Canceled Crisis Evil RE2

Project is halted prior to completion and will not receive further updates.

xandegraf

New member
Guys, there's a demo on my website (https://xandegraf.wixsite.com/dirvesoes) of my Resident Evil 2 project for Openbor to give it a try. This demo can be difficult and a bit tiring but I'm giving it due improvements. I would like a little help because I'm still getting beaten up in the scripts in the matter of saving the character's state for the next phase, so that he doesn't lose weapons or ammunition acquired in the previous phase. Since this game is not by stage, but by room. I appreciate all the help to make this project a great fan game ... Thanks ...  ;D :-\ :-\

[yt_search]https://www.youtube.com/watch?v=tGmIPoDZHQM[/yt_search]​
 
Certain friend, as there are lay people like me, it is possible that I need help with these details, mainly that I would need a script to save the character's state to the next level or room since when you pass the arm you had it is lost. I'm in the middle of Clarie's campaign to post the game again, hopefully I'm done, but I know there will always be something to fix. I don't use scripts but I will certainly need help with that by showing me some examples so I can be studying to improve the game ...  ???
 
Hello!
This looks very interesting, using 3d pre-rendered gives it more of a resident evil feel visually :D
I was wondering if you have a download link for the other crisis evil game on your site? (the one with Clarie, Chris, Ethan & hunk?)
When i click on the download button, it says the link has been deleted.
 
Ok so i just played this for a solid hour or so and you got a fantastic Resident Evil 2 project going here. It needs some work i would suggest that you lower the HP of zombies and dogs to make it more fun (Or atleast make the knife headstab attack more powerful and stagger them if possible)

You should work on balancing first over everything else then in time you can make this one of the best RE2 projects.

And heres some gameplay i did keep up the good work i love Resident Evil :D

https://www.youtube.com/watch?v=2oEdSvERvus&feature=youtu.be






 
Davpreec said:
It needs some work i would suggest that you lower the HP of zombies and dogs to make it more fun (Or atleast make the knife headstab attack more powerful and stagger them if possible)
I agree...it can kind of feel like grinding sometimes, lowering the enemies HP or increasing the knife's attack power should make it feel less drawn out than it needs to be. I think it would be an improvement...other than that it is an awesome project  ;D i played up to the part where you fight the "licker", it's such a great implementation of the RE2 graphics into a 2D beat em up game, with foreground scenery pieces, interesting animations such as the zombies jumping out of the window. Keep up the awesome job  ;D
 
Hi! I'm a Resident Evil fan and I tried to download these two games but the links are broken, could you fix them?
Greetings!

 

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Nickokapo said:
Davpreec said:
It needs some work i would suggest that you lower the HP of zombies and dogs to make it more fun (Or atleast make the knife headstab attack more powerful and stagger them if possible)
I agree...it can kind of feel like grinding sometimes, lowering the enemies HP or increasing the knife's attack power should make it feel less drawn out than it needs to be. I think it would be an improvement...other than that it is an awesome project  ;D i played up to the part where you fight the "licker", it's such a great implementation of the RE2 graphics into a 2D beat em up game, with foreground scenery pieces, interesting animations such as the zombies jumping out of the window. Keep up the awesome job  ;D
Agreed :D
 
Thanks there people, as for the links I will give a review if they really expired ... But I am still waiting for an expert in scripts to give me an example of how I can save the state of the character so he doesn't lose his weapon when he passes the stage or scenario. .. Thanks !!!  ;D ???
 
Ha, a reminder that there are extra lives and other things hidden in the scenarios, don't forget .... Thank you all ...
 
Alexandre Silva said:
Thanks there people, as for the links I will give a review if they really expired ... But I am still waiting for an expert in scripts to give me an example of how I can save the state of the character so he doesn't lose his weapon when he passes the stage or scenario. .. Thanks !!!  ;D ???

Hi Alexandre Silva! I'm not a script expert  ;D but I will try to help.

I took a look in your code and I see that you used "shootnum" for weapon bullets. However, after a few tries I see that this property is not accessible by script. I suggest to use "MP" to bullet count instead of "shootnum" because MP property can be accessible by script. You can even save the current weapon model and reload it when the new level starts, but the "shootnum" property will be erased by the engine.

Speaking about properties that are accessible by scripts, we can save/load it by using global variables. Entity variables can work too but let's start with global variables and mp property first.

