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OpenBoR => Mod Center => Demos => Topic started by: mtrain on August 21, 2011, 12:01:14 am

Title: Demo - MASS EFFECT: DCotG
Post by: mtrain on August 21, 2011, 12:01:14 am
My project is called the MASS EFFECT: Dark Corners of the Galaxy. In it, I want to tell my story, which happened a few decades before the original trilogy.

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

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

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

controls:

A S D F                                                       up
 Z X                                                   left down right 

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

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

forward + forward + A - vanguard charge.

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

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

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

forward + forward + A - close range assaulting.

Hint: fast combo - Z + S.

Players: 1, 2.
Platform: PC

Video trailer:

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

Download link:

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

wip thread - http://lavalit.com:8080/index.php/topic,5356.0.html
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Mkamaru on August 22, 2011, 10:18:51 am
seems to be missing some files


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

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

try packing the mod
Title: Re: Demo - MASS EFFECT: DCotG
Post by: NGboo on August 22, 2011, 10:38:30 am
I couldn't run it - it shows loading screen for a second, and then goes to credits and shuts down. :(
Title: Re: Demo - MASS EFFECT: DCotG
Post by: msmalik681 on August 22, 2011, 01:12:29 pm
same here was really looking forward to this  :'(
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Fightn Words on August 22, 2011, 03:33:37 pm
Mkamaru, NGboo & msmalik681, it might be that the seperate RAR files didn't properly decompress together which would mean some of the files would be in a different directory. Finding the separate files and re-depositing them with the rest of the group would fix it.

mtrain, really great job on this! The resolution is insanity, nicely done so far. :cheers!:
Title: Re: Demo - MASS EFFECT: DCotG
Post by: mtrain on August 22, 2011, 05:20:09 pm
Mkamaru, strange.. i try it several times before uploading, all works well. Second archive have misc folder (of course in data/chars), so if you unpack archives right, that folder must appear at chars directory (check that). If u use winrar try select both archives, right click, unpack to this folder. If it did not help :nervous:, i reupload it with another rar method. ;)

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try packing the mod

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

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goes to credits and shuts down.

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same here

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

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

Thank you :cheers!: So i guess you can run it correctly?
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Fightn Words on August 22, 2011, 05:48:05 pm
Yeah it ran perfectly, but I don't have WinRar so I had to move directory's. Once again, great work!
Title: Re: Demo - MASS EFFECT: DCotG
Post by: bWWd on August 22, 2011, 06:02:53 pm
I played the demo and i like it, especially graphics and big enemies, would like some things to be done a bit different tho but i played the game anyway so i got used to settings that you chose even if imo there was no need for separate buttons for knockdown attacks... anyway here is what i found:


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


BUT as i wrote even if i found some problems then after awhile i got used to the gameplay and i just played it, i was amazed by one of the boss chars and you guys need to play the game just to see him, he looks amazing ! ;D
(http://img97.imageshack.us/img97/907/bor0000.jpg)

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

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

Ah and dont take comments too personal, i know its your creation and your little child so dont be offended, just wanted to tell how game could be improved and simplified, this is how i felt playing the game first time.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: haricot on August 22, 2011, 08:23:05 pm
Hi, thanks for this very nice mod :)
I d'like to play it on my dingoo, but the resolution is too high, do you think you can build the mod for small resolution device (320*240 :/)? or at least explain me how to do?
Title: Re: Demo - MASS EFFECT: DCotG
Post by: bWWd on August 22, 2011, 08:49:10 pm
I dont think its possible and loading time is very long.
I mean its not about the resolution but about memory.
PSP can play 640x480 mod but resizing is like simple line rejecting so it doesnt look nice:)
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Hanzo on August 22, 2011, 08:57:11 pm
Try it out and It's amazingly well done for a demo
Title: Re: Demo - MASS EFFECT: DCotG
Post by: haricot on August 23, 2011, 04:22:51 am
loading time and memory is not a problem, it exist .swap on dingux.
Just need to change the mod's resolution to make it compatible with openBor on dingux
Title: Re: Demo - MASS EFFECT: DCotG
Post by: mtrain on August 23, 2011, 06:56:04 am
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Yeah it ran perfectly
oh, good  :whoosh!:

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

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

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

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

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

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

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

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

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

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Hi, thanks for this very nice mod
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o you think you can build the mod for small resolution device
thank you, and no. Technicaly it is possible. But i must change resolution of all sprites and accomodate new coordinates and frame offsets to new resolution. But it huge work and i dont think i make it, sorry :blushing:
Title: Re: Demo - MASS EFFECT: DCotG
Post by: bWWd on August 23, 2011, 09:16:21 am
I edited screenshot with brightness filter and darkest colour is black on it cause right now  darkest colour is kinda gray in your game.
I would re-render these attack anims, it isnt that hard to copy idle pose into first frame in your 3D software i guess ?
That would make a difference, its more about transition between frames not about delays.If they are completely different then its jarring, first frame of attack should be always quite similar to idle animation frame cause then everything looks smooth and fits with each other.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: NGboo on August 23, 2011, 09:18:56 am
I forgot to unpack second archive, cause I thought it will unpack automatically, after the first one. :blushing:

