fang and Sheena from Contra Hardcorps as players. I'll bring other heroes after I got their sprites. There are missing abilities but I don't think I should be hindered so I decided to leave them and start adding heroes.

 Available weapons:
 - Machine Gun(M) (Uprising style)
 - Rocket (R) (It is C in Contra 3 and 4 but I change it to R)
 - Spread shot (S) (Similar to Fang's A weapon but uses different sprite)
 - Power Shot (P) (Similar to Fang's B weapon but can be shot in 8 direction)
 - Flamethrower (F) (Contra 3 style though)
 - Laser shot (L) (Contra 4 style, 1st form)
 - Grenade Launcher (G) (Similar to Sheena's B weapon)
 - Homing Missiles (H)
 - Vulcan Gun (V) (It's shooting style is similar to Browny's A weapon)
 - Triple Rockets (T)
 - Arrow Tracer (A) (Technically, it's similar to Uprising's L weapon except of different sprite)
 - Ultrasonic Shot (U) (Wide shot which can bounce off ground and walls)

 These are abilities which can't be implemented yet:
- Climbing walls: I think this is doable but only limited to 'walls' not platforms, unfortunately. Even if the latter is possible, I'd need check platform function to prevent hero from attempting to climb slim platforms (slim in y axis that is).
- Shimmy on ceiling: It is doable but I have serious issue with ceiling check. AFAIK there's no way to tell which platforms are ceilings and which are just ledges. If I had check platform function, I could solve this issue.
- Shimmy on railing: I think it's doable too but my biggest problem lies in railing definition i.e how to set railings in level and how to detect them.

 First shots:

Walk-shooting

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra1.png)

Bunker from Contra 3

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra2.png)

 In case you forgot, the original faces left while this one faces right.

Rapid shoot while jumping

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra3.png)

Battle against tough grunt

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra4.png)

Shooting Up

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra5.png)

 FYI, there's no freespecial used to make these moves at all. Meaning, you are spared from pressing button sequence to do these ;).


Shots from vertical level

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra6.png)
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra7.png)

 Vertical level is a level in which player progresses through level be either going up or down instead of left or right. The level shown here is up direction.


Shots from motorbike levels

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra8.png)
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra9.png)
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra10.png)
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra11.png)

 I've done with 1st stage and working on 2nd stages. Yes, 'stages' cause I have branch in 1st stage. I have uploaded 2 demos, here's thread for the 1st one:

http://lavalit.com:8080/index.php/topic,3873.0.html (http://lavalit.com:8080/index.php/topic,3873.0.html)

 and here's for the 2nd demo:

http://lavalit.com:8080/index.php/topic,4332.0.html (http://lavalit.com:8080/index.php/topic,4332.0.html)
Title: Re: Contra mod (working title)
Post by: yotatouch on October 25, 2009, 01:15:54 am
That's a great Project man, I also love Contra.
The Snes version was so great and i spent a lot and lot of time on it.
Anyway, your screens looks pretty good and hope to see soon a vid demo.

If you need some graphical edits, chars/enemies anims, you can PM me, i'll try to help you.
Title: Re: Contra mod (working title)
Post by: scara on October 25, 2009, 04:40:32 am
Great Project! Those screenshot seem to be very interesting  :) play :). I look forward to a day to be able to  :) play :)
I come across new Contra and am glad. ;D
Title: Re: Contra mod (working title)
Post by: Darkmanx_429 on October 25, 2009, 11:42:47 am
Where's the link to your demo?
Title: Re: Contra mod (working title)
Post by: BurnKing on October 25, 2009, 01:26:13 pm
looks great blood cant wait
Title: Re: Contra mod (working title)
Post by: MasterExploder on October 25, 2009, 01:47:50 pm
Impressive work, Bloodbane! It sounds like you've nailed down the classic Contra gameplay, which is no easy feat. I'd love to play a demo and try out some of these features firsthand. Keep it up!
Title: Re: Contra mod (working title)
Post by: Septor on October 25, 2009, 04:25:17 pm
Wow!
Nice work
really looking forward to play it!
Title: Re: Contra mod (working title)
Post by: Legend76 on October 25, 2009, 06:19:35 pm
Wow this came from left field! I will keep an eye out for this one BB! :cheers!:
Title: Re: Contra mod (working title)
Post by: BadChad on October 25, 2009, 08:27:17 pm
This looks awesome! I cant count how many times Ive beatin Contra 3! ;D
Title: Re: Contra mod (working title)
Post by: ryomaneo on October 25, 2009, 08:34:04 pm
This looks epic excellent design you got so far so cant wait to try out this one because contra is one of my most fav games ever.   :cheers!: Ps keep up the great effort your putting into this. >:D
Title: Re: Contra mod (working title)
Post by: elliott20 on October 26, 2009, 02:20:31 am
I applaud you for zeroing in on the run n' gun mechanics first. I honestly cannot imagine a game of this type that doesn't have a good run n' gun system.
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on October 26, 2009, 08:49:06 pm
Nice W.I.P. BloodB.  :cheers!:
I haven't been ripping sprites much lately, but when I get back to it, I'll start with Contra Hard Corps and Probotector, I'll try to get the Backgrounds to.
Title: Re: Contra mod (working title)
Post by: Bloodbane on October 27, 2009, 12:38:50 am
 Thanks for the support guys!

 Getting basic mechanics right is tough work but combining that with animation is even tougher work. FYI that rapid shoot while jumping which allows shooting in 8 direction shown above only uses 1 animation which is the JUMP itself. The shooting comes from script. OTOH the walk shooting actions requires more animations cause each direction has its own and it's doubled cause there's walk aiming version in which Bill only points gun in a direction without shooting. Good thing is, I could simply flip Bill to get some actions like shooting left.
 That's not the case for motor ride level though cause shooting left and shooting right uses different animations.

Quote
If you need some graphical edits, chars/enemies anims, you can PM me, i'll try to help you.

 Well, can you remake some enemies from Contra series for NES? I have some bosses I would like to have in this mod.
Title: Re: Contra mod (working title)
Post by: yotatouch on October 27, 2009, 12:46:49 am
Quote
If you need some graphical edits, chars/enemies anims, you can PM me, i'll try to help you.
Well, can you remake some enemies from Contra series for NES? I have some bosses I would like to have in this mod.
Yep, let me know which ones you need, and how much frames/anims etc, and we'll see together what we can do.
Title: Re: Contra mod (working title)
Post by: Fightn Words on October 27, 2009, 02:07:15 pm
I think I personally find this mod more interesting than the Rainbow mod, not that there wasn't anything of interest. This one seems like it's more of a challenge for your modding skill & not to mention that this specific sub-genre of game hasn't been fully explored all that much- except by a few, like Bonusjz & Kbandresson.
Title: Re: Contra mod (working title)
Post by: ryomaneo on October 27, 2009, 11:54:45 pm
Personally i rather you did this mod more then rainbow because its more fun and challenging plus we have never had a contra mod before. But one day i would also love to see a mod made with power rangers and they team up with ninja turtles and maybe battle toads would be a great mix i dont know i might expirement on it myelf.  :cheers!:
Title: Re: Contra mod (working title)
Post by: Bloodbane on October 28, 2009, 12:53:01 am
Quote
Yep, let me know which ones you need, and how much frames/anims etc, and we'll see together what we can do.

 Great! I would like to see this boss remade (see below). I don't know how many frames it has though but for this mod, I don't think we need many frames.
Title: Re: Contra mod (working title)
Post by: yotatouch on October 28, 2009, 01:59:21 am
You have to give me a little bit more than this screen BloodB ;)
I know pretty good the snes version but not the famicom one(s).
Find me a good video or some other screens which i need to understand its moves.
Title: Re: Contra mod (working title)
Post by: Bloodbane on October 29, 2009, 06:34:57 am
 Oh OK, I thought you are familiar with that boss. Alright I'll get more shots of it.

 I should have corrected my previous statement. I mainly use sprites from Contra 3 and Contra Hardcorps. I'm open to sprites from other games provided the size don't differ alot.
 Here's an example:

Transport Chopper

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra12.png)

 This chopper is from Gunforce for SNES.

 For music, I recorded cool music from Contra Hardcorps for the soundtrack. IMO they are better than ones in Contra 3.

 I have prepared a demo to show but it took longer than I thought. Bugs which weren't visible before somehow show themselves and I had to fix all of them. Hopefully there are no more bugs in the demo.

 I'll upload it here tomorrow. I have other stuffs to prepare 1st.
Title: Re: Contra mod (working title)
Post by: BonusJZ on October 29, 2009, 09:15:32 am
Quote
I would like to see this boss remade (see below). I don't know how many frames it has though but for this mod, I don't think we need many frames.

You can use 3rd boss from my Hyper Duel - it should past very well (below with edited , lowered slightly upper part)

Spoiler
(http://img88.imageshack.us/img88/2917/cntr.png)
Title: Re: Contra mod (working title)
Post by: BadChad on October 31, 2009, 11:26:31 am
That Hyper Duel boss does seem to fit quite nicely, and could definetly make for an interesting boss fight.

Heres a video for Yotatouch:
 (http://www.youtube.com/watch?v=9krYS4uf8S0=player_embedded#normal)
Skip to 4:05 to get to the boss. His movements seem pretty basic tho. He walks back and fourth while shooting 3 way shots from both sides.
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 01, 2009, 04:33:05 am
 Thanks BonusJZ and BadChad, I'll put that boss in after I designed proper AI for it.

 Yotatouch, I hope this video is enough for you. Oh yes, that spider boss has to be bigger to fit this mod but please keep its height around 60 pixels. This is so that players can jump on top of it ;).

 Sorry about the demo delay, I was sick and online speed is terrible, I just got it uploaded. Let's wait for acknowledgement from moderator here before you can download it.

 
Title: Re: Contra mod (working title)
Post by: Yagami Brando on November 01, 2009, 04:55:30 am
Wow - a demo already? gonna give it a try :)
Title: Re: Contra mod (working title)
Post by: Fish on November 01, 2009, 01:11:15 pm
Wow! Amazing work  :cheers!: I like the Post-atomic look in this Mod
Title: Re: Contra mod (working title)
Post by: yotatouch on November 01, 2009, 01:37:16 pm
@BadChad:
Thanks man, it mightly helps me indeed ;)

Yotatouch, I hope this video is enough for you. Oh yes, that spider boss has to be bigger to fit this mod but please keep its height around 60 pixels. This is so that players can jump on top of it ;).

Alright BloodB, understood about the height ;)
I'll let you know when i'll start it.
When do you need me to finish, just to know.
Title: Re: Contra mod (working title)
Post by: Vyck_St.Judas on November 01, 2009, 05:49:07 pm
i dunno...
i tried to frankenstein some metal slug sprites.
maybe someone here can use it for something
(http://img21.imageshack.us/img21/4803/contraishenemy.th.png) (http://img21.imageshack.us/i/contraishenemy.png/)
oh yeah, maybe this too.
(http://img5.imageshack.us/img5/350/bradfang.th.png) (http://img5.imageshack.us/i/bradfang.png/)
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 02, 2009, 12:01:59 am
 Damon Caskey has acknowledged the demo. Go to download section to get it. I have also made a thread in demos section.

@Vyck:  :laughing: Cool edits! but unfortunately, I have decided not to use sprites from Metal Slug series for this mod. Too different. And that includes Gunforce 2 too.
 Aaah, another Fang spritesheet!

 Oh yes, I've updated the 1st post to announce couple stuffs.
Title: Re: Contra mod (working title)
Post by: StryfeDC on November 02, 2009, 06:32:34 am
Looks very cool.  ;)

I only ask due to RAM limitations, but does anyone know if this is compatible with the Dreamcast port?
Title: Re: Contra mod (working title)
Post by: BadChad on November 03, 2009, 12:35:26 am
Im thinking Gradius could prove to be a helpful source for a few things. Mainly for small enemies and possibly a boss. And sprites should fit quite nicely, especially since Gradius and Contra are both games made by Konami that consist of robotics and aliens.

Heres a sprite sheet I found that I thought you might be able to find a few things you could use: http://www.zshare.net/image/6788307116738dda/ (http://www.zshare.net/image/6788307116738dda/)
Title: Re: Contra mod (working title)
Post by: Vyck_St.Judas on November 03, 2009, 10:34:17 am
also check out Gynoug for the genesis
http://www.spriters-resource.com/genesis/gynoug/index.html (http://www.spriters-resource.com/genesis/gynoug/index.html)
The stage 5 boss can be considered HIGHLY offensive or Comical depending on perspective, but there are parts on it that have some potential. the other bosses kinda scream Contra at me though. maybe you can use them.
also let me know if you need something ripped (excluding MAME)
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 05, 2009, 01:05:10 am
 Thanks for the support.

Quote
The stage 5 boss can be considered HIGHLY offensive or Comical depending on perspective, but there are parts on it that have some potential.

 Yep, it does have potential.

Quote
also let me know if you need something ripped

 Well, can you rip alien sprites from Contra Hardcorps? Each story branch has its own alien set. I'd like to have all of them but I start with the story branch in which DeadJoe and Doctor have been killed early before going to 5th stage.
Title: Re: Contra mod (working title)
Post by: Vyck_St.Judas on November 05, 2009, 07:10:22 am
so the level 4 enemies right?
but which level 4?
do i chase deadeye joe, or save the research facility?
IOW how do i get there?
let me know and i'll start ripping.
Oh, also do you think you can use these for anything?
http://www.spriters-resource.com/snes/metalwarriors/index.html (http://www.spriters-resource.com/snes/metalwarriors/index.html)
http://www.spriters-resource.com/snes/frontmission/index.html (http://www.spriters-resource.com/snes/frontmission/index.html)
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 05, 2009, 06:36:27 pm
excellent work
I really like that game ...
is possible that also uses the arcade sprites?

good luck
Title: Re: Contra mod (working title)
Post by: Hanzo on November 05, 2009, 06:38:05 pm
Nice work bloodbane I was wondering if you gonna use Contra 4 sprites in it?
Title: Re: Contra mod (working title)
Post by: Vyck_St.Judas on November 06, 2009, 02:15:01 am
the C4 sprites are great and all but he art styles are a bit too contrasting. its his call in the end obviously, but they wont match well.
Title: Re: Contra mod (working title)
Post by: BadChad on November 06, 2009, 07:20:51 pm
Yeah, Contra 4 sprites might be a little to detailed for the rest of the game. But who knows...
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 06, 2009, 11:44:21 pm
I know that are just a few sprites, but I can rip more for you if you want to use ...
I like the sprites from the arcade version

PS: It's hard to rip these sprites

Gabo-Hanzo?
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 07, 2009, 12:32:56 am
Quote
the C4 sprites are great and all but he art styles are a bit too contrasting. its his call in the end obviously, but they wont match well.

 At least the size don't differ much. The color contrast is alot different though but that can be arranged. I've just ripped an alien from Contra Hardcorps and it plays great.

Quote
is possible that also uses the arcade sprites?

 Well, know where to get some? I would like to use sprites from Super Contra for arcade.

Quote
do i chase deadeye joe, or save the research facility?
IOW how do i get there?

 I told you, Kill Deadeye Joe (chase him) and Doctor (don't give up before him) before going to 5th stage. At 5th stage, the alien cell become uncontrolled turning Colonel Bahamut's base into alien nest.

 Oh yes, I'll spoil a bit of my plan. As you all know, Contra series usually start with droid and robots as early enemies and aliens as last enemies. In this mod, I want to flip the order. I want to have a story in which, players meet aliens early and robots latter in the mod. The regular one will be here too, that's why I set branch.
 You can see the sign in the demo. If you choose to go left, you meet alien boss and that's the sign of alien's path. If you choose to go up, you meet robot boss and you'll go to robot's path.

 Hmmm... the spider from Metal Warriors look interesting. As for front mission, nice robots but I'll just pick one or two cause there are enough robots just from Contra 3 and Contra Hardcorps. I need more aliens OTOH.
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 07, 2009, 12:40:39 am

 
Quote
is possible that also uses the arcade sprites?

 Well, know where to get some?

well I can rip some sprites for you, as there are no available on the net

not try to edit or alter your idea, but "CONTRA" is one of my favorite titles and Nes Arcade but I did not like the other subsequent conversions

is just my opinion
Title: Re: Contra mod (working title)
Post by: BadChad on November 07, 2009, 09:45:30 am
Heres a robot boss from Gimmick for the NES that should prove useful for something. Just a bit of pallete work and detail and it should fit nicely.
Title: Re: Contra mod (working title)
Post by: StryfeDC on November 07, 2009, 11:13:41 am
I'd like to test this out, but the DC needs a cd-r burned. I'd rather not waste one for nothing.

Can anyone qualified tell me if this is compatible with the DC?
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 08, 2009, 10:38:24 pm
 Nice suggestion Badchad!

 :doh!: For those who have played the demo and gone to upper path, you should notice missing effect. Yes, the arrow. I forgot to set arrow pointing up to show where to go next. Anyways, here it is:

Arrow Up:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra16.png)

 I've done with highway stage and here are couple shots:

Tank & Jetpack:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra13.png)

Missile Launcher:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra14.png)

Tough Jetpack:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra17.png)

Machine Gunner:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra18.png)

 That's the 2nd boss of Cyber Lip for those who don't know.

 I'm working on the other highway stage. Here's one shot:

Alien Runner:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra15.png)

 Yep, it's from Contra Hardcorps.
Title: Re: Contra mod (working title)
Post by: yotatouch on November 08, 2009, 10:54:21 pm
Looks better than better BloodB !
Those screens makes me feel the same desire to play than the original one's from snes and genesis.

PS: I started to draw the Boss's sprite, i'll send you soon as i can the finished version.
Title: Re: Contra mod (working title)
Post by: BadChad on November 08, 2009, 11:05:07 pm
Looking great, everyhting is blending together pefectly!
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on November 08, 2009, 11:25:04 pm
Man this is looking Good BloodB! I still plan on ripping those Contra Hardcore sprites, but it's hard to do it at home because with the little space I have left, Animget doesn't take as many screenshots like it used to, so I have to rip here, on my aunts PC. But I'll get'em. BTW about a year ago, I ripped the robots from the first stage of hardcorps. here they are if you want'em.
Title: Re: Contra mod (working title)
Post by: Darkmanx_429 on November 08, 2009, 11:35:06 pm
The presentation is well done Bane! When you press the directional pad and hold jump you can do a "powerslide?" You should make this effect the enemies as well! Very megaman-ish but works none the less and seems like it should be there. Eliminates cheap hits. You don't know how many times I tried to "powerslide" through enemies!
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 08, 2009, 11:49:34 pm
 Thanks guys!
 Thanks for the sheet DJ, the red robot seems missing couple poses for aiming part but it's good enough.

Quote
Eliminates cheap hits. You don't know how many times I tried to "powerslide" through enemies!

 :laughing: Gotcha!
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on November 08, 2009, 11:59:21 pm
Quote
the red robot seems missing couple poses for aiming part
Really? I haven't seen them do anything else, unless they aim up to. BTW I started ripping sprites from browny. There's already am unfinished sheet on him so he wont take as long as Fang did.
http://sdb.drshnaps.com/display.php?object=6550 (http://sdb.drshnaps.com/display.php?object=6550)

EDIT:
Yo Blood, I ripped enough sprites for browny that I we should be able to use, but I wanna ask you something, it's about Browny's C and D shots.
C Shoots a chain of blue balls with a big one at the end(the sprites were ripped in the link above) that swings around Browny.
D Shoots a circle of balls that rotate around Browny until you let go of the fire button, and they disappear as they hit enemies.
Do you need me to rip the animation to these weapons, or will you take the sprites and script them to work the way they did in the game?
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 09, 2009, 01:20:26 am
 Thanks DJ! I'd rather script the weapons myself, not now though.

 Both weapons are impossible to replicate just by sprites. Both weapons are guided, C chases enemies while D targets enemy once when they are released.

 BTW I did get his sprites from that site but what sprites he's missing? I thought that sheet is complete. Argh, where did I save that file?
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on November 09, 2009, 01:26:40 am
Quote
BTW I did get his sprites from that site but what sprites he's missing? I thought that sheet is complete.
A few single sprites here and there, plus I ripped his standing shooting sprites because he shakes a bit. other than that, he mostly done. I'll start ripping the first stage soon, I don't need animget for that so it's doable at home.
Quote
Both weapons are impossible to replicate just by sprites. Both weapons are guided, C chases enemies while D targets enemy once when they are released.
Yeah, I figure I'll just summon C attached to browny, and swing around him once. I have no clue what to do for D though. I guess I'll just have him shoot the whole thing as one shot until you make a script to make it function right.
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 12, 2009, 08:20:14 pm
more sprites...
uff  this is very hard rip...

-LANCE--
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 13, 2009, 08:37:02 pm
And more sprites...
uff  this is very hard rip...
i hope that you used it

-BILL--
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on November 13, 2009, 08:42:50 pm
Yo Blood, I made some good progress last night on contra Hard Corps. not only did I rip a lot of Ray's sprites, and all  of his shots, but I got a alot of sprites from sheena. I didn't start on the sheets yet, I'll get to that later.
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 13, 2009, 08:50:01 pm
and more...

bosses...

my friend Bloodbane i wait for your feedback
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 14, 2009, 12:38:10 am
 Thanks guys, but Gabo Hanzo, I was asking for subboss and boss of 4th stage of Super Contra for arcade. I need them more.

 I won't be adding heroes soon, I have to finalize the script and design of Bill 1st.
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 14, 2009, 12:46:47 am
what is these boss and subboss??
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 14, 2009, 12:53:39 am
 The subboss is a flying boss similar to NES's Super Contra 5th stage boss.
 The boss is a flying boss similar to SNES's Contra 3 subboss which appear right before last boss.
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on November 14, 2009, 01:06:37 am
So your not doing hero's yet huh. Ok then, but I'll still be ripping anyway.
BTW, don't know if you know about these rips so here they are, and my Fang sheet was recently posted under Playable Characters:
http://www.spriters-resource.com/genesis/contrahc/index.html (http://www.spriters-resource.com/genesis/contrahc/index.html)

Just some resources for ya.  ;)
Title: Re: Contra mod (working title)
Post by: Gabo-Hanzo on November 14, 2009, 02:55:37 am
The subboss is a flying boss similar to NES's Super Contra 5th stage boss.
 The boss is a flying boss similar to SNES's Contra 3 subboss which appear right before last boss.

and this???
Title: Re: Contra mod (working title)
Post by: Warmachine on November 14, 2009, 11:00:24 am
Do you plan on using the same stages from contra 3 or are you going to add any custom stages to the game? :thinking: i think there should be some custom ones in there
Title: Re: Contra mod (working title)
Post by: BadChad on November 14, 2009, 12:03:21 pm
Well technically the stage in the demo is a custom stage. Sure its constructed from the first stage in Contra 3 but the level has been completely redesigned.
Title: Re: Contra mod (working title)
Post by: Darkmanx_429 on November 14, 2009, 03:10:31 pm
Well technically the stage in the demo is a custom stage. Sure its constructed from the first stage in Contra 3 but the level has been completely redesigned.
:laughing: I think he meant from the "ground up" not just re arranged...
Title: Re: Contra mod (working title)
Post by: BadChad on November 14, 2009, 03:59:47 pm
Id imagine he plans too. He probably just put it together for testing purposes.
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 14, 2009, 11:22:24 pm
 That giant soldier from Contra looks great! maybe I could add him in.
 As for Lance and Bill from that game, I'm afraid I can't add them in. They are missing some frames needed for fixed shooting mode.

Quote
Do you plan on using the same stages from contra 3 or are you going to add any custom stages to the game? thinking i think there should be some custom ones in there

 Yes, I have to use backgrounds which fit story I have here. It just coincidence that the 1st stage could reuse backgrounds from Contra 3. But the extra stages requires me to get bg from other source. Currently, I have ripped bg from 1st stage of Gunforce to make mountain level.

Quote
technically the stage in the demo is a custom stage. Sure its constructed from the first stage in Contra 3 but the level has been completely redesigned.

 Yep. It has to be redesigned. I need bigger window to put sniper and grenade tosser as shown in demo. The buildings are also longer since OpenBoR screen is wider than original.
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 23, 2009, 12:49:24 am
 I have made many updates but haven't make any shots for them yet. Currently, what I can show are these:

Machine Gunner:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra18.png)

 It's updated version of shown shot before. I added tunnel effect behind and it will appear together with this subboss. Just like real tunnel, the tunnel will only last couple seconds before you leave it.

Croc Jumper:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra19.png)

 Another shot with tunnel effect behind. Notice the tunnel is mirrored of above. Technically it's same entity spawned flipped.
 And this shot also shows new alien ripped from Contra Hardcorps. You'll meet this alien if you chase Deadeye Joe then submit to Doctor's threat.

 I decided to rip sprites from Super Contra for arcade myself. It's not easy due to no layer disable effect but it's better than nothing. I've got couple aliens from this effort :).
Title: Re: Contra mod (working title)
Post by: Shin Kazahara on November 23, 2009, 04:20:13 am
Machine Gunner like a movile suits gundam's gouf.
Title: Re: Contra mod (working title)
Post by: BurnKing on November 23, 2009, 10:35:36 pm
is there an ability to do fixed shot? in the demo i mean?
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 24, 2009, 03:40:52 am
 No, I haven't implemented fixed shooting yet cause I'm still choosing between holding button like Contra 3 or click a button to switch mode like Contra Hardcorps. The sprites are there though.
Title: Re: Contra mod (working title)
Post by: BurnKing on November 24, 2009, 04:11:43 pm
whichever way is good, its a great idea, i was super happy when they did that in contra hard corps. in gunstar heroes i always played as the fixed shot guy. keep up the good work blood
Title: Re: Contra mod (working title)
Post by: Bloodbane on November 29, 2009, 11:46:45 pm
 Yeah, same here. I prefer the fixed shot guy in Gunstar Heroes. I play as free shot guy when playing it for 1st time but after trying both, I decided to stay on fixed shot guy one.

 And, I have figured out about Contra 4 and the answer is I haven't played this game but from searching, I got couple sprite rips. It would be tough to use them since I don't know how the enemies actually moves but good thing is some are easy to guess.

 Anyways, Thanks to God for these updates!

 I've successfully ripped some sprites for highway stage from Super Contra for arcade. Here it is:

Flying Alien Boss:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra23.png)

 Had to do major color edit cause the coloring in Super Contra is different than the one I'm using.

 Oh yes, I have implemented the 2nd motorbike as shown here:

2 players on highway:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra20.gif)

 Now highway stages support 2 players :).

 Warmachine, you asked about background from other games right? here it is:

Mountain stage:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra21.gif)

 It's ripped from 1st stage of Gunforce. I recolored the rocks to brown, the original was grey.
 If you observe this carefully, you should notice sprites from different Contra games ;).

 Actually, I should not spoil this but can't help myself so I just show it without telling anything:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra22.png)

 See if you can figure out the theme and the inspiration source ;D.

 Now working on more stages!
Title: Re: Contra mod (working title)
Post by: maxman on November 30, 2009, 12:54:25 am
 :wow!: Whooaaah.... That jungle stage amaze me.
Title: Re: Contra mod (working title)
Post by: BadChad on November 30, 2009, 12:55:48 am
Damn, those are some sexy screenshots! As for fix shot style, maybe you can implement both? Maybe after you choose your character you can pick your fix shot style. This way we can have both styles from Contra 3 and Contra: Hard Corps.

But personally I like Contra 3 fix shot better. Its so much easier to hold down the "R" button than to have to actually switch it by pressing two buttons at once. Then all I have to do to go back to free shot is let go of the "R" button.

Keep up the good work!
Title: Re: Contra mod (working title)
Post by: Fightn Words on December 01, 2009, 10:31:39 am
I agree, these look incredible- but coming from Bloodbane I would expect nothing less. The editing done is imperceptible, that is it looks indistinguishable from everything else! Best of all, if I didn't already know better, looking at these screen-shots I wouldn't assume this is an OpenBor game. Looking forward to more updates.
Title: Re: Contra mod (working title)
Post by: BurnKing on December 01, 2009, 03:00:34 pm
your my hero bloodbane   :cheers!:
Title: Re: Contra mod (working title)
Post by: badjab326 on December 02, 2009, 02:54:34 am
Damn, those are some sexy screenshots! As for fix shot style, maybe you can implement both? Maybe after you choose your character you can pick your fix shot style. This way we can have both styles from Contra 3 and Contra: Hard Corps.

But personally I like Contra 3 fix shot better. Its so much easier to hold down the "R" button than to have to actually switch it by pressing two buttons at once. Then all I have to do to go back to free shot is let go of the "R" button.

Keep up the good work!
i like this idea. also is it possible to implement strafing by holding a down L or another button? thats how contra: shattered soldier for ps2 works.
Title: Re: Contra mod (working title)
Post by: Bloodbane on December 03, 2009, 12:27:15 am
Quote
looking at these screen-shots I wouldn't assume this is an OpenBor game.

 Yep. Even my elder sister is surprised that this is OpenBoR.

Quote
As for fix shot style, maybe you can implement both?

 I will have both shooting mode. Just need to choose how.

Quote
Maybe after you choose your character you can pick your fix shot style.

 I don't know how to set that even if I want to.

Quote
Its so much easier to hold down the "R" button than to have to actually switch it by pressing two buttons at once.

 Personally I like the latter (Contra Hardcorps style). And pressing A+B is one way to do it but pressing X, Y and Z gives same result so it's not hard. Moreover, switching mode can be done while shooting.

Quote
also is it possible to implement strafing by holding a down L or another button?

