LavaLit

OpenBoR => Mod Center => Completed => Topic started by: Count Monte on March 15, 2012, 05:17:38 am

Title: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 15, 2012, 05:17:38 am
After many months, Bloodbane and I have finished GI JOE: Attack on Cobra Island!

VIDEO: Playthrough of the game with the FAIL ending. 

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 1 - YouTube (http://www.youtube.com/watch?v=bEAW9vePpvo)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 2 - YouTube (http://www.youtube.com/watch?v=fwCQ1Slkar8&feature=results_video&playnext=1&list=PLE20A8CCFCE165D40)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 3 - YouTube (http://www.youtube.com/watch?v=f08nxlNob8U&feature=results_video&playnext=1&list=PLE20A8CCFCE165D40)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 4 - YouTube (http://www.youtube.com/watch?v=oJwXsI6nMYo)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 5 - YouTube (http://www.youtube.com/watch?v=2Sfa8oQ9Jy8)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 6 FINAL - FAIL ENDING - YouTube (http://www.youtube.com/watch?v=YJyDJiU2Mcg)

Before I upload the PAK version, I want to be sure everything is running properly.  I've uploaded the game to mediafire if anyone wants to give it a test run and hopefully post some feedback. 

DOWNLOAD FULL GAME - FINAL VERSION!
http://www.sendspace.com/file/3hfa2h (http://www.sendspace.com/file/3hfa2h)

(http://www.hisstank.com/forum/attachments/g-i-joe-customs-finished-projects/97043d1322394784-gi-joe-action-game-title.gif)
(http://www.hisstank.com/forum/attachments/video-games/97397d1323113480-gi-joe-action-game-gijoescene.gif)
(http://www.hisstank.com/forum/attachments/video-games/97398d1323113480-gi-joe-action-game-cobrascene.gif)
(http://www.hisstank.com/forum/attachments/video-games/97215d1322799160-gi-joe-action-game-sky-battle-1.png)
(http://www.hisstank.com/forum/attachments/video-games/97411d1323116115-gi-joe-action-game-tank.png)
(http://www.hisstank.com/forum/attachments/video-games/98058d1323936066-gi-joe-action-game-crocmaster.png)
(http://www.hisstank.com/forum/attachments/video-games/97408d1323115535-gi-joe-action-game-raven.png)
(http://www.hisstank.com/forum/attachments/video-games/98511d1325292010-gi-joe-action-game-springfield.png)
(http://www.hisstank.com/forum/attachments/video-games/98836d1325292010-gi-joe-action-game-cobra-commander-level.png)
Title: Re: GI JOE - Assault on Cobra Island
Post by: becker on March 15, 2012, 07:56:24 am
In the submarine level the explosions fall when the mines are destroyed. It would look better if they had zero or low gravity.

The CobraEEL enemies fall straight up and down. They damage the player when they fall. This kept making me take damage when fighting with punches.

In the tank level I drove past one of the blue ASP robot enemies. I got stuck because the screen had already scrolled beyond the stationary enemy and I could not go back to kill it. I had to restart the level.

Pushing Z repeatedly to throw grenades can make the game crash.

The bullets in the first flying level are difficult to see, especially the enemies in the middle height of the screen because of the clouds. Horizontal shooter games use lots of tricks to make bullets visible with flashing unrealistic colors and size.

Overall its an interesting game. The play control is stiff but you give enough lives to play the game. What kept me going is all the custom art work. I wanted to see what the next vehicle would be. I have never seen GIJOE so I was playing it without nostalgia for the characters.
Title: Re: GI JOE - Assault on Cobra Island
Post by: Count Monte on March 15, 2012, 12:19:19 pm
Thanks becker!

I'm not sure what happened to you on the tank level, we set offscreenkill 300 for the enemies. 

I appreciate the feedback.  This is very helpful!
Title: Re: GI JOE - Assault on Cobra Island
Post by: tekniqo on March 15, 2012, 02:54:00 pm
Firstly Thanx for this.

Really enjoyed the nostalgia.

You really captured the animated series of the 80's with this.

What i would like to see in regard to the game is a selection of more characters. Roadblock, Lady J, Duke..etc.

Also, there should be an option where one can play as the Cobra chararcters.

Otherwise, this is a great game. Has the look and feel one would expect.
Title: Re: GI JOE - Assault on Cobra Island
Post by: Count Monte on March 15, 2012, 03:03:14 pm
Tekniqo,

Thanks!  I would have loved to include more playable JOES.  The difficulty is in not only making the character sprites, but also the many vehicle sprites.  We do have Gung Ho as an NPC in the unlockable bonus missions.

As for playing as Cobra characters -- keep playing, unlock more missions ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: vision on March 15, 2012, 04:10:16 pm
SWEET ;D Just what I wanted to see I'll review after I DL this Beast. Scroll Boss has many GI Joe Sprites. but you might know that already :oops: I'm pretty harsh on mod reviews, but fair and impartial.   
Title: Re: GI JOE - Attack on Cobra Island
Post by: vision on March 15, 2012, 06:29:25 pm
Darn  >:( Mediafire This game wont download. it crashes at 4 to 6 megs  :teary_eyed:
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 15, 2012, 06:42:30 pm
Keep trying... says 42 people downloaded so far.
Title: Re: GI JOE - Attack on Cobra Island
Post by: vellrrarth on March 15, 2012, 07:06:17 pm
how many characters will be in final version of the game?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 15, 2012, 07:15:59 pm
2 selectable.  THIS is final version, just getting feedback for tweaks/bug fixes before releasing PAK.
Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on March 15, 2012, 09:56:51 pm
This game is fun but hard to me i ran out of lives on Baroness, more continues please. :(
1.When fighting Zartan i could not see the grenades untill the last minute to dodge them so pretty much i dodged them by luck.
2.Some hit detection seems a bit off where my attacks dont connect and i get hit mostly regular bosses.
3.In the desert level i think after destro is knocked out the SAW viper and 2 other enemies kept firing off screen when i got close so i had to go to the far screen and had to keep shooting randomly to kill them.
4.Im not sure if you fight him again but Dr Mindbender was way too easy i didnt get hit and I didnt have to move.
5.I thought the level that I fought Baroness with the one hit kill lasers was a bit cheap when pretty much all her shots hit you and when you have to charge your gun alot so you loose a ton of lives.
6.The level right before that where i think Firefly is driving the truck with all the cobra officer vipers jumping out was a bit overwhelming maybe if the vipers couldnt fire their guns?
I hope you dont think im knocking your game cause i do like it alot being a Joe fan I just wanted to point out these things thanks :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 15, 2012, 10:26:40 pm
bullet, I really appreciate the feedback!
Btw, the way continues are set, if you just load a saved game, you get back full lives and continues. 

Bloodbane updated Mindbender, I forgot to include that.  Next release, he'll be moving and shooting.

I should have mentioned in the Read Me, but if you tap up or down twice you can dodge, which would have been helpful when fighting the Baroness.  I do think I need to add some extra ammo so you don't have to wait for your ammo to recharge while she's shooting at you though.

Also, if you're using Snake Eyes you can summon his wolf, which not only helps you fight but also can distract enemies while you kill the bosses (fighting the truck for example).

We'll take a look at all of the feedback and try and tweak it, so thank you!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Razorknight05 on March 16, 2012, 05:25:31 am
Thanks for the game dude! It was well worth to wait for this classic  :)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Crimefighters2 on March 16, 2012, 01:14:18 pm
Wow sounds awesome I love GI Joe!? Got to dl this!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Uche on March 16, 2012, 03:33:44 pm
Yo, Joe! This is quite the effort.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Nozomi on March 16, 2012, 05:31:03 pm
This mod is really amazing.
Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on March 16, 2012, 05:32:04 pm
bullet, I really appreciate the feedback!
Btw, the way continues are set, if you just load a saved game, you get back full lives and continues. 

Bloodbane updated Mindbender, I forgot to include that.  Next release, he'll be moving and shooting.

I should have mentioned in the Read Me, but if you tap up or down twice you can dodge, which would have been helpful when fighting the Baroness.  I do think I need to add some extra ammo so you don't have to wait for your ammo to recharge while she's shooting at you though.

Also, if you're using Snake Eyes you can summon his wolf, which not only helps you fight but also can distract enemies while you kill the bosses (fighting the truck for example).

We'll take a look at all of the feedback and try and tweak it, so thank you!
The dodge thing will help cause when i was moving the bullets were getting me the whole time. The extra bullets thing would help aswell since about one clip worth only kills one guy at a time, and it takes a long time to regenerate which would help when you get swamped by enemies. I forgot you can use the wolf Timber ill have to try that thanks. If the recharge thing could fill up faster that would be helpful aswell. I was just wondering is there any Alley Vipers, Slice and Dice in this game?  Once again great game thanks  :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 16, 2012, 06:17:36 pm
Thanks!
We have an Alley Viper flying on a CLAW, once you unlock the Defend USS Flagg level.  I don't have Slice and Dice, although I was intending to put them in (I found some good sprites that could be converted, plus some actual Slice and Dice sprites that some people made, which you could cut and paste the heads etc onto).  It's a lot of work, so they didn't ultimately make the cut.   If you are up for it I can send you the files:)

Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on March 16, 2012, 07:35:07 pm
Hmm i wouldnt mind giving it a shot with some of my freetime. If you want to send them to me with maybe a quick briefing how to do it i wouldnt mind. I have Gimp so I have a paint tool and a bit experience since ive modded wrestlers on the No mercy SNES game except that isnt sprite editing so id try.
Title: Re: GI JOE - Attack on Cobra Island
Post by: ALUCARD2009 on March 16, 2012, 08:37:59 pm
it's a great game,i like this game.the game run on psp slim 5.50 genD3.thank you for your mod! ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 16, 2012, 08:39:33 pm
bullet, check your PM -- I sent you the sprites.

Alucard, thank you my friend!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on March 16, 2012, 11:16:34 pm
1.When fighting Zartan i could not see the grenades untill the last minute to dodge them so pretty much i dodged them by luck.

 The trick in avoiding Zartan's grenades is look at his hand. If he raises his arm, he's throwing grenade at you. No need to look where the grenade is, just move away! :)

Quote
2.Some hit detection seems a bit off where my attacks dont connect and i get hit mostly regular bosses.

 Can you tell which bosses would that be?

@ becker: I'm checking those now :).
Title: Re: GI JOE - Assault on Cobra Island
Post by: Bloodbane on March 17, 2012, 03:53:07 am
In the submarine level the explosions fall when the mines are destroyed. It would look better if they had zero or low gravity.

 Tested it and explosions don't fall. Don't understand why it fell on your end.

Quote
In the tank level I drove past one of the blue ASP robot enemies. I got stuck because the screen had already scrolled beyond the stationary enemy and I could not go back to kill it. I had to restart the level.

 I found the bug and have fixed it.

Quote
Pushing Z repeatedly to throw grenades can make the game crash.

 Tried it and it worked fine, no crash :)
Title: Re: GI JOE - Attack on Cobra Island
Post by: becker on March 17, 2012, 04:45:19 am
I tried crashing the game with grenades again. It did not crash from pushing repeatedly like before. I can hold Z and it will go slow motion and eventually crash though.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 17, 2012, 04:46:50 am
becker, the PAK version (updated version) is the one Bloodbane is talking about, I think whatever issues you're having is just due to playing an older (beta) build of the game.  We'll release the PAK very soon!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 17, 2012, 02:38:39 pm
Bloodbane and I do need help with something:  Would anyone be able to convert the music files to OGG format? 
We could then keep the PAK to a much smaller size.   If anyone is willing to do this, it would be MUCH appreciated!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Mrgrill247 on March 17, 2012, 03:21:10 pm
Both you and Bloodbane did an excellent job.  I was only able to play the first stage with Snake Eyes, but the presentation from intros, to the the new spirtes, and finally the parallax of the skies, wow!  The music is fantastic. 
Title: Re: GI JOE - Attack on Cobra Island
Post by: fredo46 on March 17, 2012, 06:20:32 pm
Bloodbane and I do need help with something:  Would anyone be able to convert the music files to OGG format?

Would like to, but all music is in mysterious ".bor" format. Or do you mean sfx and sound directories ?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 17, 2012, 06:23:02 pm
No, just the music .bor files.  I believe there's a way to convert .bor to .wav, and then .wav to .ogg?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Damon Caskey on March 17, 2012, 07:35:12 pm
Never, ever do that. Convert the original music directly to .ogg and OpenBOR can play it. If you can't do that, then leave the music files alone. Each time you convert to another file format, you lose some sound quality.

DC
Title: Re: GI JOE - Attack on Cobra Island
Post by: nsw25 on March 17, 2012, 08:04:04 pm
Its a fun game, is it just me or with flying level you have to fly at same level as the ships at sea and you have to get hit by them just so you can get in position to hit them ?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 17, 2012, 08:10:41 pm
Damon, thanks for the info!  I think I kept the music files in .wav format, just need to find the folder.  Does OGG sound worse than .bor?

nsw25, when you're on the flying (Skyhawk) level, primary attack is machine guns but you can also drop bombs.  It's best to use the bombs against the Cobra boats.

On all the vehicle modes, I do suggest trying out the other keys because many have secondary (and on the WHALE even 3) attacks.
Title: Re: GI JOE - Attack on Cobra Island
Post by: HideRaisen on March 17, 2012, 10:53:36 pm
 :laughing: It's about time I been waiting to play this mod and finally it's here I'm getting it now thanks for your hard work Count Monte & Bloodbane on finishing this mod. ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: maxman on March 17, 2012, 11:50:43 pm
Thank you for the upload on G.I. Joe, Count Monte. But I got a problem. I was in that stage where you see that Joe automobile and the giant rock are. The giant rock plays a role as a wall and I've tried to smash it, but no use. I can't get through and I don't seem to jump on the car too. Any idea on what to do?
Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on March 17, 2012, 11:53:21 pm
1.When fighting Zartan i could not see the grenades untill the last minute to dodge them so pretty much i dodged them by luck.

 The trick in avoiding Zartan's grenades is look at his hand. If he raises his arm, he's throwing grenade at you. No need to look where the grenade is, just move away! :)

Quote
2.Some hit detection seems a bit off where my attacks dont connect and i get hit mostly regular bosses.

 Can you tell which bosses would that be?

@ becker: I'm checking those now :).
Thanks for the tip on Zartan, i should have double checked my post i meant some of the regular enemies my moves miss but the enemies hit me. The bosses Ive never had a problem.
I forgot the level name but when you are flying the plane and dropping bombs on the vehicles and the enemies I get stuck on the joe carrier when I try to get more bombs and only can move left and right untill i get off the carrier.
In the level where you try to rescue Scarlet the elevators that take you up I couldnt move left or right on it while it was going up.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 18, 2012, 03:38:03 am
Maxman, yes you have to use the jeep (VAMP) to break through the rock walls.  If you push the attack button, the jeep has a ram attack.

bullet, with the platforms, sometimes you will get stuck, there's really nothing we can do about that.  However, you can still jump in those situations, so you can still usually jump off and land where you need to go.  The other glitch is sometimes if you're shot and fall on the platform, it might take a while before it lets you get up or move.  We're aware of that, and haven't solved it.  Luckily, it's quite rare that you'll encounter it.

Title: Re: GI JOE - Attack on Cobra Island
Post by: Crimefighters2 on March 18, 2012, 05:15:08 am
I Like the mod, really cool 80's feeling. I agree that the gun needs less charging time.

Very cool sprites altho I didn't like most of the vechile stages, wish there was an option to skip ahead, altho the bike stage was cool, would have been nice to have ramps or to be able to push the enemies into pits or something.

I'm disapointed that there are not that many moves, I think the characters need at least a rise attack a grapple and a uppercutt or 2.

I really liked the single platform stages, haven't finished the mod yet but it's pretty good, thanks guys.  :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: Damon Caskey on March 18, 2012, 12:09:39 pm
Damon, thanks for the info!  I think I kept the music files in .wav format, just need to find the folder.  Does OGG sound worse than .bor?

nsw25, when you're on the flying (Skyhawk) level, primary attack is machine guns but you can also drop bombs.  It's best to use the bombs against the Cobra boats.

On all the vehicle modes, I do suggest trying out the other keys because many have secondary (and on the WHALE even 3) attacks.

It's more about the sound itself and what you do with it. No, .ogg doesn't sound "better" inherently, and if you aren't careful it can sound much worse or exactly the same while using twice the space. The main benefit is more options as far as compression vs. quality so you have the potential for better sound. That and not dealing with the annoying process of converting files to .bor format.

So yes, if you know what you are doing you can certainly get more mileage out of .ogg, but that's the catch; you need to know what you're doing. Also, an obvious but often forgotten point is you can't make the original audio sound better than it already does. The best you can possibly do is make it not sound worse. Think of it like pouring water from a small glass into a gallon jug. Sure the container is more robust, but that doesn't change how much water you have.

It's not rocket science, but explaining all various the nuances of compression vs. quality, audio track mixing and all that does go a bit beyond the scope of a single post. If I get a chance perhaps I could do a youtube tutorial, or maybe someone else here is up to the task.

DC
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 18, 2012, 05:09:00 pm
Thanks for clarifying Damon.  A tutorial would be fantastic.
Bloodbane has done a great job with the PAK version of the game, he's reduced the file to about 30MB (without music).  With music it's at about 70MB.  I've seen people on here in the past use OGG to reduce music file sizes so I just assumed it was the smallest file size.  I suppose for now we'll release the PAK at the 70MB size, and if someone is able to compress the music and keep the quality relatively intact, then we can always update the PAK at a later date.  Just trying to provide the best quality for people without taking up too much space!