As for the demo, it's pure cyber-art. ;)
Title: Re: Demo - MASS EFFECT: DCotG
Post by: kungpow12345 on August 23, 2011, 09:50:39 am
mtrain, if you don't mind, I'd like to try to make a Wii compatible port of this mod. I've been looking for a good mod to test the full capability of the Wii port so I think this mod is it. I don't think there'll be a lot of challenges to bring it to a 720x480 resolution and could also use cameramode to accommodate for the larger stages. I just think it'll look absolutely awesome on there and you might fool some people  :cheers!:
Title: Re: Demo - MASS EFFECT: DCotG
Post by: CyborGamer on August 23, 2011, 01:05:46 pm
Been waiting for this ever since I discovered OpenBOR and this site. ;D

Anyways, just had the pleasure of testing this myself, the graphics is absolutely gorgeous! Though, I do have some problems with it. First, as pointed out it's pretty hard to hit the enemies, the need to hit at the precise range of the fist is annoying. I can understand having a short reach but not being able to hit when the character's face is buried at the enemies chest isn't very fun.

Second is when you jump, you're completely invincible. I also found the jumps a bit too far and floaty, it's not very useful and is too hard to hit with when the attack frame and range is so short. If it's intentional then my bad.

Just my 2 cents. Good luck with this. :)
Title: Re: Demo - MASS EFFECT: DCotG
Post by: haricot on August 23, 2011, 01:47:35 pm
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Hi, thanks for this very nice mod
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o you think you can build the mod for small resolution device
thank you, and no. Technicaly it is possible. But i must change resolution of all sprites and accomodate new coordinates and frame offsets to new resolution. But it huge work and i dont think i make it, sorry :blushing:

Ok, i understand, that pity this mod can be one of my favourite i think :)
I just noticed one thing, it's too easy to kill everybody with the "vanguard charge" i think (may be lose health when use it or something like that can be a solution , or limit it with a power bar).
Thanks again for this good work!
Title: Re: Demo - MASS EFFECT: DCotG
Post by: msmalik681 on August 23, 2011, 06:02:23 pm
simply amazing love the smooth animation and crisp clean look I'm not ashamed to say this mod looks sexy the spites take up most of the mod size you could cut them down by converting them to png but only think you will cut the size by maybe 10MB.

I also think the hit range is too short. Also think there should be some kind of warning for the self destruct enemies but that's just my opinion overall love it keep up the great work.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: kungpow12345 on August 23, 2011, 07:40:27 pm
I know I kinda jumped the gun on this, but I really love the concept that Mass Effect here represents. Here is my current progress with my now-current private Wii conversion of Mass Effect.

I still need to test this on hardware but so far the conversion is going pretty well. It is becoming apparent that the Z path needs to be expanded a bit, especially when dealing with this resolution. Also, I removed the "bars" from the bgicon since the widescreen effect isn't needed when it's shown on the Wii.

mtrain, I will make the edits I'm doing available to you and then you can release them once you see what I did. I'm trying to preserve your original work as much as I can. If you want me to stop what I'm doing, let me know. In the end, you might want to listen to the fans of your mod and start implementing some of the fixes they suggest. I know the one that's really getting to me is the attack box on some of these attacks, in particular, player vs container. You have to be right up on it before it breaks. That should be addressed and it could make the mod function better.

This mod has ALOT of potential and it definitely breaks the mold of what's been seen here in the recent months and quite frankly years since OpenBoR has been around. That makes me proud as one of the first veterans to support BoR/OpenBoR. It really shows how far the engine has gone these past few years.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: ARGOROK on August 23, 2011, 10:12:39 pm
This MOD goes beyond that more than one of us were expected, it breaks the chains and the apparent limitations that OpenBOR seemed had, this is really amazing and IŽll appreciate the wii port made by you kungpow I hope our friend mtrain doesnŽt ask you to stop, keep going mtrain really awesome work here thank you very much  :cheers!:
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Damon Caskey on August 23, 2011, 10:53:39 pm
Visually stunning, no surprise there. But mechanically it still needs work.

it breaks the chains and the apparent limitations that OpenBOR seemed had

I have to disagree with this completely - as I think anyone would who knows what the engine is capable of. Yes this is a gorgeous looking module. But no offense to mtrain, it does absolutely nothing to push or even approach the limits of OpenBOR. In fact from a gameplay perspective this is pretty standard fare. Always active bboxes and pretty sprites are not breaking the chains.

These massive, beautiful and well animated characters deserve tighter controls, more moves and more importantly more unique moves. By that I mean let's see some grappling, short circuit stunning, taking control of lesser enemies to fight for you, traps, projectile reflecting shields, something besides hit the other guy until he falls down.