 Oh, the 'moonwalk' (term used by Super Metroid). It's possible but since I could play fine without moonwalking so I probably won't implement it.
Title: Re: Contra mod (working title)
Post by: badjab326 on December 03, 2009, 01:20:31 am
what about making fixed shot style character based? i.e. bill and lance get contra III style, hard corps characters get hard corps style.

i like strafing, but it will be just as good without it ;D
Title: Re: Contra mod (working title)
Post by: Bloodbane on December 06, 2009, 11:33:22 pm
 Nah, no need for that. I have implemented the fixed shooting mode and it's working :). Just need to test it.
 Oh, I choose Contra Hardcorps style i.e press a button and the shooting mode become fixed, press again to change to free shooting mode. The button is Attack2 actually but I have changed the key name in the menu.

 Now, I need to give clue for players about current shooting mode. Currently the mode switch is silent, meaning you won't know what it is until you shoot. At least, I need visual clue and SFX for the change.
Title: Re: Contra mod (working title)
Post by: badjab326 on December 07, 2009, 03:47:48 am
That's cool, I played Hard Corps more often anyway. Always good to hear of progress, appreciate the work and the info. :thumbs_up:
Title: Re: Contra mod (working title)
Post by: yotatouch on December 09, 2009, 01:59:07 am
Hey BloodBane,

As i promess few days ago, i made a version of one of the Contra Nes Boss.
This is my proposition but of course, you can decide do not use it hey.

If you don't like the violet teint of color, it's easy to return back to grey. And if you like my version i'll make the animation as in the video that BadChad found for me.

I also tried to keep the height around 60 pixels you asked me.

here is the model, I wished to stay close from the original: (but i can also make a different styl)
let me know what you think.
(http://yotachnakian.free.fr/Downloads/BOR/Upload/Contra_Boss01.gif)
Title: Re: Contra mod (working title)
Post by: Bloodbane on December 09, 2009, 11:55:54 pm
 Ah cool!! Love it! Can't wait to put this in the mod! :cheers!:
 As for colors, it's fine. I thought grey is cool but seeing your work, I changed my mind and choose this bluish color :).
Title: Re: Contra mod (working title)
Post by: yotatouch on December 10, 2009, 12:11:18 am
I'm glad you like BloodB ! :)

So i'll start the anim tomorrow or this week end and will send you as soon i'll finish.
I also can't wait to see it in Contra, that rocks !
Title: Re: Contra mod (working title)
Post by: BadChad on December 10, 2009, 01:11:45 am
Yup, Yota's work is definitely top notch. Never a disappointment!
Title: Re: Contra mod (working title)
Post by: mgman on December 16, 2009, 12:49:08 pm
This mod is so nice, it's like a Contra game Konami should be releasing, but they aren't. I'm so excited to play this!

"Ayo, Rainbow mod, I'm really happy for you, and Imma let you finish. But I just wanna say that the Contra mod is gonna be one of the greatest of all time!"
Title: Re: Contra mod (working title)
Post by: mgman on December 16, 2009, 11:02:55 pm
By the way, if you're still looking for sprites (must be, considering maybe level 2's are still being worked on), I got some nice resources:

http://www.retrogamezone.co.uk/contra3.html (http://www.retrogamezone.co.uk/contra3.html)  <--- Those top-view spider crawlers could go good as wall enemies!

This is from Contra 4: http://www.retrogamezone.co.uk/contra4.html (http://www.retrogamezone.co.uk/contra4.html)
There are a couple of enemies in there you might use. The players could be recycled as enemies, too (some storyline device, heh).

http://www.retrogamezone.co.uk/contra.html (http://www.retrogamezone.co.uk/contra.html) NES Contra sprites, maybe you want to do a recreate? The sprites are already available, so it may be easier!

http://www.sprites-inc.co.uk/forum/showthread.php?t=2716&page=4 (http://www.sprites-inc.co.uk/forum/showthread.php?t=2716&page=4)  LOTS of neat stuff there (I PM'd Bloodbane a lot of this stuff, but I figure everyone should see them and maybe someone can whip up something better this way, heh). Don't just look at page 4. Pages 3 and 2 have some good stuff.

http://www.sprites-inc.co.uk/forum/showthread.php?p=242395&highlight=contra#post242395 (http://www.sprites-inc.co.uk/forum/showthread.php?p=242395&highlight=contra#post242395)  Scroll downwards and you should find some custom fan-made stuff. Maybe this is not a good idea unless the guy gets credit?

http://www.nes-snes-sprites.com/Contra.html (http://www.nes-snes-sprites.com/Contra.html) This also has some tank sprites...

If you want more, let me know, I might find something else...

Wait here's one more: http://spritedatabase.net/search.php?q=contra&type=a (http://spritedatabase.net/search.php?q=contra&type=a) Excellent stuff there, too.
Title: Re: Contra mod (working title)
Post by: mgman on December 16, 2009, 11:47:46 pm
Alright, here are some videos of Contra 4, by request:

 (http://www.youtube.com/watch?v=nwNyweaNYpE=player_embedded#normal) Skip to 3:47 for the alien part of that stage.

 (http://www.youtube.com/watch?v=sdte01unfCQ=player_embedded#normal) 0:39 has an alien (I think) and so does 1:50

 (http://www.youtube.com/watch?v=bRO0VTm7Sq8=player_embedded#normal) 3:13 has an alien

 (http://www.youtube.com/watch?v=O--WiO9oXH8=player_embedded#normal) That entire thing is an alien level.

 (http://www.youtube.com/watch?v=xDEPn3iOL-o=player_embedded#normal) 0:27 has an alien. So does 5:37

That's pretty much all the aliens.
Title: Re: Contra mod (working title)
Post by: Bloodbane on December 17, 2009, 12:57:43 am
 Hey, thanks alot mgman!  :cheers!: I'm watching it now. Ooo I wish the connection speed is faster so I could watch them all. It's slow here and I only finished one video while typing this.

 Anyways, I have seen the 2nd stage boss. What an easy boss.
 Ah yes, I should have made carrier with flies upward or downward. Alright, I'll make them after I get home.
Title: Re: Contra mod (working title)
Post by: mgman on December 17, 2009, 02:15:47 pm
I've added one more link to my post above in case anyone misses it. Highly unlikely, but in the slightest chance, I still put one more up anyway. It has:
Contra Hard Corps bosses.
Contra III's turtle (stage 1) and the ENTIRE final boss. (all 3 phases).
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on December 17, 2009, 05:06:44 pm
cool videos mgman!! never knew about a Contra 4 game...

some stages are extracted directly from Contra 1 and Contra III, very cool!! also cool the classic Boss music of Contra 1 on the stage where appears the giant skeleton of Contra III (but thyat boss looks much better on Contra III).

ohh that Yota sprite is killer!! I wonder what more can He add to this amazing Contra demo, if you mix his abilities with the modding expertise of mr. BloodBane you'll have very cool stages and bosses!!!
Title: Re: Contra mod (working title)
Post by: mgman on December 20, 2009, 01:53:39 am
Hey, thanks alot mgman!  :cheers!: I'm watching it now. Ooo I wish the connection speed is faster so I could watch them all. It's slow here and I only finished one video while typing this.

 Anyways, I have seen the 2nd stage boss. What an easy boss.
 Ah yes, I should have made carrier with flies upward or downward. Alright, I'll make them after I get home.

About the second level boss. One detail I forgot to mention is that this was all done in hard mode. It means that the bosses were defeated with utter skill :) That would explain why he was mirked so easily. He actually has a few other attacks than that.
Title: Re: Contra mod (working title)
Post by: Bloodbane on December 20, 2009, 11:59:40 pm
Quote
That would explain why he was mirked so easily. He actually has a few other attacks than that.

 Hmmm... I see, maybe he would be different if I can see his alternate attacks.
 BTW is there a sprite rip for this guy? I could use this guy in the mod.

 I'll check the links and see if I can get something there.

 Anyways, another thanks to God for these updates!

 Like said before, I have implemented fixed shooting mode in this mod. Here's a shot:

Fixed Shooting Mode:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra24.png)

 I use weapon switching SFX from Contra Hardcorps and I make hero blinks while switching to notify players about the mode switching.

 I'm working on 3rd stage and done with the 1st part. Just need to adjust the difficult level there.

Industry Stage:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra26.gif)

 Credit to DJGameFreaktheIguana for the robot sprites although I ripped the sprites for bomb throwing robot myself.

 Another credit for Gabo-Hanzo for this guy's sprites:

Big Guy:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra25.png)

 Although the sprite comes from Contra arcade, his AI is closer to NES version.

 Now, I'm working on another vertical level which is the 2nd part of 3rd stage. Level mechanics are still raw when I posted this.

Sky Wall:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra27.png)

 Well, just like before, here's another shot without explanation ;):

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra28.png)

 Use your imagination! ;D

 Now working on level contents!
Title: Re: Contra mod (working title)
Post by: yotatouch on December 21, 2009, 12:05:26 am
Looks still great and interesting as usual BloodB, i hope to see a vid soon ;)
(I'm still working on the walk anim of the Boss from nes version, a lit bit complicated than i expected but i'll fix it soon;) )
Title: Re: Contra mod (working title)
Post by: mgman on December 21, 2009, 02:52:40 pm
Looking top notch as ever!

I'll try to see if I can get a sprite rip of that Waterfall guy.
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on December 21, 2009, 04:32:39 pm
ohh it looks great!!!

please BloodBane, try to put the boss of stage 3 of Contra III, the giant skeleton, that's one of my fave contra bosses.
Title: Re: Contra mod (working title)
Post by: mgman on December 21, 2009, 04:46:56 pm
If you really want to have the giant terminator boss in there Bloodbane, I can just show where to get its sprites.

BTW, Bloodbane, you said you wanted sprites of a giant eyeball enemy you saw from Contra 4? I'm not sure if this is what you mean:
http://www.sprites-inc.co.uk/forum/showthread.php?t=2716&page=4&highlight=contra (http://www.sprites-inc.co.uk/forum/showthread.php?t=2716&page=4&highlight=contra)    Go to post number 65 and click on "show".
Title: Re: Contra mod (working title)
Post by: Fightn Words on December 21, 2009, 07:03:56 pm
This project will be something special when it's finished.
Title: Re: Contra mod (working title)
Post by: Septor on December 22, 2009, 07:25:00 pm
Great screens!
Excellent work!
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on December 22, 2009, 10:49:09 pm
Well, just like before, here's another shot without explanation ;):

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra28.png)

 Use your imagination! ;D


I think you have to shoot the red eye in order to continue going up?
Title: Re: Contra mod (working title)
Post by: Bloodbane on December 24, 2009, 12:01:58 am
 Guys, after discussing with Saint Antuan, I realized about 'cameraoffset' command. I've been looking for this command. I have fixed the vertical levels and it works better cause you can see above better with it.
 And because of that, the shots of vertical level above is changed to better ones. Check them out!

Quote
you said you wanted sprites of a giant eyeball enemy you saw from Contra 4?

 No, you misunderstood. I meant I have the sprites for giant eye ball but I don't know where it come from. After seeing your posted videos, I figured out that they comes from the last boss. So IOW you have answered my question.
 Thanks!

Quote
try to put the boss of stage 3 of Contra III, the giant skeleton, that's one of my fave contra bosses.

 Don't worry! he's on my list :). Just wait ;)! I refer him as terminator though.

Quote
If you really want to have the giant terminator boss in there Bloodbane, I can just show where to get its sprites.

 Ah thanks! where is it then? :)

Quote
I think you have to shoot the red eye in order to continue going up?

 Yes, but there's a surprise ;).
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on December 24, 2009, 12:24:07 am
Blood, this game is lookin' straight up BOSS! I've never played any other contra game outside of Hard Corps and Neo-Contra, so this may be my third contra game..... or first contra mod.  ;)
Title: Re: Contra mod (working title)
Post by: mgman on December 24, 2009, 03:32:34 am
I can't believe how careless I was >: O
I forgot where i saw the skeleton sprites.

EDIT: Damn, I'm blind. It was hidden in an attachment here: http://www.sprites-inc.co.uk/forum/showthread.php?p=236346&highlight=contra#post236346 (http://www.sprites-inc.co.uk/forum/showthread.php?p=236346&highlight=contra#post236346)
Scroll down to post #64 and click on "show".
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on December 25, 2009, 02:06:59 am
here are more sprites:
http://www.nes-snes-sprites.com/Contra3TheAlienWarsEnemies.html (http://www.nes-snes-sprites.com/Contra3TheAlienWarsEnemies.html)

and here's a mugen version of the terminator contra:
http://mugenguild.com/forumx/index.php?topic=91217.0 (http://mugenguild.com/forumx/index.php?topic=91217.0)

but I guess you have to ask for permission

 :cheers!:
Title: Re: Contra mod (working title)
Post by: mgman on December 25, 2009, 03:11:56 am
Actually i got that link already lol

EDIT: Want Operation C sprites?
Title: Re: Contra mod (working title)
Post by: Bloodbane on December 27, 2009, 11:52:00 pm
 Thanks Die_In_Fire! I have got the enemy spritesheet before.

 What's Operation C?
Title: Re: Contra mod (working title)
Post by: Fightn Words on December 28, 2009, 02:21:02 am
Operation C is a Gameboy Contra game- which a friend of mine found very challenging...
Title: Re: Contra mod (working title)
Post by: badjab326 on December 28, 2009, 06:23:04 am
Operation C is a Gameboy Contra game- which a friend of mine found very challenging...
Yep, I have that one it's pretty fun. I may have beaten it before though I'm not too sure.
Title: Re: Contra mod (working title)
Post by: mgman on December 28, 2009, 12:55:01 pm
Damn, are you missing out!
Well, Operation C is a pretty good game. It's one of the best Contra games. Check this out:

Probotector ( Operation C ) Gameboy - Boss Run (http://www.youtube.com/watch?v=SMzsawu2w2c#normal)
Title: Re: Contra mod (working title)
Post by: yotatouch on January 01, 2010, 09:15:44 pm
Okay BloodB,

sorry for the late delay but the anim tooks me more time than i expected, plus personnal things mades me busy, anyway...
This is the final rush of the walk anim of the Boss.

Of course, if you need a start and an end of the walk anim, i'll give to you too, but i wanted first to show you the result to know if it's okay or not.

Hope you'll like it.
Let me know man ;)
(http://yotachnakian.free.fr/Downloads/BOR/Upload/Boss_walk01b.gif)
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on January 01, 2010, 10:05:07 pm
it looks amazing Yota!!!
Title: Re: Contra mod (working title)
Post by: Warmachine on January 01, 2010, 10:42:27 pm
it looks amazing Yota!!!
that it does!  keep up the good work man! :cheers!:
Title: Re: Contra mod (working title)
Post by: Fightn Words on January 01, 2010, 11:21:23 pm
Beautiful work Yotatouch! :thumbs_up:
Title: Re: Contra mod (working title)
Post by: yotatouch on January 02, 2010, 07:23:47 am
Thanks guys, hope it will be goodfor Bloodbane's mod. ;)
Title: Re: Contra mod (working title)
Post by: BadChad on January 02, 2010, 11:26:34 am
Damn, I dont think BloodB will have any problems putting that to good use!
Title: Re: Contra mod (working title)
Post by: Darkmanx_429 on January 02, 2010, 03:39:48 pm
Okay BloodB,

sorry for the late delay but the anim tooks me more time than i expected, plus personnal things mades me busy, anyway...
This is the final rush of the walk anim of the Boss.

Of course, if you need a start and an end of the walk anim, i'll give to you too, but i wanted first to show you the result to know if it's okay or not.

Hope you'll like it.
Let me know man ;)
(http://yotachnakian.free.fr/Downloads/BOR/Upload/Boss_walk01b.gif)

Awesome upgrade. My only suggestion is that you should make the red parts pulseate or something  to that effect.
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 04, 2010, 01:00:20 am
 :cheers!: Ah, thanks alot yota! That should be sufficient, cause from my observation, that spider boss don't have much animations aside of walking. But let's see his start and end of walk animation. It might be needed if I want to stop this guy onscreen.
 I could set this guy right away .... oh maybe later cause I'm still busy with the terminator boss. This terminator is working great, I have got his basics covered. You'll see the animation in which he opens the door starting with his hands.
 I only need to set his attacks and his death animation. I have made him close the door on his death but he hasn't cut off his head yet ;).

 However, currently there's no wall climbing abilities yet and no ceiling walk either so you'll have to jump over flying platforms instead.
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on January 04, 2010, 01:03:46 am
really cool news!!! terminator boss!!  :cheers!:
Title: Re: Contra mod (working title)
Post by: Shin Kazahara on January 04, 2010, 05:28:31 am
4 regs spider robot is good.
a cyber mechanics.
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 10, 2010, 11:48:07 pm
 I tried to set the Spider boss but I realized he's too big to be jumped on. I resize him 60% to suit that but I would have to edit the sprites cause they don't look good after resizing.

 As for Terminator, he's done and I was going to upload video. Well, I was going to do that on youtube but for some reason, the verification code never got to my cell phone :(. So I uploaded it elsewhere instead:

 http://www.mediafire.com/?1m2mihnmjne (http://www.mediafire.com/?1m2mihnmjne)

 Maybe someone would like to upload it to youtube for me?
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on January 11, 2010, 12:04:45 am
cool video and cool music too!!! I like very much how open/close the door, even have the bomb attack!

I'm uploading it to youtube now  :cheers!:

edit:
http://www.youtube.com/watch?v=oWurlJICw6A# (http://www.youtube.com/watch?v=oWurlJICw6A#)
Title: Re: Contra mod (working title)
Post by: Fightn Words on January 11, 2010, 05:04:24 am
:wow!:

Bloodbane, really excellent work on that boss. :cheers!:
Title: Re: Contra mod (working title)
Post by: Hanzo on January 11, 2010, 05:37:08 am
Dope video Bloodbane. Like the choice of the music for the stage
Title: Re: Contra mod (working title)
Post by: badjab326 on January 11, 2010, 11:48:09 am
That looks excellent! Great work :applauding:

The explosion sound effects for the time bombs sound a bit weak but it's fine.
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on January 11, 2010, 01:31:33 pm
Bloodbane, during the youtube video, I noticed at the 15 and 42 second time line that players gun is aimed at the head when fired.  Did you use scripting for that?
Title: Re: Contra mod (working title)
Post by: mgman on January 11, 2010, 01:33:06 pm
When comparing my current version with the one in the video, the music in mine is noticeably higher in pitch (and a bit sped up). The one in the vid sounds exactly like the original Hard Corps tune (for example). Does everyone have the same music difference?
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 13, 2010, 11:21:49 pm
 Thank you very much Die_In_Fire!

Quote
Dope video Bloodbane. Like the choice of the music for the stage

 Thanks. Actually the music has been used by other boss fight. I used it for this boss for testing but it turns out it fits well! The video was recorded late, actually the intro of the music synch with Terminator's entry. When the intro part is done, Terminator opens the door. What a coincidence! Thanks to God!

Quote
The explosion sound effects for the time bombs sound a bit weak but it's fine.

 Hmmm... maybe I ought to get better SFX. It's the generic explosion SFX.
 Speaking of SFX, anybody has SFX for the metal door? I want to give SFX like 'jeng jeng jeng' when Terminator open the door but there's no suitable SFX in Contra Hardcorps.

Quote
The one in the vid sounds exactly like the original Hard Corps tune (for example).

 Well, it was recorded from there. By emulator help of course.

Quote
I noticed at the 15 and 42 second time line that players gun is aimed at the head when fired.  Did you use scripting for that?

 But of course. I forgot to tell ppl that this video also shows fixed shooting mode. You can see Bill shoots diagonally without moving (as in free mode). Quite tough to set but it finally done as you can see, thanks to God!
Title: Re: Contra mod (working title)
Post by: mgman on January 13, 2010, 11:59:56 pm
Yes, I know. I'm saying the music in the vid sounds just like Hard Corps. But when I play the mod, the music sounds pitched noticeably higher.

EDIT: Here's a video of what I mean. PLEASE NOTE: I'm NOT talking about the sound QUALITY. That is because of my shitty video recorder. What I mean is: listen carefully to the music. Listen carefully to the character when he says "Locked and Loaded!"

The music and his voice is higher in pitch than the original music (also faster). Is this the normal and intended way?

http://www.youtube.com/watch?v=0bWoNeoJ1fk# (http://www.youtube.com/watch?v=0bWoNeoJ1fk#)

http://www.youtube.com/watch?v=TfwnSPK48TU# (http://www.youtube.com/watch?v=TfwnSPK48TU#)
Title: Re: Contra mod (working title)
Post by: yotatouch on January 15, 2010, 09:50:28 pm
I tried to set the Spider boss but I realized he's too big to be jumped on. I resize him 60% to suit that but I would have to edit the sprites cause they don't look good after resizing.
Oh that's pity...
Let me know how many pixels less in height, of course, I also proportionate width too.
Title: Re: Contra mod (working title)
Post by: BadChad on January 16, 2010, 11:06:10 am
Hmmm... maybe I ought to get better SFX. It's the generic explosion SFX.
 Speaking of SFX, anybody has SFX for the metal door? I want to give SFX like 'jeng jeng jeng' when Terminator open the door but there's no suitable SFX in Contra Hardcorps.

And of course Contra III doesn't have sound test lol. Is there any emulators that allow you to dissable the music? Cause I'm pretty sure the music starts to play before the hands come through the wall witch would kinda suck to rip.
Title: Re: Contra mod (working title)
Post by: mgman on January 18, 2010, 11:34:28 am
Will the Terminator's death explosions remain grey or will it change to fire-like?
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 18, 2010, 01:57:01 pm
Quote
Let me know how many pixels less in height, of course, I also proportionate width too.

 Just resize it 60% from the current size.

Quote
Will the Terminator's death explosions remain grey or will it change to fire-like?

 mgman, the connection is slow here so I can't play the video so I can't say anything for that now.
 As for the smoke effects, it's new rule I have for this mod. In Contra 3, death explosion and real explosion uses same effect. It's hard to tell which one hurts and which one is safe unless we try touching the effect ourselves.
 So I differentiate the effects, if you see smokes, grey version of explosions, it means it's safe to touch but if you see red, it means deadly to touch. In the demo, there's no enemy with red explosions yet in their death animation but in higher levels, there might be some who does. I want players to immediately figure this out just by looking without touching (and spend some health).
Title: Re: Contra mod (working title)
Post by: mgman on January 21, 2010, 10:53:31 pm
Ok, I see. Well, please try see it when you get a chance.

By the way, do you have all the sprites necessary for the game? If not, if you can tell me what you need from most of the original classic Contra games except Contra 4 and whatever, I can try to find them.

BTW, I have lots of links to backgrounds for stages. Do you need any? Many can fit the style of your game graphics.

BTBTW: Can ANYBODY ELSE in the meantime compare both videos and tell me if their version of the Contra mod has the same pitch/speed of the music?
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on January 22, 2010, 12:56:17 am
Just found these sprites.  Perhaps they can be of use to you.
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 22, 2010, 07:00:08 pm
Quote
Can ANYBODY ELSE in the meantime compare both videos and tell me if their version of the Contra mod has the same pitch/speed of the music?

 Maybe it's my wave recorder?

Quote
BTW, I have lots of links to backgrounds for stages. Do you need any? Many can fit the style of your game graphics.

 Well, if there's no ripped background from Contra 4 waterfall stage, maybe there's another game with background of same theme?
 I was thinking of editing background and add waterfall animations but I don't mind using a better one.
 Anyways, I'll make a list of required backgrounds.

 Thanks MrGrill, I have ripped both enemies myself before figuring out that somebody else has done it before me.

 Oh yeah, the Spiderbot is done but since I haven't got youtube account yet, I can only show video which you can download from here:

 http://www.mediafire.com/?iujtnz25lce (http://www.mediafire.com/?iujtnz25lce)

 Sorry about the filename (forgot to change). Credits goes to yotatouch for the sprite and goes to me for the scaling :blushing:.
Title: Re: Contra mod (working title)
Post by: scara on January 22, 2010, 09:57:47 pm
I like Contra mod. I look forward to next  :)
Do you like "ALIEN SOLDIER" ?
Spoiler
http://www.youtube.com/watch?v=XtdcIk6-19U

many bosses(Sprite),many idea in this game.
I think that bosses matches a view of the world of Contra mod. ;D
Title: Re: Contra mod (working title)
Post by: mgman on January 22, 2010, 11:30:07 pm
The spider boss looks great.

Would you like Contra 1, Super C or Contra 3 stage backgrounds besides a waterfall?

I think I might be able to get you some background rips. But it'll require one condition.

EDIT: Bloodbane, this is the closest I could get you to the contra 4 waterfall backgrounds. If it's not good enough, I'll try to find something else for you.

http://www.mediafire.com/download.php?ziaaznk5jze (http://www.mediafire.com/download.php?ziaaznk5jze)  It's a video, but it should work.

Do you plan on using only side view levels or is there a suprise?
Title: Re: Contra mod (working title)
Post by: Fightn Words on January 23, 2010, 03:31:21 am
Nice video Bloodbane- I was wondering if the Probotector characters RD008 & RC011 will make an appearance- also if we can expect any vehicle levels?
Title: Re: Contra mod (working title)
Post by: mgman on January 23, 2010, 12:31:09 pm
@Fightn Words: The demo has a bike level.
Title: Re: Contra mod (working title)
Post by: Fightn Words on January 23, 2010, 08:03:37 pm
...Sorry- Except for the two bike levels already in it.
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 24, 2010, 05:57:08 am
Quote
I was wondering if the Probotector characters RD008 & RC011 will make an appearance-

 One of them will  :-X

Quote
Do you plan on using only side view levels or is there a suprise?

 Yes, only side view levels. I don't like top view mode.

Quote
Do you like "ALIEN SOLDIER" ?

many bosses(Sprite),many idea in this game.

 Not really. I prefer Gunstar Heroes than that game. I'm going to replay this game if there's suitable sprite for this mod.
Title: Re: Contra mod (working title)
Post by: mgman on January 24, 2010, 12:04:56 pm
BloodBane, will that background video rip work for you? (check my last post on page 9).
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 26, 2010, 12:51:59 am
 Oh sorry, I got slow connection here so I'm planning to download the video on internet rental someday.
Title: Re: Contra mod (working title)
Post by: ryomaneo on January 26, 2010, 08:51:37 pm
Just found this and was thinking you could use it for something (http://www.spriters-resource.com/snes/sturrican/sturrican_bren.png)
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 29, 2010, 11:43:55 pm
 In the last couple days, I have downloaded soundtracks from Shin Contra. Some of the music are good enough for this mod but the rest makes me want to close my ears.

 Anyways, another thanks to God for these updates!

 Terminator is done and so does the level before him:

Base:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra31.gif)

 See something non contra? yep, the small brown orbs are walking mines. They are from Gunforce. I'm sure you know what happen if they touch you ;).

Walking Mines:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra30.png)

 I took Vycks' suggestion and bring this guy to this mod as subbboss:

Panzer:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra32.png)

 I never played the game though so I don't know how it acts but it doesn't matter.

 The item container from Contra arcade is back!

Health container:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra29.gif)

 Currently it only tosses health but once I got weapons implemented, it should toss those too.

 mgman, thanks for the waterfall sprites! They really help although I have to clean the alias effect. These are how I make the waterfall:

Waterfall:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra33.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra34.png)

 Can you see Bill in 1st shot?
 I still want to update the background if ingredients are available. There's another level with waterfall I'd like to make.
 Argh, sorry mgman, the link you posted is not working. I guess I'm late.

 Thanks ryomaneo but I don't think I could use them.

 Now working on level contents and more bosses!
Title: Re: Contra mod (working title)
Post by: Fightn Words on January 30, 2010, 01:34:02 am
Awesome screen-shots.
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on January 30, 2010, 03:05:35 am
Need second demo!!!

What controller should be played on the computer?  Using the keyboard sucks.
Title: Re: Contra mod (working title)
Post by: borboy on January 30, 2010, 09:54:18 am
Awesome!
Title: Re: Contra mod (working title)
Post by: BadChad on January 30, 2010, 11:32:13 am
Need second demo!!!

What controller should be played on the computer?  Using the keyboard sucks.

Any usb controller should do...
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on January 30, 2010, 02:25:43 pm
Any name brands recommendations or website links?

Bloodbane, what other sprites or backgrounds do you need? That way I can keep an eye out for you ;)
Need second demo!!!

What controller should be played on the computer?  Using the keyboard sucks.

Any usb controller should do...
Title: Re: Contra mod (working title)
Post by: BadChad on January 30, 2010, 08:18:08 pm
I have two suggestions for controllers that Im using.

1. Is my Logitch Precision. Its like a PS1 controller without the analog sticks. Very good controller.
http://www.logos.ba/shop/products_pictures/Precision%20USB%20Game%20Pad.jpg (http://www.logos.ba/shop/products_pictures/Precision%20USB%20Game%20Pad.jpg)

2. Is my 2 Sega Saturn USB controllers. This bad boys are kick *** controllers!
http://www.racketboy.com/blog/saturncontrol.jpg (http://www.racketboy.com/blog/saturncontrol.jpg)

Cant go wrong with either of those controlers but I suggest the Legitech controller even tho the Sega controller is awesome!
Title: Re: Contra mod (working title)
Post by: mgman on January 30, 2010, 09:47:26 pm
It's ok, I have uploaded it again. But please try to download it as early as you can in case the file may get removed because my stupid computer makes uploading process very hard.

EDIT: Gah, the risk is high :) Instead, I'll upload it to a permanent place where you can definitely pick it up:

http://www.4shared.com/file/211833153/cc341b27/clip0012.html (http://www.4shared.com/file/211833153/cc341b27/clip0012.html)

The link allows you to preview it, but I recommend you download it also (button below it).
Title: Re: Contra mod (working title)
Post by: Bloodbane on January 31, 2010, 12:24:39 am
 Thanks guys!