Crimefighters,  I certainly respect your criticism.  We intentionally left out grappling moves as this is intended to be a hybrid shooter.  Think of it as a shooter with combos.  I DO agree that we should speed up the mp recharge, especially since we're urging you to use weapons.  The vehicle modes are also part of the shooter concept.  Back when the GI JOE toyline was revamped in the 80's and went from large dolls to small action figures, their goal was actually to have a vehicle toyline primarily -- the figures were just supposed to be accessories for the vehicles. 
One other HUGE inspiration for me was the old Apple II game CAPTAIN GOODNIGHT AND THE ISLANDS OF FEAR.  http://www.youtube.com/watch?v=hapg2Y1KplU (http://www.youtube.com/watch?v=hapg2Y1KplU)

(http://www.mobygames.com/images/shots/l/425387-captain-goodnight-and-the-islands-of-fear-apple-ii-screenshot.png)
(http://www.ioyu.com/apple/old_pics/images/CaptGoodnight-back.jpg)

I would say that our Cobra Island quest is basically a loose remake of Captain Goodnight.  What was so cool about that game (back in the day) was that you got to get in and out of so many vehicles -- planes, tanks, subs etc, as well as on-foot missions. 
Overall, this GI JOE mod is more of an old-school type game than a pure modern beat 'em up with grappling.  We do still have combos, air juggles etc which adds some nice variety. 

(http://www.hisstank.com/forum/attachments/video-games/98493d1324768485-gi-joe-action-game-sublevel.png)  (http://www.hisstank.com/forum/attachments/video-games/97411d1323116115-gi-joe-action-game-tank.png) (http://www.hisstank.com/forum/attachments/video-games/97215d1322799160-gi-joe-action-game-sky-battle-1.png)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 18, 2012, 09:02:57 pm
One other old Apple 2 game that I tried to loosely recreate was South Pacific Quest.  There was a level with a bridge going over lava, and you had to find a way to knock the bridge down in order to get to the other side:
(http://www.mobygames.com/images/shots/l/113129-south-pacific-quest-apple-ii-screenshot-set-as.gif)

For our game, I put a bridge over a water fall, and the way down to the exit is blocked.  You have to destroy the red barrel (it explodes), which destroys the bridge and allows you to fall to the platform on the other side.

(http://www.hisstank.com/forum/attachments/video-games/102995d1332118818-gi-joe-action-game-south.png)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on March 19, 2012, 12:27:51 am
Quote from: bulletndahead
I forgot the level name but when you are flying the plane and dropping bombs on the vehicles and the enemies I get stuck on the joe carrier when I try to get more bombs and only can move left and right untill i get off the carrier.

 Oh yes, I forgot to tell everyone that while riding Skystriker, there are extra rules. One of them is:
Skystriker can't ascend and turn until it has enough speed

 Therefore after landing on Carrier, press and hold forward until you have enough speed then you are allowed to ascend or turn :).
 Hmmm.... I'll post generic movelist later.

@ Count Monte: So that's where the idea of South Pacific from! Kinda reminds me on Mario game ;)

@ becker: See the attached shot below. Are the bullets big enough now?
Title: Re: GI JOE - Attack on Cobra Island
Post by: erifpiR on March 19, 2012, 10:36:20 pm
This Mod is compatibility for Sega DreamCast?  :eek:
Title: Re: GI JOE - Attack on Cobra Island
Post by: ryomaneo on March 20, 2012, 12:33:16 am
 :laughing: This mod is the bomb deffintey feels like old school arcade style from between
90S & 80S. I love how you have put a mixture of gameplay into this project like that battle between the old school game from atari called seaquest then that tank battle was fantastic the plane  one not so much but still good. This game has such potential in gameplay and very challenging above all that the graphic designs its awesome to see how much of  a masterpeice this came out to be. As for your next project it should be a remake of transformers in this style keep up the terrific work cant wait  for more of your masterpeice designs count & lets not forget bloodbane for the helping hand you guys are pros  at making projects together and i hope you keep making them for everyone to enjoy espicially the ones that love old school gameplay including myself which grew up with that generation and style.  :cheers!:

and heres the game i was responding too http://www.youtube.com/watch?v=A9GNDwad27E
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 20, 2012, 09:15:35 pm
Thank you ryomaneo!  It sounds like you and I both grew up playing the same games. 
Bloodbane has done a phenomenal job with this mod -- I can't sing his praises enough.  I knew this was going to be something special when I saw what he did with Croc Master's boss fight.

Nice find with Seaquest!  I loved that game (along with Megamania and many other 2600 games -- now that takes me back!).  There was also a solar powered handheld game by Bandai where you were in a sub.  All of these games were definitely something I wanted to bring back with this mod.  Once we release the PAK I'm also going to go over to some of the GI JOE message boards and make people aware of it.  I'll be very curious to see how the old school GI JOE fans react to it.  I hope they enjoy it:)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Pierwolf on March 24, 2012, 09:09:50 am
So Count, finally you release this! congratulations, great work, i will replay this as soon as possible ! too bad i don't know well the GI JOE history 'cause i've never seen the cartoons (only the movie, but it was so bad :P).  :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: nedflandeurse on March 24, 2012, 09:53:12 am
Love your work, man!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 24, 2012, 04:05:22 pm
Thanks!
Here's a video playthrough of the main quest (most of it anyway;)
http://www.youtube.com/watch?v=M9of4cVuJk8 (http://www.youtube.com/watch?v=M9of4cVuJk8)

I also wanted to mention that this game is for everyone, not just GI JOE fans.  Of course, if you grew up with GI JOE then you'll recognize a lot of the characters, vehicles, locations, music etc.
But I tried to introduce the story and villains so that even if you don't know anything about GI JOE, you'll come away from playing the game with an understanding of the mythology and who the villains are, and just what GI JOE is.
Title: Re: GI JOE - Attack on Cobra Island
Post by: generalhawk59 on March 25, 2012, 01:50:50 am
omg this game rocks :) I love it.. Will it work on the new ps vita? I played it on my pc and I love it :)
Title: Re: GI JOE - Attack on Cobra Island
Post by: nedflandeurse on March 25, 2012, 05:29:57 am
I also wanted to mention that this game is for everyone, not just GI JOE fans.  Of course, if you grew up with GI JOE then you'll recognize a lot of the characters, vehicles, locations, music etc.
But I tried to introduce the story and villains so that even if you don't know anything about GI JOE, you'll come away from playing the game with an understanding of the mythology and who the villains are, and just what GI JOE is.

It works!
Initialy, I'm not a GI JOE fan. (I was too young, so I can only remember few emblematic characters)
But the retro atmosphere of this mod just have no price!!
No problem to understand the story too! ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: STORMSHADOW__210 on March 25, 2012, 10:06:28 am
Hello everybody,VERy cool site,i JOINED just to discuss this epic 0old school gi joe game!!! i have  a psp and i tried to download the beta version(couldnt wait lol ) and when i went to internest browser on my psp and entered this site it said "not enouph memory" and i was not allowed to navigate through this site to even get to the download game link.weird becauese i have quite a bit of free space on memory card.Any advice?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 25, 2012, 01:44:29 pm
I'm not an expert on installing OpenBOR on PSP, but try this:
How to install, PSP:
1. Put openbor in your GAME folder
2. Put game pak in Paks folder. Openbor>Paks>(put pak here)

If you go to the downloads section on this site, you'll find games in .pak format.  Download one and test it to see if it's working.

We haven't put GI JOE: Attack on Cobra Island in PAK format yet, however if you've downloaded the beta version of the game from Mediafire, open the folder and you'll see an icon called 'makepak'.  Double click it and it will make the pak for you.  Then just follow the above and hopefully that will work.
And don't forget that we'll be releasing the final updated version of the game soon, in PAK format, and I'll put a mediafire link as well for the folks at Hisstank.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Crimefighters2 on March 25, 2012, 02:53:01 pm
Well I beat it, Spoiler
And when Cobra commando escapes there is a "The end?"

Is there another stage? 80's Cobra Commander is so much cooler than the live action movie CC.

Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 25, 2012, 03:21:19 pm
Congratulations Crimefighters!  I think you're the first person to complete the game:)

So here's what we're currently putting into the final release (aside from bug fixes):

Spoiler
One more top secret level.  When you're inside the Cobra base on the Cobra Island mission, when you get to the hallway outside Cobra Commander's inner sanctum which has various rooms you can enter, Bloodbane is adding a couple more rooms.  Inside one of them is the M.A.S.S. Device (from the first GI JOE mini-series).  If you find it, AND beat the Cobra Island mission then it will open up the the Polar Base mission on the world map. 

The game will still work as it does now -- beating Cobra Island opens up the other bonus missions, and beating all of them (Polar Base excluded) gives you a message that you saved the world, and opens up the Escape From the Pit (as Cobra Commander) mission. 

When you complete a mission you can still replay it, but the map markers doesn't blink anymore (to show you which one's you still need to beat).

We will make it so after you beat the Pit, all the missions stay open and all the map markers will blink again.

Also, thanks to bulletndahead, we're adding Slice and Dice to the Silent Castle (with their own stage)
 

In the future, we'd love to add downloadable content and maybe have a contest to design a bonus mission for the game.  The cool thing about OpenBOR is that all the tools are there for anyone to design their own missions -- they can take any of the Cobra troops, vehicles etc and plug them into their own levels.  The Baroness would make a great playable character, since Prime Op made so many sprites for her (she was going to be a MUGEN character).
Title: Re: GI JOE - Attack on Cobra Island
Post by: Crimefighters2 on March 25, 2012, 03:45:55 pm
Thanks Count theSpoiler
Cobra Commanders stage was really rough, esp the finale, but still pretty cool, great homages and refrences. His air grenade move is so mean though lol

Oh I'm loving the DLC idea, instead of re-downloading the whole pak with extra files I'd rather just dl a zip file with the extras.

It's true some mods are really great but only have a few stages, it be great if people just added a few extra stages to mods that are already great, more modders should try this.

Really loving the Baroness, Idea, such a cool sprite. And Spoiler
Lady Jane aka Jill is also quite complete def worth a shot, not to mention some others.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on March 25, 2012, 04:21:13 pm
Crimefighters,

I agree that the best way for downloadable content is a zip file with extras. 

The only concern I have about that is that a lot of people who play OpenBOR don't know how to actually use it -- meaning they'd have to copy and paste the new models into models.txt, and copy and paste the new characters into the characters folder, the new levels into levels.txt. 
I wish there was a way to make downloadable content plug and play user friendly...
Title: Re: GI JOE - Attack on Cobra Island
Post by: Crimefighters2 on March 25, 2012, 04:30:16 pm
I'm not sure myself but a self extracting zip file exe with commands, that you run in the games directory or even folder?

Should be possible? Pretty sure I've done that before with other games, esp mods for PC games.
Title: Re: GI JOE - Attack on Cobra Island
Post by: mdd45 on March 27, 2012, 05:47:55 pm
checked on wii with latest openbor and seems to work fine :)
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on March 28, 2012, 09:42:22 pm
Crimefighters2 is quite right you could distribute DLC content this way, along with some tricky batch files you could probably automate borpak to extract the old .PAK replace files then re-PAK it also.
Title: Re: GI JOE - Attack on Cobra Island
Post by: leprechaun on March 29, 2012, 01:15:03 am
bestttttttttttttttt
Title: Re: GI JOE - Attack on Cobra Island
Post by: Raiden81 on March 29, 2012, 08:39:11 pm
Great game  :cheers!: Thanks for the nostalgia :)
Title: Re: GI JOE - Attack on Cobra Island
Post by: musiciancheck123 on March 29, 2012, 11:35:12 pm
Just joined here and man did i join at the best time. Well done on with this release. Love GI JOE. Game brought me back to the good ole days of cartoons. Game looks beautiful and plays well. Hope to get to play this on dreamcast and psp. I made a pak and it ran well on the windows version of bor engine but on the dreamcast it froze on loading startup screen. Tried in psp and crashed during loading startup screen. I'm new to this so i tried downloading another random pak off this site and it ran in psp and dreamcast so guess there is no problem with version of bor engine.  I would really love to play this awsome game on my favorite consoles.
Title: Re: GI JOE - Attack on Cobra Island
Post by: STORMSHADOW__210 on March 30, 2012, 11:04:45 pm
Just tried to download and said "removed "....does this mean no final version? I never even got to play it:(
Title: Re: GI JOE - Attack on Cobra Island
Post by: musiciancheck123 on March 31, 2012, 03:17:25 am
Just tried to download and said "removed "....does this mean no final version? I never even got to play it:(


Here u go bro. Pretty fun game.

http://www.sendspace.com/file/f4p9mm
Title: Re: GI JOE - Attack on Cobra Island
Post by: STORMSHADOW__210 on March 31, 2012, 12:05:10 pm
thanks my man,well i clicked linke and saw like 3 downlaod icons..so i think i clicked 2 ,the one on top and the huge yellow download icon underneath the play now..got a a few "warning that scared me,just that i was one of very few to downlaod file,then it said downlaod and install complete then nothing? lol went to documents and recent activity? Where the hell is this game? haahah man every time i think im close i get further away lol,please advisement would be very much appreciated,i am a computer caveman,dont even know what a "zip" file is lol
Title: Re: GI JOE - Attack on Cobra Island
Post by: STORMSHADOW__210 on March 31, 2012, 12:12:02 pm
just clicked the play now and page took me to a iLivid game downlaod,once again i downlaoded and installed and then nothing...where am i sopposed to find this game on my computer?
Title: Re: GI JOE - Attack on Cobra Island
Post by: STORMSHADOW__210 on March 31, 2012, 12:16:38 pm
okeeeeeeeeeeeeeeeeeeeeeeeeeeee now im at some weird page where its asking me to go to you tube and copy something and paste something,yaaaaaaaaaaa this is WAY out of my league here,im a old school push the start play button type,this is some serious computer savvy javvy talk,getting abit discouraged,i just wanna play the damn game lol
Title: Re: GI JOE - Attack on Cobra Island
Post by: magggas on March 31, 2012, 12:51:01 pm
To download the game from the link above just click there:
Title: Re: GI JOE - Attack on Cobra Island
Post by: Mrgrill247 on April 01, 2012, 04:42:43 pm
this is weird...  After the second part of stage one, the game cuts off. Any reason why? I'm using windows 7. this never happened on an openbor game.
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on April 02, 2012, 01:31:50 am
 Who knows Mrgrill247, I find many apps/programs do wierd things under win7, Im about to rebuild under XP just so I can work on music production again because win7 messes my programs up. 

Downloading it now, will see if I get the same prob.

Edit: I diddn't have any problems, just unrar'd and ran it as it was. The only thing that I noticed was the scene with the helicopter crash diddn't seem to play out as intended, might try SDL video next run.

@The modders

Very nice work, lots of cool stuff going on in this, the stage work is really slick, authentic arcade feel.  Any closer I'd be feeding it coins.
Title: Re: GI JOE - Attack on Cobra Island
Post by: nocturnus on April 02, 2012, 06:42:55 am
problem with the download:(:(:(
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 02, 2012, 11:57:17 am
YouTube removed the video and Mediafire removed the file and sent this message:

The file "GIJOE - Assault On Cobra Island.zip" has been suspended
Dear MediaFire User:

MediaFire has received notification under the provisions of the Digital Millennium Copyright Act ("DMCA") that your usage of a file is allegedly infringing on the file creator's copyright protection.

The file named GIJOE - Assault On Cobra Island.zip is identified by the key (a743b3349encnd6).

As a result of this notice, pursuant to Section 512(c)(1)(C) of the DMCA, we have suspended access to the file.

The reason for suspension was:

BDM user lachandra says: Dear MediaFire LLC: We are counsel for Hasbro, Inc., which owns all rights to the trademarks and copyrights associated with the famous G.I. JOE® line of toys, characters, and related merchandise, including television shows and film. We recently became aware that an unauthorized G.I. JOE game called “G.I. JOE: Assault on Cobra Island” has been made available on the mediafire.com website at the following URL: http://www.mediafire.com/?a743b3349encnd6 The “G.I. JOE: Assault on Cobra Island” game is an unauthorized derivative work of Hasbro’s copyrighted G.I. JOE property. We have a good faith belief that the game identified above infringes Hasbro’s copyrights, trademarks and other intellectual property rights, and is not authorized by Hasbro, its agents, or the law. We are authorized to act on Hasbro’s behalf regarding these matters. The information provided in this communication is accurate to the best of my knowledge and is provided under penalty of perjury. On behalf of Hasbro, we therefore request that you immediately remove or disable access to the infringing works identified above from the mediafire.com website. This letter does not purport to be a complete statement of the facts or the law and is without prejudice to Hasbro’s legal and equitable rights. Sincerely yours, Carin G. Reynolds [Description: Description: Description: Description: Description: Golenbock Eiseman Assor Bell & Peskoe LLP] www.golenbock.com ________________________________ T (212) 907-7321 F (212) 754-0777 E-mail creynolds@golenbock.com<mailto:creynolds@golenbock.com> 437 Madison Avenue New York, NY 10022
Information about the party that filed the report:

Company Name: Bell & Peskoe LLP
Contact Address:
Contact Name: Carin G. Reynolds
Contact Phone: (212) 907-7321
Contact Email: creynolds@golenbock.com

Copyright infringement violates MediaFire's Terms of Service. MediaFire accounts that experience multiple incidents of alleged copyright infringement without viable counterclaims may be terminated.

If you feel this suspension was in error, please submit a counterclaim by following the process below.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 02, 2012, 12:00:53 pm
Now, my question is -- if no one is making profit off this, is copyright being violated?
What's the difference between fan art/ fan fiction and a fan game?

Mediafire and YouTube have threatened to ban my accounts if there is another infraction.  So I can't post any links or videos.

Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on April 02, 2012, 05:20:53 pm
Is the final version done and you cant upload it? I know sendspace is free maybe you can use that for the upload.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 02, 2012, 05:46:22 pm
Final version isn't done yet... very close. 
We'll figure something out. 
Title: Re: GI JOE - Attack on Cobra Island
Post by: Nozomi on April 02, 2012, 05:54:37 pm
Final version isn't done yet... very close. 
We'll figure something out.
Count Monte, Isn't this project not finished?
Or you just updating this mod?
Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on April 02, 2012, 06:14:36 pm
That is weird cause its a free fan made game like MUGEN stuff without a profit just odd. This guy's video didnt get taken down so idk.
https://www.youtube.com/watch?v=1Buwde22jPU
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on April 02, 2012, 10:26:26 pm
That's really lame they found you already, looks like this is going to be the fate of any fan game that's well done and near complete.  It really makes me wonder whether to even bother to continue working on stuff like doom and day of the tentacle, pretty sure lucasarts would shut me down in 5seconds.  This kind of attention is what kept me working in the shadows most the time.