I also agree with BwwD about the button maps. The control layout is very unintuitive. There is a reason most games use a punch/kick layout or stay with a single attack button. It works. You should really reconsider the control mapping.

Even with all those flaws this is impressive work. Keep it up!

DC

Title: Re: Demo - MASS EFFECT: DCotG
Post by: hellsburn on August 24, 2011, 12:05:35 am
i like demos..and i like yo hard work guy.thanks for sharing
Title: Re: Demo - MASS EFFECT: DCotG
Post by: mtrain on August 24, 2011, 09:54:58 am
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I forgot to unpack second archive
Oh, thats why  :whoosh!: Hope you like it)

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it isnt that hard to copy idle pose into first frame in your 3D software i guess
Now it is not, i`ll try make it to the next release.

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I'd like to try to make a Wii compatible port of this mod.
Your welcome. I have no enough free time to make it multiresolution, so hope you can make it port.  ;)

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pretty hard to hit the enemies
yeah, i already understnd this problem. I will work on it.

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Second is when you jump, you're completely invincible
that is because jump animation have wrong bboxes, my mistake :blushing:

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I also found the jumps a bit too far
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it's not very useful and is too hard to hit
will work on it )

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Good luck with this.
thank you, CyborGamer!

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it's too easy to kill everybody with the "vanguard charge"
yeah it have a place. But i tried to make it as freespecial to charge have it energy cost, but you can not make it as fast as runattack, so i stoped on runattack and free energy cost.

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warning for the self destruct enemies
it will be. I hold it in my head. Thank you, msmalik681!

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attack box on some of these attacks, in particular, player vs container
got it) i will work on it)

ARGOROK, thank you for your comment, but i agree with DC:

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it does absolutely nothing to push or even approach the limits of OpenBOR
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Always active bboxes and pretty sprites are not breaking the chains.

absolutely right. as i say at announce of my mod (before WIP starts) i want to make mod with nice graphics and sound effects in full openbor ability, but with simple game mechanic as SoR series and this is the answer on this:

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These massive, beautiful and well animated characters deserve tighter controls, more moves and more importantly more unique moves. By that I mean let's see some grappling, short circuit stunning, taking control of lesser enemies to fight for you, traps, projectile reflecting shields, something besides hit the other guy until he falls down.

so i did not plan this ;), and it will most likely not in my mod, BUT, as to full graphic pontential, I have only one remark to the engine - OpenBor works wery slow, with low fps with using of alpha and drawmethod functions. For this reason i cannot able to add more fog, smoke, more realistic explosions, blicks, and other special effects, and most important for me - dynamic lighting. So i can say that i use the full graphic potential of today OpenBor version.

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Keep it up!
Thank you, DC!  :cheers!:

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i like demos..and i like yo hard work guy.thanks for sharing
Your welcome, hellsburn :cheers!:
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Hardak on August 25, 2011, 03:01:11 am
This mod looks better than any I've ever seen. The controls are not comfortable but I got used to it. Don't stop improving this mod, you've already done an outstanding job so far.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Mrgrill247 on August 25, 2011, 01:22:36 pm
Just played your game last night and I liked it. I think your if some of the backgrounds were darker it would really shine. This type of game might be more enjoyable on a Playstation or Xbox gamepad due to the control functions.

Just tightened up the collision boxes and give us the option to skip the intro and were good to go.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Hardak on September 28, 2011, 12:39:19 pm
 >:( HEY! I want an update on this game already! It's so good!
Title: Re: Demo - MASS EFFECT: DCotG
Post by: maxman on October 02, 2011, 12:02:59 am
Have I missed this demo already? Is it not in the Lavalit demo section or was it removed from there? I want to try this out.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: mtrain on October 02, 2011, 03:37:48 am
Download links in the head of topic.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Crimefighters2 on October 02, 2011, 10:14:53 am
If you do decide to add to the demo, could you please convert the sound files to ogg to save space.

Also maybe some cleanup on files that don't need to be in the pak. Thanks.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Hardak on November 14, 2011, 05:29:37 am
Well I just thought I'd stop by to see if any progress has been made...  :(
Title: Re: Demo - MASS EFFECT: DCotG
Post by: mtrain on November 14, 2011, 08:12:44 am
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Well I just thought I'd stop by to see if any progress has been made...

I'm in great uncertainty, with this mod. I continue to develop it in parallel but changing the whole concept of the plot. This is due to negative perception of the fans of the original Mass Effect. :( Most likely I will change the name, and it will not be mass effect, which would give me more freedom in the embodiment of ideas, so that's a plus!

But... I want to say that the news about my projects now appear very rarely. Now I'm getting ready to defend my master's degree. So I'm totally focused on my studies and researches.
Title: Re: Demo - MASS EFFECT: DCotG
Post by: Bloodbane on November 14, 2011, 09:33:15 pm
 Good luck there!
Title: Re: Demo - MASS EFFECT: DCotG
Post by: mtrain on November 15, 2011, 07:10:45 am
Thanks a lot BB!  :cheers!:
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