Quote
Bloodbane, what other sprites or backgrounds do you need? That way I can keep an eye out for you

 Well, every alien sprites from Contra series. I already got couple sprites from the net.

Quote
Need second demo!!!

 Be patient. Once the 3rd stage is done, I'll prepare 2nd demo. Branches in this mod makes me work 4 times so instead of making one or 2 background set for a stage, I make 8 set for 2 stages.

 Thanks mgman, I'm viewing the video now although it's very slow. But that background looks better, maybe I could remake that cave level and use that background instead.
Title: Re: Contra mod (working title)
Post by: mgman on January 31, 2010, 11:23:57 am
Although it is totally up to you, please, I highly recommend that you make it a separate level. The current one looks so good as it is and this included as a separate level will do really great.
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 01, 2010, 03:53:28 am
 OK, thanks for the suggestion.
 I don't know how you'll get the background from this video clip but try to remove the alias effect. The sprites included with waterfall are unusable due to alias effect they have.
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on February 01, 2010, 05:38:47 am
Found some Contra sprites for your mod.
Title: Re: Contra mod (working title)
Post by: mgman on February 01, 2010, 11:14:28 am
Alright, I'll try to get it done, but I have some questions:

You said unusable sprites, which ones?
Also, I'm unsure what an alias effect is/how to remove it... :(
Title: Re: Contra mod (working title)
Post by: Fightn Words on February 01, 2010, 11:32:10 am
I think what he means is, you should try to grab the sprites without any filtering, at it's original size & unaltered.
Title: Re: Contra mod (working title)
Post by: mgman on February 01, 2010, 04:43:58 pm
Oh, I see. Well, if that's the case, the video already has the original size, etc. Do not look at the video preview included with the link. To see the original video resolution without any effects, download it. There's the option to download the video right below it.
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 12, 2010, 11:26:44 pm
As usual, another thanks to God for these updates!
 Of course I should thank mgman and Fight n words for their help making these new shots.

Waterfall:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra36.gif)

 Couple shots from waterfall level. The waterfall behind is animated BTW.
 The platforms location are not permanent yet since I'm still designing the level.
 Still, this level features this:

Fly Nest:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra37.png)

 The hole is nest of flies. If the fly (close to hole) is killed, another one will come in about half second later. Yep, it's another infinite enemy spawner I have for this mod.
 Emmm... come to think of it, this fly is more like a mosquito. Oh well.
 Oh yes, the big green beetle is ripped from Cyber Lip.

Alien Guard:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra38.png)

 Another enemy from Super Contra Arcade. Be careful with its shot ;).

 In the video mgman gave me, the 1st part has different ground than the rest of Contra 4 waterfall stage. I ripped and edited it to make this boss level

Boss Cave:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra35.png)

 Sorry, I'm not spoiling what the boss is. You have to play 2nd demo at least to know it.
 Ah yes, 2nd demo. I'm planning to release 2nd demo after waterfall level and boss are done. But I'm going to update some game mechanics before making demo.

 Alright, back to work!
Title: Re: Contra mod (working title)
Post by: yotatouch on February 13, 2010, 12:07:09 am
As usual, the screens looks great!
Glad t see coming soon a second demo.

Good work BloodB, this game will be a great Contra !
Title: Re: Contra mod (working title)
Post by: Fightn Words on February 13, 2010, 04:55:58 am
I agree, and a very good way to keep an audience in suspense too.
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on February 13, 2010, 05:56:05 am
That is the nicest waterfall I have ever seen.  It would be great if I could play your demos on the fat psp. 

Hurry up and release your second demo.
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on February 13, 2010, 11:15:19 am
ohh very beautiful screenshots!! totally nice looking waterfall stage!!

btw BB, you will be using only original Contra osts or you will use remixes also?? I think I can priovide with some rock versions of Contra songs
Title: Re: Contra mod (working title)
Post by: mgman on February 13, 2010, 12:02:24 pm
I'm just glad my contributions are helpful :)

Say, Bloodbane, was the other stage replaced? I hope not ;)
Title: Re: Contra mod (working title)
Post by: scara on February 13, 2010, 07:03:04 pm
what a beautiful screenshots!!
I'm so excited :cheers!:
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 14, 2010, 12:34:27 am
 Thanks guys!

Quote
was the other stage replaced? I hope not

 No. I'd require textured cave walls before I could replace that.

Quote
you will be using only original Contra osts or you will use remixes also?? I think I can priovide with some rock versions of Contra songs

 Remixes would be fine. I can't refuse them until I hear them myself.
Title: Re: Contra mod (working title)
Post by: mgman on February 15, 2010, 01:36:00 pm
I have a suggestion, I don't know if you can implement this, but...

All Contra games I know, when the bullet hits the enemy, the bullet disappears like the enemy's been shot and it's in him. In this mod, the bullet continues to go through the enemy and continues to fly off the screen. Is it possible to make it like the classic style? Just a suggestion.
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on February 15, 2010, 03:57:21 pm
Here goes some songs, I have some more

EDIT: attachments removed and new attachments added
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on February 15, 2010, 06:20:01 pm
sorry foir double posting, but the forum only allows me to upload 10 mbs per post...

here are some more

EDIT: attachments removed and new attachments added
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 16, 2010, 01:15:26 am
 Thanks Die_In_Fire, I'll check them (with this slow speed).
 ONE DAY LATER: Ah yes, they should fit this mod, just need to edit and find proper level for the music. BTW do you have remake version of boss music?

 As for 'piercing bullets', I know that and I also know an instable way to solve it. Unfortunately, since it's instable, I'd rather don't use it. The issue you get from 'piercing bullet' is that you can shoot enemies behind but if I try to solve it, I'd get worse issue which is rapidhit bug which hurts enemies drastically!.
 So until there's stable solution, I will gonna have to leave it like this.

 BTW the bullet did disappear after hitting something. What really happens is the bullet right behind it, continues to fly, passing through what was hit by 1st bullet.

 EDIT: I have edited the 1st post but I'll repeat some here. The missing abilities will have to be delayed until required scripts are available. So that means, I could start adding weapons and heroes now. Well, after I'm done with updating some game mechanic, I'll start adding a weapon.
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on February 18, 2010, 12:44:57 am
Yes, here goes Boss Music and Waterfall  :cheers!:

ohh the wolf-ciborg, the girl and the little robot will appear as selectable chars?

Vomitron have cool Contra covers too, have to look on some of my back up discs and will post some

EDIT: I edited my two previous posts to avoid spam, so on the edited posts I uploaded more songs and removed the other ones
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 18, 2010, 01:19:10 am
 Fang WILL be here. I'm still not sure about Sheena and Browny. Someone has ripped Browny's sprites though but none for Sheena. Even if the latter is available, I'd have to edit her cause I don't like how she dresses. Another thing for sure is that Ray will not be here. Bill is enough.

 I'll bring Fang after I'm done implementing couple weapons.
Title: Re: Contra mod (working title)
Post by: mgman on February 18, 2010, 08:49:23 pm
:(

Sorry to differ, but I find Sheena's outfit... very fitting and character fame material. The only way to explain it being that it works so well with her hair color and style, eye color and... overall physique.
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on February 19, 2010, 12:02:07 am
:(

Sorry to differ, but I find Sheena's outfit... very fitting and character fame material. The only way to explain it being that it works so well with her hair color and style, eye color and... overall physique.

Any pics of Sheena and Browny?  Who are they?
Title: Re: Contra mod (working title)
Post by: mgman on February 19, 2010, 11:24:53 am
This is Sheena:
http://th03.deviantart.net/fs19/300W/f/2007/239/0/7/Sheena__Contra_Hard_Corp__by_OverlookGameGirls.jpg (http://th03.deviantart.net/fs19/300W/f/2007/239/0/7/Sheena__Contra_Hard_Corp__by_OverlookGameGirls.jpg)

And here are Sheena sprites: http://www.spriters-resource.com/genesis/contrahc/sheet/27843BLOODBANE (http://www.spriters-resource.com/genesis/contrahc/sheet/27843BLOODBANE) these are for you in case you wanted them...

And this is Sheena's appearance from Contra 4: http://www.blogcdn.com/nintendo.joystiq.com/media/2008/03/cdsjppr002ak.jpg (http://www.blogcdn.com/nintendo.joystiq.com/media/2008/03/cdsjppr002ak.jpg) ( :O)

BTW, I often feel that Sheena is a prime example that such beauties are only artificial or fictional.
Title: Re: Contra mod (working title)
Post by: ARGOROK on February 19, 2010, 04:04:28 pm
If I can suggest something I suggest that this MOD have some contra arrangements or some Contra 4 OST that will be cool in this MOD Bloodbane you know what you do and I bet that your MOD will be a hit and one of the best MODS in lavalit I love Contra Games  ;D
Title: Re: Contra mod (working title)
Post by: ARGOROK on February 19, 2010, 04:07:58 pm
I have some arrangements of Contra here is the mix bloodbane this mix were made by Jake Kauffman aka virt those are like metal and oldschool mixed music (He also did the OST for Contra 4) I think that this mix would fit in the MOD (You have to edit each part of course)
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on February 19, 2010, 09:52:18 pm
BloodBane I have contra 4 ost in case you need it

ohh and here goes some more

Title: Re: Contra mod (working title)
Post by: Bloodbane on February 19, 2010, 11:25:20 pm
 Thanks guys, I'm struggling with downloads here.

 Contra 4 OST, I'm playing that game currently. There are no OST I'd like to use from that game except of boss theme remake from 3rd boss fight. Well, maybe the waterfall and ocean stage music will do.

 Anyways, aside of game mechanics update, I still to work on subboss. I have idea for one but for the latter, anyone have sprite of the long fish subboss from 5th stage of Contra 4?
Title: Re: Contra mod (working title)
Post by: mgman on February 20, 2010, 12:56:50 am
I'll try to get those for you...

BTW, Contra 4 is NO DOUBT one of the top 5 Contra games in the series. I love that game so much.

Bloodbane, I replied to your PM. And I'm sorry that the links I provided are so general. Finding backgrounds is pretty cumbersome. And it's just that when i asked some place for help, most retards there somehow found that my post was a "joke topic" and they took nothing seriously. Their douchebaggery led to the topic locked and the mods did nothing for their fail (in other words, I got punished for what people did in my thread).
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 21, 2010, 12:11:42 am
Quote
Contra 4 is NO DOUBT one of the top 5 Contra games in the series.

 Yep. Too bad the Terminator remake (6th stage boss) is awful. I'm disappointed. Not saying he's easy boss though.

 Anyways, my effort to update the game mechanics is kinds sweet and bitter. The bitter part is that the new method requires extra scripts and new bugs appears  >:(. But the sweet part is that hidden bugs appeared allowing me to fix them and bike riding mode is more stable than before ;D.

 Another good news is I have implemented weapons. This one was fast to made. If I'm not stalled by that debugging, I could have done this earlier. Oh well.
 Currently there's laser gun and rocket gun. Well, this means I have to reset enemy's HP to balance the weapons. That includes adding weapon loss mechanics.
Title: Re: Contra mod (working title)
Post by: Demitri on February 21, 2010, 12:03:32 pm
It looks like this mod will be a hard work to finish for you Bloodbane.
However, the full game will be awesome if you think on all the stuff you're adding, damn! it will hard to think it's an OpenBOR mod at all!

Keep up the good work.



Cheers.
Title: Re: Contra mod (working title)
Post by: mgman on February 21, 2010, 07:58:54 pm
I think he's the EASIEST boss in the entire game. Even on normal/hard, he just seems far too easy. And I don't know why, but his "whine" when he breathes the fire fits well with the battle music.
Title: Re: Contra mod (working title)
Post by: mgman on February 22, 2010, 10:20:12 pm
UPDATE: There just seems to be NO way to rip the sprites of DS games so simply... It kinda pisses me off, but DS emulation is fairly new these days.

TBH, I would recommend discarding the fish, but if you really want the sprites, I'll do the best I can for a little while more.
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 22, 2010, 11:54:23 pm
Quote
I would recommend discarding the fish, but if you really want the sprites, I'll do the best I can for a little while more.

 Well, I want the fish cause I want to make a flying 'serpentlike' subboss for waterfall level. I don't want to make DragonFly cause there are enough insects there.

 Anyways, here are couple shots of weapons in this mod, currently there are only laser and rocket:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra40.gif)

 Also usable for bike ride levels:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra39.gif)

 That's the nice thing about working on shooter mod. With script, I only need to alter the projectile based on held weapon. I don't need to use extra weapon model. Well, maybe I would need one if the shooting frequency differs alot.

 I am going to bring the Spread Shot weapon but I need to measure the 'spread width' 1st.
Title: Re: Contra mod (working title)
Post by: Fightn Words on February 23, 2010, 12:33:09 am
Do you know already the number of weapons the character will be able to use, or have you not planned that far yet?
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 23, 2010, 12:56:42 am
 I haven't planned that far yet. My biggest concern is how to implement the weapons.
 Oh yes speaking about weapon, currently there's no weapon switch yet. I could script it but I would have to script HUD 1st otherwise players won't be able to tell which weapon they are using currently.
Title: Re: Contra mod (working title)
Post by: Die_In_Fire on February 23, 2010, 01:05:32 am
UPDATE: There just seems to be NO way to rip the sprites of DS games so simply... It kinda pisses me off, but DS emulation is fairly new these days.

TBH, I would recommend discarding the fish, but if you really want the sprites, I'll do the best I can for a little while more.

and using the emulator's screenshot option? I could try it myself, but here DS emulation is very slow, I can't play portrait of ruin or dodgeball brawlers  :(

ohh one more song attached

Title: Re: Contra mod (working title)
Post by: mgman on February 23, 2010, 11:16:47 am
See, now, the snapshot method seems to be the most preliminary way. However, I don't know a DS emulator that can take frame-by-frame snapshots (there doesn't seem to be a "next frame" type of thing, and pausing immediately at the next frame is very cumbersome for a typical enemy with over 30 frames of animation). Besides this, more importantly, I suck at isolating an object of interest after taking a snapshot. Perhaps I lack the proper programs/tools or just simply the skills.

Bloodbane, I've enlisted the aid of someone who has experience in the field of DS sprite ripping, I hope he accepts my request...

Anyway, the guns look very cool! And I very well recommend scripting in for a weapons switch, even if it means scripting a HUD. This is evidently going to require more time, but it's all for the better. A great creation makes good use of time (or soemthing like that XD)
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 24, 2010, 12:20:17 am
Quote
Bloodbane, I've enlisted the aid of someone who has experience in the field of DS sprite ripping, I hope he accepts my request...

 Thank you. Do you know what tools he used? Judging from released Contra 4 rips, there has to be reliable tool or emulator.

Quote
And I very well recommend scripting in for a weapons switch, even if it means scripting a HUD.

 Well, for 2nd demo, I'll skip that one. So the 2nd demo will be like old Contra which there's no info on what weapon you are holding.

 This is how the Flying Fish would be, see below. AI is not set yet and this is only test level. I ripped it myself. The head and body seems fine but the tail has been rotated causing slight decrease in quality. I think the head is not straight as well.
Title: Re: Contra mod (working title)
Post by: DJGameFreakTheIguana on February 24, 2010, 12:45:39 am
Man Blood, your mad skillz are really showing up here in these shots. Keep it up.

X)
Title: Re: Contra mod (working title)
Post by: Hanzo on February 24, 2010, 09:35:05 am
this mod gonna be classic blood keep up the good work
Title: Re: Contra mod (working title)
Post by: mgman on February 24, 2010, 11:42:28 am
Ok, I'm going to find out what tools he uses. The fish sprite does look quite good, but I'll still try to get the sprites ripped anyway.

On a side note, I think Contra 4's stage 4 music (Harbor) is one of the best ones there. I recommend using that one for a stage if you can. As with the guns, a sort of Fireball or Flamethrower gun would be awesome.

PS: Bloodbane, did you manage to find some backgrounds you wanted in the links I gave?
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 24, 2010, 01:51:21 pm
 Well, some of them has what I want while I still need to check if the others should fit or not.
 About alien wall, I think I'll make the background 1st and get some shots so you can get idea of what I need.

 While I'm here, the spread shot weapon is done and ready. Took some time to adjust the 'spread' speed. Now, I could set the weapon drops in levels for use.
 The AI for flying fish is done. I still accept better rips for it though.
Title: Re: Contra mod (working title)
Post by: mgman on February 24, 2010, 04:40:56 pm
Alright, Bloodbane, I've done the best I could with ripping the snake fish. Since still shots were very annoying to do. I managed to create a video which isolates the snake fish on a blank background, facilitating their ripping. The video captures the boss during several straight-line motions as well as dolphin-arc motions. I'm sure the video of their motion is better suited so that you can rip the sprites according to however you may wanted them to appear.

You can download the video here:
http://www.4shared.com/file/229092446/b1a82f/Movie.html (http://www.4shared.com/file/229092446/b1a82f/Movie.html)

NOTE: Don't forget to DOWNLOAD it, rather than watching the preview. I'm sure the preview on the link stretches the video out and it looks ugly. Simply download and you got your frames ready to go in there...
Title: Re: Contra mod (working title)
Post by: Bloodbane on February 28, 2010, 04:24:21 am
 Thanks mgman, but unfortunately the sprites have alias effect on them. I can't use them.

 About the mod, while test playing weapons, I triggered a crash. I thought it was because of the weapons but it turns out, it's because I hit maximum entity limit (150 entities). To solve this, I have to alter some weapons. Rocket shot won't shot small explosions but instead it shots one animation which plays explosions in single entity. Spread shot is altered and instead of shooting 5 shots, it shoots up and down, like Fang's powered up A shot.

 Terminator's time bombs will have to be reduced. I'm going to remove the redundant ones and the explosions will be optimized. They will only fire 'onscreen' and won't fire to useless areas such as ground and walls.

 Aside of that, I have improved HUD by adding info on current shooting mode.
Title: Re: Contra mod (working title)
Post by: Fightn Words on February 28, 2010, 09:49:32 am
Can't wait to see that...
Title: Re: Contra mod (working title)
Post by: mgman on February 28, 2010, 01:41:53 pm
Have you downloaded the video instead of watching it on that link? Maybe that's the thing. If not, I'm sorry that it didn't turn out as planned :(

BUT, tell me if there's anything else you need for the mod, I'll do my best, despite the difficulties. WTF is it with video gaming forums who can't take sprite ripping and background requests seriously? They mostly end up being locked because jerks ruin the topic with memes...

A bit unfortunate that a limit was exceeded for the mod, but I hope for the best that it all turns out great ;)
Title: Re: Contra mod (working title)
Post by: Damon Caskey on February 28, 2010, 01:47:11 pm
...

Bloodbane, hold off on making those modifications. SX and I can look into extending the engine's limits; it's super easy to do it. They only thing is that we want to make sure it doesn't jack up static memory use (as in, the extra slots take up space even when not used).

DC
Title: Re: Contra mod (working title)
Post by: Orochi_X on February 28, 2010, 03:30:45 pm
Would now be a good time to explain how I drasticly reduced my entity count without sacrificing any animations etc?
Title: Re: Contra mod (working title)
Post by: mgman on February 28, 2010, 07:00:02 pm
This seems like a good idea. Bloodbane, I would hold the downsizing until the guys find out about the limits.
Title: Re: Contra mod (working title)
Post by: Bloodbane on March 03, 2010, 02:18:11 am
 That's kinda too late. The spread shot is already done and so does Terminator's bombs. I might bring back the bombs after the limit is extended but the explosion will still be reduced to remove redundancy.
 As for spread shot, I'll keep it that way and see what players would say about it. It will be included in 2nd demo which I'm preparing right now.

 I'm still waiting for some sprites before I could finalize this demo.

Quote
Would now be a good time to explain how I drasticly reduced my entity count without sacrificing any animations etc?

 Well, please tell us!
Title: Re: Contra mod (working title)
Post by: mgman on March 03, 2010, 03:35:44 pm
Sounds like a good idea... so which sprites are you waiting for?
Title: Re: Contra mod (working title)
Post by: badjab326 on March 07, 2010, 11:28:34 am
Whoah whoah wait a minute, no Ray :( Ray and Bill would be an awesome team since Lance is gone and not too many people like Jaguar. I definitely think Sheena should go in though.

Anyway great work so far man. I'm really looking forward to the 2nd demo.
Title: Re: Contra mod (working title)
Post by: Demitri on March 07, 2010, 04:19:10 pm
Bloodbane, I've tried the demo you released some time ago (didn't noticed this mod had two threads at the same time. My mistake) and I have to say I'm amazed on how many progress OpenBOR have reached and your talent to use all the current tools, hardly can notice this is a OBOR mod instead an arcade from scratch or another game maker app, and plus this mod gameplay is frantic! I seriously think this mod will rock.

I hope you don't mind if I take a look inside the PAK to help me to understand how some commands work with real examples.



Cheers.
Title: Re: Contra mod (working title)
Post by: Bloodbane on March 08, 2010, 01:50:30 am
 Sure Demitri, I only hope you can understand them cause I don't give details explanation.

 Sorry badjab, it's either Ray or Bill. I chose Bill cause he's from Contra 3. I could add Lucia if someone has ripped her.

Quote
so which sprites are you waiting for?

 Metal Snake's sprites, the hidden boss.
Title: Re: Contra mod (working title)
Post by: Fightn Words on March 08, 2010, 01:56:53 am
Is that the only thing your waiting for?
Title: Re: Contra mod (working title)
Post by: badjab326 on March 08, 2010, 07:01:29 am
Lucia was in a 2d contra? I thought she was only in Shattered Soldier and Neo Contra.
Title: Re: Contra mod (working title)
Post by: Demitri on March 08, 2010, 08:36:34 am
Sure Demitri, I only hope you can understand them cause I don't give details explanation.

Then be ready for the interrogation  ;D
Title: Re: Contra mod (working title)
Post by: mgman on March 08, 2010, 11:32:22 am
Bloodbane, look at this video, go to 6:19

http://www.youtube.com/watch?v=WPd8GTAQVNI&feature=related# (http://www.youtube.com/watch?v=WPd8GTAQVNI&feature=related#)

Would that snake be good enough (maybe a recolor)?

Also look at:

http://www.youtube.com/watch?v=vi7Vcbi2HiE&feature=related# (http://www.youtube.com/watch?v=vi7Vcbi2HiE&feature=related#)

At 2:20. Is that snake good, man?

Maybe these, too, with a recolor or something:

http://www.spriters-resource.com/snes/aladdin/sheet/41 (http://www.spriters-resource.com/snes/aladdin/sheet/41)
http://www.spriters-resource.com/gameboy_advance/mmbn2/sheet/28152 (http://www.spriters-resource.com/gameboy_advance/mmbn2/sheet/28152)
http://www.spriters-resource.com/gameboy_advance/spongesuper/sheet/26015 (http://www.spriters-resource.com/gameboy_advance/spongesuper/sheet/26015)
http://www.spriters-resource.com/snes/zombiesneighbours/sheet/4062 (http://www.spriters-resource.com/snes/zombiesneighbours/sheet/4062)
http://sdb.drshnaps.com/display.php?object=45 (http://sdb.drshnaps.com/display.php?object=45)
http://spriters-resource.com/other_systems/pocketkingdom/sheet/5686 (http://spriters-resource.com/other_systems/pocketkingdom/sheet/5686)
http://spriters-resource.com/other_systems/pocketkingdom/sheet/5687 (http://spriters-resource.com/other_systems/pocketkingdom/sheet/5687)
http://spriters-resource.com/mobile_phone/hellboy/sheet/25048 (http://spriters-resource.com/mobile_phone/hellboy/sheet/25048)
http://www.videogamesprites.net/SecretofMana/Bosses/ (http://www.videogamesprites.net/SecretofMana/Bosses/) look at the great viper here.
http://spriters-resource.com/nes/superc/sheet/12084 (http://spriters-resource.com/nes/superc/sheet/12084) Take the level 6 boss snake sprites, maybe a recolor to make it mechanized.
http://sdb.drshnaps.com/display.php?object=7604 (http://sdb.drshnaps.com/display.php?object=7604) use the boss small heads which are like snakes and mechanize them.
Title: Re: Contra mod (working title)
Post by: StryfeDC on March 08, 2010, 02:20:43 pm
I'm still surprised at how OBOR can support a 2d shooter like this. This is looking awesome, keep it up and make quite a few people happy.  :applauding:
Title: Re: Contra mod (working title)
Post by: Bloodbane 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 :).
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on March 11, 2010, 04:31:42 pm
I separated the backgrounds if you decide to add parallax.
Title: Re: Contra mod (working title)
Post by: Bloodbane 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:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra41.gif)

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:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra42.gif)

 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.
Title: Re: Contra mod (working title)
Post by: Damon Caskey 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?

DC
Title: Re: Contra mod (working title)
Post by: borboy on March 17, 2010, 01:29:44 pm
Very Cool!
Title: Re: Contra mod (working title)
Post by: Fightn Words on March 17, 2010, 01:56:30 pm
Very impressive update Bloodbane!
Title: Re: Contra mod (working title)
Post by: mgman on March 17, 2010, 03:10:06 pm
20 lives I see, eh? :egg_slicer:

:P
Title: Re: Contra mod (working title)
Post by: badjab326 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.
Title: Re: Contra mod (working title)
Post by: mgman 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..
Title: Re: Contra mod (working title)
Post by: Cobra 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.
Title: Re: Contra mod (working title)
Post by: Bloodbane 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.
Title: Re: Contra mod (working title)
Post by: StryfeDC 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?
Title: Re: Contra mod (working title)
Post by: badjab326 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.
Title: Re: Contra mod (working title)
Post by: Fightn Words on March 18, 2010, 03:45:04 pm
At least one if not more.
Title: Re: Contra mod (working title)
Post by: Bloodbane 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 :).
Title: Re: Contra mod (working title)
Post by: StryfeDC on March 19, 2010, 09:36:06 am
Quote
And he is not me
I didn't mean to belittle your efforts, and I appreciate the work you're putting into this project. I was wondering about the general 2d platforming, action, and shooter possibilities.

I wouldn't be interested in a traditional OBOR beat'em up Castlevania anyways.  :-X
Title: Re: Contra mod (working title)
Post by: Mrgrill247 on March 19, 2010, 02:57:59 pm
If you do a search on Castlevania, you will find a few mods.  A great example would be Vampire Hunters which is bascially a fun game.

Enough about Castlevania in this Contra thread, lets get back to what we really want to know from Bloodbane, Demo 3!



Quote
And he is not me
I didn't mean to belittle your efforts, and I appreciate the work you're putting into this project. I was wondering about the general 2d platforming, action, and shooter possibilities.

I wouldn't be interested in a traditional OBOR beat'em up Castlevania anyways.  :-X
Title: Re: Contra mod (working title)
Post by: Bloodbane on March 20, 2010, 10:26:37 am
:doh!: I forgot that Vyck and I are also working on Castlevania mod named Devil Slayer. Haven't heard anything new from him lately.

Quote
I was wondering about the general 2d platforming, action, and shooter possibilities.

 Hmmm.... there are couples issues but in general, they are possible.

 About Demo 3, I don't have plan for that yet. It's too early to talk about that.
Title: Re: Contra mod (working title)
Post by: mgman on March 20, 2010, 12:01:03 pm
Heh, he's right about that!

Anyway, if you're looking for sprites, backgrounds, music, I can definitely try and get them for you. I can rip sprites/backgrounds from Contra Hard Corps now, so if you want, tell exactly which.
Title: Re: Contra mod (working title)
Post by: Bloodbane on March 22, 2010, 11:04:19 am
 Thanks mgman, I still making plans for next levels but at least for now you could help me rip missing sprites for Sheena. The spritesheet you showed me before missing these:

- Shooting animation. No, I can't use aiming sprites for shooting. Shooting sprites has slight difference in arm position. While shooting, arm is slightly pushed back.
- Bike Ride animation. I need sprites WITHOUT the vehicle. So that means, the Bike must be erased.
- Drop animation. I am referring to state when Sheena drops off platform, ceiling or railing or walks off platform. During this state, Sheena can aim and shoot in 8 direction. Since she flips, technically there are only 5 sprite set+ static drop pose when she didn't do anything while dropping.

 I hope this is understandable.

 Now while I'm here, I would like to announce this. This mod's name is Contra : Locked 'n Loaded. I'm gonna need to find proper fonts for the Locked 'n Loaded part in the title.

 Anyways, my plan with this mod is to have multiple mission. As you know, just from Contra series, I could use background and sprites from Contra 3, Contra Hardcorps, Contra 4, and the arcade Contras. Excluding NES and gameboy that is. If I use resources from other games, there would be even more to be used.
 Jumbling all of these resources into one mission is too much so I decided to make couple missions within this mod.
 Extra mission in the 2nd demo is one of the missions. I have plan for other mission but I better focus on the main one first. Umm... I shouldn't called it main actually since every mission should be equal.

 Currently, I'm working on Fang and most if not all of his sprites are ready. Just need to add remaps, adjust mechanics and test him.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on March 22, 2010, 01:58:33 pm
Ok, I will try to get them for you :)

BTW, the Contra 4/Contra Rebirth inspiration is made of WIN.
Title: Re: Contra : Locked 'n Loaded
Post by: Darkmanx_429 on March 27, 2010, 06:20:40 pm
If you do a search on Castlevania, you will find a few mods.  A great example would be Vampire Hunters which is bascially a fun game.

Enough about Castlevania in this Contra thread, lets get back to what we really want to know from Bloodbane, Demo 3!