Probably best not to draw attention to it any further, keep video's private and just post info here.  Maybe hold back uploading it to lavalit for now, just in case.

Also it might be an idea to give it a new 'working title' so the download doesn't have GI joe in it.  Also dont rename the OpenBoR.exe you include.  A detailed disclaimer screen should maybe be added as the first loading screen.

If this sort of thing escalates on the scene maybe the solution could be similar to what the creators of South Park do, thier little disclaimer gets them out of trouble most the time.

"All characters and events in this show - even those based on real people - are entirely fictional. All celebrity voices are impersonated..... poorly. The following program contains coarse language and due to its content it should not be viewed by anyone."

Are we still liable if we clearly state it's not to be downloaded/played by anyone?

Sorry if a bit off topic, I just find this and other recent events quite disturbing.  Glad I nabbed a copy of the mod thou, looks like there will be tons to learn from this modding wise as well as being a cool one to play.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on April 04, 2012, 09:34:34 am
Quote
This guy's video didnt get taken down so idk.

 I'm afraid, it's just waiting for take down :(.

 It's sad to hear this, we are almost finished this mod and we aren't sure to release. I mean we could upload it here but it would jeopardize Lavalit :(.

Quote
Glad I nabbed a copy of the mod thou, looks like there will be tons to learn from this modding wise as well as being a cool one to play.

 Well, suppose you missed the chance, you can always contact me or Count Monte ;).

 BTW Count Monte what's the next line after this:

Quote
If you feel this suspension was in error, please submit a counterclaim by following the process below.

 Wondering if we could contact this person and tell him that it's only fangame not commercial game.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 04, 2012, 01:15:06 pm
Bloodbane, that text I posted was what Mediafire sent me when they took the file down at Hasbro's request.  So the counterclaim would just be with Mediafire.  YouTube also gives you the same option, but of course then you're trying to argue that you aren't violating copyright.
If Hasbro is going to say that anything distributed that uses their characters, music etc is a violation of copyright it's hard to argue with that.  Yes, we're not making any money on it, but if posting a video on YouTube technically means 'distribute' what can you say?

As I mentioned, then it seems that any fan fiction, fan art and stop motion videos using action figures is also technically violating copyright -- but you don't see Hasbro taking those down.

Are games art?

As for posting the PAK here, that's a question for Damon.  The last thing we'd want to do is get Lavalit in any trouble.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Damon Caskey on April 04, 2012, 02:28:51 pm
I'm not sure guys, I'm not privy to the whole issue.

However, if Hasbro is throwing a fit somewhere it's probably better we don't allow links or downloads to anything involving their IP. I hate to do that, but if we got C&D'd for something it would set a nasty precedent.

DC
Title: Re: GI JOE - Attack on Cobra Island
Post by: Fightn Words on April 04, 2012, 02:38:04 pm
Woops- Damon Beat me to it... but yeah, better safe then sorry.

If I may say, I think the trouble isn't the game so much as the assets that the game are built from. With respect, the sound effects, certain sprites, & the music (which is a really big deal for companies) is likely the reasoning. Since these come from commercial products, it's a grey area. I wouldn't (necessarily) assume the sprites that you, PrimeOp & others contributed by themselves would give you trouble. Very sorry to see this happen, but I'm not surprised, especially lately.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 04, 2012, 02:45:44 pm
It's hard to say if Hasbro is throwing a fit or not.  While the video I posted on You Tube was taken down (and my video didn't have a download link either), another video that someone put up a week before, that does have a download link is still up.

My mediafire download link (which was meant for beta testers only) was in the other video.  So I assume that's how Hasbro found out about it?

 
Title: Re: GI JOE - Attack on Cobra Island
Post by: maxman on April 05, 2012, 12:53:58 am
Man. This is no good. A company taking your video down? I think they don't understand about fan-art or fan fiction.

What's C&D?
Title: Re: GI JOE - Attack on Cobra Island
Post by: MatMan on April 05, 2012, 12:26:54 pm
Quote
What's C&D?

cease and desist, its them getting a lawyer sending you a letter to stop spreading whatever or legal action will be taken.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 05, 2012, 09:33:30 pm
And to be clear, we haven't gotten a C&D from Hasbro.  The beta is already out there.   Even with all my links down, other people are spreading the game around and I can't prevent people from playing the beta (and I never meant for people outside of Lavalit to see the beta).

Not uploading the PAK to this site is just a precaution.  I'd much rather people play the final version, of course.   But not at the expense of our beloved Lavalit.
Title: Re: GI JOE - Attack on Cobra Island
Post by: maxman on April 05, 2012, 11:22:14 pm
I think the problem was you didn't post it up in the demo section or WIPs as a beta. You probably uploaded it to the Complete section in which people think it's a complete version. I would suggest that it should be removed from the download section and/or having this thread removed (too). Otherwise, have one of the admins move to the demo section? (So people will think it's a demo version) We're under the Completed category here.

I don't like releasing mods that are in complete section but turn out to be demos or betas. (We know G.I. Joe ain't a complete version yet, but who's the one spreading by providing the link?)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 05, 2012, 11:26:57 pm
The reason I posted under completed is that basically it was completed.  What I released wasn't a demo of a few levels - it was the whole game, for the most part, with the idea that after we got feedback then I'd upload the final version as a PAK.

I'm not upset that someone decided to release this, and spread it around -- after all we make these games hoping to share them with as many people as possible.  What's unfortunate is that it now makes releasing the finalized version more difficult.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on April 05, 2012, 11:55:02 pm
 Hmm... I just realized something, we haven't put any disclaimer on this mod yet!
 It may not help but at least the disclaimer could tell others that it's not made by HASBRO.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 07, 2012, 04:53:36 am
I added the disclaimer:)

Title: Re: GI JOE - Attack on Cobra Island
Post by: Mrgrill247 on April 07, 2012, 09:17:40 pm
Nice! Now remove any videos on youtube, rename your downloads to something else and you should be okay. Yo Joe...I mean yo soldiers.
Title: Re: GI JOE - Attack on Cobra Island
Post by: nsw25 on April 08, 2012, 04:51:54 am
its a great game, are you guys getting paranoid on this, example: Capcom is a company that have been happy with fan creations etc and see its harmless, im sure these guys wont chuck a big stink, In an ideal world they may see it and ask for your help in creating a game or something lol i say keep it as it is with a little disclaimer saying it is fan work non for profit, if all else fails you can always say its a parody of the old cartoons- saying something is a paradoy gets you out of all legal trouble these days lol
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on April 08, 2012, 11:25:16 am
As mentioned it was probably just the music that got it flagged.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 08, 2012, 02:53:39 pm
I've removed all my videos on YouTube.

The other video that someone put up is still on YouTube after almost 3 weeks, along with a download link to the beta.  Since Hasbro didn't shut down their video or download link I'm wondering if they realized this is a non-profit fan thing?
I won't be putting up any new videos or providing download links just to be safe.  I am uploading the PAK since it's a very limited group of people who can access it. 
Damon (or any other mods who see this) -- if you're not comfortable with the PAK being available, I totally understand, feel free to remove it if need be. 
Title: Re: GI JOE - Attack on Cobra Island
Post by: leo86 on April 08, 2012, 07:31:51 pm
for PSP ?
Title: Re: GI JOE - Attack on Cobra Island
Post by: nsw25 on April 08, 2012, 08:34:15 pm
Once the PAk is available can you please make a list of what the gameplay changes/updates are from the previous download ?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 08, 2012, 08:38:29 pm
Sure, I'll list it here for now:

Here's some of the changes:
1) New secret bonus mission added. You unlock it during the Cobra Island mission if you find the secret trigger. This secret bonus mission only appears on the world map if you unlocked it.
2) More rooms added to Cobra Terrordrome base on Cobra Island mission (HINT see above).
3) More rooms added to Silent Castle bonus mission, along with Slice and Dice
4) Gun ammo recharges faster
5) Various bugs fixed, other small tweaks (your bazooka does A LOT more damage now) etc
Title: Re: GI JOE - Attack on Cobra Island
Post by: nsw25 on April 08, 2012, 08:48:34 pm
Sure, I'll list it here for now:

Here's some of the changes:
1) New secret bonus mission added. You unlock it during the Cobra Island mission if you find the secret trigger. This secret bonus mission only appears on the world map if you unlocked it.
2) More rooms added to Cobra Terrordrome base on Cobra Island mission (HINT see above).
3) More rooms added to Silent Castle bonus mission, along with Slice and Dice
4) Gun ammo recharges faster
5) Various bugs fixed, other small tweaks (your bazooka does A LOT more damage now) etc

awesome thanks, cant wait to download the PAK and check it out.
Title: Re: GI JOE - Attack on Cobra Island
Post by: SkullND on April 08, 2012, 09:22:55 pm
Where would the pak be
Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on April 08, 2012, 10:20:26 pm
The game is alot smoother now and thanks again for adding the Slice and Dice I made even though I never sprited before. It looked cool in game to see what I did and hopefully it could motivate any other members to create other characters for the game. Thanks once again Count Monte and Bloodbane for such a great game. :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: musiciancheck123 on April 08, 2012, 10:23:04 pm
Allright people here is the final release of GI JOE Attack on Cobra Island. Have to thank Count Monte and Bloodbane for releasing this really cool game that will take you back. Enjoy

http://www.sendspace.com/file/3hfa2h
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on April 08, 2012, 10:54:54 pm
bulletndahead, THANK YOU for doing such a good job spriting Slice and Dice. 
Bloodbane and I were doing our final tweaks and tests, ready to release the game when bullet asked me if Slice and Dice were in it.  I had wanted to put them in, and had some ideas on how to sprite them but was just too slammed.  I sent all the files to bullet and he made some great Slice and Dice sprites, so Bloodbane was able to add them as mini-bosses to the Silent Castle.
This is a great example of how 'downloadable' content can work -- we'd love to encourage more people to make levels, enemies, playable characters, new missions.

I've uploaded the PAK and we are awaiting approval (or not, we respect the mods decisions either way).  In the meantime, if you want to play the FINISHED version, you can download it from the link that musiciancheck123 just kindly posted above this.  I can confirm that link is legit. 
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on April 09, 2012, 01:43:52 am
Cool grabbin it now, congrats on finishing it too!
Title: Re: GI JOE - Attack on Cobra Island
Post by: maxman on April 09, 2012, 03:58:44 am
Yaaaaayyyyyyy!!!! Finally!!! G.I. Joe HAS gotten completed in he-ah. Hope there's a disclaimer, Count Monte. Your mod is good, man. :) My colleague played it and he liked it, but doesn't know what to do so I showed him.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: BALDOGON on April 10, 2012, 07:33:05 pm
Outstanding work!! :cheers!:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Bloodbane on April 11, 2012, 01:42:35 am
 Alright guys, sorry it took so long, here's the controls for vehicle mode:

- Skyhawk :
  Arrow keys = move
  Attack = shoot
  Shoot = drop missile

- Tank :
  Arrow keys = move
  Attack = shoot
  Shoot = drop bomb

- Motorcycle :
  Arrow keys = move
  Attack = shoot forward
  Back+attack = shoot back

- Swamp Skier :
  Arrow keys = move
  Attack = shoot forward
  Back+attack = shoot back

- SHARC :
  Arrow keys = move
  Attack = shoot torpedo forward
  Shoot = shoot torpedo upwards

- Space Shuttle :
  Arrow keys = move
  Attack = shoot laser

- Skystriker :
  Up & down keys = move up or down (airborne only)
  Left or right key = fasten (same direction) or turn (opposite direction)
  Attack = shoot (hold up or down to shoot upwards or downwards)
  Shoot = drop bomb
  Special = shoot downwards
  Down key while on USS FLAGG = stop

  After stopping move forward until enough speed is reached before ascending

- WHALE :
  Left & right keys = move left or right
  Attack = shoot forward
  Shoot = drop depth charge
  Grenade toss = shoot missile upward

 Skystriker mode has more complex control cause it's based on old game named Wings of Fury. The plane control there is much stiff than this.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: mdd45 on April 11, 2012, 12:35:57 pm
Thanks for this great game!!!! I tried it on my psp. When i boot it with OpenBOR v3.0 Build 3675 sometimes on loading screens after finishing a level it crashes to psp xmb or it shuts down psp... I m using a pak build from Final version.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on April 11, 2012, 12:44:35 pm
Try using build 3671
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: musiciancheck123 on April 13, 2012, 01:15:02 am
Anybody found a openbor build for psp that doesnt freeze or shutdown psp? Tried several builds from build 3675 down to 3660 with no success.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on May 22, 2012, 04:45:47 pm
Someone posted videos of themselves playing through the whole game on YouTube.  They unlocked the secret bonus mission in one of them.  Funny enough, they didn't complete the game (there's a fail ending if you don't stop the missile launch in time).

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 1 - YouTube (http://www.youtube.com/watch?v=bEAW9vePpvo)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 2 - YouTube (http://www.youtube.com/watch?v=fwCQ1Slkar8&feature=results_video&playnext=1&list=PLE20A8CCFCE165D40)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 3 - YouTube (http://www.youtube.com/watch?v=f08nxlNob8U&feature=results_video&playnext=1&list=PLE20A8CCFCE165D40)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 4 - YouTube (http://www.youtube.com/watch?v=oJwXsI6nMYo)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 5 - YouTube (http://www.youtube.com/watch?v=2Sfa8oQ9Jy8)

GI JOE - Attack on Cobra Island OpenBor Playthrough - Stage 6 FINAL - FAIL ENDING - YouTube (http://www.youtube.com/watch?v=YJyDJiU2Mcg)
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Laucorn on May 30, 2012, 01:37:21 pm
I was just watching this walkthrough, this is a fun game. It really pays great homage to the old 80's show and comics while throwing in some newer stuff as well. Just wish it had a few more playable joes.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: burke8 on May 31, 2012, 07:25:11 pm
Excellent game! One question...This doesn't work with the XBox 360 controller?
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on May 31, 2012, 09:36:31 pm
burke, I haven't tested it on Xbox.  It should work like any other OpenBOR game on Xbox though.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Blastyrant on June 01, 2012, 12:09:46 am
Anybody found a openbor build for psp that doesnt freeze or shutdown psp? Tried several builds from build 3675 down to 3660 with no success.

i'm having the same issue. i can pick a character but then it just shuts off the psp. i'm using a 3000 and running cfw 6.60 b10f1. i have also tried a large amount of openbor builds and haven't found one that is working.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: burke8 on June 01, 2012, 09:22:52 pm
burke, I haven't tested it on Xbox.  It should work like any other OpenBOR game on Xbox though.

Oh, no, I play it on PC...I plugged in the XBox controller to it, installed the drivers okay...But the controller doesn't work with the game. Am I missing something?
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: pong_666 on June 02, 2012, 04:11:04 am
Did you goto the control settings and setup your controller?
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Die_In_Fire on June 10, 2012, 01:19:25 pm
Count Monte and BloodBane: Thanks a lot for this mod!!! Lot of good memories of Gijoe were brought back!!! I loved the cartoon series and the toys when I was a kid (I'm 32 now), and thanks to your mod I started seeing the cartoon again and re-reading the comics.

I really like how you put some stages based on the comics!!

Also lot of different gameplays!! really amazing the variety you two put in here!!!
The Skystriker scene reminded me of Choplifter!!! but killing the little guys instead of rescuing them lol
Also, that's (the skystriker stage) is the only stage I cannot finish, the USS Flagg keep being destroyed...

The silent castle was another difficult for me, mainly because on the medium level the cannon is a platform, and on the highest level it is not, so I kept falling trying to use that cannon as a platform.

My only complain is the music, sometimes is very quiet for an action scene, like out of place. Also, I would have preferred "videogame music", even you could have added music from the arcade Gijoe for putting an example. Also on that games there's lot of good sounds (I ripped lot of them by the way, like the mytical "Cooobra" scream and "good by Joes")

Pretty good game indeed!!!  :cheers!: :cheers!:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Plombo on June 10, 2012, 02:35:10 pm
burke, I haven't tested it on Xbox.  It should work like any other OpenBOR game on Xbox though.

Oh, no, I play it on PC...I plugged in the XBox controller to it, installed the drivers okay...But the controller doesn't work with the game. Am I missing something?

Don't know if you're still around to see this, but the Xbox 360 controller should work fine with any OpenBOR mod.  I know because it was my main testing gamepad when I was improving the gamepad support in the engine a while back.

If Windows is detecting the controller and OpenBOR isn't, you should rescan for gamepads/joysticks or just restart the game with the controller plugged in.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: MadZiontist on June 10, 2012, 02:53:02 pm
Wow, this looks great! Just DLed it. Gonna check this out soon. :cheers!:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on June 12, 2012, 01:32:17 pm
Die_In_Fire,  thank you!  One of my big goals in this mod from a game design perspective was to put in as much variety as possible through the levels. 
We have platforming levels, vehicle levels, castle defense type levels, a Wings of Fury section (which Bloodbane did brilliant coding on).  Every OpenBOR trick is in there, from weapons, bouncing barrels, enemy vehicles that spawn more enemies, bosses that have advanced scripted attacks and AI (again courtesy of Bloodbane).  I also have to thank Pierwolf again for his cool world map system which lets you unlock and choose missions, we incorporated that as well.
There's one small level I'm proud of, which has a bridge that goes over a river.  You can't jump across the river so you have to cross the bridge.  However, the exit is below the bridge on the other side of the river and you can't get down there.  The solution is to destroy the exploding barrel on the other side of the bridge, which causes the bridge to collapse and drops you down to the exit. 

Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: nsw25 on July 12, 2012, 05:37:44 pm
Looks like Aint it Cool news website has tracked your game down and posted it on their site, which will get lots of exposure... but they didnt post the OpenBor link ! ill put it in the talk back section

http://www.aintitcool.com/node/56962
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on July 12, 2012, 09:15:56 pm
Thanks nsw!  Always good to get some attention to OpenBOR.  I think there's a lot more people who'd love to play the mods on here, if they only knew they existed...
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: mfsilva on July 16, 2012, 11:34:17 am
Hi. Do anyone  of you run Wii Homebrew Openbor? I could not run this under wii homebrew. I am using the latest Openbor available on Wiibrew website and I am looking forward to play this awesome game on Wii. If any of you did succeed please PM me. Many thanks   Marx
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: BeasTie on July 17, 2012, 04:30:41 am
It's probably a memory issue, large/script heavy mods may simply not be able to work on Wii.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Blastyrant on July 24, 2012, 02:48:56 am
has anyone managed to get this mod running on a PSP yet? if so, what version of openbor are you using?

thanks!
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: baritonomarchetto77 on July 26, 2012, 01:25:37 pm
Just tryied to play my this mod and a crash happened after the selection of the level. The build i used is 3711

Here is the (complete) log  ;)

Code: [Select]
Total Ram: 2078650368 Bytes
 Free Ram: 1433550848 Bytes
 Used Ram: 1298432 Bytes

OpenBoR v3.0 Build 3711, Compile Date: Jul  4 2012

Game Selected: ./Paks/GIJOE Final.pak

FileCaching System Init...... Enabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video............. 480x272 (Mode: 1, Depth: 16 Bit)

Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 5 6 Done!
Timer init................... Done!
Initialize Sound..............
sound_load_sample: Failed to load: data/sounds/go.wav

sound_load_sample: Failed to load: data/sounds/timeover.wav

sound_load_sample: Failed to load: data/sounds/beep.wav

sound_load_sample: Failed to load: data/sounds/beep2.wav

Loading sprites.............. Done!
Loading level order.......... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............