Quote
And he is not me
I didn't mean to belittle your efforts, and I appreciate the work you're putting into this project. I was wondering about the general 2d platforming, action, and shooter possibilities.

I wouldn't be interested in a traditional OBOR beat'em up Castlevania anyways.  :-X
Don't hate on Castlevania, my mod is coming along too! lol
Bane, I have access to the Contra 4: Rocked and Loaded OST if you want to include the music in your mod...
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on March 28, 2010, 03:40:14 am
 Rocked n Loaded? from which part that soundtrack is?
Title: Re: Contra : Locked 'n Loaded
Post by: Darkmanx_429 on March 28, 2010, 12:37:27 pm
Rocked n Loaded? from which part that soundtrack is?
http://www.rockednloaded.com/ (http://www.rockednloaded.com/)

Trust me, you want want it. It's primarly tracks from Contra 4. It's not as custom as the music for my mod, but it will make your tracks sound a hell of alot better. If you are interested and like what you hear then hit me up on the PM.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on March 29, 2010, 01:19:32 pm
Quote
If you are interested and like what you hear then hit me up on the PM.

 It's tough to judge music without listening. Hmmm... I will gonna have to find time to view the video.

 Anyways as usual, another thanks to God for these updates!
 1st, Shot of Power Shot,

Power Shot:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra43.gif)

 It's similar to Fang's B weapon except that it can be fired in 8 direction. Like the original weapon, it's close range weapon however in this mod it packs high damage.
 Speaking of Fang, let's welcome him to this mod!

Fang:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra45.gif)

 Thanks to DJGameFreakIguana for half of his sprites :). I ripped the rest including motor bike sprites myself. He has 4 remaps. You can see one of them above.
 This is his ride bike version:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra44.gif)

 If you don't know from what levels these shots were taken, that means you haven't played every level in 2nd demo.

 Aside of showing Fang, the 2nd shots show new level. The background was ripped from a boss fight in Cyber Lip. Here it is:

(http://i11.photobucket.com/albums/a177/DBloodbane/CyberLip.png)

 If you have played that game, you'll see that the level is flat and limited (well that's a boss level anyway), I have to do couple edits to split background and front layer and to add variations to the level, especially for adding platforms. The level itself is 80% finished BTW.

 And from the HUD, you can see two weapon icons which show 2 current weapons. Just like in Contra 3, bright icon shows the held weapon while dark icon the stored one. This also means, another key is used to switch the weapon.

 Now to finish that level and make new vertical level;)!.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on March 29, 2010, 05:21:45 pm
You should make a vertical descending level :)

Or if that's what you're planning to do, awesome!
Title: Re: Contra : Locked 'n Loaded
Post by: yotatouch on March 29, 2010, 06:05:23 pm
The "power shot" looks very interesting! Hope to see it in action soon.
Title: Re: Contra : Locked 'n Loaded
Post by: Darkmanx_429 on March 29, 2010, 07:23:26 pm
Quote
If you are interested and like what you hear then hit me up on the PM.

 It's tough to judge music without listening. Hmmm... I will gonna have to find time to view the video.

 Anyways as usual, another thanks to God for these updates!
 1st, Shot of Power Shot,

Power Shot:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra43.gif)

 It's similar to Fang's B weapon except that it can be fired in 8 direction. Like the original weapon, it's close range weapon however in this mod it packs high damage.
 Speaking of Fang, let's welcome him to this mod!

Fang:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra45.gif)

 Thanks to DJGameFreakIguana for half of his sprites :). I ripped the rest including motor bike sprites myself. He has 4 remaps. You can see one of them above.
 This is his ride bike version:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra44.gif)

 If you don't know from what levels these shots were taken, that means you haven't played every level in 2nd demo.

 Aside of showing Fang, the 2nd shots show new level. The background was ripped from a boss fight in Cyber Lip. Here it is:

(http://i11.photobucket.com/albums/a177/DBloodbane/CyberLip.png)

 If you have played that game, you'll see that the level is flat and limited (well that's a boss level anyway), I have to do couple edits to split background and front layer and to add variations to the level, especially for adding platforms. The level itself is 80% finished BTW.

 And from the HUD, you can see two weapon icons which show 2 current weapons. Just like in Contra 3, bright icon shows the held weapon while dark icon the stored one. This also means, another key is used to switch the weapon.

 Now to finish that level and make new vertical level;)!.
http://www.youtube.com/watch?v=9EuAAlDeY74# (http://www.youtube.com/watch?v=9EuAAlDeY74#)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on March 31, 2010, 01:13:22 am
 Darkman, you need to get used to reply button instead of quote or at least remove the unnecessary part of your quote. You are wasting space here.
 About the teaser, cool remixes! So how do I get them?

Quote
You should make a vertical descending level

Or if that's what you're planning to do, awesome!

 That's correct! That's exactly what I'm making now.
Title: Re: Contra : Locked 'n Loaded
Post by: Damon Caskey on March 31, 2010, 12:06:47 pm
Bloodbane, I just added a new setting that might make life much easier on you with this project. It will appear when the latest release is auto compiled, but I'll go ahead and post a zipped copy for you.

rangeb {min} {max}

It works just like rangea (and has same defaults of -1000 1000), but checks base instead of altitude.

I added it for dealing with a combination of traversing platforms on the Z axis and entities with Z range attacks. Instead of the entity Z jumping up to the platform, it kept trying to do its Z attacks. Rangeb fixed that right up.

For you I imagine it might keep an entity on a different platform from shooting or whatnot at something it can't actually hit.

DC
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 02, 2010, 05:30:33 am
 :cheers!: Thanks Damon Caskey, I'll give it a try.
 I would need to set offscreenkill 1st to avoid Icarus bug.

 BTW mgman, have you done ripping Sheena's sprites? you can edit sprite to get the missing ones.
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on April 03, 2010, 04:07:38 am
I just took a break from editing Maria for Castlevania to add some bg separation in Contra.
Title: Re: Contra : Locked 'n Loaded
Post by: maxman on April 03, 2010, 04:36:15 am
Looks nice for/with that stage. :eyebrow_action: :wow!:

Also, nice screenshots.

Quote
(http://i11.photobucket.com/albums/a177/DBloodbane/CyberLip.png)
Damn! :doh!: >:D The video looks awesome man when watching the display (but haven't watched it completely). (I know it's the pic I quote.)
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on April 05, 2010, 01:16:30 am
Sorry to post late.

I'm posting this to say that I am no longer going to contribute for this project. Sorry Bloodbane.

My family got robbed in our house while I was working. Essentially everything important is either gone or trashed. We're moving shortly. There's no TV, no movies, no games, no entertainment PERIOD. We got limited clothing, some furniture. Even all the books were pretty damn trashed. Typically, the fucking police "can't" do anything. So that's about 100 grand burned away and we barely afforded ourselves anyway.

Posting this from a friend's.

Again, sorry I can't help and I probably am letting go most of my involvement with gaming indefinitely.

Farewell...
Title: Re: Contra : Locked 'n Loaded
Post by: yotatouch on April 05, 2010, 01:22:16 am
Man... Sorry to hear that... Fucking robbers, the only thing they know to do is breaks other people's life!
I'd like to catch one of them while attempting to steal, i'll kill him.

Again, sorry to hear that Mgman... Hope the insurance will help you all and compensates a lot, even if it won't never be enough.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 05, 2010, 01:30:32 am
 Aww  :( :( sorry to hear that!

 Farewell, mgman!
  :cheers!: Thank you very much for everything you gave me!! Really appreciated!
Title: Re: Contra : Locked 'n Loaded
Post by: Hanzo on April 05, 2010, 07:11:35 am
that messed up man you can't even the trust the police where i'm livin.

Hope things get better man.
Title: Re: Contra : Locked 'n Loaded
Post by: contress on April 05, 2010, 09:26:43 am
well man im just new here
but still i hope things get better for you man
Title: Re: Contra : Locked 'n Loaded
Post by: tendeep2007 on April 05, 2010, 09:24:54 pm
Sorry to hear that.  Hope things go alright.
Title: Re: Contra : Locked 'n Loaded
Post by: maxman on April 06, 2010, 07:29:44 am
DIMWITS!!! :livid: (my dad's around so I can't show my feeling, but to express inside) :'( Sorry for acting too mean. I hate thieves so much. It's because they always come to steal things from my house. It all started when I was a child when I never knew about thieves. Also, they borrow games (mostly SNES) to play, but sell 'em for making money. That's the worst thing about thieves. They're mostly from my hometown I'm living. I feel like saying a F word because they always steal, so I feel like they're my worst enemies. :envious: I hate them so much! >:( We buy some things but they steal what we got. They think we might be rich or something. The truth is... we're not. I guess we save money. Maybe whoever spends money, might look like he or she's rich. Nowadays, I don't see any thieves around here.
Title: New weapon, Sheena & Deep levels
Post by: Bloodbane on April 10, 2010, 01:04:23 pm
As usual, another thanks to God for these updates! But before that, I have cleared all challenge modes of Contra 4. Wooohoo! YES!!  :yeah!_1:
 With that success, I have access to sound test allowing me to record SFX from that game. I have recorded many SFX and installed them. Just to name a few, Bill's voice is replaced to Jimbo's for ready and death voice. Pain voice is still using Ray's though.
 BTW those are not the only stuffs I ripped from Contra 4:

Machine Gun:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra46.png)

Laser Shot:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra47.gif)

 Yep, the 2 weapons from Contra 4 are available in this mod complete with SFX :). Only the 1st level version though.

 Oh yes, the laser shot in demo 2 is Ray's A weapon. I decided to remove that and replace it with Machine Gun above. Laser Shot becomes new weapon, technically.

 Let's welcome new soldier in this mod :applauding::

Sheena:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra48.gif)

Bike version:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra49.gif)

 I don't like her appearance in Contra Hardcorps so I edited her. Also, I changed her hair color since it uses same color with her skin. With this, I could remap her hair too :).

 As I said before, I'm making descending vertical level and here they are:

Alien Pit 2:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra50-1.gif)

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra51.gif)

 Originally, I wanted to make single level for it. I tried piling all stuff into one level but the level didn't play well :P. Since the pit is deep, I decided to make 2 levels for it. The 1st shot is the upper level while 2nd is the deeper one.
 Both are almost done, they are only missing boss and subboss  :giggle:.

 BTW the alien cave shown before is done. Here's another shot for it:

Alien Cave:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra52.png)

 Experienced players should be able to guess the theme here ;).
 See the veins in the back? they should give clue to what boss you are going to meet here ;).

 Alright, that's for now! Back to working on the subboss and bosses! Hmmm...  :thinking: maybe I could try making homing missile also.
Title: Re: Contra : Locked 'n Loaded
Post by: yotatouch on April 10, 2010, 01:14:38 pm
All those updates are great Blood !!! It's a lot of work here.
The more i see, more i like it.

Congrats man, and good luck as usual, keep make us dreaming ;)
Title: Re: Contra : Locked 'n Loaded
Post by: borboy on April 10, 2010, 02:46:47 pm
nice :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on April 10, 2010, 03:03:13 pm
My god, this is amazing. Excellent work as always blood. But is there any reason you're not using Bill's original voice?
Title: Re: Contra : Locked 'n Loaded
Post by: Hanzo on April 10, 2010, 03:41:12 pm
excellent screens bloodbane.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on April 10, 2010, 06:40:14 pm
As always your work is of the gods very nice work blood Im amazed with all the screenshots above specially with the alien pit you used some sprites from super metroid thats good kepp the good work only as you know how to do it congrats
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on April 10, 2010, 11:03:55 pm
I have two words for you- Ellen Ripley.  Remap Sheena's hair to black, add a flame thrower and a grenade launcher and you will have the lead heroine from the  movie "Aliens". 
Does alien cave have any parallax? 


Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 12, 2010, 03:14:29 am
 Thanks guys!

Quote
But is there any reason you're not using Bill's original voice?

 I'm planning to add Contra 4 version of Bill, that's why. Unfortunately, he's missing bike sprites :(.
 Also since Jimbo & Sully are available in Contra 4, I should their own voice.

Quote
As always your work is of the gods

 Ah, you flatter me too much :blushing:

Quote
Remap Sheena's hair to black, add a flame thrower and a grenade launcher and you will have the lead heroine from the  movie "Aliens".

 :laughing: I don't have grenade launcher.... yet

Quote
Does alien cave have any parallax?

 Yes, 3 layers as you can see below:
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on April 12, 2010, 12:34:33 pm
Nice job Bloodbane! Is there a chance you will make a psp version?
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on April 12, 2010, 03:32:16 pm
Thanks guys!

Quote
But is there any reason you're not using Bill's original voice?

 I'm planning to add Contra 4 version of Bill, that's why. Unfortunately, he's missing bike sprites :(.
 Also since Jimbo & Sully are available in Contra 4, I should their own voice.
I meant, the contra III Bill death voice.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 13, 2010, 02:33:42 pm
 Oh, I don't know how to rip SFX from that game, without music that is. If I could, I got other SFX I'd like to rip ;).

 No, no PSP version. The mod is already wider than original and making wide screen has a whole new work.
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on April 13, 2010, 04:19:31 pm
If it's a sound test you want, use the Japanese version of the game and do this cheat.
Quote
Sound Check Mode (Japanese version)

On the title screen, press Right, Down, Down-Right, and X (the Dragon Punch command) in one smooth motion. If done correctly, you will hear a noise and be taken to the Sound Check Mode, where you can listen to any of the game's sound effects and music. This works only in the Japanese version (Contra Spirits).
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 16, 2010, 01:56:53 pm
 :cheers!: Thanks badjab! I've got Contra Spirits and managed to enter sound test. I could pick any SFX I want from that game :).

Quote
Remap Sheena's hair to black, add a flame thrower and a grenade launcher and you will have the lead heroine from the  movie "Aliens".

 Like this? (see below)
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on April 17, 2010, 01:41:19 am
Because of that screen shot, Sheen just became my favorite character to play in your mod :cheers!:

Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on April 17, 2010, 10:59:11 am
I know I'm probably shooting blanks here, but will your mod have any options for more than 2 players, and if not would I be able to do a quick hack to add 3 and 4 player modes?

Also will cheats be allowed in the final game, I hate to admit it, but I'm not exactly the best Contra player. I can beat the first 2 stages of Contra Hardcorps without dying on a good day, but after that it goes completely downhill. :nervous:
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 18, 2010, 01:21:40 pm
 No, there won't be more players allowed than 2. Certain effects in game are affected directly by number of players. It would require extra work to expand them.

 As for cheats, I'm afraid no. I forgot what's the technical reason for that. At least I want to limit players to just 1 credit.
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on April 18, 2010, 04:01:03 pm
I see, it looks like I'm going to have start working on my contra skills then. :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: BadChad on April 18, 2010, 04:56:35 pm
Also will cheats be allowed in the final game, I hate to admit it, but I'm not exactly the best Contra player. I can beat the first 2 stages of Contra Hardcorps without dying on a good day, but after that it goes completely downhill. :nervous:

Im right with you on that one. The only way I can beat that game without a game genie is if I take the secret ending in stage 3 or 4 I think. But that dosent really count lol...
Title: Re: Contra : Locked 'n Loaded
Post by: erf_beto on April 19, 2010, 03:20:05 pm
Also will cheats be allowed in the final game, I hate to admit it, but I'm not exactly the best Contra player. I can beat the first 2 stages of Contra Hardcorps without dying on a good day, but after that it goes completely downhill.
:nervous: Hate to admit it, but I like a cheat or two every now and then...

On the other hand, think of how many people you'd be helping to mod better if they were allowed to see the whole of your creation, not just "level 1' - shoot! die! - Game Over screen" 
:blushing:
Title: Re: Contra : Locked 'n Loaded
Post by: Plombo on April 19, 2010, 10:34:19 pm
No need for in-game cheat codes...Artmoney is your friend.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 20, 2010, 07:35:51 pm
 :( (sigh) Contra is a game which is enjoyed by surviving and fight with strategy not just blind fight.

 For those having trouble with Contra Hardcorps, try japanese version. The game is same EXCEPT that you have 3 hit points like this mod. I used to play that version before going to English one ;).

Quote
The only way I can beat that game without a game genie is if I take the secret ending in stage 3 or 4 I think.

 It's on 3rd stage before entering Noiman's base. Joke ending IMO.

Quote
think of how many people you'd be helping to mod better if they were allowed to see the whole of your creation, not just "level 1' - shoot! die! - Game Over screen"

 If you want to mod better, you could just paxplode this mod.
 You should be grateful that I added HP to this mod + health refill. It is harder without these.
Title: Grenade launcher, new enemies and level
Post by: Bloodbane on April 29, 2010, 07:45:09 pm
 As usual, another thanks to God for these updates!
 I have spoiled a bit of this new weapon before so now here's the official announcement.

Grenade Launcher:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra53.png)

 It's similar to Sheena's B weapon. Like the original weapon, the grenades are affected by gravity making this weapon unique ;). In this mod it packs good damage. Useful in certain levels ;).
 That shot also shows new vertical level based on 3rd stage of Contra 3. I'm still working on it. The boss is done but I'm not spoiling it.

 Speaking of new level, here's a new and finished level:

Mountain level:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra54.png)

 This new level is featured in the other mission (it's named extra in Demo 2). The platform is from Cyber Lip while the background is edited from 2 backgrounds from Gunforce 2.

 While ripping sprites, I figured out that I don't always have to take screenshot of every frame from sprite I wish to rip. See these 2 new enemies:

Triple Grenade Launcher:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra55.png)

 It's from Super Contra arcade.

Ground Turret:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra56.png)

 It's from Contra 4.

 I got their sprites by getting one shot for each of them and edit it to get the rest of their sprites. The result is satisfying especially for Ground Turret which has to be edited anyways.

 Now to finish that vertical level and make new level for the other path!
Title: Re: Contra : Locked 'n Loaded
Post by: ryomaneo on April 30, 2010, 03:53:21 am
Excellent job blood bane im loving all the work your putting into this keep it up im a true fan of contra.  :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on April 30, 2010, 07:04:52 am
Your mountain level is capturing the orginal spirit of what is Contra based on.   Bill Rizer and Lance Bean, who were modeled after actors Arnold Schwarzenegger and Silvester Stallone, have many great movies such as Commando and Rambo.  I still believe that Sheena is modeled after Sigourney Weaver from Alien.  I guess the whole concept is that your capturing the 80's action movies. At this point you need an edit of Predator and you have the perfect game. 

As always, great job on your mod.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on May 12, 2010, 05:48:55 am
Quote
I guess the whole concept is that your capturing the 80's action movies.

 Yeah, Aliens and Terminator also inspired Contra. Couple days ago, I watched John Carpenter's The Thing and one of the alien form is similar to one alien in Contra Hardcorps.

Quote
At this point you need an edit of Predator and you have the perfect game.

 :laughing: He could only go as enemy since Predator is not shooter.

 Anyways, as usual, another thanks to God for these updates!
 Finally, the cheapest weapon and hardest to make weapon is done!

Homing Missiles:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra57.gif)

 The way these missiles home to enemies is not exactly same with homing missiles from Contra 3 or Contra 4 but it is good enough :). Can you see the trail of homing missiles in these shots?
 A bit story about this homing missiles, I could use easier way cause I have made homing enemies before. If you have met the little mosquitos in 2nd demo, that's example of homing enemies. If I made homing weapon with that AI, the result would be Operation C's homing weapon or Gunstar's homing weapon. I don't like this cause the bullet will have to be ball shaped or symetric at least not to mention missiles aren't ball shaped. So I went the hard way and made special AI for them to home at enemies. It's hard to describe with words, I'll make video of homing missile and upload it when I get a chance.

 Since this weapon is cheap, the missiles deal half damage compared to default gun. The missiles use sprite from Super Contra arcade (the original weapon is just machine gun with missiles).
 Homing weapon is the last weapon this mod has BTW. I won't add weapons anymore , I just gonna have to optimize the mod with 8 weapons. I could focus on levels, enemies and heroes now.

 Speaking of heroes, let's welcome another soldier in this mod:

Probotector:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra58.gif)

 Credits to Arima for complete sprite rip making my work easier :).
 This robot's size is almost similar to Bill allowing me to just copy Bill's settings to him instead of setting from zero ;D. He is using voice SFX from Contra 4. Too bad there's no pain voice there. I will have to look for robot's pain voice.
 Hmmmm.... after Probotector, heroes slots are only left for Bill & Lucia from Contra 4. I have no interest for other soldier other than them. Too bad Bill of Contra 4 is missing motorbike sprites.

 Oh the vertical level I mentioned before was finished, the shots above show some parts of it. And the new level for the other path was also finished, here are couple shots of it:

Industry Top:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra59.gif)

 The electric rod is deadly ;).

 There are more levels for 4th stage but I decided to postphone making remaing levels and go to 5th stage's. This is one of the levels from 5th stage:

Sky Travel:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra60.png)

 The Police Cruiser is from Contra Hardcorps while the backgrounds are from Gunforce 2. This level is still 'empty'.
 Now to fill this ride level with enemies and make new levels!
Title: Re: Contra : Locked 'n Loaded
Post by: maxman on May 12, 2010, 07:42:32 am
What a total bad *** of those shots, Bloodbane!!!! >:D The Industry Tops reminds of playing Donkey Kong on NES. :P :laughing: I honestly like all the latest screenshots you got. :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: borboy on May 12, 2010, 11:41:25 am
Cool :)
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on May 17, 2010, 04:54:14 am
What emualator are you using to rip Gunforce 2's backgrounds?  I might just go ahead and rip all of the stages.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on May 17, 2010, 08:58:29 pm
Hello, boys and girls. I'm back and have gotten my family back on track.

Hmm, looks like I didn't miss much at all: Bloodbane's work is top quality as always ;)

Anyway, to the point, I came across a nice recreation of a track from Super Contra arcade. I highly recommend using it for a noisy battle so it doesn't make the battle sound quiet and you can sort of sense that the tune is "treading" in the heat of the battle. But again, Bloodbane, it's your choice.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on May 18, 2010, 09:20:06 am
 Welcome back mgman!
 Alright, let me check the track.

Quote
What emualator are you using to rip Gunforce 2's backgrounds?

 It's MAME. If you pressed F4 while in a stage, you get to see GFX used in that level. Press right or left to see the other pages. In certain pages, you might find background of the current stage. I get this trick from predator002. This is how I got font for Crime Buster mod.

Quote
The Industry Tops reminds of playing Donkey Kong on NES.

 :laughing:
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on May 18, 2010, 03:03:37 pm
How to do you capture the backgrounds?


Quote
What emualator are you using to rip Gunforce 2's backgrounds?

 It's MAME. If you pressed F4 while in a stage, you get to see GFX used in that level. Press right or left to see the other pages. In certain pages, you might find background of the current stage. I get this trick from predator002. This is how I got font for Crime Buster mod.

Quote
The Industry Tops reminds of playing Donkey Kong on NES.

 :laughing:
[/quote]
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on May 19, 2010, 01:05:32 pm
 Well, if you pressed F12 while viewing screen after pressing F4, you capture what's viewed. That's how you rip background.
 Too bad I don't know how to scroll image left and right during that view mode :(.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on May 20, 2010, 12:30:46 pm
 Ah thanks to God, I could make and upload this video.
 Too bad I can't register at youtube. I don't why I failed getting SMS from them.
 I uploaded the video here instead:

http://www.mediafire.com/file/nowyjtunuoc/HomingMissiles.avi (http://www.mediafire.com/file/nowyjtunuoc/HomingMissiles.avi)

 You can see Probotector shooting homing missiles. I deliberately not aiming to the jeep cause I want to show that the missiles home at jeep.
 Probotector is missing pain SFX in this video. I haven't found decent SFX yet. Anyone have idea?
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on May 20, 2010, 01:30:23 pm
Can you upload screen shots? When I played the video, you can only hear the audio.
Title: Re: Contra : Locked 'n Loaded
Post by: erf_beto on May 20, 2010, 04:01:22 pm
That's quite impressive, Bloodbane!

OpenBOR is just so awesome.  :cheers!:
Man, I wish I had the patience and dedication to mod properly.
I already have dozen ideas about what to do with a feature like this...

Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on May 20, 2010, 07:26:44 pm
Ah thanks to God, I could make and upload this video.
 Too bad I can't register at youtube. I don't why I failed getting SMS from them.
 I uploaded the video here instead:

http://www.mediafire.com/file/nowyjtunuoc/HomingMissiles.avi (http://www.mediafire.com/file/nowyjtunuoc/HomingMissiles.avi)

 You can see Probotector shooting homing missiles. I deliberately not aiming to the jeep cause I want to show that the missiles home at jeep.
 Probotector is missing pain SFX in this video. I haven't found decent SFX yet. Anyone have idea?

perhaps you can get sound effects from the UK version of contra hard corps, simply titled Probotector for the MD.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on May 21, 2010, 01:33:33 pm
 That's no use badjab, Probotector for Genesis uses same voice set as Contra Hardcorps.

Quote
Can you upload screen shots? When I played the video, you can only hear the audio.

 Strange, what could be wrong with the video?
 Anyways, I already posted screenshots for Homing Missiles above.

Quote
That's quite impressive, Bloodbane!

 Thanks erf_beto! Took some time to prepare the concept but I'm happy that I could implement it :).

 ONE DAY LATER:

 I have just remembered that Photobucket can also be used for videos. I uploaded Homing Missiles video there and here it is:

Homing Missiles (http://s11.photobucket.com/albums/a177/DBloodbane/Contra/?action=view&current=HomingMissiles.flv)
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on May 25, 2010, 10:08:58 pm
Mod loooks awesome so far, although I think that the Contra Hard Corps Probotector sprites look much better than the SNES ones IMO. Keep up the good work.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on May 29, 2010, 01:23:03 pm
 Couple days have passed since last update and here they are! Thanks to God for these!
 What's special about today's updates is all of the shots are from pseudo travel levels! It's pure coincidence :)

1. The Sky Travel level is finished:

Sky Travel:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra61.gif)

 This level features enemies with sprites from non Contra games. The jetplane is one of them.

2. Another pit level is finished and this one is going upwards:

Alien Pit 3:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra62.gif)

 Like Sky Travel, this level also features enemies with sprites from non Contra games.
 What's robots doing in Alien Pit? that's for you to find out :)

3. Pseudo Travel level for stage 4:

Hyper Tunnel:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra63.gif)

 I can't find better background than this one from Aero Blasters. I edited it to make it resemble tunnel.
 The vehicle is still temporary. I'll replace it with better one after I find suitable one.

4. Now this one is still new:

Train Ride:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra64.png)

 Just like before, the background is from Gunforce 2 while the train is from Contra Hardcorps. I edited the train to suit my design.
 The level's still empty though.

 Agh, I should remember that there are 2 bosses I haven't made yet.
 Now to fill that train ride level with enemies, make new levels and make new bosses!
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on May 29, 2010, 04:04:36 pm
Bloodbane, I have to say that your mod is looking better and better each time.

BTW, this is probably very late, but I figure it might spark some interest... you wanted the Waterfall boss sprites for Contra 4 a long time ago, well I found that a lot of things were ripped at spriters resource:

http://www.spriters-resource.com/ds/contra4/ (http://www.spriters-resource.com/ds/contra4/)

EVEN the Spider boss..
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on June 03, 2010, 02:45:23 am
Here is the soundtack to Contra Rebirth, the latest Contra game on WiiWare. The music is classic remixed music and the instruments are a mix between SNES and Genesis. There are some Hard Corps songs in there so I think you'll like it. http://www.rockmanpm.com/down/click.php?id=324 (http://www.rockmanpm.com/down/click.php?id=324)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 07, 2010, 11:50:54 am
Quote
There are some Hard Corps songs in there so I think you'll like it.

  :laughing: Yeah, HardCorps songs are remixed there. Thanks for the link!

@mgman: Late reply too, I have got the sprites you mentioned before. I also have gotten the Tank from stage 7. After close inspection, I realized that the spider boss is actually robot. No wonder it can shoot laser and clanky.

 Anyway, I'd like to rip Neo City (stage 7) from Contra 4. Can you make video like Waterfall stage before?
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on June 07, 2010, 05:35:10 pm
I will try.
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on June 07, 2010, 05:42:25 pm
You're welcome. I'm just glad you like it. Just keep up the work on this excellent mod. P.S. are you adding any sprites from the Turrican games? I know that Mega Turrican for the Genesis has an Aliens-style Alien Queen boss that would be perfect for this game.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 08, 2010, 07:14:15 pm
 Mega Turrican is smaller compared to Contra but some sprites aren't comparable meaning their size doesn't matter.
 Hmmm... I haven't played that game yet so I'll look for spritesheets of that game, if there's any.

 Somethingelse crossed my mind, if I can't find pain SFX for Probo, maybe I could edit Ray's pain voice to make it 'robotic'. Problem is I don't know how :dunce:. Anyone can help?
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on June 09, 2010, 10:40:36 am
Here are the alien queen sprites. http://eab.abime.net/attachment.php?attachmentid=25568&d=1276074538 (http://eab.abime.net/attachment.php?attachmentid=25568&d=1276074538)
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on June 09, 2010, 10:15:13 pm
Here's a pain sound suggestion for Probotector. I don't know if it's in the right sound quality format or compatible in the mod's sound quality.

It definitely sounds like his circuits are being damaged, so I think it's kinda fitting...

BTW, how's the music I suggested?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 09, 2010, 11:57:40 pm
 Thanks Zenotron! Now I need a video to show how this Alien Queen fights to animate her.
 Hmmm... maybe she will be in another mission.

 @mgman: Thanks I'll give it a try!
 Couple minutes later: Aah, it's great! It fits Probo's death voice.