Cacheing 'flash' from data/chars/misc/flash/flash.txt
Cacheing 'empty2' from data/chars/misc/empty2.txt
Cacheing 'dust' from data/chars/misc/dust.txt
Cacheing 'Bubbles' from data/chars/misc/bubbles/bubbles.txt
Cacheing 'Slash' from data/chars/misc/flash/slash.txt
Cacheing 'Spark' from data/chars/misc/flash/spark.txt
Cacheing 'Asap' from data/chars/misc/flash/asap.txt
Cacheing 'Asap2' from data/chars/misc/flash/asap2.txt
Cacheing 'gx' from data/chars/misc/flash/gx.txt
Cacheing 'Smoke' from data/chars/misc/flash/smoke.txt
Cacheing 'smoke2' from data/chars/misc/flash/smoke2.txt
Cacheing 'Block' from data/chars/misc/flash/block.txt
Cacheing 'BXPlos' from data/chars/misc/flash/bxplos.txt
Cacheing 'BXPlos2' from data/chars/misc/flash/bxplos2.txt
Cacheing 'Explode' from data/chars/misc/flash/explode.txt
Cacheing 'GrXPlos' from data/chars/misc/flash/grxplos.txt
Cacheing 'GXPlos' from data/chars/misc/flash/gxplos.txt
Cacheing 'SpaceXPlos' from data/chars/misc/flash/spxplos.txt
Cacheing 'XPlos' from data/chars/misc/flash/xplos.txt
Cacheing 'XPlos2' from data/chars/misc/flash/xplos2.txt
Cacheing 'WaterSplash' from data/chars/misc/watsplash/watsplash.txt
Cacheing 'Snake_Eyes' from data/chars/snake_Eyes/Snake_Eyes.txt
Cacheing 'Hawk' from data/chars/hawk/hawk.txt
Cacheing 'Htank' from data/chars/hawk/Htank.txt
Cacheing 'Hcycle' from data/chars/hawk/Hcycle.txt
Cacheing 'Hawk_Run' from data/chars/hawk/Hawk_Run.txt
Cacheing 'HBazooka' from data/chars/hawk/hbazooka/Hbazooka.txt
Cacheing 'HSub' from data/chars/hawk/sub/Hsub.txt
Cacheing 'HSkier' from data/chars/hawk/skier/Hskier.txt
Cacheing 'HSwamp' from data/chars/hawk/swamp/HSwamp.txt
Cacheing 'HSkyHawk' from data/chars/hawk/skyhawk/Hskyhawk.txt
Cacheing 'HVAMP' from data/chars/hawk/VAMP/HVAMP.txt
Cacheing 'HawkMini' from data/chars/hawk/HMini.txt
Cacheing 'HWhale' from data/chars/hawk/sub/HWhale.txt
Cacheing 'stank' from data/chars/Snake_Eyes/stank.txt
Cacheing 'scycle' from data/chars/Snake_Eyes/scycle.txt
Cacheing 'Snake_Run' from data/chars/snake_Eyes/Snake_Run.txt
Cacheing 'SBazooka' from data/chars/Snake_Eyes/sbazooka/sbazooka.txt
Cacheing 'ssub' from data/chars/Snake_Eyes/sub/ssub.txt
Cacheing 'sskier' from data/chars/Snake_Eyes/skier/sskier.txt
Cacheing 'sswamp' from data/chars/Snake_Eyes/swamp/sswamp.txt
Cacheing 'SkyHawk' from data/chars/Snake_Eyes/skyhawk/skyhawk.txt
Cacheing 'VAMP' from data/chars/Snake_EYES/VAMP/VAMP.txt
Cacheing 'SnakeMini' from data/chars/Snake_Eyes/smini.txt
Cacheing 'SWhale' from data/chars/Snake_Eyes/sub/SWhale.txt
Cacheing 'Astronaut' from data/chars/astronaut/astronaut.txt
Cacheing 'ShShip' from data/chars/astronaut/shship.txt
Cacheing 'Travel' from data/chars/astronaut/travel.txt
Cacheing 'CommanderW' from data/chars/commander/commanderPW.txt
Cacheing 'Tomcat' from data/chars/tomcat/tomcat.txt
Cacheing 'SLaser' from data/chars/astronaut/slaser.txt
Cacheing 'HGrenade' from data/chars/hawk/hgrenade.txt
Cacheing 'Jacket' from data/chars/hawk/jacket/jacket.txt
Cacheing 'WHALERocket' from data/chars/hawk/sub/WHALERock.txt
Cacheing 'WHALECharge' from data/chars/hawk/sub/WHALECharge.txt
Cacheing 'bullett' from data/chars/snake_eyes/bullett.txt
Cacheing 'bullet2' from data/chars/snake_eyes/bullet2.txt
Cacheing 'TankBeam' from data/chars/Snake_Eyes/tank/tankbeam.txt
Cacheing 'HawkBeam' from data/chars/Snake_Eyes/skyhawk/hawkbeam.txt
Cacheing 'HawkMissile' from data/chars/Snake_Eyes/skyhawk/hawkmisl.txt
Cacheing 'TorpedoH' from data/chars/Snake_Eyes/sub/torpedoH.txt
Cacheing 'TorpedoU' from data/chars/Snake_Eyes/sub/torpedoU.txt
Cacheing 'PBomb' from data/chars/misc/arrow/pbomb.txt
Cacheing 'BombN' from data/chars/misc/arrow/bombN.txt
Cacheing 'waves2' from data/bgs/swamp2/Waves2.txt
Cacheing 'TShot' from data/chars/tomcat/Tshot.txt
Cacheing 'TBomb' from data/chars/tomcat/Tbomb.txt
Cacheing 'Shel' from data/chars/misc/shel.txt
Cacheing 'wolf' from data/chars/wolf/wolf.txt
Cacheing 'Gungho' from data/chars/gungho/gungho.txt
Cacheing 'Jill' from data/chars/Jill/Jill.txt
Cacheing 'Soldier' from data/chars/Soldier/Soldier.txt
Cacheing 'Soldier2' from data/chars/Soldier/Soldier2.txt
Cacheing 'Admiral' from data/bgs/flagg/admiral.txt
Cacheing '1up' from data/chars/misc/1up.txt
Cacheing 'Ammunition' from data/chars/misc/ammo.txt
Cacheing 'Bazooka' from data/chars/misc/bazooka.txt
Cacheing 'Repair' from data/chars/misc/repair.txt
Cacheing 'Oil' from data/chars/misc/oil.txt
Cacheing 'Oil2' from data/chars/misc/oil2.txt
Cacheing 'Medikit' from data/chars/misc/medikit.txt
Cacheing 'MedikitW' from data/chars/misc/medikitW.txt
Cacheing 'VAMPE' from data/chars/misc/VAMPE.txt
Cacheing 'cnpan' from data/bgs/flagg/cnpan.txt
Cacheing 'boxb' from data/chars/misc/boxb.txt
Cacheing 'Drum' from data/chars/misc/drum.txt
Cacheing 'box' from data/chars/misc/box.txt
Cacheing 'RollDrum' from data/chars/misc/rolldrum.txt
Cacheing 'DrumW' from data/chars/misc/DrumW.txt
Cacheing 'RockF' from data/chars/misc/rockF.txt
Cacheing 'Bullseye' from data/chars/misc/Bullseye.txt
Cacheing 'Console' from data/bgs/tunnel/console.txt
Cacheing 'Throne' from data/chars/misc/throne.txt
Cacheing 'Kursi' from data/bgs/sanctum/kursi.txt
Cacheing 'Meja' from data/bgs/sanctum/meja.txt
Cacheing 'Gate' from data/bgs/lab/gate.txt
Cacheing '1spawn' from data/chars/misc/1spawn.txt
Cacheing '2spawn' from data/chars/misc/2spawn.txt
Cacheing 'Respawn' from data/chars/misc/respawn.txt
Cacheing 'Xspawn' from data/chars/misc/Xspawn.txt
Cacheing '1pBound' from data/chars/misc/1pbound.txt
Cacheing '2pBound' from data/chars/misc/2pbound.txt
Cacheing 'Empty' from data/chars/misc/empty.txt
Cacheing 'Delay' from data/chars/misc/delay.txt
Cacheing 'CameraOffset' from data/chars/misc/camoff.txt
Cacheing 'LevelStatus' from data/chars/misc/levstat.txt
Cacheing 'NoP2' from data/chars/misc/NoP2.txt
Cacheing 'PLives' from data/chars/misc/PLives.txt
Cacheing 'Ceiling' from data/bgs/sky/ceiling.txt
Cacheing 'Destroy' from data/bgs/ocean/destroy.txt
Cacheing 'Danger' from data/bgs/pit/danger.txt
Cacheing 'Aim' from data/chars/misc/aim.txt
Cacheing 'Negro' from data/chars/bosf/Negro.txt
Cacheing 'Debrises' from data/chars/misc/rocks/debrises.txt
Cacheing 'Branch' from data/chars/misc/branch.txt
Cacheing 'ExitD' from data/chars/misc/exitD.txt
Cacheing 'ExitD2' from data/chars/misc/exitD2.txt
Cacheing 'LevelChange' from data/chars/misc/levchan.txt
Cacheing 'LevelEnd' from data/chars/misc/levend.txt
Cacheing 'Go1' from data/chars/misc/go/go1.txt
Cacheing 'Go2' from data/chars/misc/go/go2.txt
Cacheing 'Marker' from data/chars/misc/go/marker.txt
Cacheing 'AllClear' from data/chars/misc/allclear.txt
Cacheing 'MissClear' from data/chars/misc/missclear.txt
Cacheing 'MASSMsg' from data/chars/misc/MASSMsg.txt
Cacheing 'WingEnd' from data/chars/misc/wingend.txt
Cacheing 'Timer' from data/chars/misc/number/timer.txt
Cacheing 'Timer2' from data/chars/misc/number/timer2.txt
Cacheing 'Timer3' from data/chars/misc/number/timer3.txt
Cacheing 'Timer4' from data/chars/misc/number/timer4.txt
Cacheing 'Dot' from data/chars/misc/number/dot.txt
Cacheing 'Tester' from data/chars/misc/tester.txt
Cacheing 'FireFly' from data/chars/firefly/firefly.txt
Cacheing 'Tree' from data/bgs/forest/tree.txt
Cacheing 'MCycle' from data/chars/Snake_Eyes/cycle/mcycle.txt
Cacheing 'DTruck' from data/chars/helicopter/Dtruck.txt
Cacheing 'Explosions' from data/chars/misc/explosions.txt
Cacheing 'Snowfall' from data/bgs/snow/snowfall.txt
Cacheing 'SkyhawkD' from data/bgs/beach/skyhawkD.txt
Cacheing 'SmokeG' from data/chars/misc/flash/smokeG.txt
Cacheing 'Defiant' from data/bgs/space/defiant.txt
Cacheing 'Cship' from data/bgs/space/Cship.txt
Cacheing 'Bg' from data/bgs/elevator2/bg.txt
Cacheing 'Bg2' from data/bgs/elevator2/bg2.txt
Cacheing 'Spy' from data/chars/Spy/Spy.txt
Cacheing 'Commander5' from data/chars/Commander_Hood/Commander5.txt
Cacheing 'Officer' from data/bgs/missile/officer.txt
Cacheing 'Officer2' from data/bgs/missile/officer2.txt
Cacheing 'compscr' from data/bgs/missile/compscr.txt
Cacheing 'cruise' from data/bgs/missile/cruise.txt
Cacheing 'cruise2' from data/bgs/missile/cruise2.txt
Cacheing 'fail' from data/chars/misc/fail.txt
Cacheing 'Steam' from data/chars/misc/flash/steam.txt
Cacheing 'Steamer' from data/chars/misc/flash/steamer.txt
Cacheing 'Explosions2' from data/chars/misc/explosions2.txt
Cacheing 'OceanG' from data/bgs/Ocean/OceanG.txt
Cacheing 'Wall400' from data/chars/misc/wall400.txt
Cacheing 'plane' from data/bgs/prolog/plane.txt
Cacheing 'planebg' from data/bgs/prolog/planebg.txt
Cacheing 'Scarlett' from data/chars/misc/Scarlett/Scarlett.txt
Cacheing 'FlashG' from data/chars/misc/cameos/FlashG.txt
Cacheing 'planeSky' from data/bgs/prolog/planesky.txt
Cacheing 'planebg2' from data/bgs/prolog/planebg2.txt
Cacheing 'EscapeF' from data/bgs/raven/escapef.txt
Cacheing 'alarme' from data/bgs/sanctum/alarme.txt
Cacheing 'Bar1' from data/bgs/sanctum/bar1.txt
Cacheing 'Loot' from data/bgs/sanctum/loot.txt
Cacheing 'MASS' from data/bgs/sanctum/MASS.txt
Cacheing 'boss' from data/bgs/lab/boss.txt
Cacheing 'lab1' from data/bgs/lab/lab1.txt
Cacheing 'lab2' from data/bgs/lab/lab2.txt
Cacheing 'Bender' from data/bgs/lab/Bender.txt
Cacheing '2light' from data/bgs/silentcastle/2light.txt
Cacheing 'Negro2' from data/chars/bosf/Negro2.txt
Cacheing 'Scarlett2' from data/chars/misc/Scarlett/Scarlett2.txt
Cacheing 'RedN' from data/chars/red_ninja/RedN.txt
Cacheing 'piorun' from data/chars/misc/piorun.txt
Cacheing 'piorun2' from data/chars/misc/piorun2.txt
Cacheing 'piorun4' from data/chars/misc/piorun4.txt
Cacheing 'planebg3' from data/bgs/prolog/planebg3.txt
Cacheing 'okn' from data/bgs/silentcastle/okn.txt
Cacheing 'rain' from data/bgs/silentcastle/rain.txt
Cacheing 'stormclaw' from data/bgs/silentcastle/stormclaw.txt
Cacheing 'truckk' from data/bgs/Springfield/truckk.txt
Cacheing 'truckbg' from data/bgs/Springfield/truckbg.txt
Cacheing 'Stalker' from data/bgs/Springfield/Stalker.txt
Cacheing 'VAMP2' from data/bgs/Springfield/VAMP2.txt
Cacheing 'MOBAT' from data/bgs/Springfield/MOBAT.txt
Cacheing 'Ramp' from data/bgs/street1/ramp.txt
Cacheing 'HISSwait2' from data/chars/HISS/HISSwait2.txt
Cacheing 'Cobraz' from data/chars/misc/Cobraz/Cobraz.txt
Cacheing 'Scarlett3' from data/chars/misc/Scarlett/Scarlett3.txt
Cacheing 'Rocketz' from data/chars/misc/arrow/rocketz.txt
Cacheing 'Stalker2' from data/bgs/Springfield/Stalker2.txt
Cacheing 'Zap' from data/chars/misc/cameos/Zap.txt
Cacheing 'Duke' from data/chars/misc/cameos/Duke.txt
Cacheing 'Footloose' from data/chars/misc/cameos/Footloose.txt
Cacheing 'Firefly2' from data/chars/firefly/Firefly2.txt
Cacheing 'COmmanderA' from data/chars/misc/cameos/CommanderA.txt
Cacheing 'flame03' from data/chars/misc/flame/flame03.txt
Cacheing 'AirLaut' from data/bgs/subwater/airlaut.txt
Cacheing 'Ocean' from data/bgs/subwater/ocean.txt
Cacheing 'Ocean2' from data/bgs/subwater/ocean2.txt
Cacheing 'Eel' from data/chars/misc/Fishes/Eel.txt
Cacheing 'Fish2' from data/chars/misc/Fish2/Fish2.txt
Cacheing 'Fishes' from data/chars/misc/Fishes/Fishes.txt
Cacheing 'Killer' from data/chars/misc/Fishes/KilWhale.txt
Cacheing 'Shark' from data/chars/misc/Fishes/Shark.txt
Cacheing 'Crow' from data/chars/misc/crows/crow.txt
Cacheing 'Crows' from data/chars/misc/crows/crows.txt
Cacheing 'SwampTree' from data/bgs/swamp/swamptree.txt
Cacheing 'Foglia' from data/bgs/swamp/foglia.txt
Cacheing 'Swampwater' from data/bgs/swamp/swampter.txt
Cacheing 'Rain1' from data/bgs/swamp/rain/rain1.txt
Cacheing 'CopperHead' from data/bgs/swamp2/CopperHead.txt
Cacheing 'waves' from data/bgs/swamp2/Waves.txt
Cacheing 'lv1p' from data/bgs/Drome/lv1p.txt
Cacheing 'lv2p' from data/bgs/Drome/lv2p.txt
Cacheing 'lv3p' from data/bgs/Drome/lv3p.txt
Cacheing 'Door' from data/chars/misc/Door.txt
Cacheing 'Platbot1' from data/chars/misc/platform/platbot1.txt
Cacheing 'Televiper' from data/chars/misc/Televiper/Televiper.txt
Cacheing 'HISSwait' from data/chars/hiss/HISSwait.txt
Cacheing 'Prisoner' from data/chars/Prisoner/Prisoner.txt
Cacheing 'PrCage' from data/chars/Prisoner/Prcage.txt
Cacheing 'brazier' from data/bgs/tomb/brazier.txt
Cacheing 'mummy' from data/bgs/tomb/mummy.txt
Cacheing 'mummy2' from data/bgs/tomb/mummy2.txt
Cacheing 'Cobra_OfficerN' from data/chars/Cobra_Officer/Cobra_OfficerN.txt
Cacheing 'Bolong' from data/bgs/tunnel/bolong.txt
Cacheing 'AlarmLight' from data/bgs/tunnel/alarmlight.txt
Cacheing 'Blazes' from data/bgs/tunnel/blazes.txt
Cacheing 'SkyhawkE' from data/bgs/flagg/SkyhawkE.txt
Cacheing 'Cruser' from data/chars/flagg/Cruser.txt
Cacheing 'Crane' from data/bgs/flagg/Crane.txt
Cacheing 'Plane1' from data/bgs/flagg/Plane1.txt
Cacheing 'helis' from data/bgs/flagg/helis.txt
Cacheing 'Skystrike' from data/bgs/Flagg/Skystrike.txt
Cacheing 'wait' from data/chars/misc/cameos/wait.txt
Cacheing 'Mutt' from data/chars/misc/cameos/Mutt.txt
Cacheing 'Falcon' from data/chars/misc/cameos/Falcon.txt
Cacheing 'Grunt' from data/chars/misc/cameos/Grunt.txt
Cacheing 'ShipWreck' from data/chars/misc/cameos/shipwreck.txt
Cacheing 'DragonFly' from data/bgs/WHALE/Dragonfly.txt
Cacheing 'WHALE' from data/bgs/WHALE/WHALE.txt
Cacheing 'BeamTrap' from data/bgs/hangar/beamtrap.txt
Cacheing 'BeamTrap2' from data/bgs/hangar/bimtrap2.txt
Cacheing 'BeamTrapS' from data/bgs/hangar/bimtrapS.txt
Cacheing 'SpikeWall' from data/bgs/elevator/spikewal.txt
Cacheing 'Tree2' from data/bgs/forest/tree2.txt
Cacheing 'SwampTree2' from data/bgs/swamp/swamptree2.txt
Cacheing 'SubMine' from data/chars/cobras/submine.txt
Cacheing 'Mine' from data/chars/misc/mine.txt
Cacheing 'Spikes' from data/chars/misc/spikes.txt
Cacheing 'Crusher' from data/chars/misc/crusher.txt
Cacheing 'Flamer' from data/chars/misc/flam/flamer.txt
Cacheing 'FTrap' from data/chars/misc/ftrap/ftrap.txt
Cacheing 'DropRock' from data/chars/misc/arrow/droprock.txt
Cacheing 'Debris' from data/chars/misc/rocks/debris.txt
Cacheing 'DPipa' from data/chars/misc/rocks/dpipa.txt
Cacheing 'Rocks' from data/chars/misc/rocks/rocks.txt
Cacheing 'IceTrap' from data/chars/misc/icetrap/icetrap.txt
Cacheing 'core' from data/chars/core/core.txt
Cacheing 'Burst' from data/chars/helicopter/burst.txt
Cacheing 'Grenade' from data/chars/misc/grenade.txt
Cacheing 'bulletE' from data/chars/misc/arrow/bulletE.txt
Cacheing 'bulletZ' from data/chars/misc/arrow/bulletZ.txt
Cacheing 'Knife' from data/chars/misc/arrow/knife.txt
Cacheing 'Peluru' from data/chars/Commander/peluru.txt
Cacheing 'Wristrock' from data/chars/Destro/wristrock.txt
Cacheing 'Harpoon' from data/chars/eel/harpoon.txt
Cacheing 'Piau' from data/chars/StShadow/piau/Piau.txt
Cacheing 'CannBall' from data/chars/misc/arrow/cannball.txt
Cacheing 'Missil' from data/chars/misc/arrow/missil.txt
Cacheing 'CLaser' from data/chars/cobras/claser.txt
Cacheing 'CTorpedo' from data/chars/cobras/ctorpedo.txt
Cacheing 'CTorpedoU' from data/chars/cobras/ctorpedoU.txt
Cacheing 'DeepCharge' from data/chars/cobras/deepcharge.txt
Cacheing 'JetBullet' from data/chars/cobras/jetbulet.txt
Cacheing 'RatBomb' from data/chars/cobras/ratbomb.txt
Cacheing 'RatBomb2' from data/chars/cobras/ratbomb2.txt
Cacheing 'RatMissile' from data/chars/cobras/ratmisl.txt
Cacheing 'StingRocket' from data/chars/stinger/stingrock.txt
Cacheing 'StingRocketS' from data/chars/stinger/stingrockS.txt
Cacheing 'AdderMiss1' from data/chars/ASP/AdderMiss1.txt
Cacheing 'AdderMiss2' from data/chars/ASP/AdderMiss2.txt
Cacheing 'AdderMiss3' from data/chars/ASP/AdderMiss3.txt
Cacheing 'AdderMissH' from data/chars/ASP/AdderMissH.txt
Cacheing 'MiniBall' from data/chars/ASP/miniball.txt
Cacheing 'Big_Torpedo' from data/chars/cobraboat/BTorpedo.txt
Cacheing 'CBomb' from data/chars/Cobraboat/cbomb.txt
Cacheing 'Bazook' from data/chars/Cobra_Officer/bazooka/Bazook.txt
Cacheing 'BazookS' from data/chars/Cobra_Officer/bazooka/BazookS.txt
Cacheing 'MBMover' from data/chars/Destro/mbmover.txt
Cacheing 'ASP' from data/chars/ASP/ASP.txt
Cacheing 'BAT' from data/chars/BAT/BAT.txt
Cacheing 'BikerG' from data/chars/biker/bikerG.txt
Cacheing 'Cobra_Officer' from data/chars/Cobra_Officer/Cobra_Officer.txt
Cacheing 'Cobra_Officer2' from data/chars/Cobra_Officer/Officer2.txt
Cacheing 'Shooter' from data/chars/Cobra_Officer/Shooter.txt
Cacheing 'Shooter2' from data/chars/Cobra_Officer/Shooter2.txt
Cacheing 'Bazooker' from data/chars/Cobra_Officer/Bazooker.txt
Cacheing 'Cobra_Trooper' from data/chars/Cobra_Trooper/Cobra_Trooper.txt
Cacheing 'Crimson_Guard' from data/chars/Crimson_Guard/Crimson_Guard.txt
Cacheing 'Crimson_Guard2' from data/chars/Crimson_Guard/Crimson_Guard2.txt
Cacheing 'Crocodile' from data/chars/crocodile/crocodile.txt
Cacheing 'Dog' from data/chars/dog/dog.txt
Cacheing 'Cobra_Eel' from data/chars/eel/eel.txt
Cacheing 'SAWViper' from data/chars/SAWViper/SAWViper.txt
Cacheing 'Viper' from data/chars/Viper/Viper.txt
Cacheing 'Viper2' from data/chars/Viper/Viper2.txt
Cacheing 'SwampViper' from data/chars/Viper/SwViper.txt
Cacheing 'ZartanB' from data/chars/zartan/zartanB.txt
Cacheing 'CBunker' from data/bgs/beach/CBunker.txt
Cacheing 'Red_ninja' from data/chars/red_ninja/Red_ninja.txt
Cacheing 'Red_ninja2' from data/chars/red_ninja/Red_ninja2.txt
Cacheing 'Red_ninjaB' from data/chars/red_ninja/Red_ninjaB.txt
Cacheing 'ASPs' from data/chars/ASP/ASPs.txt
Cacheing 'BazookerS' from data/chars/Cobra_Officer/BazookerS.txt
Cacheing 'StingerS' from data/chars/stinger/stingerS.txt
Cacheing 'Watchtower' from data/chars/ASP/Watchtower.txt
Cacheing 'BATX' from data/chars/BAT/BATX.txt
Cacheing 'robotX' from data/chars/robot/robotX.txt
Cacheing 'MG' from data/chars/stomper/stomper.txt
Cacheing 'Seeker' from data/chars/seeker/seeker.txt
Cacheing 'Seekerz' from data/chars/seeker/seekerz.txt
Cacheing 'Snow_Serpent' from data/chars/snow_serpent/snow_serpent.txt
Cacheing 'Snow_Shooter' from data/chars/snow_serpent/snow_shooter.txt
Cacheing 'Snow_Striker' from data/chars/snow_serpent/snow_striker.txt
Cacheing 'Snow_Bazooker' from data/chars/snow_serpent/snow_bazooker.txt
Cacheing 'Fang' from data/chars/cobras/fang.txt
Cacheing 'Moray' from data/chars/cobras/moray.txt
Cacheing 'Rattler' from data/chars/cobras/rattler.txt
Cacheing 'Trubble' from data/chars/cobras/trubble.txt
Cacheing 'Asteroid' from data/chars/cobras/asteroid.txt
Cacheing 'Firebat' from data/chars/cobras/firebat.txt
Cacheing 'Stellar' from data/chars/cobras/stellar.txt
Cacheing 'Satellite' from data/chars/cobras/satellite.txt
Cacheing 'BigSub' from data/chars/cobras/bigsub.txt
Cacheing 'Cobrasub' from data/chars/cobras/cobrasub.txt
Cacheing 'MorayS' from data/chars/cobras/morayS.txt
Cacheing 'CobrasubSW' from data/chars/cobras/cobrasubSW.txt
Cacheing 'Fang2' from data/chars/cobras/Fang2.txt
Cacheing 'MorayW' from data/chars/cobras/morayW.txt
Cacheing 'RattlerB' from data/chars/cobras/RattlerB.txt
Cacheing 'Plane2' from data/bgs/prolog/plane2.txt
Cacheing 'Raven' from data/chars/Raven/raven.txt
Cacheing 'Buzzer' from data/chars/dreadnoks/buzzer.txt
Cacheing 'MonkeyWrench' from data/chars/dreadnoks/monkwren.txt
Cacheing 'Ripper' from data/chars/dreadnoks/ripper.txt
Cacheing 'RoadPig' from data/chars/dreadnoks/roadpig.txt
Cacheing 'Thunder' from data/chars/dreadnoks/thunder.txt
Cacheing 'Thunder2' from data/chars/dreadnoks/thunder2.txt
Cacheing 'Torch' from data/chars/dreadnoks/torch.txt
Cacheing 'Zandar' from data/chars/dreadnoks/zandar.txt
Cacheing 'Zarana2' from data/chars/dreadnoks/zarana2.txt
Cacheing 'Destro' from data/chars/Destro/Destro.txt
Cacheing 'Baroness' from data/chars/Baroness/Baroness.txt
Cacheing 'Baroness2' from data/chars/Baroness/Baroness2.txt
Cacheing 'Big_Boa' from data/chars/big_Boa/big_Boa.txt
Cacheing 'MindBender' from data/chars/Destro/mindbender.txt
Cacheing 'robot' from data/chars/robot/robot.txt
Cacheing 'Serpentor' from data/chars/serpentor/serpentor.txt
Cacheing 'Stinger' from data/chars/stinger/stinger.txt
Cacheing 'Croc_Master' from data/chars/croc_master/crocmaster.txt
Cacheing 'CommanderR' from data/chars/Commander/Commander.txt
Cacheing 'Commander2' from data/chars/Commander/Commander2.txt
Cacheing 'commander_HOOD' from data/chars/commander_HOOD/commander_HOOD.txt
Cacheing 'Slice' from data/chars/slice/slice.txt
Cacheing 'Dice' from data/chars/Dice/Dice.txt
Cacheing 'Storm_Shadow' from data/chars/StShadow/StShadow.txt
Cacheing 'Tomax' from data/chars/Raven/tomax.txt
Cacheing 'Xamot' from data/chars/Raven/xamot.txt
Cacheing 'Zartan' from data/chars/zartan/zartan.txt
Cacheing 'Doctor' from data/chars/doc/doc.txt
Cacheing 'Moccasin' from data/chars/helicopter/moccasin.txt
Cacheing 'WaterBurst' from data/chars/misc/watsplash/watburst.txt
Cacheing 'WaterBurster' from data/chars/misc/watsplash/watburster.txt
Cacheing 'Destro_Heli' from data/chars/destro_heli/desheli.txt
Cacheing 'HeliTarget' from data/chars/destro_heli/helitarget.txt
Cacheing 'Burster' from data/chars/destro_heli/burster.txt
Cacheing 'IntHeli' from data/chars/destro_heli/intheli.txt
Cacheing 'HISS' from data/chars/HISS/HISS.txt
Cacheing 'Major_Bludd' from data/chars/HISS/HISSL.txt
Cacheing 'ArticHISS' from data/chars/HISS/ArticHISS.txt
Cacheing 'Bomb' from data/chars/misc/arrow/bomb.txt
Cacheing 'BombShot' from data/chars/misc/arrow/bombshot.txt
Cacheing 'Rocket' from data/chars/misc/arrow/rocket.txt
Cacheing 'RocketUp' from data/chars/misc/arrow/rocketUp.txt
Cacheing 'Heli2' from data/chars/helicopter/heli2.txt
Cacheing 'Croc_Striker' from data/chars/crocodile/crocS.txt
Cacheing 'Officer_Striker' from data/chars/Cobra_Officer/OfficerS.txt
Cacheing 'Viper_Striker' from data/chars/Viper/ViperS.txt
Cacheing 'RattlerS' from data/chars/cobras/rattlerS.txt
Cacheing 'RattlerBS' from data/chars/cobras/RattlerBS.txt
Cacheing 'CobrasubS' from data/chars/cobras/cobrasubS.txt
Cacheing 'IntHeliS' from data/chars/destro_heli/intheliS.txt
Cacheing 'CLAW' from data/chars/helicopter/CLAW.txt
Cacheing 'Truck' from data/chars/helicopter/truck.txt
Cacheing 'Truck2' from data/chars/helicopter/truck2.txt
Cacheing 'Truck3' from data/chars/helicopter/truck3.txt
Cacheing 'Pager' from data/chars/helicopter/pager.txt
Cacheing 'Pintu' from data/chars/helicopter/pintu.txt
Cacheing 'ViperT' from data/chars/helicopter/viperT.txt
Cacheing 'Cobra_Bunker' from data/bgs/field/cobrbunk.txt
Cacheing 'FiWallT' from data/bgs/field/flwallT.txt
Cacheing 'BCannon' from data/bgs/field/bcannon.txt
Cacheing 'CannonUp' from data/bgs/field/cannup.txt
Cacheing 'FiWall' from data/bgs/field/flwall.txt
Cacheing 'InWall' from data/bgs/field/inwall.txt
Cacheing 'Adder' from data/chars/ASP/Adder.txt
Cacheing 'AdderH' from data/chars/ASP/AdderH.txt
Cacheing 'ASPM' from data/chars/ASP/ASPM.txt
Cacheing 'Rattler2' from data/chars/Cobraboat/rattler2.txt
Cacheing 'Ravenwing' from data/chars/Cobraboat/ravenwing.txt
Cacheing 'CobraBoat' from data/chars/Cobraboat/cobraboat.txt
Cacheing 'CobraBoat2' from data/chars/Cobraboat/cobraboat2.txt
Cacheing 'CTurret1' from data/chars/Cobraboat/turret1.txt
Cacheing 'CTurret2' from data/chars/Cobraboat/turret2.txt
Cacheing 'RatBase' from data/chars/Cobraboat/ratbase.txt
Cacheing 'RavenBase' from data/chars/Cobraboat/ravbase.txt
Cacheing 'BoatShoot' from data/chars/Cobraboat/boatshoot.txt
Cacheing 'BoatAtak1' from data/chars/Cobraboat/boatatak1.txt
Cacheing 'BoatAtak2' from data/chars/Cobraboat/boatatak2.txt
Cacheing 'Crew2' from data/chars/Island/Crew2.txt
Cacheing 'Island' from data/chars/Island/Island.txt
Cacheing 'Island2' from data/chars/Island/Island2.txt
Cacheing 'Mini_Jeep' from data/chars/island/Mini_Jeep.txt
Cacheing 'Port' from data/chars/Island/Port.txt
Cacheing 'comp' from data/bgs/missile/comp.txt
Cacheing 'Turret' from data/bgs/missile/turret.txt
Cacheing 'Turret2' from data/bgs/missile/turret2.txt
Cacheing 'Soldier3' from data/chars/Soldier/Soldier3.txt
Cacheing 'Soldier4' from data/chars/Soldier/Soldier4.txt
Cacheing 'Jill2' from data/chars/Jill/Jill2.txt
Cacheing 'ted' from data/chars/soldiers/ted/ted.txt
Cacheing 'tedM' from data/chars/soldiers/tedM/tedM.txt
Cacheing 'Roger' from data/chars/soldiers/roger/roger.txt
Cacheing 'RogerK' from data/chars/soldiers/rogerK/rogerK.txt
Cacheing 'sergente' from data/chars/soldiers/sergente/sergente.txt
Cacheing 'john' from data/chars/soldiers/john/john.txt
Cacheing 'gregm' from data/chars/soldiers/gregm/gregm.txt
Cacheing 'Enem1' from data/chars/soldiers/enem1/enem1.txt
Cacheing 'calvo' from data/chars/soldiers/calvo/calvo.txt
Cacheing 'GungHoE' from data/chars/gungho/gunghoE.txt
Cacheing 'HawkE' from data/chars/hawk/hawkE.txt
Cacheing 'Snake_EyesE' from data/chars/snake_Eyes/Snake_EyesE.txt
Cacheing 'wolfE' from data/chars/wolf/wolfE.txt
Cacheing 'Plat320' from data/chars/misc/platform/plat320.txt
Cacheing 'Plat100' from data/chars/misc/platform/plat100.txt
Cacheing 'Plat50' from data/chars/misc/platform/plat50.txt
Cacheing 'Platfer' from data/chars/misc/platform/platfer.txt
Cacheing 'CobraBurner' from data/bgs/silentcastle/cobraburner.txt
Cacheing 'CobraStatue' from data/bgs/silentcastle/cobrastatue.txt
Cacheing 'CobraTarget' from data/bgs/silentcastle/cobratarget.txt
Cacheing 'Fire' from data/chars/misc/beam/fire.txt
Cacheing 'LBit' from data/chars/misc/beam/lbit.txt
Cacheing 'LBitS' from data/chars/misc/beam/lbitS.txt
Cacheing 'River' from data/bgs/South/River/River.txt
Cacheing 'ponte2' from data/bgs/South/ponte2.txt
Cacheing 'ponte3' from data/bgs/South/ponte3.txt
Cacheing 'ponte5' from data/bgs/South/ponte5.txt
Cacheing 'kboom' from data/bgs/South/boom/kboom.txt
Cacheing 'statplat' from data/bgs/South/statplat.txt
Cacheing 'statplat2' from data/bgs/South/statplat2.txt
Cacheing 'statplat3' from data/bgs/South/statplat3.txt
Cacheing 'WFPlat1' from data/bgs/South/WFPlat1.txt
Cacheing 'falls' from data/bgs/South/falls.txt
Cacheing 'DrumB' from data/chars/misc/DrumB.txt
Cacheing 'DrumR' from data/chars/misc/DrumR.txt
Cacheing 'Pool' from data/bgs/South/Pool/Pool.txt
Cacheing 'FLAGG' from data/chars/flagg/flagg.txt
Cacheing 'FLAGG2' from data/chars/flagg/flagg2.txt
Cacheing 'Yellow' from data/chars/flagg/Yellow.txt
Cacheing 'WBomb' from data/chars/flagg/wbomb.txt
Cacheing 'Crew' from data/chars/island/crew.txt
Cacheing 'signalman' from data/chars/flagg/signalman.txt
Cacheing 'RedFlash' from data/chars/flagg/redflash.txt
Cacheing 'AsteroidBelt' from data/chars/misc/spawners/asterbelt.txt
Cacheing 'BazookaSpawner' from data/chars/misc/spawners/bazkspwn.txt
Cacheing 'CobraJetSpawner' from data/chars/misc/spawners/cjetspwn.txt
Cacheing 'CrocSpawner' from data/chars/misc/spawners/crocspwn.txt
Cacheing 'GuardSpawner' from data/chars/misc/spawners/gardspwn.txt
Cacheing 'TrubbleSpawner' from data/chars/misc/spawners/trblspwn.txt
Cacheing 'TreeSpawner' from data/chars/misc/spawners/treespwn.txt
Cacheing 'ViperSpawner' from data/chars/misc/spawners/viprspwn.txt
Cacheing 'SwViperSpawner' from data/chars/misc/spawners/swviprspwn.txt
Cacheing 'SnowStorm' from data/chars/misc/spawners/snowstorm.txt
Cacheing 'DropSpawner' from data/chars/misc/spawners/dropspwn.txt
Cacheing 'Crumbler' from data/chars/misc/spawners/crumbler.txt
Cacheing 'CrumblerT' from data/chars/misc/spawners/crumblerT.txt
Cacheing 'Debriser' from data/chars/misc/spawners/debriser.txt
Cacheing 'Marsh' from data/chars/misc/spawners/marsh.txt
Cacheing 'dialog1' from data/scenes/dialog/dialog1.txt
Cacheing 'dialog2' from data/scenes/dialog/dialog2.txt
Cacheing 'dialog3' from data/scenes/dialog/dialog3.txt
Cacheing 'dialog4' from data/scenes/dialog/dialog4.txt
Cacheing 'dialog5' from data/scenes/dialog/dialog5.txt
Cacheing 'dialog6' from data/scenes/dialog/dialog6.txt
Cacheing 'dialog7' from data/scenes/dialog/dialog7.txt
Cacheing 'dialog8' from data/scenes/dialog/dialog8.txt
Cacheing 'dialog9' from data/scenes/dialog/dialog9.txt
Cacheing 'dialog10' from data/scenes/dialog/dialog10.txt
Cacheing 'dialog11' from data/scenes/dialog/dialog11.txt
Cacheing 'dialog12' from data/scenes/dialog/dialog12.txt
Cacheing 'Commanderrun' from data/scenes/dialog/Commanderrun.txt
Cacheing 'Commanderspawn' from data/scenes/dialog/Commanderspawn.txt
Cacheing 'Commanderintro' from data/scenes/dialog/Commanderintro.txt
Cacheing 'CrocD' from data/scenes/dialog/CrocD.txt
Cacheing 'DestroD' from data/scenes/dialog/DestroD.txt
Cacheing 'BaronessD' from data/scenes/dialog/BaronessD.txt
Cacheing 'BoaD' from data/scenes/dialog/BoaD.txt
Cacheing 'BluddD' from data/scenes/dialog/BluddD.txt
Cacheing 'BenderD' from data/scenes/dialog/BenderD.txt
Cacheing 'FireflyD' from data/scenes/dialog/FireflyD.txt
Cacheing 'ScrapD' from data/scenes/dialog/ScrapD.txt
Cacheing 'SSD' from data/scenes/dialog/SSD.txt
Cacheing 'TomaxD' from data/scenes/dialog/TomaxD.txt
Cacheing 'VenomD' from data/scenes/dialog/VenomD.txt
Cacheing 'VenomDed' from data/scenes/dialog/VenomDed.txt
Cacheing 'WeaselD' from data/scenes/dialog/WeaselD.txt
Cacheing 'ZartanD' from data/scenes/dialog/ZartanD.txt
Cacheing 'WingsD' from data/scenes/dialog/wingsD.txt
Cacheing 'IntroBox' from data/scenes/intro/introbox.txt
Cacheing 'stage01' from data/scenes/intro/stage01.txt
Cacheing 'MapText' from data/bgs/map/maptext.txt
Cacheing 'ClassText' from data/bgs/map/classtext.txt
Cacheing 'run' from data/chars/misc/run.txt
Cacheing 'flyx' from data/outro/flyx.txt
Cacheing 'f16r' from data/outro/f16r.txt
Cacheing 'f16w' from data/outro/f16w.txt
Cacheing 'FlyH' from data/outro/flyh.txt
Cacheing 'FlyS' from data/outro/flys.txt
Cacheing 'GIJOEText' from data/outro/GIJOEText.txt
Cacheing 'Credits' from data/outro/Credits.txt