 About the music, it's strange. WinAmp says it's 9.33 long but it stops at 1.20 ??? .
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on June 10, 2010, 12:15:45 pm
Oh my as I said before your work is simply beautiful you have the touch of the gods you are a real modder bloodbane I have to congratulate you for this beautiful MOD I am sure that the final product will be amazing keep the good work
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on June 10, 2010, 12:41:33 pm
Ah, don't worry :)

It's only supposed to be 1:17 long anyway.

The problem with the city level is that it only works well on DS. As you know, the DS has the space between both screens. There is no actual level background designed within this blank space. So, on a single screen, there'd be a black gap between the upper and lower portion of the level. If you were to stick the top screen and bottom screen one above the other, the design of the level will definitely appear broken.

Because of this, vertically scrolling stages are unfortunately the only ones that can work well to rip and there is only 1: waterfall stage (called Laboratory) which I already ripped.
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on June 10, 2010, 06:00:17 pm
Here is the Alien Queen's fight pattern. http://www.youtube.com/watch?v=JhJQ7YKWh68&feature=related# (http://www.youtube.com/watch?v=JhJQ7YKWh68&feature=related#)
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on June 10, 2010, 06:08:26 pm
The current stages on this mod embrace the boss-rush quality of the likes of Hard Corps/Shattered Soldier (and a bit like Contra III for a few of its instances) and multiple-hit-enemy norm system in Neo Contra.

Will some of the stages be like the original action style (Contra, Super Contra, Contra 4) where there's lots of emphasis on run-n-gun with plenty of fodder enemies and 1-3 bosses for that level?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 11, 2010, 02:11:44 am
 About Neo City, the missing space could be filled by copy n paste+edit technique. If that doesn't work, I could rebuild the building by combining top part and low part. Shouldn't be hard.

Quote
The current stages on this mod embrace the boss-rush quality of the likes of Hard Corps/Shattered Soldier (and a bit like Contra III for a few of its instances) and multiple-hit-enemy norm system in Neo Contra.

 Yeah, I realized that. Maybe that's why I love Hardcorps more than other series. I just can't stand running and gunning for couple minutes without fighting boss or subboss.
 Hmm... that gives me an idea, I'm going to extend the levels in Extra mission 1.

Quote
Will some of the stages be like the original action style (Contra, Super Contra, Contra 4) where there's lots of emphasis on run-n-gun with plenty of fodder enemies and 1-3 bosses for that level?

 That's why I decided to have more than 1 mission in this mod. The mission I'm working on could be Boss Rush style ala Hardcorps. The other missions could have other style. I'm still learning level design BTW.

 Actually, I'm not sure about bringing this idea but let's see what will happen. As I said before, this mod will feature more than one mission. Now since each mission would most likely have many levels and stages, I would need suggestions. Not just for couple level but for whole mission.

 So I'm open for new mission ideas. However I don't want raw ideas, I want good planned ideas. Here's the requirement:

1. Mission details: how many levels & stages, story etc
2. Level design: background to use, enemy types, sketch of level and enemy placements are desired
3. Pseudo travel levels are accepted, enemy spawn order is required though
4. Enemy spritesheet if there were new enemies.
5. No topdown view levels! No pseudo 3D levels like Contra has! I don't like this not to mention some soldiers don't have sprites for these.

 About #2 & #4, don't ask me to do the ripping. It's your idea so you should get them.
 I don't think I'll accept Castlevania & Contra mix but if someone could provide COMPLETE ingredients, I'll reconsider :).
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on June 11, 2010, 11:27:06 pm
I will try to get that Neo City for you but I tell you what, there's going to be enemies appearing in the video here and there... it's unavoidable...
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on June 12, 2010, 01:35:02 pm
Just an FYI, the prototype version of Contra 4 has a different City level from the final version of Contra 4. Would you be interested in that?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 12, 2010, 11:46:49 pm
 Oh? I would need to look at that different city level 1st. Do you have couple screenshots for that?
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on June 14, 2010, 02:50:48 pm
Here is a youtube video of it I made in 2008. You may need to request friend invite to see it:

http://www.youtube.com/watch?v=bXdWYC1gTCI# (http://www.youtube.com/watch?v=bXdWYC1gTCI#)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 14, 2010, 08:03:49 pm
 Yeah, I can't view it. I need to request that invite.
Title: Re: Contra : Locked 'n Loaded
Post by: esn23 on June 15, 2010, 08:23:58 pm
very excited about this mod bloobane.. Is that girl contra character going to be a playable character?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 16, 2010, 01:16:12 am
 You mean Sheena? she is playable character. She's ready to go.
 The other female I accept is Lucia from Contra 4 but noone ripped her yet.
Title: Re: Contra : Locked 'n Loaded
Post by: ryomaneo on June 16, 2010, 07:34:12 am
 ;) Ok so i just found this and was thinking u could use some of this stuff for your awesome project http://www.spriters-resource.com/snes/frontmission/sheet/10671 (http://www.spriters-resource.com/snes/frontmission/sheet/10671) :cheers!:

also this http://www.spriters-resource.com/snes/frontmission/sheet/10615 (http://www.spriters-resource.com/snes/frontmission/sheet/10615)  :cheers!:

(http://www.spriters-resource.com/snes/frontmission/shadak.png)

(http://www.spriters-resource.com/snes/frontmission/background.png)

and a few guys u could add to it as well hope u find some use for this stuff http://www.spriters-resource.com/snes/frontmission/index.html (http://www.spriters-resource.com/snes/frontmission/index.html)

http://www.spriters-resource.com/snes/cybernator/sheet/7671 (http://www.spriters-resource.com/snes/cybernator/sheet/7671)

http://www.spriters-resource.com/snes/cybernator/sheet/7670 (http://www.spriters-resource.com/snes/cybernator/sheet/7670)

(http://www.spriters-resource.com/ds/commandosteeldisaster/mission1-1.png)

(http://www.spriters-resource.com/ds/contra4/tank.png)
(http://www.spriters-resource.com/ds/contra4/arachnid.png)

(http://www.spriters-resource.com/ds/contra4/laboratoryboss.png)
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on June 20, 2010, 07:34:59 pm
Here is the Probotector Hard Corps Sprites in case you wanna use them. (http://sdb.drshnaps.com/objects/3/1737/Sprite/CX-1.gif) (http://sdb.drshnaps.com/objects/3/1737/Sprite/CX2.gif)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 21, 2010, 06:56:20 pm
 Thanks Zenotron but I don't want to use those cause none of those are complete. Too many missing sprites. I have ripped CX-1 myself though before.

 Thanks Ryomaneo but as I said before I already got those Contra 4 spritesheets. Hmmm... the snowfield looks interesting.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 23, 2010, 04:31:56 am
 Woow! With World Cup matches, I spend some time to watch those. Mod progress is slowed in the meantime but it has nothing to do with World Cup. It's because I'm busy designing some game mechanics. OTOH I'm still waiting for Neo City video.
 Anyways as usual, Thanks to God for these updates!

 The train ride level has been filled or I should say infested :),

Train Ride:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra65.gif)

 If previously you see Pit level with robots now you see train infested with aliens. It's not something strange in Contra games actually but I should mention this contrast.

 Here's another completed level which is right before that Train Ride,

Train Station:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra66.gif)

 I don't have good idea how the background should be but at least it has train at the bottom of the level. Oh yes, it is vertical level and it is descending.
 As you can see, it is infested with aliens.

 Another completed level, this one is right after that Train Ride,

Alien Pit:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra68.gif)

 Similar to the pit level before but this one goes down and filled with aliens.

 mgman's suggestion gave me an idea for the extra mission. I expanded 2 of the levels (doubled the length to be exact) so they are more Contra 4 like. IOW longer level and more fodder. The subbosses are still there though. No screenshots for this though since it's hard to show the expansion.

 With level expanded, I could bring more enemies such as this APC:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra67.gif)

 It comes from Gunforce. Since this vehicle don't exist in SNES version, I ripped its sprites from arcade version.
 And just like original, the APC deploys 3 grunts everytime it opens its backdoor.

 Another update which can't be shown with screenshots is life bonus script. The script will give 1 extra life for every 5000 points player gained. Currently, the script is only set at the start of stage (other than 1st stage obviously). I could use other script to give the extra life right after gaining multiply of 5000 but I'll think about that later.
 BTW for those who haven't figured it out yet, the secret bonus in the 2nd demo and this mod is if player takes health item with full health, player gets 2500 points bonus instead. Should be nice compensation for players who lost live before getting health item ;).

 Alright back to World Cup matches :) and working on that game mechanics. I think I have got the basic, just need to control them.
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on June 26, 2010, 01:55:58 pm
Can you send my your train station and train ride because  I want to experiment with some backgrounds.  Perhaps add something that would make the player stop and pause the game to admire the sky.

Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on June 26, 2010, 02:37:24 pm
I love the combination of sprites from different games, they fit perfectly in the MOD I have to congratulate you Bloodbane because for persons like you, persons like me are so happy remembering that glory days with this contra MOD thank you very much.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on June 28, 2010, 02:24:51 pm
Quote
Can you send my your train station and train ride because  I want to experiment with some backgrounds.

 The train station is vertical level, do you know how to set up vertical level?
 Train ride is wider than screenshot shows. I'd share these anyways.
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on June 28, 2010, 02:30:46 pm
Give me an example of how long the background should look and I can work with that.
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on June 30, 2010, 06:06:07 pm
Primeop from Scrollboss has these mugen stages with some fantastic backgrounds.  Your train stages can reflect a transformation from day to night. Check it out.



Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on July 01, 2010, 06:40:02 am
Give me an example of how long the background should look and I can work with that.

 Hmm... have you played 2nd Contra mod demo? there are 2 vertical long levels there. The 1st one is in 1st stage while the 2nd one is in 3rd stage. The Train Station level length is about same with the latter.
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on July 01, 2010, 04:59:43 pm
Ok, Here is one example, I call this Starry Skies because of the famous Vangou Painting where the person is screaming.

Also the one below are nice.


And just for kicks, you can include Dracula's Castle from Rondo Of Blood.


Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on July 06, 2010, 12:31:53 am
 I still haven't able to see how Neo City in prototype Contra 4 looks like so I decided to use the one in Contra 4 not prototype one. So mgman, please make the video. Hmmmm... maybe the video need to be split, one for top screen and the other for lower screen.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on July 07, 2010, 12:50:37 am
Hello, yes.

I've been trying different ways to record the level, but of course both screens is causing problems here. I thought for sure the top screen would be easier to record because there are usually far less sprites on it. But it's much more complex than that.

Then I hoped the DESMUME emulator's layer options would help, but they did not. As far as I know, tile viewer, map and OAM viewer as well as layer options are complete beta form right now as they don't function properly.

In the meantime, I'm trying to do it another way.

But there's also a guy I enlisted the help of, but it seem he was only after the Contra 4 ROM and seems to have disappeared.... Well.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on August 05, 2010, 12:37:46 pm
 Ow, I keep forgetting to update this thread even though World cup is over (it's almost a month!). Anyways as usual, here are the updates and thanks to God!
 Actually, I have finished one final boss but I can't show anything about that boss. That reminds me, the game mechanic I was working on turns out more complex than I thought so I scrapped it and use other reliable one. The result is still good though ;).

 I have tried looking for fonts but can't find decent ones so I decided to do some ripping and edit. This is how the updated title screen:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/NTitle.png)

Contra is from Contra 4 while LOCKED 'N LOADED is edited from Contra 3's title. What do you think?

 The extra mission has 2 more levels now, the 1st one is this base level:

Enemy Base:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra70.gif)

 The background is from Gunforce. You'll go to this level after fort posted months ago. The elevator object is grunt spawner and must be destroyed (unless you don't mind being swarmed by grunts ;) ).
 One special thing about this level is that at the end, you'll meet the antagonist character (not shown in shots above BTW).

 The other one is this vertical mountain level:

High Mountain (Lower Part):

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra71.gif)

 Yes, this is the lower part. The top part is not made yet.
 The background is from Cyber Lip. Originally it's only thin platform but I edited it to form whole background and platform set. It turns out better than I thought :).
 This vertical level has different design than previous similar levels cause this level has no seperate floors. Since there's no camera lock ability, it's possible for players to go all the way down but I leave that to player. OTOH I have set check points to change respawn point so players don't have to climb all the way up from below if they lost life.

 Speaking of extra mission, I think I can name it "Clone Soldiers Invasion" or something like that cause this mission features various type of Contra 3 grunts. That base is some sort of clone factory. As I said above, that antagonist character is the boss behind this invasion.

 Main mission is going to have another level, I haven't finished it yet but the background set is ready:

Neo City Rooftops:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra69.gif)

 I don't have reliable emulator to rip background so I ripped these in crude way (screenshot + edit). The result is good enough as you can see above. The ruined building is the toughest part cause I have to put the broken furnitures properly.

 Some of you might wonder, where's the ground level one? don't worry, I'm going to make that too.

 mgman, look at this edit:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/CityCrop.png)

 These are the 1st 2 buildings in Neo city. As you can see they are complete not missing anything in the middle. As I said before, it is possible to recreate the missing middle. It's almost like finding missing puzzle piece which fit.
 If I can't find that missing piece, I could just edit the whole part and it's almost perfect :). Well, I say so cause the colors are not consistent here, the lower part is brighter than upper part. It turns out the emulator has different brightness for each screen.

 I'll be busy in the next weeks so progress will be slower. I'll fill that rooftop level and make the ground level.
Title: Re: Contra : Locked 'n Loaded
Post by: ryomaneo on August 05, 2010, 01:33:42 pm
This is truly amazing outstanding bloodbane u are a pro at creating mods.  Ps terrific title screen  :cheers!: >:D
Title: Re: Contra : Locked 'n Loaded
Post by: maxman on August 06, 2010, 07:02:56 am
Looking at the pics takes my breath. :wow!: The stages ollk look so spectacular, even the entities. I see a Sensei doing his best in modding.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on August 06, 2010, 11:08:59 am
There is no doubt bloodbane, you?re a master doing MODS, looking at those images oh my, this MOD gonna be pretty good, your excellent work always is pretty good thanks man, I?m waiting the release of this masterpiece.
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on August 07, 2010, 07:02:05 pm
I love the title screen, as well as the new stages. Great work once again.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on August 07, 2010, 09:59:12 pm
I'm sorry I can't be of more help to you Bloodbane when it comes to the city level. Make no mistake I did spend a lot of time trying to rip that background, but I simply lack the skill. Even you're better than me Bloodbane :)

Like I said, I tried enlisting the aid of someone over at sprites-inc (what a mistake), but it seems the guy wanted to swindle me just for the Contra 4 ROM and ran off.

Anyway, as no surprise, your updates are top notch and I can never expect better... but you come out with even better in each of your next updates!
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on September 11, 2010, 08:39:52 pm
 As I said, progress is slow but I still manage to get these updates. Oh before that, I have completed one month of fasting couple days ago and celebrate it in Idul Fitri 2 days ago. It was tough but with God's help, I succeeded ;D.
 Just like before, with God's help, here are the updates:

Neo City Rooftops:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra72.gif)

 It has been filled with enemies and subbosses.
 That's the roofs and here's the ground level one:

Neo City:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra73.gif)

 Hectic don't you think? You could understand what's going on when you have played this level :).
 These 2 levels are last levels before final boss in one path(for spoiler). The final boss is done but can't show anything ;)!. It's epic battle for sure!

 With those finished, the 1st mission is complete. However, 2nd mission (Clone  Soldiers) is not finished yet. I am going to complete it so the mod will have 2 seperate mission in one pack. I am planning to have more missions but I'll focus on these 2 1st.

 For the 2nd mission, I have completed this level:

vs Train Battle:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra75.gif)

 Those who have played Hardcorps should be familiar with this train. In that game, we ride the train while some soldiers on bike shoot on us. In this level, it's the opposite, we ride bike while soldiers on train shoot on us :).
 This is unique level so to speak since it's combination of motorbike level and regular scrolling level. It's the only one in the mod.

 If you pay attention closely, 2 frames of animated gif above shows new enemy, grunt with laser gun. The laser gun is from Gunforce usually mounted on Choppers, Carts and Cable Elevators (what do you call these?) while the grunt is edited from various poses.

 In 2nd demo, boss rush combines bosses from 1st and 2nd mission. It's good challenge but I figured that it would too hard to deal with so many bosses considering 1st mission has many bosses combined from all paths. 2nd demo only have less than half of bosses so it's OK but for complete mod I decided to make this hub:

Boss Rush Hub:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra74.png)

 which contains 3 entries to 3 different boss rush.
 1 = all bosses from 1st mission
 2 = all bosses from 2nd mission
 X = all bosses from both mission (X means Extreme)

 With this HUB, players can choose which boss rush they like. Extreme is for skilled players ;).
 Of course, this mode is locked until one mode is cleared 4 times.

 That reminds me, I decided to give some slack by giving 5 credits with 5 lives per credit in this mod. I hope that's enough :), well don't spend one credit per stage since each mission has more than 5 stages.

 I also have made this simple Howtoplay:

HowToPlay:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/HowTo.gif)

 It describes all moves in the mod. What do you think? is it comprehensive enough?

 With all of these, the only things left are the 2nd part of mountain tower+boss and cutscenes. I think I'd make intro and endings only. Or anybody wants in-game cutscenes?

 Well, back to work! :)
Title: Re: Contra : Locked 'n Loaded
Post by: BadChad on September 11, 2010, 09:03:38 pm
Damn, thats juicy update Blood. Getting very excited!!!

I think a few in-game cutscenes would be pretty cool. Hard Corps had them so I think a few in Locked 'N Loaded would be pretty neat aswell!
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on September 11, 2010, 10:05:53 pm
Eh, I don't know about this recent update...

With the way those concepts - - who am I kidding? THE MOD IS PROGRESSING SO WELL! IT LOOKS DAMN AWESOME! Keep it up Bloodbane and PLEASE don't keep us hungry for alien butt-kissingkicking action :) (yes that was intentional)

You never cease to impress me, that's for sure.
Title: Re: Contra : Locked 'n Loaded
Post by: BurnKing on September 12, 2010, 02:02:03 pm
i cant wait for this to be released  :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: DJGameFreakTheIguana on September 13, 2010, 12:24:45 am
Sick updates Blood, and I'm glad to see fang in your shots.  ;D

BTW, congrats on the fasting. I don't think I could do that, and I'm skinny as it is. I actually should eat more.  :laughing:

X)
Title: Re: Contra : Locked 'n Loaded
Post by: Hanzo on September 13, 2010, 08:59:44 pm
What a major update Bloodbane looks like you're making a definite Contra game maybe better than the originals. ;)
Title: Re: Contra : Locked 'n Loaded
Post by: Demitri on September 17, 2010, 03:50:40 pm
Better than the Wii store one, that's for sure (I finished it some days ago with a friend of mine and it sucks)
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on September 18, 2010, 03:14:03 pm
I'm sorry, but I have to completely disagree with you. Contra Rebirth is by far one of the better Contra games out there, despite its goofy storyline and disappointing length. But let's consider a couple of things here:

-Contra is never about story, so we shouldn't really care about Rebirth's nonsensical plot.
-The graphical style is undoubtably questionable. But the colors and relatively rich animation provides a positively fresh yet retro feel. The game winds up feeling like a beautiful nod to Super Contra on the arcade and bits of Hard Corps (the fast-paced segments).
-The only valid complaint is its short gameplay length and slightly easier difficulty. But then again, it is a Wiiware title and not a retail game. Most importantly, time yourself on each run of the game and compare it to the other Contra games. It's just about as much time to finish.
Title: Re: Contra : Locked 'n Loaded
Post by: oxe161 on September 18, 2010, 03:36:33 pm
yea especially the remixed music, especially stage 1, my only complaint is the lack of weapons, a machine gun, laser, spreader, and missile (idk name) just wasn't enough. I would've also liked to see Contra 3's dual gun action as well. But i can't really complaint since it was a wiiware title
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on September 19, 2010, 01:10:12 am
I thought it was great for a downloadable WII game. Sure there were weird things in the story like Lance in drag, a female Browny, or why the Galactic President shares an uncanny resemblance to Che Guevara. But just like mgman said, not many people paly Contra for the story. Plus you got to play as a 2D Yagyu from Neo Contra, and fight a robot ninja.
Title: Re: Contra : Locked 'n Loaded
Post by: Plombo on September 19, 2010, 12:27:03 pm
I thought it was great for a downloadable WII game.
But i can't really complaint since it was a wiiware title
But then again, it is a Wiiware title and not a retail game.

Ugh, being a WiiWare game is not an excuse for poor quality.  I don't hear the same excuses made about PSN/XBLA games, why WiiWare?  The quality of WiiWare games is rather poor in general, but I don't see how that can make a mediocre game good.  WiiWare developers need to get their act together.  Now that I think about it, pretty much all third-party commercial Wii developers need to get their act together.

Note: I have not seen or played this particular game.  I'm not commenting on Contra Rebirth, just on bad WiiWare games.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on October 04, 2010, 12:35:00 pm
Quote
congrats on the fasting. I don't think I could do that, and I'm skinny as it is. I actually should eat more.
:) Hey, we don't fast 24 hours here! we had breaks at night.

Quote
you're making a definite Contra game maybe better than the originals.
Aw, you make me blush :blushing:. It's not 100% like originals.

 Anyways, here's the 2nd part of Mountain Tower:

Mountain Tower Base:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra76.gif)

 With this, the 2nd mission is complete.
 I also have made simple intro for the mod. Since each mission have different story, I didn't put story in the intro. I'll put it in each mission instead just like in Hardcorps which play story scene after game started not before.

 That only leaves ending scenes (one each) and credits.

 Still, I need some help for this problem:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Hyper.png)

 As you can see, it's Hyper Tunnel level with Contra 4 bike as the vehicle. It doesn't fit I know but I can't find better one. So anybody has idea for better one? at least a reference so I could edit the bike.
 Actually, I have plan to use this bike in other level and other mission.

Quote
Contra is never about story, so we shouldn't really care about Rebirth's nonsensical plot.

 Aaah, I guess I could skip adding in game cutscenes then ;).
Spoiler
I'm so not enthusiast about making cutscenes :blushing:
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on October 04, 2010, 11:50:58 pm
Please keep the cutscenes in, Bloodbane!
Title: Re: Contra : Locked 'n Loaded
Post by: CE on October 05, 2010, 07:18:06 am
No one needs cutscenes.
Title: Re: Contra : Locked 'n Loaded
Post by: Vyck_St.Judas on October 05, 2010, 08:33:27 am
you may not need cutscenes, but when you get them you kind of feel like you earned something.
it adds to the feel of a game. they push you to get to the next level. I'm not saying you have to put them in BB. Even if the storyline was absolutely retarded, it'd still be cool to see.
Title: Re: Contra : Locked 'n Loaded
Post by: bWWd on October 05, 2010, 08:57:19 am
i hate making cutscenes too but i have to agree,even if i am against making them i enjoy them in other mods
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on October 06, 2010, 09:36:34 pm
It looks great so far. But I don't really see how the bike doesn't fit (maybe I have no taste in asthetics and design :P ). If anything, it could maybe use a recolor (perhaps a pulsing red or something?) so as to not mingle with the background, but I don't really see much else wrong.

Anyway, I'm really excited to play the next fresh fix of Contra!
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on October 10, 2010, 06:28:31 pm
Quote
Even if the storyline was absolutely retarded, it'd still be cool to see.

 :laughing: Okay, I have cooked couple in game cutscenes. Unlike regular Beats of Rage cutscenes, the texts are shown in game and you can still move while it's played. Don't have screenshot yet.

Quote
But I don't really see how the bike doesn't fit

 Well I was expecting jetplane like bike actually.

 Oh that reminds me, I use 'Charshoe X' for select screen music in the mod as you all know. 'Locked 'N Loaded', the actual select screen is used in title instead. But I use 'Charshoe X' for cutscene too. I'd like to have different select screen music actually. Anybody has idea?
Title: Re: Contra : Locked 'n Loaded
Post by: BadChad on October 11, 2010, 02:03:59 pm
:laughing: Okay, I have cooked couple in game cutscenes. Unlike regular Beats of Rage cutscenes, the texts are shown in game and you can still move while it's played. Don't have screenshot yet.

I like this idea! ;D
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on November 06, 2010, 08:41:50 pm
 Here it is, the in game scene,

In game text:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra77.png)

 As you can see, Fang is shooting rockets while the text is shown. This is to show that player can move around at this time.

 The mod is complete, I just need the fixed scaled Spiderbot before I could release the mod... unless I'm rhinofaced guy. No I'm not, I'll wait for the sprites ;D.
 
 Just want to inform everyone that this mod still uses old OpenBoR build which will be included with the mod. This is the only build compatible with the mod. I have 3 major problems with latest version. I could do something about those but it would take more time so I decided to release it with an old build.
 Anyways, wish me luck on uploading the mod cause my connection speed is low so I might have to upload in splitted rars like I did with Crime Buster v2.5.
Title: Re: Contra : Locked 'n Loaded
Post by: Kinjite30g on November 06, 2010, 08:52:36 pm
When this mod of contra is coming out, it's been awhile you been working on this game since the demo version.  :)
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on November 06, 2010, 10:13:35 pm
Wow done already!? You make progress very fast. Looking forward to trying the mod ;D
Title: Re: Contra : Locked 'n Loaded
Post by: maxman on November 07, 2010, 05:38:07 am
Wow. It's done? S***. Your mods are always challenging since Crime Buster. :) Will it be the old engine as from Crime Buster or will it be version 2322? This looks interesting. :) I played your demos and the second is harder than the first. Couldn't pass it to the end though. Well, I hope that mod will be released soon after you're done with the problems. :praying: Good luck.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on November 07, 2010, 05:37:25 pm
 I'm not sure about version number Maxman cause the dev didn't increment version number for this build. From log file, the number is 2322 but actually it's slightly higher version cause the date is 27 July 2009.
Title: Re: Contra : Locked 'n Loaded
Post by: Hanzo on November 07, 2010, 05:42:53 pm
Oh wow your mod is finished. Can't wait to play it.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on November 07, 2010, 10:48:24 pm
Now I can't even wait! It's gonna be awesome!

BTW, what do the spiderbot sprites currently look like? Is there someone who's already fixing them up for you? Maybe I could try to fix?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on November 09, 2010, 11:48:24 pm
 The spiderbot can be found in Contra demo 2. It's the midboss of Industrial stage.
 I have requested help from friends to fix its sprites. Not finished yet unfortunately.
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on November 16, 2010, 09:41:58 pm
What's the complete list of character's so far? Are you adding any Contra 4 characters?
Title: Re: Contra : Locked 'n Loaded
Post by: volcanic on November 17, 2010, 04:24:55 am
Congratulations!BloodBane.
I've been looking forward to this Mod since months ago.
Good luck!Bro! :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: yotatouch on November 17, 2010, 05:16:04 am
The spiderbot can be found in Contra demo 2. It's the midboss of Industrial stage.
 I have requested help from friends to fix its sprites. Not finished yet unfortunately.
I'll do my best to finish to fix it soon as i can when my work will let me time to complete it.
For info i started to reclean it, but of course you can ask to your friends if you can't wait...
Title: Re: Contra : Locked 'n Loaded
Post by: StryfeDC on November 17, 2010, 12:58:33 pm
What exactly had you envisioned for the scope of this mod Bloodbane?

Is it nearing completion, or are you adding to it as you're inspired?

How many levels do you think will be in the (hopefully) finished product?  

:-X
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on November 17, 2010, 05:44:17 pm
Quote
What's the complete list of character's so far? Are you adding any Contra 4 characters?

 The soldiers list are:
- Bill Rizer from Contra 3
- Probotector from Super Probotector
- Brad Fang from Contra Hardcorps
- Sheena Etranzi from Contra Hardcorps

 I want to add Contra 4's Bill but his spritesheet is not complete :(. He's missing bike ride sprites. The other soldier I'd like to add is Lucia from Contra 4 but noone ripped her yet.
 On detailed inspection, the spritesheet also missing poses when Bill shoots after falling from walking off ledges.

Quote
What exactly had you envisioned for the scope of this mod Bloodbane?

 My vision is only remake this game with OpenBoR. No special purpose .... well aside of remaking certain weapons and enemies.

Quote
Is it nearing completion, or are you adding to it as you're inspired?

 It's done, only waiting for fixed sprites of Spider bot.
 I have ideas for next mission though.

Quote
How many levels do you think will be in the (hopefully) finished product?

 Eh, I didn't count the levels :blushing:. You can count it when you play it :).
Title: Re: Contra : Locked 'n Loaded
Post by: BurnKing on November 20, 2010, 12:42:32 pm
i love this, whens the next release?
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on November 20, 2010, 03:26:06 pm
I can't wait for your release. How much longer do we have to wait?
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on November 20, 2010, 09:42:41 pm
Guys, PLEASE! The mod is very very close to completion, but it's probably not too clear when Blood's friends could finish that last sprite touch-ups. You can definitely expect the release to be quite soon, but be patient, he's doing it for us, give him some time ;)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on November 21, 2010, 02:50:03 am
 Yes, the fixed sprites are done! All I need to do is to pack then upload it here. Be patient! :)

 BTW while testing the mod, I discovered a bug which was the reason I only give 1 credit in the 1st place. I'm not sure what's the cause of this bug but I'll cancel the idea of 5 credits and give 1 credit like before with more lives to compensate. Don't be discouraged with this though, there's extra live(s) awarded at start of new stage in complete version :).