Loading 'Flash' from data/chars/misc/flash/flash.txt
Loading 'Empty2' from data/chars/misc/empty2.txt
Loading 'dust' from data/chars/misc/dust.txt
Loading 'Slash' from data/chars/misc/flash/slash.txt
Loading 'Spark' from data/chars/misc/flash/spark.txt
Loading 'Asap' from data/chars/misc/flash/asap.txt
Loading 'Asap2' from data/chars/misc/flash/asap2.txt
Loading 'GX' from data/chars/misc/flash/gx.txt
Loading 'smoke' from data/chars/misc/flash/smoke.txt
Loading 'Block' from data/chars/misc/flash/block.txt
Loading 'BXplos' from data/chars/misc/flash/bxplos.txt
Loading 'BXplos2' from data/chars/misc/flash/bxplos2.txt
Loading 'GrXplos' from data/chars/misc/flash/grxplos.txt
Loading 'GXplos' from data/chars/misc/flash/gxplos.txt
Loading 'SpaceXplos' from data/chars/misc/flash/spxplos.txt
Loading 'XPlos' from data/chars/misc/flash/xplos.txt
Loading 'Xplos2' from data/chars/misc/flash/xplos2.txt
Loading 'WaterSplash' from data/chars/misc/watsplash/watsplash.txt

sound_load_sample: Failed to load: data/sounds/guard.wav
WARNING: data/chars/snake_Eyes/Snake_Eyes.txt tries to load a nonnumeric value at dropv, where a number is expected!
erroneus string: .2

sound_load_sample: Failed to load: data/sounds/guard.wav
Loading 'Snake_Eyes' from data/chars/snake_Eyes/Snake_Eyes.txt
WARNING: data/chars/hawk/hawk.txt tries to load a nonnumeric value at dropv, where a number is expected!
erroneus string: .2
Loading 'Hawk' from data/chars/hawk/hawk.txt
Loading 'Htank' from data/chars/hawk/Htank.txt
Loading 'HCycle' from data/chars/hawk/Hcycle.txt
Loading 'Hawk_Run' from data/chars/hawk/Hawk_Run.txt
Loading 'Rocketz' from data/chars/misc/arrow/rocketz.txt
Loading 'HBazooka' from data/chars/hawk/hbazooka/Hbazooka.txt

sound_load_sample: Failed to load: data/sounds/Bubbles.wav
Loading 'Bubbles' from data/chars/misc/bubbles/bubbles.txt
*Debug* reallocating buffer...
*Debug* reallocating buffer...
Loading 'HSub' from data/chars/hawk/sub/Hsub.txt
Loading 'Hawk_Skier' from data/chars/hawk/skier/Hskier.txt
Loading 'HSwamp' from data/chars/hawk/swamp/HSwamp.txt
*Debug* reallocating buffer...
Loading 'HSkyHawk' from data/chars/hawk/skyhawk/Hskyhawk.txt
Loading 'HVAMP' from data/chars/hawk/VAMP/HVAMP.txt
Loading 'HawkMini' from data/chars/hawk/HMini.txt
Loading 'HWHALE' from data/chars/hawk/sub/HWhale.txt

sound_load_sample: Failed to load: data/chars/burnking/sounds/die.wav
Loading 'Stank' from data/chars/Snake_Eyes/stank.txt
Loading 'Scycle' from data/chars/Snake_Eyes/scycle.txt
Loading 'Snake_Run' from data/chars/snake_Eyes/Snake_Run.txt
Loading 'SBazooka' from data/chars/Snake_Eyes/sbazooka/sbazooka.txt
*Debug* reallocating buffer...
Loading 'SSub' from data/chars/Snake_Eyes/sub/ssub.txt
Loading 'Snake_Skier' from data/chars/Snake_Eyes/skier/sskier.txt
Loading 'SSwamp' from data/chars/Snake_Eyes/swamp/sswamp.txt
Loading 'SkyHawk' from data/chars/Snake_Eyes/skyhawk/skyhawk.txt
Loading 'VAMP' from data/chars/Snake_EYES/VAMP/VAMP.txt
Loading 'SnakeMini' from data/chars/Snake_Eyes/smini.txt
Loading 'SWHALE' from data/chars/Snake_Eyes/sub/SWhale.txt
Loading 'Bullet2' from data/chars/snake_eyes/bullet2.txt
Loading 'Astronaut' from data/chars/astronaut/astronaut.txt
Loading 'ShShip' from data/chars/astronaut/shship.txt
Loading 'Travel' from data/chars/astronaut/travel.txt
Loading 'CommanderW' from data/chars/commander/commanderPW.txt
*Debug* reallocating buffer...
Loading 'Tomcat' from data/chars/tomcat/tomcat.txt
Loading 'SLaser' from data/chars/astronaut/slaser.txt
Loading 'HGrenade' from data/chars/hawk/hgrenade.txt
Loading 'Jacket' from data/chars/hawk/jacket/jacket.txt
Loading 'WHALERocket' from data/chars/hawk/sub/WHALERock.txt
Loading 'WHALECharge' from data/chars/hawk/sub/WHALECharge.txt
Loading 'Bullett' from data/chars/snake_eyes/bullett.txt
Loading 'TankBeam' from data/chars/Snake_Eyes/tank/tankbeam.txt
Loading 'HawkBeam' from data/chars/Snake_Eyes/skyhawk/hawkbeam.txt
Loading 'HawkMissile' from data/chars/Snake_Eyes/skyhawk/hawkmisl.txt
Loading 'TorpedoH' from data/chars/Snake_Eyes/sub/torpedoH.txt
Loading 'TorpedoU' from data/chars/Snake_Eyes/sub/torpedoU.txt
Loading 'PBomb' from data/chars/misc/arrow/pbomb.txt
Loading 'Waves2' from data/bgs/swamp2/Waves2.txt
Loading 'TShot' from data/chars/tomcat/Tshot.txt
Loading 'TBomb' from data/chars/tomcat/Tbomb.txt
Loading 'shel' from data/chars/misc/shel.txt

sound_load_sample: Failed to load: data/chars/WOLF/die.wav

sound_load_sample: Failed to load: data/chars/WOLF/bite.wav

sound_load_sample: Failed to load: data/chars/WOLF/bite.wav
Loading 'Wolf' from data/chars/wolf/wolf.txt

Loading models............... Done!
Object engine init........... Done!
Input init................... No Joystick(s) Found!
Done!


use cached bg
Level Loading:   'data/levels/world.txt'
Total Ram: 2078650368 Bytes
 Free Ram: 1413013504 Bytes
 Used Ram: 25669632 Bytes

Loading 'Empty' from data/chars/misc/empty.txt
Loading 'PLives' from data/chars/misc/PLives.txt
Loading 'AllClear' from data/chars/misc/allclear.txt
Loading 'delay' from data/chars/misc/delay.txt
Loading 'MapText' from data/bgs/map/maptext.txt
Loading 'Marker' from data/chars/misc/go/marker.txt
Loading 'ClassText' from data/bgs/map/classtext.txt

Level Loaded:    'data/levels/world.txt'
Total Ram: 2078650368 Bytes
 Free Ram: 1412755456 Bytes
 Used Ram: 26185728 Bytes
Total sprites mapped: 789

Level Unloading: 'data/levels/world.txt'
Total Ram: 2078650368 Bytes
 Free Ram: 1410920448 Bytes
 Used Ram: 26288128 Bytes

Done.
Total Ram: 2078650368 Bytes
 Free Ram: 1410920448 Bytes
 Used Ram: 26288128 Bytes

Level Loading:   'data/levels/Intro.txt'
Total Ram: 2078650368 Bytes
 Free Ram: 1410920448 Bytes
 Used Ram: 26288128 Bytes

Loading '1pbound' from data/chars/misc/1pbound.txt
Loading '2pbound' from data/chars/misc/2pbound.txt
Loading 'grenade' from data/chars/misc/grenade.txt
Loading 'Peluru' from data/chars/Commander/peluru.txt
Loading 'Commander5' from data/chars/Commander_Hood/Commander5.txt
Loading 'Dialog8' from data/scenes/dialog/dialog8.txt
Loading 'Officer' from data/bgs/missile/officer.txt
Loading 'Officer2' from data/bgs/missile/officer2.txt
Loading 'Commanderintro' from data/scenes/dialog/Commanderintro.txt
Loading 'Spy' from data/chars/Spy/Spy.txt

Level Loaded:    'data/levels/Intro.txt'
Total Ram: 2078650368 Bytes
 Free Ram: 1408327680 Bytes
 Used Ram: 27922432 Bytes
Total sprites mapped: 882


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

Fatal: unable to spawn player from 'ĺ^'Total Ram: 2078650368 Bytes
 Free Ram: 1407922176 Bytes
 Used Ram: 27926528 Bytes

Release level data...........Level Unloading: 'data/levels/Intro.txt'
Total Ram: 2078650368 Bytes
 Free Ram: 1407918080 Bytes
 Used Ram: 27926528 Bytes

Done.
Total Ram: 2078650368 Bytes
 Free Ram: 1407918080 Bytes
 Used Ram: 27926528 Bytes

Done!
Release graphics data........ Done!
Release game data............

Unload 'Flash' ............done.
Unload 'Empty2' ............done.
Unload 'dust' ............done.
Unload 'Slash' ............done.
Unload 'Spark' ............done.
Unload 'Asap' ............done.
Unload 'Asap2' ............done.
Unload 'GX' ............done.
Unload 'smoke' ............done.
Unload 'Block' ............done.
Unload 'BXplos' ............done.
Unload 'BXplos2' ............done.
Unload 'GrXplos' ............done.
Unload 'GXplos' ............done.
Unload 'SpaceXplos' ............done.
Unload 'XPlos' ............done.
Unload 'Xplos2' ............done.
Unload 'WaterSplash' ............done.
Unload 'Snake_Eyes' ............done.
Unload 'Hawk' ............done.
Unload 'Htank' ............done.
Unload 'HCycle' ............done.
Unload 'Hawk_Run' ............done.
Unload 'HBazooka' ............done.
Unload 'Rocketz' ............done.
Unload 'HSub' ............done.
Unload 'Bubbles' ............done.
Unload 'Hawk_Skier' ............done.
Unload 'HSwamp' ............done.
Unload 'HSkyHawk' ............done.
Unload 'HVAMP' ............done.
Unload 'HawkMini' ............done.
Unload 'HWHALE' ............done.
Unload 'Stank' ............done.
Unload 'Scycle' ............done.
Unload 'Snake_Run' ............done.
Unload 'SBazooka' ............done.
Unload 'SSub' ............done.
Unload 'Snake_Skier' ............done.
Unload 'SSwamp' ............done.
Unload 'SkyHawk' ............done.
Unload 'VAMP' ............done.
Unload 'SnakeMini' ............done.
Unload 'SWHALE' ............done.
Unload 'Astronaut' ............done.
Unload 'Bullet2' ............done.
Unload 'ShShip' ............done.
Unload 'Travel' ............done.
Unload 'CommanderW' ............done.
Unload 'Tomcat' ............done.
Unload 'SLaser' ............done.
Unload 'HGrenade' ............done.
Unload 'Jacket' ............done.
Unload 'WHALERocket' ............done.
Unload 'WHALECharge' ............done.
Unload 'Bullett' ............done.
Unload 'TankBeam' ............done.
Unload 'HawkBeam' ............done.
Unload 'HawkMissile' ............done.
Unload 'TorpedoH' ............done.
Unload 'TorpedoU' ............done.
Unload 'PBomb' ............done.
Unload 'Waves2' ............done.
Unload 'TShot' ............done.
Unload 'TBomb' ............done.
Unload 'shel' ............done.
Unload 'Wolf' ............done.
Unload 'Empty' ............done.
Unload 'PLives' ............done.
Unload 'AllClear' ............done.
Unload 'delay' ............done.
Unload 'MapText' ............done.
Unload 'Marker' ............done.
Unload 'ClassText' ............done.
Unload '1pbound' ............done.
Unload '2pbound' ............done.
Unload 'Commander5' ............done.
Unload 'grenade' ............done.
Unload 'Peluru' ............done.
Unload 'Dialog8' ............done.
Unload 'Officer' ............done.
Unload 'Officer2' ............done.
Unload 'Spy' ............done.
Unload 'Commanderintro' ............done.

Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

Fatal: unable to spawn player from 'ĺ^'


Maybe there's a typo error somewhere?
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on July 26, 2012, 06:17:43 pm
Use this build:
Build 3671
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: frontyiria on August 08, 2012, 07:54:21 pm
BEST mod ever!! I loved it!!
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: kingpukka on August 11, 2012, 12:12:45 am
it just keeps crashing  :teary_eyed:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: agu on August 11, 2012, 03:51:16 am
Very little 6 levels: P hahahaha just kidding, congratulations a very good game
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 12, 2012, 11:45:55 am
hello, i just tried this one cause i received a gi joe comics today, and it 's a great game,
i have a problem when you need to jump on the platform, but it's my first time.
I would like to know, if you wanted someone to perfect your sprites, cause a lot of them need to be updated, and it s my specialty, i could also sprite the vest on colonel hawk and sprite more bad guys or good ones to play with like sgt slaughter.
So answer me if you want a collaboration.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: agu on August 12, 2012, 11:50:14 am
I remember cost me a part where you had to climb a large machine to break a large stone, luckily I was able to fix it  :cheers!:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on August 12, 2012, 10:51:18 pm
Hi JASONTODD,

That would be great if you could update the sprites and make new characters like Sgt. Slaughter etc as playable.  Yes please!

We've been hoping someone would want to collaborate.  PrimeOp made some nice sprites and we used them as best we could - the difficulty making this game is that all characters and vehicle sprites have to be made.

So if you have the time to do it, that would be so cool!   
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Ashenwraith on August 13, 2012, 06:53:23 am
Hey Monte is there any news on this about the update?

I don't want to sound like a jerk but the original Warduke seemed like an overly ambitious attempt and just wasn't nearly as good as the original D&D games (my favorite of arcade games).

-No 4 player
-No items
-Only one familiar character and I he is missing stuff from his moveset. ie no bow.
-Enemies based on low frame games like KoD and KoR(which look cool together, but really bad against D&D sprites).

-Lots of horse/dragon riding stuff that looked cool, but was awkward/didn't work right. I think it would be much preffered to have vehicle/things you can ride in actual game (like Golden Axe/KoR instead of 'bonus stage' shooter stuff.

LESS IS MORE: It would have been a lot better to have 4 players with different palletes/head swaps and only one good/solid character.

My friends and I have literally been waiting forever for a 4player D&D-like game that doesn't freeze on spells and has free roaming map stages--about 80% of what the original Warduke had.



Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Ashenwraith on August 13, 2012, 07:34:30 am
^^^ Oh crap, wrong thread.

Was reading the Warduke one in another window and somehow I must have put it here.

My apologies.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 13, 2012, 01:41:05 pm
Hi JASONTODD,

That would be great if you could update the sprites and make new characters like Sgt. Slaughter etc as playable.  Yes please!

We've been hoping someone would want to collaborate.  PrimeOp made some nice sprites and we used them as best we could - the difficulty making this game is that all characters and vehicle sprites have to be made.

So if you have the time to do it, that would be so cool!
okay , no problem for me , it will soon become my new obsession, i'm gonna first start on hawk, then snake eyes, ...
where can i post what i do in the wip topic? or here?
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Bloodbane on August 13, 2012, 11:52:11 pm
 Great to hear that JASONTODD!
 Though I'd suggest you start by adding more Joe instead of fixing available ones. Well, you can pick youself which one you want to start :).
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 15, 2012, 01:34:50 pm
okay, i will have some time to work on it  tonight and next week cause i have a big celebration this week end.
I just wanna be sure we are on the same page so tell me what you think, i had to redo hawk cause he is using the same base that sgt slaughter (guile) and he had to wear his vest, sgt slaughter is 3 pixels longer than guile in the muscles.
So it's a win/win situation, i will have to resize snake eyes after them cause he is way too bulky(captain america).
Here is the result:
(http://img515.imageshack.us/img515/1228/charactersv.png) (http://imageshack.us/photo/my-images/515/charactersv.png/)

Uploaded with ImageShack.us (http://imageshack.us)
tonight i will finish sgt slaughter stance, i have done the one from hawk, then i will do the walk from both of them.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on August 15, 2012, 03:04:41 pm
JASONTODD,

Really nice work!  Your artwork is fantastic!  We are definitely on the same page, and I'm really excited that you're able to improve the game this much:)

Big thumbs up!
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 15, 2012, 04:32:53 pm
THANKS, so i got time to do the stance for both characters, and the intros, getting tired now.
Just time to post a teaser on what i was referring on the 3 pixels that make sgt slaughter more bulky than guile:
(http://img515.imageshack.us/img515/7776/characters2.png) (http://imageshack.us/photo/my-images/515/characters2.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on August 15, 2012, 07:14:06 pm
Yep, I see it -- his arm muscles are huge!  Nice!!
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: thelemg on August 16, 2012, 12:16:01 am
fml can't get it to work on xbox1 it goes to HOF screen once the level starts  :teary_eyed: :teary_eyed: :teary_eyed: :'( :'( :dunce:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Bloodbane on August 16, 2012, 12:41:15 am
 Nice details!
 Great work JASONTODD!

 @Ashenwraith: I read your mistopic post, why don't you copy it to proper thread and erase this one? with current discussion, it's going to be buried and ignored unless you move it.
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: maxman on August 16, 2012, 02:53:30 am
...

...

Edit your post please. Bloodbane is right. You should be looking at where you're viewing before you start posting. Please be careful next time before posting.

Looking good, JASONTODD. :)
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 16, 2012, 04:40:18 pm
this project is so great that i run to my parent's home to find my old soldiers today  ;D
just one more scene to show this is progressing slowly but surely:
(http://img41.imageshack.us/img41/9924/characters2o.png) (http://imageshack.us/photo/my-images/41/characters2o.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on August 16, 2012, 06:54:43 pm
Love it!  I know what you mean Jason, when I was making the USS Flagg level, I got so inspired that I ended up buying one off ebay for my birthday (I never had one as a kid!)

Love the new sprites!  Amazing, really is a thrill to see how much you're improving this!
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Die_In_Fire on August 16, 2012, 10:20:31 pm
Love it!  I know what you mean Jason, when I was making the USS Flagg level, I got so inspired that I ended up buying one off ebay for my birthday
  :wow!: :wow!: :wow!: ohh I envy you!!!

Jason, Sgt. Slaughter really rocks!!! Can't wait to see him in action!!!

Count Mounte, I should recommend to release another version with different music, this way you will have no problem with copyright stuff, and also will feel more like a game. (there's the Arcade OST which is pretty good).
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Bloodbane on August 18, 2012, 01:41:20 am
 You're still long way to go JASON but keep it up! :)
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 21, 2012, 10:49:26 am
Love it!  I know what you mean Jason, when I was making the USS Flagg level, I got so inspired that I ended up buying one off ebay for my birthday (I never had one as a kid!)

Love the new sprites!  Amazing, really is a thrill to see how much you're improving this!
The USS flag, he is so big, can you post pictures, please?
you know what, i managed to buy snake eyes, sgt slaughter, hawk, cobra troop with bazooka, and roadblock this week by ebay. The funny part is that i wasn't anymore a gi joe fan until i played your game and i only played twice.   :laughing:
and a teaser for entertainement:
(http://img29.imageshack.us/img29/1853/charactersm.png) (http://imageshack.us/photo/my-images/29/charactersm.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on August 21, 2012, 05:41:40 pm
The Flagg is so huge, it barely fits on the bed I assembled it on - i had to put it diagonally.

That's really cool to hear the game brought back your old GI JOE nostalgia -- that's really what I was hoping to do -- just working on it really brought back some great memories and I wanted to put all that feeling into the game.

Your sprites just make it more special -- really impressed at how fast you work too!   :wow!: :wow!:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 22, 2012, 02:52:11 pm
it would be cool to post some picture from the flagg if you can with some characters, is there a topic where we can post these kind of things here?
teaser of the day:
(http://img96.imageshack.us/img96/5127/charactersq.png) (http://imageshack.us/photo/my-images/96/charactersq.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Count Monte on August 23, 2012, 02:58:32 am
I'll see if I can get some pics of the Flagg and post them.

The hardest levels for me to make were the Flagg, Terrordrome and Silent Castle exterior - I basically took blueprints and then had to paste textures on top of them.  They're so huge it took forever!

Love the teaser, looks like Sarge nailed Hawk in the family jewels hah!
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: JASONTODD on August 23, 2012, 01:24:50 pm
Happy birthday to my first week spriting hawk and slaugther, here is the first and second spritesheet, i wanna post it because we never know if something bad will happen and i don't wanna lose it:

part1:
(http://img29.imageshack.us/img29/350/spritesheet1p.png) (http://imageshack.us/photo/my-images/29/spritesheet1p.png/)

part2:

(http://img36.imageshack.us/img36/249/spritesheet2.png) (http://imageshack.us/photo/my-images/36/spritesheet2.png/)

i hope to be as fast in the weeks to come :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 23, 2012, 05:05:59 pm
AWESOME!!!!!   :wow!: :wow!: :wow!: :wow!:

You are fast!  These are really, really great!!

Very exciting:)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Die_In_Fire on August 23, 2012, 09:37:57 pm
Amazing!!! pretty fast and pretty good edits!!!

after finished with Hawk and Slaughter, you could edit some enemies!!  :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on August 23, 2012, 09:41:27 pm
 Ack! ninja'ed! :-[

 Anyways, great work!

 BTW JASONTODD, have you paxploded the mod to see animation frames used by Hawk and Snake Eyes?
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 24, 2012, 09:17:14 am
Ack! ninja'ed! :-[

 Anyways, great work!

 BTW JASONTODD, have you paxploded the mod to see animation frames used by Hawk and Snake Eyes?
thanks everyone for the comments
"paxploded" okay so i don 't know what it means  :nervous: , but i can tell you i used hawk original 's sprites and added the upper body on him( just deleted the grey and black on the pants and changing the colors of the boots) so he will use the same frames. I hope this is the answer you asked?   :oops:
Title: Re: GI JOE - Attack on Cobra Island FINISHED!
Post by: Die_In_Fire on August 24, 2012, 10:24:24 am
I'll see if I can get some pics of the Flagg and post them.


Please! I also want to see pictures!!
It was one of my dreams to have one when I was a kid, and now, even if I find for $1USD, I cannot buy because of lack of space
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 24, 2012, 11:45:03 am
Hey JasonTodd,

Paxplode just means taking a game pak and using the paxplode program (you can download it from this site) to open it, so that you can see all the folders and access everything.  It sounds like you already have a version that's open, so no worries. 
What Bloodbane was saying is that if you look inside Hawk's folder, you'll see all his sprites, including the vehicle ones.
Title: Re: GI JOE - Attack on Cobra Island
Post by: rafhot on August 24, 2012, 04:22:09 pm
i dont know if you have noticed but the game (the paked version) is not working on 3709 and up
i have the old unpacked one working but the one that is on complete section in .pak version is not working anymore
when you enter in the mission in after the map screen  the open bor goes to the credits and exits

Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 24, 2012, 04:31:31 pm

What Bloodbane was saying is that if you look inside Hawk's folder, you'll see all his sprites, including the vehicle ones.
okay, that's what i did, i used the folder  :)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Duke will nuke on August 25, 2012, 07:54:13 am
Whoa... utterly awesome I'll download this mod as soon as I can. Played the old G.I. Joe game that was on Commodore C-64 that was my only game encounter with this franchise and it was great fun back then... very old school *smiles in a nostalgic way*.

The game was divided in two parts, you had vehicle action and 1vs1 fights I've attached some screenies of the C-64 version for a smile.

Thanks a lot guys for your hard work!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 25, 2012, 01:57:18 pm
Rafhot --  I wasn't aware of that problem.  Hopefully Bloodbane can help with this -- what does it say on the Log?  Any error given?

JASONTODD -- Cool, I figured you had all the folders:)   If you're not burned out after doing Hawk and Sgt. Slaughter, what's your plan for playable characters?  Stalker?  Duke?  Lady Jaye? (Scarlett would be cool but we have her as an NPC in the Silent Castle mission so we'd need a different female).  I know you said you wanted to slim down Snake-Eyes sprites too.

Duke will nuke -- Yes, I played that old G.I.Joe game but on my Apple 2E.  If you look at Cobra Commander's inner sanctum level, you'll see we used the background from Cobra HQ from that game to make the giant world map on the wall:)
We also did a Wings of Fury mode in the game, it's the Skystriker missions.  I think Bloodbane did amazing work on those levels, like nothing I've played on OpenBOR.  I don't think most people have seen that part of the game yet, it unlocks after you beat the main mission.
Title: Re: GI JOE - Attack on Cobra Island
Post by: rafhot on August 25, 2012, 03:08:46 pm
Quote
Rafhot --  I wasn't aware of that problem.  Hopefully Bloodbane can help with this -- what does it say on the Log?  Any error given?
the log says that could not spawn player  i've tried to fix it myself but i could not find the error

the log says "
Fatal: unable to spawn player from '^'

Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 25, 2012, 03:51:50 pm


JASONTODD -- Cool, I figured you had all the folders:)   If you're not burned out after doing Hawk and Sgt. Slaughter, what's your plan for playable characters?  Stalker?  Duke?  Lady Jaye? (Scarlett would be cool but we have her as an NPC in the Silent Castle mission so we'd need a different female).  I know you said you wanted to slim down Snake-Eyes sprites too.
snake eyes and flint will be next, snake eyes will use the updated sprites from his mugen character to win some time. Flint will have eagle resized upper body and will use the legs i didn't use frim guile.
Title: Re: GI JOE - Attack on Cobra Island
Post by: bulletndahead on August 25, 2012, 04:53:39 pm
Jason todd your sprite work looks great! I would love to see Beachhead as a playable character, any chance you would like to give Firefly a chance for a boss mission since he was limited in this game?
Title: Re: GI JOE - Attack on Cobra Island
Post by: pong_666 on August 25, 2012, 09:18:01 pm
what would be bangin......at least in my opinion is if there was an extra mode unlocked upon completion of the main mode is like if there was a whole extra mode to play through the cobra army's perspective Zartan,Destro,Storm Shadow,and Cobra maybe as playable characters
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 25, 2012, 11:27:52 pm
pong --   SPOILERS BELOW:












There is a bonus mission you unlock after beating the main mission AND the other bonus missions.  It's called Escape from the Pit.  You are Cobra Commander, you have one life, and you have to fight your way out of the Pit.  If you die, you go back to your cell and have to start over.
Title: Re: GI JOE - Attack on Cobra Island
Post by: pong_666 on August 26, 2012, 12:25:52 am
Ah that's rad
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on August 26, 2012, 01:09:14 am
Quote
the log says that could not spawn player  i've tried to fix it myself but i could not find the error

the log says "
Fatal: unable to spawn player from '^'

 I don't understand this bug myself. With slightly older build 3704, I encountered similar bug in Contra mod :(. Odd thing is I only got this bug in Boss Rush mode ??? . Other modes even complex one is played fine til the end.
 Also I don't encounter this bug with older build.

Quote
extra mode to play through the cobra army's perspective Zartan,Destro,Storm Shadow,and Cobra maybe as playable characters

 Easier say than done. The reason they can't be playable is simply because they lack sprites. Zartan is totally lack of sprites. Destro's sprites are limited AFAIK. Storm Shadow and Baroness have better chance since they have more sprites.
Spoiler
Except for Cobra Commander though

 It was good thing PrimeOp finished Baroness before this mod is finished so we can add her in.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 26, 2012, 02:16:53 am
when it comes to sprites i can do whatever i want as long as i find good bases so i can win some time.
I would definitely love to sprite beachhead (and i will), he is one of my favorites.
But for now i would like to let you remember that i haven't finish hawk and slaughter sprites for now. So let's go step by step.  ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on August 27, 2012, 01:14:19 am
 BTW JASONTODD, I've just remembered something. Hawk and Snake Eyes has their own combo as you've noticed. Slaughter can have his own combo too so you can give him any attacks in his combo :). You can have it shorter or longer.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 27, 2012, 03:53:13 pm
JasonTodd,  another character that is ready to go is Gung-Ho.  I did a lot of his sprites as an NPC, using Alex as a base.  You'd have to add his vest and fix the camo on his pants better (I did the best I could with him!).  Then he'd just be missing his shooting sprites, vehicles etc.
Title: Re: GI JOE - Attack on Cobra Island
Post by: rafhot on August 27, 2012, 05:18:41 pm
using kity pride shadowcat as base i think one scarlet could come really fast
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 28, 2012, 04:15:35 pm
just a question what are hawk's "gre toss" moves supposed to do and why snake eyes don't have them?
Just another thing do all the joes need to have a bazooka hyper move or can they have one with their more familiar big gun?
BTW JASONTODD, I've just remembered something. Hawk and Snake Eyes has their own combo as you've noticed. Slaughter can have his own combo too so you can give him any attacks in his combo :). You can have it shorter or longer.
okay, that's great working on them soon.
JasonTodd,  another character that is ready to go is Gung-Ho.  I did a lot of his sprites as an NPC, using Alex as a base.  You'd have to add his vest and fix the camo on his pants better (I did the best I could with him!).  Then he'd just be missing his shooting sprites, vehicles etc.
yes, i saw the sprites, i like the upper body and it s a good base for roadblock too, but definitely with other legs forgung ho, he would be too tall, no?
using kity pride shadowcat as base i think one scarlet could come really fast
(http://img803.imageshack.us/img803/9728/actforkitty2.png)
cammy base must the base i hate the more, and  Count monte said scarlett can't be a playable character.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 28, 2012, 04:32:52 pm
Snake Eyes summons Timber (his wolf) as his 'special'.  Hawk gets grenades.  The idea is to give each Joe their own different special so there's a reason beyond looks to pick them:)

Well, it depends - I think we can keep Gung-Ho huge like that if we says he's a big muscle-bound guy.  I realize that makes him bigger than Sgt. Slaughter, but with drawmethod we could shrink his overall size if need be.