 Alright, packing time!
Title: Re: Contra : Locked 'n Loaded
Post by: Plombo on November 21, 2010, 10:28:46 am
Warning: extreme nitpicking follows. :-X

The title of this thread is missing an apostrophe.  It should be "Contra: Locked 'n' Loaded".  Is this fixed in the actual game?
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on November 21, 2010, 02:08:39 pm
Oh, but I highly doubt that. Although it doesn't actually need another apostrophe after the n, the placement of the single apostrophe is unclear, it seems.

Many sites online have it written as 'n  while others have it written as n'. The latter is more common, though...
Title: Re: Contra : Locked 'n Loaded
Post by: killacam007 on November 21, 2010, 02:31:52 pm
what's da weapons gonna be in this game & are some of the characters gonna be able to swap weapons & dual-wield both weapons @ the same time?
Title: Re: Contra : Locked 'n Loaded
Post by: Roel on November 21, 2010, 04:00:04 pm
Oh, but I highly doubt that. Although it doesn't actually need another apostrophe after the n, the placement of the single apostrophe is unclear, it seems.

Many sites online have it written as 'n  while others have it written as n'. The latter is more common, though...

I have to side with Plombo here. There is nothing unclear about apostrophe placement; an apostrophe simply represents the absence of one or more letters. Since both the a and the d are missing from the word "and", 'n' is the only correct version (as explained on many a website). Of course "Locked & Loaded" is also a perfectly sound alternative.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on November 21, 2010, 07:47:59 pm
But look all around. There are both 'n and n' in areas.

I mean, there's Lock N' Load with R Lee Ermey
and there's also Lock 'n Load Publishing Products
for example

Oh, jeez, just shutup and let's keep it as 'n' :P
Title: Re: Contra : Locked 'n Loaded
Post by: Plombo on November 21, 2010, 10:02:49 pm
But look all around. There are both 'n and n' in areas.

I mean, there's Lock N' Load with R Lee Ermey
and there's also Lock 'n Load Publishing Products
for example

Those people have a narrow grasp of the English language.  By the way contractions are expanded in English (there is only one correct way), those abbreviations would expand to the following:
"Lock n' Load" == "Lock nd Load"
"Lock 'n Load" == "Lock an Load"

Like Roel said, the rules of the English language are very clear on how contractions are made.  If you wouldn't call it "Locked an Loaded", there's no reason to call it "Locked 'n Loaded".

And since 'n is not an actual contraction, it's not defined what the apostrophe replaces - so the game's title could technically even be interpreted as "Locked un Loaded". :P
Title: Re: Contra : Locked 'n Loaded
Post by: DavidC99 on November 21, 2010, 10:07:06 pm
If you wouldn't call it "Locked an Loaded", there's no reason to call it "Locked 'n Loaded".

"Lock an load" and its variations sound potentially "gangsta" to me.  ;)

Someone might decide they like the title!   :laughing: 
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on November 21, 2010, 11:25:20 pm
Okokok! Fair enough... let's quit hijacking the thread even more now. 'n should be 'n' and

Well, DavidC99's point is so funny, yet mysteriously appropriate, that Bloodbane oughtta call it Locked an Loaded. Not just for the gangster tone, but just because it was pointed out  :laughing:

Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on November 21, 2010, 11:36:42 pm
 :dunce: I need to study English more.... I thought 'n was from pronunciation instead of text shortening.
 And no, I haven't fixed it. I just read about this now.

Quote
what's da weapons gonna be in this game & are some of the characters gonna be able to swap weapons & dual-wield both weapons @ the same time?

 There are 8 weapons in the mod. You can read the complete list in 1st page.
 Hold 2 weapons and Swap weapon are doable but no shooting 2 weapons at same time.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on November 22, 2010, 12:58:20 am
BTW, Bloodbane is the control issue fixed? (Is it fixable?)

If you don't remember, it was the issue with the controls being a bit sluggish/unresponsive when certain actions are performed.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on November 22, 2010, 05:23:57 pm
 No, I know why the control is sluggish though. I decided to fix this together with the remake instead of in the currently released version.
Title: New stuffs
Post by: Bloodbane on December 14, 2010, 06:05:24 pm
 As I said in other thread, I want to make new weapons, new enemies etc and.... I did it!

New Weapons:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra78.gif)

 2 new weapons: Triple Rockets and Vulcan Gun. Triple Rocket as the name implies shoot 3 rockets at once. Vulcan Gun is rather unique, the way it shoots is similar to Browny's A weapon or in Gunstar Heroes, it's similar to combination of Force and Lightning weapon.

Ocean level and new enemies:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra79.gif)

 The Ocean level is new level ripped from Contra 4. I have to cut it small like this cause the original is wider than this (well, that's dual screen for you) :).
 The enemies come from different games and ripped by different people. The fish from Contra 4 was ripped by me, Cuttlefish from Tales of Destiny was ripped by Davias, Chimera fish from Chimera Beast was ripped by Jonathan Wojcik and PowAmp from Super Metroid was ripped by Tommy Lee.

New Bunker:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra80.png)

 This bunker is similar with other bunker except that the core can shoot beam as you can see here ;D. It was inspired from Contra 4. And the shooter grunt above is respawnable ;).

 All of these are just random work. I don't have idea in what mission I would put these.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on December 16, 2010, 07:02:52 pm
WHERE IS EVERYBODY?

You're doing great, Bloodbane! Keep it up :)
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on December 16, 2010, 09:19:37 pm
This new version looks very very cool, your efforts will not be in vain Bloodbane, really I want to congratulate your efforts to do a better Contra MOD, I hope that this new version runs in the latest devbuild of OpenBor that would be great.
If the previous version is really amazing, fun and enjoyable, I?m sure this version will be great, hopefully this new release contains more credits, 3 credits for char minimum, but I don?t know what do you think about it, it?s only a petition. Probotector Rocks!!!!!!!!!! jajajaja, thank you very much.  :cheers!: ;) ;D
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on December 17, 2010, 06:07:57 pm
 Sorry, I can't give more credits. There are bugs which could appear during wait for player to continue.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on December 17, 2010, 06:42:40 pm
Oh well, I understand it, and what about 10 lives more? is this ask much?, I have been reached the stage when the cruiser picks you up, I hate those missiles, one touch and you die, jajaja I can?t get to neo city safely, game over, will this release works in latest devbuild?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on December 20, 2010, 10:50:52 am
 Well, you have to shoot the missiles then. Some of them will explode shooting small projectiles though but it's better than getting killed instantly. ;)

 As for compatibility with latest build, I'm working on it. I think I'm only porting the script part by part instead of remaking from scratch. I'm also increasing shooting speed while doing this actually.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on December 20, 2010, 02:48:02 pm
That would be great, I want to play this MOD on my PSP with latest devbuild, thanks for reply Bloodbane, to unlock the boss rush you have to finish the game 3 times, jajajaja man that surely is a very very hard job, I can?t finish the MOD once, but my skills and practice are increasing some day I?ll finish it (in fact if I can play it with a joystick, things should be more easier) and what about 10 more lives?
By the way the soundtrack is really nice and could be great if you add some contra rebirth tracks just like GTR attack, Hotter than hell, deathbed, horrible heartbeat. It is only a suggestion.
By the way I found a site in the web where you can find most of the entire soundtracks of several contra games, I founded there a extended version of intestines and submarine powerplant, also I have been downloaded some Super C remixes (from other site) here is some samples:
http://www.youtube.com/watch?v=LaMVGMTtWhQ# (http://www.youtube.com/watch?v=LaMVGMTtWhQ#)
http://www.youtube.com/watch?v=65fLpqakNCY# (http://www.youtube.com/watch?v=65fLpqakNCY#)
http://www.youtube.com/watch?v=yncJXnMmpMA# (http://www.youtube.com/watch?v=yncJXnMmpMA#)
http://www.youtube.com/watch?v=WbTwMcB1Vig# (http://www.youtube.com/watch?v=WbTwMcB1Vig#)
http://www.youtube.com/watch?v=bnZGaxHyVB0# (http://www.youtube.com/watch?v=bnZGaxHyVB0#)

Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on December 21, 2010, 06:32:33 pm
The previous comments are only suggestions I hope don?t bother you Bloodbane.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on December 23, 2010, 11:28:32 am
 No worries. Thanks for the music suggestions, I'll listen to them one by one.

 As for GTR Attack from Contra Rebirth, I love that song too. But I have to choose one. It doesn't feel good to have 2 similar music in one mod. Hmmm... let me try putting in the mod while remaking.

 For finishing the game 3 times, actually it's supposed to be clearing 1st mission 2 times (it has 2 ending, that's why) and 2nd mission once (only one ending).
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on December 23, 2010, 02:11:27 pm
ok thank you, I hope some of these songs appear in the next MOD, (of course if you like some of them), if you change the soundtrack for next release (some songs I think) I hope so these are from classic contra would be great.
http://www.youtube.com/watch?v=--RGGWg2DVk# (http://www.youtube.com/watch?v=--RGGWg2DVk#)
http://www.youtube.com/watch?v=yncJXnMmpMA# (http://www.youtube.com/watch?v=yncJXnMmpMA#)
http://www.youtube.com/watch?v=g24lorxhkIE# (http://www.youtube.com/watch?v=g24lorxhkIE#)
http://www.youtube.com/watch?v=oqONHf9TzLU# (http://www.youtube.com/watch?v=oqONHf9TzLU#)
http://www.youtube.com/watch?v=zKfoOMyJT_A# (http://www.youtube.com/watch?v=zKfoOMyJT_A#)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on December 25, 2010, 12:57:07 pm
 I'm listening to the songs now and some are great. There are 2 songs which has remix in Rebirth: Hotter than Hell and Deathbed. I don't like Deathbed so won't use it but as for Hotter than Hell, I have used the Rebirth version, it's 1st boss battle music. In the mod, I use it as great boss music. You haven't finished the mod, that's why you didn't know it.

 Anyways, thanks for the info. I'm going to change the title of that music.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on December 25, 2010, 06:14:30 pm
I?m glad that at least one of them likes you, I hope so you use any f these tracks, thanks for the attention BloodBane, and yep, you?re right, I can?t finish the MOD already, but I?m really closer to do that  ;), by the way merry christmas my friend
Title: Working on Mission 3
Post by: Bloodbane on January 29, 2011, 11:52:31 pm
 Woo, update after one month! thanks to God for this anyways!

 Bad news & Good news!

 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.

 Good news is I have made couple new levels. 1st this one:

Jungle:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra81.gif)

 Unlike Contra jungle levels, this is really filled with trees instead of rocks ;). It was edited from Contra Hardcorps 4th stage. I had to do extra works to add more colors to the background.
 No new enemies though, this stage is only infested with aliens same with ones met in 3rd stage of Mission 1.

 Speaking of mission, this jungle stage is the 1st stage of Mission 3. The next one is the 2nd stage:

Alien Hive Hub:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra83.png)

 No, this is a hub not regular branch. Player must visit both left and right path and clear both levels before the door in the center opens. The Center door will bring players to other level to end 2nd stage.
 This is something I wanted to do with OpenBoR, making multiple levels to be cleared before advancing to main level. This 2nd stage will only feature left & right path but in higher level, I'm going to have a stage with 4 paths :).

 Now this is the Left Path:

Alien Hive A (Left Path):

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra82.gif)

 Still infested old aliens except for the black spitter.

 I'm working on the right path and the level behind the door now.
Title: Re: Contra : Locked 'n Loaded
Post by: DJGameFreakTheIguana on January 29, 2011, 11:57:02 pm
sorry to hear you've gotten into the same situation I've been gettin' into a lot, but on the plus side, your adding new things. Keep it up BloodB. Remember if you need anything from Hard Corps, I can rip it forward.

X)
Title: Re: Working on Mission 3
Post by: Plombo 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?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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?
Title: Re: Contra : Locked 'n Loaded
Post by: Plombo 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.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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().
Title: Re: Contra : Locked 'n Loaded
Post by: Die_In_Fire on February 09, 2011, 05:07:32 am
I can't believe I was missing this gem!!

downloading NOW!!!!
Title: Re: Contra : Locked 'n Loaded
Post by: anallyst 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.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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.
Title: New levels and new weapon
Post by: Bloodbane 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:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra83.png)

 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:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra85.gif)

 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):

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra84.gif)

 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:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra86.gif)

 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:

  (http://s11.photobucket.com/albums/a177/DBloodbane/Contra/?action=view&current=ArrowTracer.mp4)
 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!
Title: Re: Contra : Locked 'n Loaded
Post by: mtrain on March 10, 2011, 06:40:11 pm
Amazing! I love your game :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: anallyst on March 10, 2011, 07:23:21 pm
thats great  :wow!:
will the remake cover everything from the original (the one you already published)?
Title: Re: Contra : Locked 'n Loaded
Post by: bWWd on March 11, 2011, 12:10:15 pm
looks cool,can you make it 4 players ?
Title: Re: Contra : Locked 'n Loaded
Post by: kyo24bc 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!:
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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 ;)
Title: Re: Contra : Locked 'n Loaded
Post by: bWWd 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.
Title: Re: Contra : Locked 'n Loaded
Post by: anallyst 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.
Title: Re: Contra : Locked 'n Loaded
Post by: SX on March 12, 2011, 09:28:06 pm
There will be no autobuilds until tomorrow night or monday night. Need to dig up the old server and copy the SDK(s) to the new server.
Title: Re: Contra : Locked 'n Loaded
Post by: anallyst on March 13, 2011, 12:57:31 am
i added a command line option for openbor to override the default offscreenkill value, this makes it easier for modders to test why their mods fail, and it allows to play the old mod.
together with my bugfix, this gives full compatibility with this mod here, when calling openbor.exe from "cmd" like this:

Code: [Select]
openbor.exe offscreenkill=3000
Title: Re: Contra : Locked 'n Loaded
Post by: anallyst on March 14, 2011, 01:39:21 pm
Bloodbane, when i choose the left path at the first choice (goes either up or left), somewhere in the glider scene there will suddenly come no new enemies.
you basically just fly and nothing happens anymore, even with offscreenkill 4000.

do you have an idea why ?

edit: the last enemies around are the running birds.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on March 14, 2011, 07:13:02 pm
 I edited this whole post cause I just realized what anallyst actually meant. The running birds is the mutated aliens from Contra Hardcorps. I'm guessing that anallyst skipped some of them instead of killing.
 I thought players would kill every alien in this stage including this runner but I forgot that it's possible to skip them. My bad, I'll set offscreenkill to remove them if they go offscreen.
 Anallyst, try killing all of them next time :).
 Thanks for the bug report!

 
Title: 3rd mission: 3rd stage
Post by: Bloodbane on April 15, 2011, 08:15:15 pm
 Don't be bored when I say this :) : Thanks to God for these updates!
 Slow progress as usual though.

 Anyways, I'm currently working on 3rd stage of 3rd mission. The boss is done but the stage need more work. It has branch at the start which gives 2 paths to choose. Here are shots from one of the paths:

Watery Cave (Lower Path):

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra87.gif)

 The background is from Super Metroid, Maridia area. The ground and platform are from Cyber Lip. The aliens is from Aliens 3, ripped by me & Wing Wang Wao.
 Most is done with this level, just need to tune the difficulty.
 From those shots, you can see the path is pretty much flat with platforms. The other path is... well, not flat. Static shots aren't enough so I made short video to show a portion of it:

Watery Cave (Upper Path):

  (http://s11.photobucket.com/albums/a177/DBloodbane/Contra/?action=view&current=GuaAir.mp4)

 Yep, player must jump on these trippers to pass this path. Took some trial n error to spawn these trippers with enough distance between for player to jump.
 This level is still in work though so what you see in the video is not final.

 Notice how Sheena is respawned after falling to water? yes, there's flying pod right underneath her when she is respawned. This is my solution to prevent soldiers to respawn on hole over n over which is a serious problem in 2D mods.
 Previously, I set the respawn coordinate in safe spots but this technique scrolls the screen back forcing players to jump over trippers again :P. Moreover, it's not stable with 2 players.
 This new technique allows me to make certain kind of challenging levels without worry about player's respawn ;).

 Anybody knows what game has decent splash? I don't set any splashes yet cause I don't have any.

 Another good news is I have figured out the cause of bug with latest build. It's first frame bug, a bug which is caused by defining scripts or commands in 1st frame. It has been solved :) (seems like newer build is more sensitive to this bug).
 Everything seems fine when I run 3 stages but I'm not sure yet. I'm going to release a demo to let other ppl to test the mod with latest build. It should only contains Bill Rizer, all 11 weapons and 3 stages.

 Watching Hardcorps Uprising tempted me to change the machine gun to this:

New Machine Gun:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra88.gif)

 It fires green projectile and not round like before. It also has slight deviation in each shot ala Uprising.
 This should be included in the demo too.

 Alright, back to work!
Title: Re: Contra : Locked 'n Loaded
Post by: Die_In_Fire on April 15, 2011, 11:04:53 pm
good news!!!


I still can't finish the mod tough...

Quote
Notice how Sheena is respawned after falling to water? yes, there's flying pod right underneath her when she is respawned. This is my solution to prevent soldiers to respawn on hole over n over which is a serious problem in 2D mods.
 Previously, I set the respawn coordinate in safe spots but this technique scrolls the screen back forcing players to jump over trippers again . Moreover, it's not stable with 2 players.
 This new technique allows me to make certain kind of challenging levels without worry about player's respawn .

that solution looks great!!! and yeah, very effective!!

keeping an eye on this!!  :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: volcanic on April 16, 2011, 12:42:50 am
Very interesting stage!I love this mod.
The graphic and gameplay are cool.
But would you please to make it easier.It's too hard for me.
I have a suggestion:
Give each character personal skills to make them different.
Make most enemies dies on one hit.
IMO it will ruin the fun to take out a regular enemy by multiple hits.
And what's more,I'd love to see some slope stages(I think it's doable by scripts.).
And you need a little more details such as rising water splashes when entities fall into the water.
The enemies need various death effects as well.

Love this game.
Good luck.

Edit:
Can this mod run on recent builds?



Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 16, 2011, 03:17:35 am
 Thanks for the suggestion!

 I did set most enemies to die in one hit but for static enemies (shooter mostly), it would be too easy if they die too quick so I gave them more health.

 I can't give each soldier unique skill cause they don't have any. I only have 4 soldiers for visual difference. I was thinking of making Hardcorps mode with each soldier having 4 weapons each like in Contra Hardcorps but I still need 4 more weapons.

Quote
And what's more,I'd love to see some slope stages(I think it's doable by scripts.).

 I don't know how if it's possible. I rather focus on railings and ladders than this.

Quote
And you need a little more details such as rising water splashes when entities fall into the water.

 I don't have the splash sprites and I don't know how to spawn splash when entity hit water. During SPAWN it's doable but during DEATH and other case, is beyond me ATM.
Title: Re: Contra : Locked 'n Loaded
Post by: Die_In_Fire on April 16, 2011, 03:27:48 am
Quote
I don't have the splash sprites and I don't know how to spawn splash when entity hit water. During SPAWN it's doable but during DEATH and other case, is beyond me ATM.

you can give the water some attack# and then on player's death# gives the splash animation


btw, what's mean "slope stage"?

static enemies with more energy are ok, it's just like on contra 3. but maybe a more easy mode would be cool.
Title: Re: Contra : Locked 'n Loaded
Post by: volcanic on April 16, 2011, 05:43:43 am
I can't give each soldier unique skill cause they don't have any. I only have 4 soldiers for visual difference. I was thinking of making Hardcorps mode with each soldier having 4 weapons each like in Contra Hardcorps but I still need 4 more weapons.
How about to set one character double jump ability?Or you can set different health,speed and jumpheight.
Just a suggestion don't get bothered.You already did a great job! :cheers!:
Quote
I don't know how if it's possible. I rather focus on railings and ladders than this.
I remember I have made a rough test about set entity's base in each game loop(levelupdatedscript).
It's sth like this.

To create a 45 degree slope from 50 to 100
[entity loop]
float x=getentityproperty(vEnt,"x");
if (x>50 && x<100)
{
setentityproperty(vEnt,"base",x-50);
}
[end loop]
Quote
I don't have the splash sprites and I don't know how to spawn splash when entity hit water
 

I think you could set a splashspawner entity and judge every entity's altitude in idle animation.
And if the entity's under a certain altitude then spawn the splash.

Title: Re: Contra : Locked 'n Loaded
Post by: mgman on April 16, 2011, 08:49:34 pm
Just a friendly request:

I dislike Hard Corps Uprising's style of graphics and animation (among onther things). It does not suit the style of the Contra series. The machine gun should remain the way it was originally, and not be like that. If you still want to include that style of gun, can you please make it a separate gun? ;)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on April 17, 2011, 04:42:16 am
Quote
I think you could set a splashspawner entity and judge every entity's altitude in idle animation.
And if the entity's under a certain altitude then spawn the splash.

 The problem is entities which falls to water could be in any animation not just IDLE.
 I just figure out a crude way to do this but since I don't have splash animation yet, I leave this be.

 About slope, one thing that really hinders me is leg position on slopes differs than on flat ground. This means more animation are required :P. If that's not enough, I need double of them, for facing left and facing right :P :P.

 And no double jumps also, sorry. Double jumps mean platform & level rework. I also have to redesign bosses to balance this.

Quote
If you still want to include that style of gun, can you please make it a separate gun?

 That crossed my mind but do you have idea of unique name? which uses different 1st letter than available ones.
 Let's see the weapon list:
A = Arrow Tracer
F = Flamethrower
G = Grenade Launcher
H = Homing Missile
L = Laser Gun
M = Machine Gun
P = Power Shot
R = Rocket Gun
S = Spread Shot
T = Triple Rocket
V = Vulcan Gun

 That reminds me, I have more weapon ideas but haven't got time to implement and don't have unique name yet.
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 on April 17, 2011, 04:04:48 pm
U = Uprising Machine Gun?
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on April 18, 2011, 08:45:35 pm
U = Uprising Rifle? or Uprising Cannon?
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on May 31, 2011, 02:02:07 pm
Bump...

I haven't seen any news on this... how goes it bloodbane :)
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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! :)
Title: Re: Contra : Locked 'n Loaded
Post by: Uche on June 22, 2011, 02:15:37 pm
It sure doesn't have the standard BoR feel.
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane 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:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/AlienFly.png)

 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:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra89.gif)

 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:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra83.png)

 (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 ;).
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 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
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on June 30, 2011, 11:13:01 am
I´m glad for every update here, many thanks for the last ones Bloodbane, this MOD is beautiful and works perfect with latest devbuild, I´ve finished mission 3 aftermath, it takes me a couple tries but I made it, keep the good work Bloodbane I love this game.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK 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 don´t remember it´s names). Also would be great if you add more than 10 lives, I don´t know if you have fixed the problem with continues but would be better if you can put some continues.
That´s my personal opinion, anyway is your MOD my comment was only a suggestion.  ;D
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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 don´t remember it´s 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.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK 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 wasn´t 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) añso 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 don´t 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
Title: Re: Contra : Locked 'n Loaded
Post by: badjab326 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
Title: Re: Contra : Locked 'n Loaded
Post by: mtrain 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!
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on July 11, 2011, 01:40:07 am
what about the music?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane 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! :)
Title: Re: Contra : Locked 'n Loaded
Post by: mgman 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.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on July 15, 2011, 02:53:11 pm
I don´t want to be impatient but I want to ask. Bloodbane Do you have a release date for this MOD? I love it and I can´t wait to try it out.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on July 16, 2011, 12:28:01 am
@mgman: No, there's released 3rd demo available in this site. That demo is to test compatibility with latest build.

@ARGOROK: Sorry, I can't give release date. I have to work hard for my family here and I can only work on this mod on my spare time.
Title: Re: Contra : Locked 'n Loaded
Post by: Zenotron on July 20, 2011, 08:42:15 pm
This is a bit off topic, but still relates to Contra. WayForward Technologies, the same developers behind Contra 4 for the DS, are now making "Aliens: Infestation", a 2d sidescrolling shooter for the DS! If they can make Contra 4 as good as they did, then I have no worries about them handling an Aliens game. http://kotaku.com/5823057/aliens-infestation-slips-flesh+hungry-xenomorphs-into-your-pocket-this-september/gallery/1 (http://kotaku.com/5823057/aliens-infestation-slips-flesh+hungry-xenomorphs-into-your-pocket-this-september/gallery/1)
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on July 20, 2011, 08:54:15 pm
I understand bloodbane, anyway I´ll be patient, I think it worths it, keep going my friend and thank you for your attention.
Title: Re: Contra : Locked 'n Loaded
Post by: mgman on July 31, 2011, 07:17:47 am
Hey, Bloodbane, I have a question about your third demo.

How come it's missing stuff that was in the initial "complete" release? Like, the intro before the main menu and the "Locked 'n' Loaded" subtitle being "shot" into the screen?
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on July 31, 2011, 01:07:35 pm
 That's because I forgot :-[. I removed those intro cause it takes so long to play and I don't want to be bugged by it when testing the mod. But when I release it, I forgot to return them. sorry :).
 As for other missing stuffs, such as stages, IIRC they weren't done checked before so I didn't include them in the demo. Also, to make all missions equal, all of them only have 3 stages.

 I'm going to post update tomorrow.
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on July 31, 2011, 01:17:19 pm
[ I'm going to post update tomorrow.
[/quote]

 :-[ :'( That makes me so happy
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on August 01, 2011, 02:32:07 pm
 Thanks to God for these updates!
 Don't be bored with that statement, I'm grateful for what God has given to me. Speaking of which, I'm fasting today as prayers to Him. No worries as it won't stall this mod at all :).

 Back to the mod, please welcome new soldier!

http://www.youtube.com/watch?v=fo8eizhAt08

http://www.youtube.com/watch?v=GK1r-ruKoIs

 Yep, he's Bill Rizer from Contra 4. In this mod to avoid name conflict with Contra 3 one, he is named Mad Dog.
 I got most of his sprites from the net but it turns out, he's missing more frames than just drop poses and bikeride ones. He's missing the shooting version of his walking poses. Good news is the standing shoot poses are complete so I could crop his upper body and paste it to the walking poses to get the missing ones.
 The other missing frames was ripped. To get drop poses, I looked for tall railing and drop from there while shooting in 5 directions. To get the bikeride ones, I played Rematch 4 from challenge mode (this is the only place to ride bike without getting wet (know what I mean? );) ), get a bike and shoot in 8 directions.

 And just like in Contra 4, he has 4 alternate maps + 2 new ones by me. Since he's Mad Dog, he use Mad Dog's map as default while Bill's map is alternate map.

 The videos don't only show Mad Dog. The 1st one, although it's not so clear, shows quake effect in the stage. In case you don't know, the stage was inspired by Super C 3rd stage which has collapsing rocks like this. This stage is available in released complete version but I forgot about the quake effect. Now, it's added!

 2nd video shows new pseudo travel level, made with backgrounds from Contra 4 Neo City. Most of the level is done except I'm still thinking what boss this level should have.

 I'm also working on new vertical level:

Infested Skyscraper:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra90.png)

 Still designing platforms and enemy placing here.

 ARGOROK, aside of my busyness, I usually make detailed design on levels and enemies. This is another reason why it takes long to mod. I don't make levels then pour enemies in them you know.
 Speaking of design, I'm cooking last stage design. I want something more than just enter-hive-kill-queen for this 3rd mission. Oh, there's already something like that before in fact, in this mission I mean.

 Alright, back to work :)!
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on August 01, 2011, 02:49:30 pm
BloodBane I´m glad you back to work, and is good to know about you sometimes, keep going my friend and good look with those 30 days you know  ;), this MOD will be a masterpiece, one of those games that you play and never get bored of it. So the old pal Mad Dog joins to the party huh? GREAT!!!! MAAAAAANNN!!!! I can´t wait this gonna be one of the best MODS ever. I still waiting for it, Thanks God and thanks BloodBane.  ;D
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on August 01, 2011, 03:00:25 pm
I´ve seen the videos, just one thing: BEAUTIFUL!!!!  :'(
Title: Re: Contra : Locked 'n Loaded
Post by: Mrgrill247 on August 03, 2011, 08:03:01 am
It is nice to see your video of Bill Rizer.
Title: Re: Contra : Locked 'n Loaded
Post by: mtrain on August 03, 2011, 10:54:41 am
Great work as always!  :cheers!:
Title: Re: Contra : Locked 'n Loaded
Post by: imaninja1991 on August 04, 2011, 06:39:41 am
 :cheers!: Nice work bloodbane, I have a few questions. 1, will the players play any differently from eachother, i'm not sure if they already do. And 2 do you have any tips on how to be better at the game, I always find myself dying quickly when the enemies sneak up behind me.
Title: Re: Contra : Locked 'n Loaded
Post by: Bloodbane on August 05, 2011, 06:25:20 pm
 Thanks guys!

Quote
1, will the players play any differently from eachother, i'm not sure if they already do.

 No, just like in Contra Hardcorps and Contra 4, different soldiers are only for visual change. The only different soldier is Fang. No, not because of his look, but because of his height. He's taller compared to others so he can't shoot certain enemies just by standing and requires lying down instead.

Quote
2 do you have any tips on how to be better at the game, I always find myself dying quickly when the enemies sneak up behind me.

 Yes, shoot behind before you can even see the enemy :). Seriously, almost every level has infinite enemy generator so you have to be ready when the enemy is spawned behind you.
 The other tip is to stay out of their path. Most generators only spawn enemies in certain altitude so if you stand on platform, the enemies will miss you.
 The last and ultimate tip is to have sharp reflexes. If enemies come from behind,you could try jumping up, let them move underneath then shoot them. This trick saves me couple times not just in this mod but in original games too ;).
Title: Re: Contra : Locked 'n Loaded
Post by: ARGOROK on August 05, 2011, 06:38:05 pm
Very nice tips, I don´t want to be conceited but you´re right with all that you said BloodBane, since I was a kid I used to play Contra games, that helped me to gain skill playing it, so now I´m not professional but is a little bit tough that enemies kill me so easily,  ;D very nice updates, but probotector and Fang still being my favorite characters  :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: utunnels on August 09, 2011, 12:24:10 am
I've already added pain_time to entity property list like freezetime (3367 onward).
So hopefully it can be patched in  takedamage script.

However since the attack code was not changed, fastattack will be still buggy.
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on August 10, 2011, 12:16:30 am
 :cheers!: Thanks uTunnels! I'll take a look! It should be useful not just here but in other mods as well :).
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on September 20, 2011, 10:56:08 pm
 Thanks to God for these updates!
 Time has passed since the latest post and the engine has been updated. The new update I've implemented to the mod is running script during main menu with updatescript. With this, all player's variables are resetted, in human language it means player's weapons are removed if player exits the game and goes to main menu. This is to prevent players from carrying weapon from one mission to other mission (there's a reset script at the beginning of each mission though but it doesn't work on save states since save states starts from other level/stage other than the beginning). To me, that's cheat so I have to prevent this cheat.
 Now, with that implemented, saving is allowed now :). And I allow players to have fresh start everytime save state is loaded. Fresh start means lives and score are resetted. Players could continue from where they end before with more lives ;).

 That means, the Practice mode is no longer needed since players could use save states for practice and number of lives per mission is reduced to 5 lives.
 Oh, save state is always forbidden in Boss Rush. It's locked mode to challenge player's skills :).

 Now about the levels, I have done other paths of the 5th stage of 3rd ..... that sounds complicated, in short, take a look at these:

Infested City Hub:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra92.png)

 In case I haven't mentioned it, this is the 5th stage's hub from Mission 3 and it has 4 paths. Just like the 2nd stage, all 4 paths must be cleared before access to the 5th one is opened and there are spawn modifiers which make each path harder if it's visited latter.

 I have shown 2 of the paths before, now I'll show the other 2:

Infested Sewers:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra91.gif)

Infested Underground Base:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra93.gif)

 For those who don't know, the sewer background is from 3rd stage of Metal Slug 6 ripped by Random Rebel Soldier. Of course, I edited it to suit this mod. And no, there's nothing wrong with Photoshop nor screenshot function, it is dark on purpose cause it's underground :).
 The underground base was ripped by me, it is combination of 2 backgrounds from Contra Hardcorps, the laboratory and alien hive. Since the 2 backgrounds are different, I made a nice transition between those 2 and it is shown in the animation gif above.

 Remember this video?:

http://www.youtube.com/watch?v=GK1r-ruKoIs

 This is where player would go to after clearing all 4 paths mentioned above. And the boss for this level is done. That means, there's one path left and last stage to finish , not to mention the spawn modifiers.

 Aside of that, I also work on extra stages, this is one of them:

City Battle (Extra):
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra94.gif)

 These extra stages have no story or anything. I have tons of ideas but can't merge them in a good story so I decided to make storyless extra stages like this one.
 Although, they are only extras, they will feature new bosses and enemies ;).
 
 Alright, back to work ;D!
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 25, 2011, 01:04:27 pm
WHAAATT????? Nobody commented yet :(

I wish I caught this update sooner, so I could respond then (but it's only been 5 days heheh).

Your work is unmatched as always Bloodbane! Really glad to see that things are going well with one of the best Contra fan games in existence. I must say that you are above Konami right now, because you've constantly shown great things for Contra, which Konami has not been doing :)

KEEP IT UP MAN!
Title: Re: Contra : Locked 'N' Loaded
Post by: Plombo on September 26, 2011, 12:13:50 am
WHAAATT????? Nobody commented yet :(

I wish I caught this update sooner, so I could respond then (but it's only been 5 days heheh).

Your work is unmatched as always Bloodbane! Really glad to see that things are going well with one of the best Contra fan games in existence. I must say that you are above Konami right now, because you've constantly shown great things for Contra, which Konami has not been doing :)

KEEP IT UP MAN!

Since no one else has commented since you, I will give your post a +1. :)
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 26, 2011, 07:44:21 pm
Thanks :)
Title: Re: Contra : Locked 'N' Loaded
Post by: ghobot21 on November 13, 2011, 04:22:24 am
Nice one! havent been to lavalit for a while. glad to see this mod is still being updated   :)
Title: Re: Contra : Locked 'N' Loaded
Post by: mtrain on November 13, 2011, 07:01:09 am
Great and amazing work BB! I always watch for this project and am very happy appearance of each news item! Contra is one of the best game series, cant wait for your mod completed.  :cheers!:  Demo was great!
Title: Re: Contra : Locked 'N' Loaded
Post by: Yagami Brando on November 13, 2011, 08:13:25 am
Good going, Bloodbane! Aside all, I see you added some new chars, like Scorpion and Mad Dog from Contra 4(DS).
Btw what is the progress with 3d chapter, that was added in the last demo?
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on November 14, 2011, 12:13:43 am
 Thanks guys!

 As for progress, the 3rd mission is almost complete. I only need to finish final boss, work on cutscenes and maybe some tweaks on 2nd and 5th stage.
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on November 17, 2011, 09:16:05 pm
Hey, Bloodbane, may I please help you with fixing up the dialogue? :D

I'd love to make this as badass, campy (in a good way) and farcical as possible.
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on November 18, 2011, 10:39:31 pm
 Sure, you can read all dialogues in the complete version, analyze and send me the fixed version in PM. :)
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on November 19, 2011, 12:02:40 am
Ok, cool :)

When you finish the final version, send me attachment through PM with the dialogue and I'll fix 'em up for ya ;)
Title: Re: Contra : Locked 'N' Loaded
Post by: ARGOROK on November 19, 2011, 12:48:02 am
I´m waiting patiently for this one, I haven´t had the chance to post or see the new updates for this topic, but that screenshots for new branches are so cool, as always I want to congratulate you BloodBane for your spectacular work, I can´t wait anymore, my unique satisfaction is to know that this long wait will worth it, keep it up my friend, impress us with the final product.  :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: jsargent on November 22, 2011, 01:43:23 am
I love the game Contra: Locked N Loaded, but it's impossible to beat.  Is there a way I can cheat and get infinite lives and energy to see the other endings?  I beat it before, but I had to use a trainer which I downloaded from this site.  Unfortunately, when you use an old trainer the game crashes, especially when you try to take the roof path in the first level.  Help!
Title: Re: Contra : Locked 'N' Loaded
Post by: jsargent on November 22, 2011, 01:45:42 am
 :) Oh yeah by the way, Good work BloodBane! I love the Contra series, and your version is awsome.  Keep it up.
Title: Re: Contra : Locked 'N' Loaded
Post by: nedflandeurse on November 22, 2011, 01:10:56 pm
The evolution looks freeking awesome!!
I can't wait for a release. :)
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on November 22, 2011, 11:26:05 pm
Quote
Is there a way I can cheat and get infinite lives and energy to see the other endings?

 Sorry, no cheats. The best news I could give you is that the next release allows save state so you can load a saved game if you failed :).
Title: Re: Contra : Locked 'N' Loaded
Post by: jsargent on November 25, 2011, 03:08:48 am
 :) Another release with a save feature? Thats awsome! I had alot of fun with the other one, cant wait to play it. When does it come out?
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on February 08, 2012, 10:30:28 pm
 It's been more than 2 months since I posted here. I've been busy with work so I had to leave this mod.
 I think I have time to continue with this mod again :).

 Thanks to God for these as usual :).

 mgman has helped me creating better dialogue for this mod. All dialogues are updated and Mission 3 has new ones. Here's the briefing scene:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Misi3.gif)

 I have changed Mission 3 title to : Counterstrike . It fits the story better ;).

 Actually Mission 3 is technically complete (all levels done including last boss) but I'm not happy with last boss yet. You can see a shot from 6th stage (just before last boss):

Rocket Ride:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra95.gif)

 Another thing is engine has been updated and it affects important aspects of this mod so I have to do some script repair and entity tune ups. Still, good news is fastattack code has been updated so it's not buggy anymore :). I really want to give this a try to weapons but I will have to rebalance weapon power and enemy's HP.
 I hope you guys can wait :).

 I also have recorded these videos some months ago:

http://www.youtube.com/watch?v=fuYhFVt6dis

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

 Enjoy the videos!
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on February 10, 2012, 06:23:28 pm
Excellent, Bloodbane!

Glad I could help :) I can't wait to play this.
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on March 27, 2012, 11:33:18 pm
Sorry to bump this.

I was wondering if there is progress going on.
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on March 27, 2012, 11:52:21 pm
 Sorry for lack of news, there is progress on this mod. I have finished making 2 extra missions. I'd like to have 2 or 3 more of those before I could release this mod.
Title: Re: Contra : Locked 'N' Loaded
Post by: erifpiR on March 28, 2012, 01:50:24 am
Hey, next update add this secrete boss in Contra Hard Corps...

See this Video -> http://www.youtube.com/watch?v=tgcupLgg87A

 :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on March 30, 2012, 12:18:54 am
 :laughing:

 I don't have idea where should I place those bosses if I added them in. Not to mention only the 2nd one is ripped.
 The last one is good challenge. The 1st one is... well... I don't know what Castlevania fans would say :).
Title: Re: Contra : Locked 'N' Loaded
Post by: BurnKing on March 30, 2012, 02:34:46 am
hey bloodbane, just wanted to say i love this mod every demo i still have on my desktop, i show it to all the dudes i know and they freak out, we were huge contra fans when were young, and most of them agree that this is better than most commercial contra games. keep up the good work brother
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on April 24, 2012, 04:58:08 am
 Thanks Burnking!

 Anyways, thanks to God for these updates!
 Phew, I finished GIJoe mod before going back to this mod. And now here I am :).
 Currently, I am making extra stages which has no story at all and all of them will be reusing backgrounds from other stages. Here are some shots from new stages:

Laboratory:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra96.gif)

Ruined Highway:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra97.gif)

Jungle:
(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra98.gif)

 The 1st 2 stages uses alternate palette to give different feeling.
 And as I mentioned before, they will have different bosses making them worth playing. Sorry, no boss spoilers!
 Also, see the electric fields in one of 1st shots? they are ripped from Midnight Resistance, a decent shooter arcade game. Just like in that game, both upper and lower electric source must be destroyed before electric field is removed.
 In Ruined Highway shots, you should see a familiar thing. Yep the warship from Contra 3 is here. It comes back with different arsenal!

 Those who have played GIJoe mod should be familiar with the feature shown in this video:

http://youtu.be/i-569Ruu_GY

 Yep, a crosshair chasing player or in better word: Sniper!
 It was inspired by the snipers in Hardcorps Uprising which uses crosshair too. Difference in this mod is, the sniper is far from when crosshair appear. Get ready to dodge some aimed shots before you can get the sniper ;).

 Ah, I still have couple stages to make, back to work!
Title: Re: Contra : Locked 'N' Loaded
Post by: ghobot21 on April 25, 2012, 02:48:02 pm
Good to see that you still working on the mod!
great job!   :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on April 30, 2012, 03:59:05 pm
We're all excited to play your awesome Contra mod! :)
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on April 30, 2012, 04:59:00 pm
This mod is brutal, it is inspiring to see things as this, especially what we can learn from this.

Only bad thing that could impute is serious lack of own characters or edit one or two, but that's understandable since doing that means a lot of extra time in development.

Go ahead Bloodbane with this wonder, more than a mod is all a fangame.

 :cheers!:

Pd: PLEASE!!! Add the slide of the contra hard corps.
Title: Re: Contra : Locked 'N' Loaded
Post by: WarioMan3K on April 30, 2012, 11:58:12 pm
Wow! That's really a ton of stuff I missed out on! ...Yeah, I almost forgot about this website due to my personal life and all, but hey, the new levels and stuff you got there are sweet!
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on May 15, 2012, 03:07:34 am
Only bad thing that could impute is serious lack of own characters or edit one or two, but that's understandable since doing that means a lot of extra time in development.

 Yeah, I keep wishing a sprite editor to come to help me.

Quote
Pd: PLEASE!!! Add the slide of the contra hard corps.

 It's already available but unlike in that game, slie goes farther but no invincibility. I don't want players sliding all the way through.
Title: Re: Contra : Locked 'N' Loaded
Post by: Yagami Brando on May 15, 2012, 05:08:50 am
>>>Only bad thing that could impute is serious lack of own characters or edit one or two, but that's understandable since doing that means a lot of extra time in development.<<<

Now when someone mentioned that, yeah, it would be cool if there were at least one unique character, specially for this mod :)
Title: Re: Contra : Locked 'N' Loaded
Post by: mtrain on May 15, 2012, 06:44:06 am
Quote
Yeah, I keep wishing a sprite editor to come to help me.
I know, that i have not enough time but i can help ;) PM me, BB)
Title: Re: Contra : Locked 'N' Loaded
Post by: darknior on May 15, 2012, 08:25:42 am
So excellent mod ... i wish test it one day on my xBox :p
Thanks a lot for the work !
Title: Re: Contra : Locked 'N' Loaded
Post by: PEGASUS 6 on May 15, 2012, 10:33:30 pm
Contra Hard Corps was and is my favorite game of all time.  I am a die hard fan, I still play it, I still beat it, its not too hard if you wont quit :p

I found this site while searching for any new developments for the big C.  Blood, I am so impressed, it really is a feat most C fans dream of, what you are doing.  Thank You.

Now If I can find the link to play this bad boy I will be in heaven.  I just read the 33 pages.  Hats off to u Sir!!!!

Title: Re: Contra : Locked 'N' Loaded
Post by: shulbocka on May 15, 2012, 10:57:20 pm
Look at the top of the page where it says "downloads" go to games>completed, and you will undoubtedly find it. I agree as well, this game is amazingly awesome. Bloodbane has some pretty damn impressive talent.
Title: Re: Contra : Locked 'N' Loaded
Post by: mtrain on May 16, 2012, 04:42:57 am
Quote
Contra Hard Corps was and is my favorite game of all time.
Exactly, PEGASUS 6. For me, my favorite games of all time are Soldiers of Fortune (Chaos Engine), Streets of Rage 2 and Contra Hard Corps. This is the best part of the series (best music, best graphics, best gameplay and best atmosphere!!). So when i found that someone make Hard Corps: Uprising i was the happiest man on the world  ;D .. But when i saw what piece of $#!+ it was after release...:drooling: no one similar with Sega`s Hard Corps.. Sooo.. only BloodBane`s mod return to me feelings of Contra i want! Go, BB! You can ask me for any graphical help :wide_smile:
Title: Re: Contra : Locked 'N' Loaded
Post by: darknior on May 16, 2012, 11:45:42 am
Thanks @shulbocka
Title: Re: Contra : Locked 'N' Loaded
Post by: shulbocka on May 16, 2012, 12:49:01 pm
No problem. Glad to help.
Title: Re: Contra : Locked 'N' Loaded
Post by: mtrain on May 16, 2012, 02:02:17 pm
(offtop) it is good when one predator helps the other predator  :)
Title: Re: Contra : Locked 'N' Loaded
Post by: shulbocka on May 16, 2012, 03:01:08 pm
 :laughing:   ...anytime... 
Title: Re: Contra : Locked 'N' Loaded
Post by: darknior on May 16, 2012, 05:22:37 pm
Yes always  :P
Title: Re: Contra : Locked 'N' Loaded
Post by: pong_666 on May 16, 2012, 10:32:12 pm
Predator unity rad  :laughing:
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on May 17, 2012, 01:47:17 am
I know, that i have not enough time but i can help ;) PM me, BB)

 Well, since it's original character we are talking, you are free to design him/her. But for gals, I have to be strict about clothes. I edited Sheena not only for colors but also because I don't like seeing girls showing her legs like that.
 I'm planning to do the same once I get Lucia's sprites.
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on May 17, 2012, 09:24:07 pm
Quote
Contra Hard Corps was and is my favorite game of all time.
Exactly, PEGASUS 6. For me, my favorite games of all time are Soldiers of Fortune (Chaos Engine), Streets of Rage 2 and Contra Hard Corps. This is the best part of the series (best music, best graphics, best gameplay and best atmosphere!!). So when i found that someone make Hard Corps: Uprising i was the happiest man on the world  ;D .. But when i saw what piece of $#!+ it was after release...:drooling: no one similar with Sega`s Hard Corps.. Sooo.. only BloodBane`s mod return to me feelings of Contra i want! Go, BB! You can ask me for any graphical help :wide_smile:

YES! I thought Hard Corps: Uprising was awful for being called Contra. It has little to do with the series, yet people all the time act like fanboys about it. I'm not saying it's a bad game, but when people say that it's Contra, I get annoyed.
Title: Re: Contra : Locked 'N' Loaded
Post by: Yagami Brando on May 18, 2012, 05:22:51 am
A little offtop:I disagree on that one. I pretty much liked Hard Corps Uprising. And I say it's a Contra game. The game has some very interesting features, like all these dodges, projectile reflectors, air dashes. So character control here is more sharp than in any previous game. Also graphics and soundtrack are decent, gameplay is fast paced and good for me. Uprising is one of the best contras, in my opinion. Much better that Neo Contra from PS2 for example. And of course hundred times better, than those awful PS1 contra-wannabe's.
the List of best contras in my opinion:
1)Hard Corps on Genesis
2)Shattered Soldier on ps2
3)Contra 4 on DS
4)Uprising
5)Contra 3: Alien Wars

On topic: BB, if you are still planning the new character for your mod, I want to give an idea of adding Deadeye Joe from Genesis's Hard Corps. That would be awesome :)
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on May 18, 2012, 07:03:13 pm
I'm not arguing that Hard Corps Uprising is a bad game. But it seriously is no Contra game. With how much the gameplay, presentation and visuals deviated from Contra's style, whatever's left in it that IS Contra can easily be found in many side scrollers. The new moves are fine, but they further distance the game from the series. I can name side scrollers in the same vein as Hard Corps Uprising that aren't Contra games.

I'm sure that was the whole point of the game; to deviate away from the series to be its own. However, that's clearly not working out.
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on May 18, 2012, 07:34:15 pm
Español:
Yo jugue el demo y debo decir que fue muy bueno que no le pusieran Contra, ya que tiene muchas cosas nuevas que lo hacen interesante como correr, doble salto y dash en el aire, pero el gameplay se hace muy lento para estar basado en Contra, los personajes si no esta el boton de correr no avanzan nada, no tienen el sistema de armamento de CONTRA HARD CORPS (lo pongo en mayusculas por que es el mejor Contra de todos los tiempos) asi que todos los personajes son demasiado similares en el gameplay (excepto sayuri), además que el diseño de los niveles es demasiado forzado (cuando vi en youtube la fase de los trenes casi vomito por las orejas)
Aunque debo reconocer que me encanta el juego, me fascina el carisma de los personajes y la musica que es genial aunque sea demasiado similar a las de guilty gear y blazblue, no es un Contra y ni siquiera le llega a la rodilla a la bestia que es el verdadero hard corps.

Pd: el Contra4 es muy bueno tambien pero la jodieron con poner a la fuerza la pantalla superior y el shattered soldier el sistema de apuntado es una basura que si no fuera por este seria una manjar (siguiendo detras del Contra hard corps, claro).

English:
I played the demo and I must say was very good to not put the name of Contra, as it has many new things to make it interesting as running, double jump and dash in the air, but the gameplay is too slow to be based in Contra , the characters if the button is not running does not move anything, do not have the weapons system of CONTRA HARD CORPS (I put it in capitals because this is the best Contra of all time) so that all the characters are too similar in gameplay (except sayuri), but the level design is too forced (when I saw on youtube the stage of the trains almost threw up by the ears).
Although I must admit I love the game, I love the charisma of the characters and the music is great but too similar to those of Guilty Gear and BlazBlue, this is not a Contra game and did not even reach the knee to the beast is the real hard corps.

Pd: the Contra4 is very good too but f*cked with forced to the upper screen and shattered soldier shooting system is a waste that if not for this would be a delight (following behind the Contra hard corps, of course).
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on May 19, 2012, 12:38:14 pm
Ever since I've had a neuropathy related to vision, I cannot do as well in Contra 4 as I used to. Now, I struggle with the 2 screens. However, I will not detract, because I do remember the time when the 2 screens were no trouble for me. It was a great experience and Contra 4 was the highlight of 2007-2008 for me.
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on June 13, 2012, 10:16:36 pm
I took the liberty of adding  bahamut of hard corps of uprising :cheers!:

PD: if you need more sprites, just ask me
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on June 14, 2012, 12:27:16 am
How's it coming with the development of the game, anyway?  :)

EDIT: I took a look at the Bahamut edit. Although the addition is appreciable, it sticks out badly. He needs to be edited quite a bit before even possibly being put in, IMHO. Besides, it's pretty clear that HCU isn't a "Contra" game. More yet, it would be better if an all-new character is added.
Title: Re: Contra : Locked 'N' Loaded
Post by: ARGOROK on June 14, 2012, 01:37:51 am
I´m still waiting for this release, take yout time BB, by the way Mgman excuse me, what do you mean with IMHO?
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on June 14, 2012, 01:51:40 am
 IMHO = In My Honest Opinion
 it's alternate version of IMO

 about this mod, not much progress aside of debugging and adding music to the mod. I'm busy with other mod ATM.

@slash: I'm downloading it now! thanks!

(more than an hour later)

 I wondered why it's so large in filesize, I figure out that's it's whole demo.
 Great work on Bahamut BTW! too bad he's missing pain & fall animations.
 Seems like you added more animations to him. I'll give him a try and see how he plays.

(couple days later)

 Whoa! Nice addition slash! Bahamut doesn't slide like other soldiers in this mod but he can perform double jump, running and dash in mid air.
 If this guy would like to join, aside of waiting for pain & fall animations, he'll have to lose those abilities cause they break game balance. For boss battle, they don't matter but in regular levels, there are many places which can be cheated especially with double jump.
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on June 17, 2012, 06:24:40 pm
If this guy would like to join, aside of waiting for pain & fall animations, he'll have to lose those abilities cause they break game balance. For boss battle, they don't matter but in regular levels, there are many places which can be cheated especially with double jump.

Whatever, the mod is yours and you decide what stays and what goes, :) I just wanted to see was the character in the mod, if you take out the double jump, dash and running (which in this comply but still with bugs) does not matter. ;D
What if I would like would be more difference between the characters, especially in arms because all the same I get a little boring to just change the sprite. :bored:

I attach the missing sprites and if you need more, let me know. :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on June 18, 2012, 12:05:08 am
Quote
What if I would like would be more difference between the characters, especially in arms because all the same I get a little boring to just change the sprite.

 I understand that. Everyone who have played this should've noticed that. It crossed my mind to differentiate but that means redesign everything from zero :(. So I decided to leave this mod be with its rule.
 And if I want Contra mod with different characters (not just sprite that is), I would start new mod.
 Sheena and Ray are pretty much similar to Bill and Probotectors in mechanics. However, Fang and Brownie (especially) needs special mechanics.
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on June 18, 2012, 07:46:21 pm
oh come on! you did a great job with this mod, do not let it pulled only by a few critics, plus you can still give differences to the characters through the cinematics (as it did in vampire hunters bonuzjz) and custom dialogs, also many of us expect the final mod and for my part I offer all the help i can with the sprites and code.
Title: Re: Contra : Locked 'N' Loaded
Post by: PrinceOfBrains on July 02, 2012, 03:26:36 pm
Hey, man - this is my first post here, and I just wanted to say "good freakin' job". Weirdly enough, this is almost exactly what I hoped to do with OpenBOR - I had a weird itch to make a Dreamcast game, and I figured there's enough beat-em-ups out there (no offense, everyone else!  :nervous:) that I too wanted to do an old-school shooter, although maybe something more like Gunstar Heroes than Contra.

So I guess what I wanna ask is if there's any chance you'd let a Stupid Newbie like me take a gander at your code and mess with it a little bit, just to get an idea where to start? And if I do use anything of yours, full credit will of course be given.  ;D
Title: Re: Contra : Locked 'N' Loaded
Post by: Plombo on July 02, 2012, 05:47:15 pm
Hey, man - this is my first post here, and I just wanted to say "good freakin' job". Weirdly enough, this is almost exactly what I hoped to do with OpenBOR - I had a weird itch to make a Dreamcast game, and I figured there's enough beat-em-ups out there (no offense, everyone else!  :nervous:) that I too wanted to do an old-school shooter, although maybe something more like Gunstar Heroes than Contra.

So I guess what I wanna ask is if there's any chance you'd let a Stupid Newbie like me take a gander at your code and mess with it a little bit, just to get an idea where to start? And if I do use anything of yours, full credit will of course be given.  ;D

I'm obviously not Bloodbane, but anyone can look at the inner workings of any mod (except for SecurePAK mods, which this isn't).  If you're using Windows, just drag and drop the PAK file for the mod onto borpak.exe.
Title: Re: Contra : Locked 'N' Loaded
Post by: PrinceOfBrains on July 16, 2012, 12:50:50 am
Oh! Good, thank you! That will be an immense help.
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on August 09, 2012, 04:56:52 am
 Phew, busyness just drag you away from this mod.

 Anyways, thanks to God as usual. I have finalized final bosses design and they fight really well ;) ;).
 That leaves cutscene work mostly credits cause I have more people to credit and more characters to show.

 slash have made Bahamut from Hardcorps Uprising. It's great work! He also joins the squad. Now, there are 6 soldiers to choose in this mod.

 Normally I posted at least 3 shots but I have to break this rule since it is near completion.
 Before I show the shot, one thing I learned from Contra series is Challenge!. Playing Contra will make you challenged to do something you never do before. Some of the challenges are extreme as shown in some Contra games namely: hanging on missile while battling against warship, riding torpedo, travelling on flying planes, battle on falling debrises & running on Chopper's propellers.

 The one in Contra 3 was a real shock to me and it inspired me to replicate it:

(http://i11.photobucket.com/albums/a177/DBloodbane/Contra/Contra99.png)

 That's Bahamut if you haven't seen him before.
 The missile has different design so players won't mistaken it with enemy versions. Just like in Contra 3, the missiles can be destroyed (by enemies only) so watch where you are standing.
 It was tough to make this cause I also need to respawn each missile once it is destroyed. But it's done and work well. That was some challenge! :)

  Just little spoiler, this shield and twin gun aren't last boss in this level ;).

 Alright, back to work. While doing so, I'll be playing the mod for testing and debugging.
Title: Re: Contra : Locked 'N' Loaded
Post by: Goliath on August 09, 2012, 06:06:09 am
edited

Title: Re: Contra : Locked 'N' Loaded
Post by: frontyiria on August 09, 2012, 02:32:30 pm
Where´s the link? where can i download this game ???
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on August 10, 2012, 12:40:56 pm
 Check this, frontyria:

http://lavalit.com:8080/index.php?action=downloads;sa=view;down=79

Title: Re: Contra : Locked 'N' Loaded
Post by: Vyck_St.Judas on August 25, 2012, 06:12:45 pm
http://www.youtube.com/watch?v=16U394NZSTk&list=SP8D6F7CC6F03A7E84&index=1&feature=plpp_video

Contra Locked and loaded 2?
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 04, 2012, 07:08:16 pm
Hola Bloodbane, soy Dog Unlimited de Venezuela, Primeramente te felicito por este juego de Contra : Locked 'N' Loaded, en realidad me encanta este juego. estuve leyendo que los vas a dejar con 6 personajes
no te gustaria anexar otro. te sugiero a la androide Lucia que sale en Contra: Shattered Soldier, Neo Contra y en Contra 4.  bueno es solamente una sugerencia, de igualmanera estoy seguro que el juego sera muy bueno, saludos y gracias. ;D

aqui te dejo el enlace del video en Contra 4:

http://www.youtube.com/watch?v=dtG0k9E9vkU

y navegando por alli consegui el Sprite:

http://spritedatabase.net/file/15365

saludos

English translation by translate google:

Bloodbane Hello, I'm Dog Unlimited from Venezuela, Firstly congratulations on this game Contra: Locked 'N' Loaded, I really love this game. I was reading that you will leave with 6 characters
do not like to attach another. I suggest to the android Lucia coming in Contra: Shattered Soldier, Neo Contra and Contra 4. good is only a suggestion, of igualmanera'm sure the game will be very good, greetings and thanks.
;D

here I leave the video link in Contra 4

http://www.youtube.com/watch?v=dtG0k9E9vkU

and browsing the Sprite got there:

http://spritedatabase.net/file/15365

regards

Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on September 05, 2012, 12:30:49 am
 Hey, thanks alot! I have been waiting for someone to rip Lucia from Contra 4 and God answered my prayer!  :cheers!:

 Now, it's time to 'enlist' her ;D!
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 05, 2012, 03:21:16 am
que bueno que te alla gustado la idea saludos
 tambien consegui estos sprites revisalos a ver

http://www.retrogamezone.co.uk/contra4.htm

saludos ;D

English translation by translate google:

good that you liked the idea beyond greetings
  I also got these sprites check them to see

http://www.retrogamezone.co.uk/contra4.htm

regards :laughing:
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 06, 2012, 04:25:20 pm
 ;D hola Bloodbane, te envio estas imagenes de los personajes nuevos, en el juego que colocaste tu hiciste un intro al estilo de Contra hard Corps de Sega, que me gusto mucho, esta imagenes te puede servir para ese intro
miralas y me dices si te gusta:

http://www.mediafire.com/?ffn4r5cbkl0dgr1

te iva a proponer si querias agregar a Genbei Yagyu "Jaguar". pero no consigo los sprites,  :teary_eyed:
 los unicos que consegui fueron estos:

http://spriters-resource.com/other_systems/contrarebirth/index.html

pero no esta el de Genbei Yagyu "Jaguar".

bueno saludos ;D

English translation by translate google:

 ;D Bloodbane hello, I send you these images of the new characters in the game that you did an intro placed your style Contra Hard Corps for Sega, which I liked very much, this pictures you can serve this intro
Look at them and tell me if you like:

http://www.mediafire.com/?ffn4r5cbkl0dgr1

I was gonna suggest if you wanted to add to Genbei Yagyu "Jaguar". but can not get the sprites, :teary_eyed:
  the only ones I got were these:

http://spriters-resource.com/other_systems/contrarebirth/index.html

but not that of Yagyu Genbei "Jaguar".