We CAN make Scarlett playable -- we'd just have to tweak the Silent Castle mission.  It's based on issue #21, the silent issue from the comics, where Snake Eyes rescues her.  Or maybe just have her not be selectable ONLY for that mission.  I'd love to have her playable, since she's the most iconic female Joe.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 28, 2012, 04:42:46 pm
okay, it's grenades, i thought it was a throw  :laughing: , gonna do this tomorrow, it's late now.
Thanks to answer so fast.
okay, for now, let's finish hawk and slaughter fast. Then snake eyes and flint.  ;)
just wanna said i received this yesterday
(http://4.bp.blogspot.com/-bsFVKTISMrM/T6abPL0b8cI/AAAAAAAABCo/E6FPtpfmtCU/s1600/gijoe_40.jpg),
and i would recommend all of you to read it, its the greatest comics i read this month, and i read like 20 every month.

Ps: answer me for the bazooka hyper.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 28, 2012, 04:47:43 pm
before i forget,
snake eyes calls timber
hawk sends grenades
but what is slaughter supposed to do?  :-[
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 28, 2012, 06:49:53 pm
Hey Jason,

That comic rocks - totally agree!

Ok, so if Slaughter is more of a bruiser-brawler type, then he should do some kind of running clothesline maybe?  Or a back-breaker (whatever Guile has that will work)

Yes, everyone needs the bazooka sprites because later in the game some Cobras carry them and if you hit them, they drop and you can pick them up and use them.
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on August 29, 2012, 02:44:05 am
It's early days, but it would be cool in some way to have some kind of reference or pay homage to the "Original" Sgt. Slaughter
http://en.wikipedia.org/wiki/Sgt._Slaughter
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on August 30, 2012, 03:21:10 pm
It's early days, but it would be cool in some way to have some kind of reference or pay homage to the "Original" Sgt. Slaughter
http://en.wikipedia.org/wiki/Sgt._Slaughter
what do you mean by pay hommage? Cause he is the original sgt slaughter, he voiced his own episodes.

Okay not much has been done this week, and i will play resident evil 5 tomorrow during all night tomorrow on xbox 360 , so here is what i did:
(http://img29.imageshack.us/img29/4797/spritesheet3.png) (http://imageshack.us/photo/my-images/29/spritesheet3.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on August 30, 2012, 03:56:17 pm
Jason, awesome job again!
I'm really impressed with how you're handling Hawk's jacket.  I have no idea how you make it look that good so fast!

As for Sgt. Slaughter, I think we should put some of his audio clips, voice on his attacks and spawn animation as a nice homage to the Sarge.
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on August 31, 2012, 01:22:34 am
@Count_Monte - Yep something like that is all I meant.  And maybe give him the Cobra Clutch ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on September 09, 2012, 03:34:34 pm
a friend of mine from the g i joe french forum would like to know at which moment we see this picture?
http://www.hisstank.com/forum/attachments/video-games/97397d1323113480-gi-joe-action-game-gijoescene.gif
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on September 09, 2012, 03:49:27 pm
JASONTODD,

Right near the beginning of the game -- after you fight the Cobra's on the plane there is a cut-scene which shows the USS Flagg and then that image is part of it, where you get your orders to go to Cobra Island. 
It's right before you're on the runway of the USS Flagg and have to go get into the Skyhawk.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on September 09, 2012, 03:51:17 pm
okay, i must have clicked too fast.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on September 09, 2012, 03:53:45 pm
Btw, Larry Hama wrote the dialogue for that, just for this game.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on September 09, 2012, 04:18:41 pm
seriously?
I didn't know.
I hope he has played the game.
And will play again with hawk when i'm done, i'm doing his run sprites from scratch.  :'(
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on September 10, 2012, 01:00:42 am
He's seen the game (not sure he can play it on a Mac), but I'll be sure he gets a copy of the new version with your sprites.
Title: Re: GI JOE - Attack on Cobra Island
Post by: pong_666 on September 13, 2012, 02:12:22 am
What I really enjoy about this game is the nostalgia feeling it provides feels like watching g.I. Joe before school thanks for this count monte :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on September 16, 2012, 02:00:44 pm
it's been 1 month now, and i lost so many time to do this spritesheet, the main problem is that the guile edit from infinity didn't have running ones so i have been searching another one but i messed the colors, and then i discovered he was badly sprited.
And what took most of my time is that now i m a g i joe fan , i buy one everyday, comics too, i have just received the declassified, these are so difficult to find.
Thanks count monte and bloodrayne >:D  >:D
here is spritesheet number 4:
(http://imageshack.us/a/img571/9412/spritesheet4.png) (http://imageshack.us/photo/my-images/571/spritesheet4.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on September 16, 2012, 06:39:31 pm
Wow, great job on the running sprites!!   :wow!: :wow!:

Have you read all the original marvel GI JOE comics yet?  IDW just put them all out in collected editions.

I'm as obsessed with GI JOE as you are -- that's why I had so much fun on this game:)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Uche on September 16, 2012, 10:01:24 pm
Is that Sgt. Slaughter?
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on September 17, 2012, 12:30:57 am
Wow, great job on the running sprites!!   :wow!: :wow!:

Have you read all the original marvel GI JOE comics yet?  IDW just put them all out in collected editions.

I'm as obsessed with GI JOE as you are -- that's why I had so much fun on this game:)
i'm waiting for the hardcover edition that idw will release in the end of the month, i paid for it on amazon.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on September 18, 2012, 02:23:46 am
Quote
Thanks count monte and bloodrayne

 It's Bloodbane!
  :laughing:

 Anyways, great running sprites! if you can add running attack, it would be perfect!
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on September 19, 2012, 02:19:23 pm


Quote
Thanks count monte and bloodrayne

 It's Bloodbane!
  :laughing:

 Anyways, great running sprites! if you can add running attack, it would be perfect!
okay "bloodbane", i will  do this   ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: jttaz76 on September 19, 2012, 11:46:46 pm
am i missing something? i only had snake eyes and hawk without his jacket as playable characters and i went through whole game.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on September 19, 2012, 11:56:48 pm
 That's what the mod has. JASONTODD's edit is still WIP and not ready to use yet :).
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on September 20, 2012, 04:18:07 pm
very fast to do, spritesheet number 5:
i have given general hawk his two guns, so he can fire like a machine gun.
(http://imageshack.us/a/img23/5193/spritesheet5.png) (http://imageshack.us/photo/my-images/23/spritesheet5.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on September 20, 2012, 07:12:42 pm
Sweet!  The double guns look badass:)

Amazing progress with Hawk and Sarge :cheers!:
Title: Re: GI JOE - Attack on Cobra Island
Post by: maxman on September 20, 2012, 10:47:18 pm
Now that looks awesome on General Hawk holding two guns to fire! Great job there, Jason!
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on September 20, 2012, 10:49:59 pm
nice work
Title: Re: GI JOE - Attack on Cobra Island
Post by: frontyiria on September 21, 2012, 07:11:26 pm
wasnt this mod completed already?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on September 21, 2012, 07:56:28 pm
It was, however JASONTODD found a way to make some significant improvements, by creating sprites for additional GI JOE team members, so the player will be able to select from a wide variety of JOES.
Once all the sprites are done and the characters are coded, we'll release a brand new updated version.  In the meantime, have you beaten (and unlocked) all the extra missions and hidden missions?
Title: Re: GI JOE - Attack on Cobra Island
Post by: frontyiria on September 22, 2012, 01:50:31 am
It was, however JASONTODD found a way to make some significant improvements, by creating sprites for additional GI JOE team members, so the player will be able to select from a wide variety of JOES.
Once all the sprites are done and the characters are coded, we'll release a brand new updated version.  In the meantime, have you beaten (and unlocked) all the extra missions and hidden missions?
That sounds Fantastic!! Im on it Ill be looking forward to this...
Title: Re: GI JOE - Attack on Cobra Island
Post by: Blastyrant on September 28, 2012, 04:52:03 am
we'll release a brand new updated version.

i was rather disappointed to find that the first build crashed the psp. i hope all of these updates will be made to work on the most recent build of openbor for the psp.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Weaver1497 on September 29, 2012, 07:14:42 pm
Blasttyrant,
I played through the main game on my PSP-2000 using OpenBOR build 3671. Think it only crashed on me one time. Unfortunately, you can't play any of the bonus missions because it locks up on the map screen. (Bummed because I was REALLY looking forward to playing those missions) Maybe someone else knows how to fix that??? The current OpenBOR build does NOT work with this game at all.

Overall I was SO impressed with the game, so much fun and so well done. Looking forward to jasontodds character additions, I will play through it again, and I am also hoping it will be COMPLETELY playable on the PSP in the next update as well. Good job to all involved!
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on October 01, 2012, 10:10:10 am
new spritesheet:
(http://imageshack.us/a/img171/986/spritesheet6.png) (http://imageshack.us/photo/my-images/171/spritesheet6.png/)

Uploaded with ImageShack.us (http://imageshack.us)

now working on the tank  >:D
and then slaughter
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 01, 2012, 06:50:00 pm
Sweeeeeeeet!  Hawk is close to being finished!  Nice job, really good sprite work.
Title: Re: GI JOE - Attack on Cobra Island
Post by: darknior on October 01, 2012, 07:45:02 pm
Yes, really impressive :D
Thanks
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on October 02, 2012, 12:02:41 am
 I think Hawk needs to lean forward more during 'IDLE' but nonetheless the sprites look great!

Quote
Unfortunately, you can't play any of the bonus missions because it locks up on the map screen. (Bummed because I was REALLY looking forward to playing those missions)

 That's odd cause once the mission is cleared, it is saved and you can run game again to play unlocked missions.
 I assume you did save the world right?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Weaver1497 on October 03, 2012, 01:49:23 pm
Yes, I destroyed the computer. Saved the world. Flipped the switch for the MASS device mission as well.

I think it is a PSP OpenBOR issue, I even tried loading my save onto my PC so I could play through the missions... No dice. Bummed cause the Bonus missions sound great, really wanted to play the mission with Cobra Commander.

Anyone else know a way past this issue? After beating the main game on my PSP 2000 the map screen freezes and takes me back to the XMB like I just turned the PSP on. Hoping it works on the next release...
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 04, 2012, 01:18:19 am
Weaver, I'm sorry to hear that.  I wasn't able to test it on PSP, but hopefully for our next update, we can get it working on the latest build and get some PSP users (I almost typed PCP by accident!) to help us make sure everything runs smoothly.

Bloodbane did some top notch advanced scripting in this game, stuff that I can't begin to comprehend, way above my pay grade so-to-speak, so it's probably just a matter of making the newer builds be happy with it.

And I still think the Skystriker missions are my favorite thing in the game, if you ever played Wings of Fury then you'll be especially happy with those. 
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on October 04, 2012, 02:20:14 pm
question: can i give sgt slaughter his triple t tank?

http://www.yojoe.com/vehicles/86/triplet/
or the same mobat?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 04, 2012, 02:25:22 pm
Heck yes let's go with the triple t!!!!
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on October 04, 2012, 02:46:15 pm
so i can do each character his own tank?
cool  ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 04, 2012, 03:16:00 pm
Yeah that would be fantastic! 
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on October 04, 2012, 11:37:53 pm
 Hey, that's great idea! he would need 2 different missiles then, one for straight shot and other for bomb on ground.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on October 06, 2012, 12:10:30 pm
okay, been busy but got time to do the slaughter ones:
(http://imageshack.us/a/img24/1456/spritesheet7.png) (http://imageshack.us/photo/my-images/24/spritesheet7.png/)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 06, 2012, 07:50:51 pm
Good stuff JASON!!!

Leaning forward works great - love seeing Sarge come to life!
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on October 14, 2012, 10:33:06 am
I think Hawk needs to lean forward more during 'IDLE' but nonetheless the sprites look great!
ok ithe first is the old , the second is the new, that's what you wanted?
(http://imageshack.us/a/img705/5862/newbikechange.png) (http://imageshack.us/photo/my-images/705/newbikechange.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 14, 2012, 02:45:35 pm
Yeah, that's much better!
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on October 15, 2012, 12:57:16 am
Everyone should know that the Sarg is badass, and staples his hat to his head Harrision Ford style. ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on October 15, 2012, 11:58:34 pm
 Yes, that's better!
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on October 22, 2012, 03:32:58 pm
happy birthday to me and the new ones before the tanks personnalised then it's done for these two  :cheers!:
(http://imageshack.us/a/img641/8919/spritesheet8.png) (http://imageshack.us/photo/my-images/641/spritesheet8.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GI JOE - Attack on Cobra Island
Post by: maxman on October 23, 2012, 06:54:18 am
Great news! Great looking sprites there! And Happy Birthday to you, Jason! I see you have only one General Hawk sprite (which is all green) left to sprite by looking at the image. Anyways, good job! ;)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 23, 2012, 08:01:01 am
Happy Birthday!

Love the sprites!  A nice birthday present indeed!
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on October 23, 2012, 11:21:49 pm
 Happy birthday Jason!  :cheers!:

 The spritesheet looks great!

 BTW have you made running attack for Hawk and Sarge?
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on October 24, 2012, 03:00:17 pm
thanks everyone.   :laughing:
Happy birthday Jason!  :cheers!:

 The spritesheet looks great!

 BTW have you made running attack for Hawk and Sarge?
not for now, i'm still searching some cool running sprites.
I will try to do it way after.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on October 24, 2012, 04:32:05 pm
Jason,
Did you look in Hawk's folder in the game?  He has running sprites you could use.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on November 18, 2012, 11:51:51 am
okay, i think i have now managed to do the triple T , all my attempts previously were very bad, but this one is good:
(http://img689.imageshack.us/img689/8659/spritesheet9.png) (http://imageshack.us/photo/my-images/689/spritesheet9.png/)

Uploaded with ImageShack.us (http://imageshack.us)
sending all the sprites to bloodbane and counte monte so they can code them.
Title: Re: GI JOE - Attack on Cobra Island
Post by: darknior on November 18, 2012, 12:57:28 pm
Woaw ... how do you do that ???
It is so excellent, so beautiful :D
Thanks a lot.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on November 18, 2012, 10:30:46 pm
 Triple T is big! great work JASONTODD!
 I'll work on them ASAP

 (couple minutes later)

 I've checked the frames and both Hawk and Sarge are missing running attack. This animation is necessary especially in escape level.
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on November 19, 2012, 12:21:54 am
can you post me which attack they should do when running, cause i didn't find it  :-[
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on November 19, 2012, 02:35:47 am
 Hawk performs knife slash in his running animation while Snake Eyes do sword slash.

 For new Hawk and Sarge, you can decide for yourself, what it best attack done while running. Doesn't have to wield weapon though.

 Almost forgot, new Hawk and Sarge also need frames in which they use parachute. It is used on 1st ground level after leaving Skyhawk.

 (some time later)

 I just remembered something too. new Hawk and Sarge need special attack. My suggestion is one of them can toss grenade like old Hawk.
 Emmm... I don't have other idea for the other. Anybody has idea?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Count Monte on November 19, 2012, 11:47:39 am
JASON,

The Triple T looks great!!!!

For Sarge's special move, how about a running clothesline?
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on November 19, 2012, 12:40:55 pm
Hawk performs knife slash in his running animation while Snake Eyes do sword slash.

 For new Hawk and Sarge, you can decide for yourself, what it best attack done while running. Doesn't have to wield weapon though.

 Almost forgot, new Hawk and Sarge also need frames in which they use parachute. It is used on 1st ground level after leaving Skyhawk.

 (some time later)
the spritesheet 3 is the one using the grenades for both of them.
they have the knife and stick attacks in the number 2.

 I just remembered something too. new Hawk and Sarge need special attack. My suggestion is one of them can toss grenade like old Hawk.
 Emmm... I don't have other idea for the other. Anybody has idea?
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on November 20, 2012, 12:09:03 am
 Hmm... so that's what those spriteset are for. Hawk's grenade tossing looks fine but Sarge's is hardly look like he's tossing something.

 As for running attack, IMO both knife & stick attack don't fit for running attack.

Quote
For Sarge's special move, how about a running clothesline?

 Ah, that would be great for running attack.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on November 24, 2012, 07:38:13 pm
 While waiting for missing sprites, I worked on Slaughter. Here are some shots of him:

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/RunningSarge.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/SkierSarge2.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/SwampSarge.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/TripleT.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/SkierSarge1.png)

 I'll be working on General next :)
Title: Re: GI JOE - Attack on Cobra Island
Post by: Die_In_Fire on November 24, 2012, 11:34:47 pm
pretty cool!!!

I'm going to see now the GIJOE movie just to put the scenes of Sg.t Slaughter and his Renegades!!! (being my fave Mercer)
Title: Re: GI JOE - Attack on Cobra Island
Post by: JASONTODD on November 25, 2012, 07:42:13 am
can you post the running attack you want fromp a game so i can sprite it?
Title: Re: GI JOE - Attack on Cobra Island
Post by: utunnels on November 25, 2012, 04:17:08 pm
Interesting. So Slaughter is also based on Guile?
Title: Re: GI JOE - Attack on Cobra Island
Post by: BeasTie on November 25, 2012, 04:53:03 pm
The one thing that kinda stands out in this mod now is the vehicles, perhaps some improvements could be made to them too, like shading etc.
Title: Re: GI JOE - Attack on Cobra Island
Post by: Bloodbane on November 25, 2012, 06:31:32 pm
Quote
can you post the running attack you want fromp a game so i can sprite it?

 Okay! let me look for good one :)

Quote
So Slaughter is also based on Guile?

 Yep, and so does Hawk.

 Another shots from Slaughter:
(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/Sarge1.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/Sarge2.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/Sarge3.png)

 and some from General Hawk:
(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/HawkSwamp.png)

(http://i11.photobucket.com/albums/a177/DBloodbane/GI%20Joe/HawkvsBludd.png)
Title: Running attack idea
Post by: Bloodbane on November 26, 2012, 08:29:51 pm
 Alright, we decided to give Slaughter running clothesline as his running attack, it is similar to what Haggar does in Final Fight 3. Though the difference is Slaughter is running not sliding like Haggar.

 We're still discussing about Hawk's running attack. OTOH Hawk should be able to shoot down while jumping with dual guns.
SimplePortal 2.3.3 © 2008-2010, SimplePortal