Good health  ;D
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on September 06, 2012, 11:48:34 pm
 Ah thank you very much! I was looking for these. :cheers!:

Quote
I was gonna suggest if you wanted to add to Genbei Yagyu "Jaguar". but can not get the sprites,

 Well, even if you did get the sprites, it would be too big and too different IMO.
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 07, 2012, 06:12:45 am
Well, even if you did get the sprites, it would be too big and too different IMO.

umm Ok. Bueno sera en otra Oportunidad.

Me alegra poder ayudado con esa imagenes ...

saludos.  :laughing:

English translation by translate google:

Well, even if you did get the sprites, it would be too big and too different IMO.

umm Ok. Ok. Good will in another chance.

I am pleased with the pictures helped ...

regards  ;)

Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on September 07, 2012, 07:59:21 pm
Regards

I'm from Venezuela and I´m expert in pixeart, stand at the order if you want to add enemies of Contra 1 and 2 but stylish 16 bits.

(http://i.imgur.com/3nXSs.jpg)

Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 07, 2012, 11:28:07 pm
hola Red Ribbon, es bueno conseguir un paisano venezolano :laughing:

traductor:

Red Ribbon hello, it's good to get a fellow Venezuelan :laughing:
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 08, 2012, 12:22:45 am
Heh, those are really hot.

Anyway, I don't see the problem in adding Jaguar. Considering Bahamut was added and he's not even a true Contra character (not to be mixed up with Colonel Bahamut, who's actually a true Contra character), I'm sure some readjustments to Jaguar (like done on Bahamut) would be not too bad. Just sayin'.
Title: Re: Contra : Locked 'N' Loaded
Post by: Uche on September 08, 2012, 08:10:58 pm
Who is Jaguar?
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 08, 2012, 09:38:29 pm
Yagyu Genbei is better known as Jaguar. Someone earlier even mentioned Yagyu Genbei "Jaguar". He appears in Neo Contra and Contra Rebirth.
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 08, 2012, 10:31:58 pm
Wikipedia: Jaguar es

Genbei Yagyu "Jaguar": Coprotagonista del juego Neo Contra para Ps2 y nuevo compañero de Bill el es un enigmatico alien Humanoide, de nombre clave “Jaguar” que sigue el código Samurái y es un experto en el arte de la espada Katana. El reaparece en el juego Contra ReBirth de wii,  también como coprotagonista aunque esta vez usando artillería pesada en vez de su característica Katana.

Eso Fue solamente una Sugerencia. ok

English translation by translate google:

Genbei Yagyu "Jaguar": Neo Contra co-star game for PS2 and Bill's new partner is an enigmatic alien humanoid, codenamed "Jaguar" which follows the samurai code and is an expert in the art of Katana sword. The reappears in Contra ReBirth Wii game, but also as co-star this time using heavy artillery instead of Katana feature.

That was only a suggestion. ok

(http://media.giantbomb.com/uploads/3/34626/1559884-jags_large.jpg)

Jaguar en Contra Rebirth:
(http://imagenes.es.sftcdn.net/ongames/scrn/4000/4470/contra-rebirth-wii-medium-34392.jpg)

Estoy seguro que el Juego que Desarrolla Bloodbane, sera Muy Bueno...

English translation by translate google:

I'm sure the game that develops Bloodbane, will be great ...

regards
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on September 08, 2012, 10:43:47 pm
voy a ver si me da el tiempo de adaptarlo para el proyecto con su traje neo contra (no es por nada pero como clon de bill apesta)
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 08, 2012, 10:50:33 pm
voy a ver si me da el tiempo de adaptarlo para el proyecto con su traje neo contra (no es por nada pero como clon de bill apesta)
  ;D

 :wow!: Dios, Seria demasiado Bueno que Logres hacer eso... sobre todo para el Proyecto. Espero que lo Logres Hacer Saludos slash128.  ;D

English translation by translate google:

 :wow!: God, that would be too good Logres do that ... especially for the project. Hope you Logres Make Regards slash128.  ;D

Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on September 08, 2012, 11:47:56 pm
this is stance, i made him more rough because the 3d models of neo contra give that feeling
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 09, 2012, 02:13:44 am
umm se ve muy bien :)
falta que Bloodbane lo vea.

English translation by translate google

umm looks great.... :)
Bloodbane need to see what.

Title: Re: Contra : Locked 'N' Loaded
Post by: MatMan on September 09, 2012, 04:44:41 am

(http://imagenes.es.sftcdn.net/ongames/scrn/4000/4470/contra-rebirth-wii-medium-34392.jpg)


That looks really cool.
Title: Re: Contra : Locked 'N' Loaded
Post by: Uche on September 09, 2012, 09:25:56 am
Regards

I'm from Venezuela and I´m expert in pixeart, stand at the order if you want to add enemies of Contra 1 and 2 but stylish 16 bits.

(http://i.imgur.com/3nXSs.jpg)
Who is that?
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 09, 2012, 03:41:51 pm
this is stance, i made him more rough because the 3d models of neo contra give that feeling


(http://imagenes.es.sftcdn.net/ongames/scrn/4000/4470/contra-rebirth-wii-medium-34392.jpg)


That looks really cool.

Lo que Queria era Proponer otro personaje a Bloodbane, para el Mod en Desarrollo, pero seria bueno hacer a Jaguar el de Neo Contra con su armadura, pero en 16 Bits al Estilo de Super Nes como contra III Aliens Wars.  ;D
Como el que muestra slash128

English translation by translate google:

What I wanted was to propose another character Bloodbane for the Mod in development, but it would be nice to do the Neo Contra Jaguar with his armor, but in 16-bit SNES style as Contra Aliens Wars III.  ;D
As showing slash128

(http://contra.kontek.net/games/neocontra/jaguarsword.jpg)
Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on September 09, 2012, 05:54:07 pm
Removed non english posting.

RedRibbon has been Warned and will be silenced if he disobey rules again.
Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on September 09, 2012, 06:28:09 pm
voy a ver si me da el tiempo de adaptarlo para el proyecto con su traje neo contra (no es por nada pero como clon de bill apesta)
  ;D

 :wow!: Dios, Seria demasiado Bueno que Logres hacer eso... sobre todo para el Proyecto. Espero que lo Logres Hacer Saludos slash128.  ;D

English translation by translate google:

 :wow!: God, that would be too good Logres do that ... especially for the project. Hope you Logres Make Regards slash128.  ;D

Quedó bien, pero prefiero que se hagan remakes de enemigos de los primeros Contras de Nes, que incorporar a Jaguar. Algo que no me gusta del demo de Contra Locked N Loaded, es que la dirección del scroll es de derecha a izquierda, y que algunos enemigos pequeños resisten mucho, algo que no es propio de Contra, donde sólo los sub-boos y Boss resisten tanto.

English translation by translate google:

It was good, but I prefer to do remakes of the first enemies Contra of Nes, which incorporate Jaguar. Something I do not like the demo Locked N Loaded Contra is that the scroll direction is from right to left, and that some small enemies resist much, something that is not Contra, where only are the Sub-Boss and The Boss.




Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 09, 2012, 11:26:52 pm
Que tal Opino que el Demo es Bueno, lo de la dirección me parece que es un toque diferente
Mira este video que subió Bloodbane
Muestra a Mad Dog Peliando

http://www.youtube.com/watch?v=fo8eizhAt08

Con un enemigo de Contra Nes.

English translation by translate google:

How about the demo I think is good, what direction I think is a twist
Watch this video that went Bloodbane

Mad Dog Shows to stick it

http://www.youtube.com/watch?v=fo8eizhAt08

an enemy the Contra of Nes.
regards
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on September 10, 2012, 04:13:26 am
 :) Looks like some posts have been made while I left.

 Slash, are you making Jaguar?
 If you do, I might suggest using Mad Dog as base cause he uses more frames than Contra 3 Bill Rizer. Just to name a few, Mad Dog uses 10 frames in his FALL, 10 frames in his WALK and 8 frames in his JUMP, contrast to Bill's which is 4 frames, 6 frames and 4 frames respectively.

@RedRibbon: Really, can you make arcade contra's Lance? just wondering.

Quote
and that some small enemies resist much, something that is not Contra, where only are the Sub-Boss and The Boss.

 That's the challenge! ;)
 Also in some original Contra games, some small enemies have more HP i.e skull running alien & running aliens from Super Contra.

 Back to topic, it turns out Lucia's spritesheet is not complete. I have to rip them myself. I'm surprised Grim (the sprite ripper) didn't rip her poses when she's shooting down, forward up and forward down.
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 10, 2012, 09:55:32 pm
Who is that?

ARE YOU SERIOUS RIGHT NOW??? :P

Well anyway, that's the vuluptuous - err... the one and only Sheena Etranzi. She's distinct as the first female playable Contra character.
Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on September 10, 2012, 10:41:42 pm
(http://safebooru.org//samples/694/sample_7a00320dda52b959cb7db63045204917f208df67.jpg?700127)

(http://safebooru.org//images/585/df1f1caa8e7fbc6932d1b383eee74997220c031f.jpg?587549)

(http://th01.deviantart.net/fs71/PRE/i/2011/068/a/c/contra_hard_corps_cosplay_by_thelartek-d3b8t3g.jpg)
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on September 11, 2012, 05:42:27 pm
http://slash128.deviantart.com/art/Contra-Hard-Corps-Brad-Fang-283552072

welcome to my deviantart
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 11, 2012, 10:27:47 pm
  Back to topic, it turns out Lucia's spritesheet is not complete. I have to rip them myself. I'm surprised Grim (the sprite ripper) didn't rip her poses when she's shooting down, forward up and forward down.

hola Bloodbane, no sabia que los sprites de lucia estaban imcompletos, disculpa.  :blushing:

Slash, are you making Jaguar?

te queria preguntar si slash128, termina los sprites de Jaguar con el traje de Neo contra lo agregarias?.  :eek:

Bueno Saluos  Bloodbane.

a se me olvidaba estan calidad esas imagenes de  RedRibbon

English translation by translate google:

  Back to topic, it turns out Lucia's spritesheet is not complete. I have to rip them myself. I'm surprised Grim (the sprite ripper) didn't rip her poses when she's shooting down, forward up and forward down.

Bloodbane hello, did not know that the sprites were imcompletos lucia, sorry.  :blushing:

Slash, are you making Jaguar?

I wanted to ask if slash128, Jaguar sprites ends Contra Neo's suit against it add?.  :eek:

I forgot to quality are these pictures of redribbon

Well saluos Bloodbane.

(http://contra.kontek.net/games/neocontra/portrait.jpg)

Title: Re: Contra : Locked 'N' Loaded
Post by: WarioMan3K on September 11, 2012, 11:13:26 pm
Hey! Sorry I've been gone for SO long! I almost forgot I ever joined Lavalit (mainly due to my college life and my fanfic activities on DeviantART).

EDIT: I see slash added Bahamut (from Hard Corps: Uprising) so far, Bloodbane. Not bad!
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on September 12, 2012, 12:21:34 am
 It's not big deal dog! In fact, the only complete spritesheet for Contra is Probotector sheet by Arima. The others (Bill Rizer, Fang, Sheena, Mad Dog & Lucia) need extra work to get enough sprites for this mod.
 Speaking of Lucia, I've got her to work in mod. The only thing left to work on her is her shoot offset and her alternate palettes.

 @slash: That's great Fang picture!!

 (Looking at picture posted by RedRibbon)

 Did you make that RedRibbon?
 BTW anybody see Probotectors there?
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 12, 2012, 12:35:09 am
ok Bloodbane, son buenas noticias. se me olvido felicitarte slash por esa imagen :laughing:

English translation by translate google

Bloodbane ok, good news. I forgot to congratulate slash you on that picture :laughing:
Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on September 12, 2012, 06:52:25 pm
It's not big deal dog! In fact, the only complete spritesheet for Contra is Probotector sheet by Arima. The others (Bill Rizer, Fang, Sheena, Mad Dog & Lucia) need extra work to get enough sprites for this mod.
 Speaking of Lucia, I've got her to work in mod. The only thing left to work on her is her shoot offset and her alternate palettes.

 @slash: That's great Fang picture!!

 (Looking at picture posted by RedRibbon)

 Did you make that RedRibbon?
 BTW anybody see Probotectors there?

Illustrations are not made ​​by me
  :blushing:

Contra- Return to Galuga

http://www.youtube.com/watch?v=eMy3DTflXfs&feature=player_embedded

Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 12, 2012, 10:30:00 pm
Yeah, thanks for linking to one of my old videos.

Contra: Return to Galuga is a cell phone game and it uses much fewer frames of animation for characters, etc. than console games. And I'm sure Marie (female character of the game) is missing many frames needed for this fan-game. More importantly, she's basically a rehash of Sheena.
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 13, 2012, 10:45:42 pm
Contra: Return to Galuga, un buen juego para celular, se los dejo y tambien 4 juegos mas, Contra Zero, Contra 3,  Contra 4 y uno llamado contra 5 para celular.

saludos

(http://contraseries.files.wordpress.com/2010/01/rtgbt.png?w=450)
(http://s3.argim.net/files/g/konami_contra_4_320x240_lst.jpg) (http://s3.argim.net/files/g/contra_zero.png)(http://s3.argim.net/files/g/super_contra_5.jpg)

Enlace:
http://www.mediafire.com/?62q5aenqx5zhd5d

English translation by translate google:

Contra: Return to Galuga, a good game for mobile, I leave and also four more games, Contra zero, Contra 3, contra 4 and one called Contra 5 for cell. to cell.

(http://contraseries.files.wordpress.com/2010/01/rtgbt.png?w=450)
(http://s3.argim.net/files/g/konami_contra_4_320x240_lst.jpg) (http://s3.argim.net/files/g/contra_zero.png)(http://s3.argim.net/files/g/super_contra_5.jpg)

link:
http://www.mediafire.com/?62q5aenqx5zhd5d
Title: Re: Contra : Locked 'N' Loaded
Post by: slash128 on September 14, 2012, 01:39:18 pm
thanks in advance :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 14, 2012, 04:59:10 pm
That's not actually called Contra 5; it's called Contra Forever.
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 14, 2012, 05:28:25 pm
No sabia que había una versión de Neo Contra para celular.

(http://contraseries.files.wordpress.com/2010/01/ncsworking.png?w=225&h=300)(http://contraseries.files.wordpress.com/2010/01/ncsworking2.png?w=225&h=300)

que les parece estas imagenes, slash, se parece a los sprites que estás haciendo de Jaguar.
(http://contraseries.files.wordpress.com/2010/01/rtg2st.png?w=450)(http://contraseries.files.wordpress.com/2010/01/rtg2s1.png?w=450)

Lástima que no conseguí el archivo de celular

Pero si estos conseguí estos
(http://contraseries.files.wordpress.com/2012/08/67734115.png?w=225&h=300)(http://contraseries.files.wordpress.com/2012/08/con2013bigg.png?w=225&h=300)(http://contraseries.files.wordpress.com/2010/11/contra2012t.png?w=224&h=300)(http://contraseries.files.wordpress.com/2010/11/contra2012g.png?w=226&h=300)(http://contraseries.files.wordpress.com/2010/11/cerbt.png?w=223&h=300)(http://contraseries.files.wordpress.com/2010/11/cerbg.png?w=224&h=300)
Contra 2013, Contra 2012 y Contra evolution revolution

Link:
http://www.mediafire.com/?yavn2mb1j0sn24r


That's not actually called Contra 5; it's called Contra Forever.

No lo sabia mgman
en este enlace conseguir la info, de los juegos de celulares:
http://contraseries.wordpress.com/category/3-unseen-officials/3a-cell-phone-finds/page/2/
y disculpen por usar el post para compartir los juegos de celular.
Saludos.

English translation by translate google:

I did not know there was a version for cell Neo Contra.

(http://contraseries.files.wordpress.com/2010/01/ncsworking.png?w=225&h=300)(http://contraseries.files.wordpress.com/2010/01/ncsworking2.png?w=225&h=300)

that you think these images, slash, it looks like you're doing sprites Jaguar.
(http://contraseries.files.wordpress.com/2010/01/rtg2st.png?w=450)(http://contraseries.files.wordpress.com/2010/01/rtg2s1.png?w=450)

Too bad I did not get the cell file

But if they got these
(http://contraseries.files.wordpress.com/2012/08/67734115.png?w=225&h=300)(http://contraseries.files.wordpress.com/2012/08/con2013bigg.png?w=225&h=300)(http://contraseries.files.wordpress.com/2010/11/contra2012t.png?w=224&h=300)(http://contraseries.files.wordpress.com/2010/11/contra2012g.png?w=226&h=300)(http://contraseries.files.wordpress.com/2010/11/cerbt.png?w=223&h=300)(http://contraseries.files.wordpress.com/2010/11/cerbg.png?w=224&h=300)
Contra 2013, Contra 2012 and Contra evolution revolution

Link:
http://www.mediafire.com/?yavn2mb1j0sn24r


That's not actually called Contra 5; it's called Contra Forever.

I did not know mgman
this link to get the info from cell games:
http://contraseries.wordpress.com/category/3-unseen-officials/3a-cell-phone-finds/page/2/
and sorry for using the post to share the mobile games.
Greetings.
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 14, 2012, 06:49:41 pm
Dog, that is my blog :)
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 14, 2012, 07:12:46 pm
Dog, that is my blog :)

Santo Dios, mgman,  ;D felicidades por tu blog no sabia que era tuyo. esta muy buena toda esa informacion de los juegos de contra, saludos. ;)

English translation by translate google:

Holy God, mgman,  ;D congratulations on your blog did not know it was yours. all this is very good information contra games, greetings. ;)
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 15, 2012, 12:00:21 am
Thank you so much, dog :) I'm happy to find someone who appreciate the content of my site.

Yes, I'm a BIG fan of Contra. I like the series very much and enjoy finding new Contra games to put on the blog. I'm hoping more Contra fans will find it to enjoy the readings.

Also, here is my alternate blog (for the main/official releases): officialcontra.wordpress.com
Title: Re: Contra : Locked 'N' Loaded
Post by: jsargent on September 15, 2012, 01:00:07 am
Hey mgman I know this is probably a silly question, but is it possible to play these games on pc or openbor?  I'm also a huge fan of Contra, and these games look pretty tight
Title: Re: Contra : Locked 'N' Loaded
Post by: jsargent on September 15, 2012, 01:04:12 am
Actually scratch that last question.  I read the description for these games to went to the link.  It says mobile games.  Sorry mgman
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 15, 2012, 07:05:48 pm
That's ok.

You can still get many of these mobile games easily. Also, I have a whole section on fan games on my blog. Perhaps there something that interest you.
Title: Re: Contra : Locked 'N' Loaded
Post by: jsargent on September 16, 2012, 12:15:23 am
Thanks I appreciate that, I'll check it out.  Congrats on your blog by the way it looks really dope.
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 16, 2012, 11:48:55 am
Thanks, jsargent :)

I began that blog almost 3 years ago and my passion for the series combined with writing articles on the blog back then was "real-time"; nowadays, I wait until 5 or 6 entries accumulate before updating. But when I look back at my early entries, it really motivates me to make more entries and keep looking for more Contra stuff. You might even notice the style of writing changes over time.
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 24, 2012, 11:40:34 pm
Consegui esta imagen en Internet, esta muy chevere contiene parte de personajes de la saga contra. Contra: Legacy of War y contra Force,   ;D

Traduction:

Get this picture on the Internet, this contains some very cool characters from the saga contra. Contra: Legacy of War and contra Force.  ;D

(http://th04.deviantart.net/fs70/PRE/i/2011/295/2/7/contra_team_by_jedcena-d4dl53m.jpg)

Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on September 25, 2012, 10:13:34 am
Consegui esta imagen en Internet, esta muy chevere contiene parte de personajes de la saga contra. Contra: Legacy of War y contra Force,   ;D

Traduction:

Get this picture on the Internet, this contains some very cool characters from the saga contra. Contra: Legacy of War and contra Force.  ;D


La chica de Legay of War es sexy!

The girl from Legacy of War is sexy!

 :blushing:

Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 25, 2012, 10:31:05 pm
si se ve sexy, jeje pero me gusta mas sheena, me quedo con ella.... ;D

aqui una foto de una fans de contra disfrasada de tasha, en la san diego Comic-con 2012  :)

Traduction:

if it looks sexy, lol but I like Sheena, I'll take it ....  ;D

Here a picture of a fan of tasha disfrasada contra in San Diego Comic-Con 2012:  :)

(http://img2-2.timeinc.net/ew/i/2012/07/12/comic-con/women-of-comic-con-0035.jpg)

http://www.ew.com/ew/gallery/0,,20399642_20611636_21185010,00.html
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 27, 2012, 01:26:55 pm
Consegui esta imagen en Internet, esta muy chevere contiene parte de personajes de la saga contra. Contra: Legacy of War y contra Force,   ;D

Traduction:

Get this picture on the Internet, this contains some very cool characters from the saga contra. Contra: Legacy of War and contra Force.  ;D


That's awesome, but a bit unfortunate that some characters are missing (Lucia, 2 from Contra Force).
Title: Re: Contra : Locked 'N' Loaded
Post by: Kinjite30g on September 27, 2012, 05:28:52 pm
Consegui esta imagen en Internet, esta muy chevere contiene parte de personajes de la saga contra. Contra: Legacy of War y contra Force,   ;D

Traduction:

Get this picture on the Internet, this contains some very cool characters from the saga contra. Contra: Legacy of War and contra Force.  ;D


That's awesome, but a bit unfortunate that some characters are missing (Lucia, 2 from Contra Force).

Actually mgman, there's only one person that's missing in that picture from contra force, and it's beans, if you're asking about the second person that's not missing from contra force is smith because he's on the helicopter shooting the alien, i know lucia from contra shattered soldier isn't in the picture as well, but just to let you know about the characters that are and are not in the picture.
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 27, 2012, 08:30:35 pm
Are you sure? Because that has me confused. I thought that black guy was Mad Dog from Contra 4, while the guy below him is Scorpion from Contra 4. Then the 3rd guy on the helicopter is Ray. I don't know, it's what it looked like.

Besides the red hat, he doesn't look like Smith.
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on September 27, 2012, 11:56:13 pm
 I agree with mgman. There's no Smith and Beans in that picture.
 OTOH there are no Probotectors as well, from neither series.
 An interesting feature is that Hardcorps characters shoot their special weapons.

 I forgot to post here that Lucia is done. I'm thinking which stage she should be to record video from ;).
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 28, 2012, 12:13:42 am
To be honest, there should only be 1 Probotector, and it should be the one based off Contra 4. The "Probotectors" of the other games in the series were merely objects of censorship and regional variation. Probotector in Contra 4 is a deliberate individual character. NOTE: I'm not referring to Browny or CD-288.

I am a fool for not mentioning that the picture is also missing Plissken and Brownie (AKA Tsugu-Min).
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on September 28, 2012, 08:40:11 am
To be honest, there should only be 1 Probotector, and it should be the one based off Contra 4. The "Probotectors" of the other games in the series were merely objects of censorship and regional variation. Probotector in Contra 4 is a deliberate individual character. NOTE: I'm not referring to Browny or CD-288.

I am a fool for not mentioning that the picture is also missing Plissken and Brownie (AKA Tsugu-Min).

mgman, el caso de los probotector, no es el mismo de Mad Dog y Bill Rizer, de lance Beans y Scorpion, al igual de Jimbo,  Sully, solo le cambiaron los nombres en otras versiones.

Traduction:

mgman, Probotector the case, is not the same Mad Dog and Bill Rizer, Lance Bean and Scorpio, like Jimbo, Sully, you just changed the names in other versions

I forgot to post here that Lucia is done. I'm thinking which stage she should be to record video from ;).
  :eek: :eek: :eek: :eek:
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on September 28, 2012, 08:54:46 am
Dog, I understand that Probotector is European version of many of the characters.

However, the one in Contra 4 can be considered its own separate character, so to speak. Of course, it's an homage to the previous Probotector games, but no reason to exclude it from the image. It would have been the ultimate Contra image if it included:

-Smith
-Beans
-Tsugu-Min/Brownie
-Plissken
-Lucia
-Probotector
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on October 01, 2012, 03:10:11 pm
mgman, tambien falta bahamut y el equipo de Hard Corps: Uprising .

Traduction:

mgman, also lack bahamut and equipment Hard Corps: Uprising.
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on October 02, 2012, 12:18:18 am
 Alright, I have managed to get these videos, here you go:

Lucia on foot and bike respectively:

http://youtu.be/cgMGubclwHQ

http://youtu.be/FdmX9_AI5kw

 I feel like the last shot for Bahamut is not enough to show the action so I also recorded this:

Bahamut in Missile Ride Frenzy

http://youtu.be/HBsWC9RzNbM

 I deliberately stopped recording at some points to prevent spoilers ;)
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on October 02, 2012, 12:37:29 am
muy buen trabajo hermano. te felicito... :cheers!: :cheers!: :cheers!:
Traduction:
Good job brother. I congratulate ... :cheers!: :cheers!: :cheers!: :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: Uche on October 02, 2012, 09:13:20 pm
Lucia looks radically different from her Contra 4 counterpart (either that or that kind of psritework may not be of your expertise, yet).
Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on October 03, 2012, 10:09:35 am
Lucia looks radically different from her Contra 4 counterpart (either that or that kind of psritework may not be of your expertise, yet).

Lucia is better adapted to the frames of the other characters

Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on October 04, 2012, 01:43:45 pm
Well, the thing is, Lucia's breasts would shake when she shoots in Contra 4. That seem to have been removed for this mod, though it still kind of shows. In addition, like Sheena, she had quite a revealing outfit in Contra 4. They are essentially sex symbols in Contra 4, no bullshit.
Title: Re: Contra : Locked 'N' Loaded
Post by: BeasTie on October 04, 2012, 09:36:26 pm
Great work Bloodbane, I had not seen some later parts of this game before like the bosses, very impressive.
Title: Re: Contra : Locked 'N' Loaded
Post by: Mrgrill247 on October 05, 2012, 03:47:34 am
It's nice to see the ladies of Contra come alive.  Nice to work on recoloring the stages and sprites.
Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on October 05, 2012, 02:45:03 pm
(http://i7.photobucket.com/albums/y282/goei5/contra4.jpg)
Title: Re: Contra : Locked 'N' Loaded
Post by: mgman on October 06, 2012, 04:45:25 pm
I actually find that to be a stupid image.

So that artist's perception of a man is an overweight mom's child who still plays his DS and grows more hair than an ape? It's probably because she smokes around her kid all day. Well, with that perception, this image is likely a self portrait.
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on October 06, 2012, 11:36:18 pm
Bloodbane,slash, logro hacer los Sprites de de Jaguar y te queria preguntar, tu crees que nos puedes dar la version completa de regalo de navidad. :eek:

Traduction

Bloodbane, slash, I make the Jaguar and Sprites and, I wanted to ask, do you think we can give the full version of Christmas.  :eek:
Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on October 07, 2012, 12:18:23 am
 I can't be certain of that. I'm working on cutscenes right now.
Title: Re: Contra : Locked 'N' Loaded
Post by: Yagami Brando on October 07, 2012, 05:41:39 am
Cool porgress here Bloodbane, I'm looking forward the day you finish the final version of your contra mod :cheers!:
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on October 07, 2012, 03:37:05 pm
Cool porgress here Bloodbane, I'm looking forward the day you finish the final version of your contra mod :cheers!:

I can't be certain of that. I'm working on cutscenes right now.

Estoy Seguro que la version final sera un exito,

Traductor

I'm sure that the final version will be a success,
Title: Re: Contra : Locked 'N' Loaded
Post by: RedRibbon on October 07, 2012, 04:10:05 pm
(http://th05.deviantart.net/fs51/PRE/f/2009/291/7/9/Before_the_flames_of_Hell_by_twigs.jpg)
Title: Re: Contra : Locked 'N' Loaded
Post by: mtrain on October 07, 2012, 04:36:54 pm


ah...  :( my dream to work with BB on new contra Mod with graphic like that. Graphic from me, coding from BB. If i have enough time ((

BB, your work is incredible!! I love what you make on the last videos. Only suggestion is to change the angle of Lucia when she fires up (because it looks like she fires dont looking :) ). Great animation and adaptation of a new characters.  :cheers!: If you need my help (draw something, or enchancement of existing sprites), just say! ;)
Title: Re: Contra : Locked 'N' Loaded
Post by: dog on October 07, 2012, 04:52:32 pm

RedRibbon!!!

esta buena esta imagen..  ;)
this good this picture..  ;)

Title: Re: Contra : Locked 'N' Loaded
Post by: Bloodbane on October 14, 2012, 12:23:00 am
Only suggestion is to change the angle of Lucia when she fires up (because it looks like she fires dont looking :) ).

 That's how the original sprites are. Lucia doesn't tilt her head 'far' like others.
 Oh I hope you're not talking about her edited IDLE frames, I edited her so she has unique IDLE and drop frames. Same goes for non Contra Hardcorps soldiers.
SimplePortal 2.3.3 © 2008-2010, SimplePortal