Here is an example. Basically, you will get the current player mp and store it in a variable when the level ends. You can use the files "endlevel.c" to run scripts when the any current level ends, and use the "level.c" to run scripts when any new level starts. So, create a file named "endlevel.c" in scripts folder and put a code like this:
Code:
void main()
{
	void p1 	= getplayerproperty(0, "entity"); //GET THE ENTITY OF PLAYER 1
	void p2 	= getplayerproperty(1, "entity"); //GET THE ENTITY OF PLAYER 2
	void model1	= getentityproperty(p1, "model"); //GET PLAYER 1 CURRENT MODEL
	void model2	= getentityproperty(p2, "model"); //GET PLAYER 2 CURRENT MODEL
	int mp1  	= getentityproperty(p1, "mp"); //GET PLAYER 1 CURRENT MP
	int mp2 	= getentityproperty(p2, "mp"); //GET PLAYER 2 CURRENT MP
	
	setglobalvar("mp1", mp1); //SAVE CURRENT PLAYER 1 MP
	setglobalvar("mp2", mp2); //SAVE CURRENT PLAYER 2 MP
	setglobalvar("model1", model1); //SAVE CURRENT PLAYER 1 MODEL
	setglobalvar("model2", model2); //SAVE CURRENT PLAYER 2 MODEL
}

After, you will need to load the saved value when the new level starts. Create a file named "level.c" in scripts folder and put a code like this:
Code:
void main()
{
	void p1 	= getplayerproperty(0, "entity"); //GET THE ENTITY OF PLAYER 1
	void p2 	= getplayerproperty(1, "entity"); //GET THE ENTITY OF PLAYER 2
	void model1	= getglobalvar("model1"); //GET PLAYER 1 SAVED MODEL
	void model2	= getglobalvar("model2"); //GET PLAYER 2 SAVED MODEL
	int mp1  	= getglobalvar("mp1"); //GET PLAYER 1 SAVED MP
	int mp2  	= getglobalvar("mp2"); //GET PLAYER 2 SAVED MP
	
	if(mp1 != NULL()){ //CHECK IF THE MP VARIABLE IS NULL FOR PLAYER 1, OTHERWISE IT WILL CRASH THE GAME
		changeentityproperty(p1, "mp", mp1); //LOAD AND CHANGE PLAYER 1 MP
		changeentityproperty(p1, "model", model1, 1); //LOAD AND CHANGE PLAYER 1 MODEL
	}
	
	if(mp2 != NULL()){ //CHECK IF THE MP VARIABLE IS NULL FOR PLAYER 2, OTHERWISE IT WILL CRASH THE GAME
		changeentityproperty(p2, "mp", mp2); //LOAD AND CHANGE PLAYER 2 MP
		changeentityproperty(p2, "model", model2, 1); //LOAD AND CHANGE PLAYER 2 MODEL
	}
}

Remember that you will need to clear these variables when the game ends to not start a new game with the saved variable. All you need to do is to put the command "clearglobalvar()" in the file update.c or updated.c and set it in title screen or menu screen, like this:
Code:
//TITLE SCREEN
if(openborvariant("in_titlescreen")){
	clearglobalvar(); //CLEAR ALL GLOBAL VARIABLES AT THE TITLE SCREEN
}

This is a basic example only, you can modify as you want. Another problem that you have is about the model changing. You can save the current model by using the same way of the MP, and reload it when the level starts. But to manage models it will a bit more complicated, because when the mp ends the player will not reset to default model automatically. You will need to put a script (animation script, ondraw script, etc) to check it and change the current model to default. You can make it in some ways.

For example, you can make a script to hurt itself (damage 0, of course) when the mp ends and it will have the same effect as you get damaged by zombies and lose the current weapon, reseting it to default model. Another way is to make a scripted inventory to change and equip weapons, but we can talk about it later.
First you can make some tests with these examples and if need more help we can develop more solutions.
 
Using MP instead of Shootnum may even be feasible. But then what to do to recharge them with the items when the ammo runs out? Will I have to eliminate the weapon's loss when the character takes damage? It is clear to specify the models of weapons to be taken and discarded ... Because in addition to changing, I think that the artributes could not be the same, right? ???
 
Alexandre Silva said:
Using MP instead of Shootnum may even be feasible. But then what to do to recharge them with the items when the ammo runs out? Will I have to eliminate the weapon's loss when the character takes damage? It is clear to specify the models of weapons to be taken and discarded ... Because in addition to changing, I think that the artributes could not be the same, right? ???
To recharge MP you can create itens like food in Streets of Rage but using MP property instead of Health property, like this:

name Colt_Ammo
type item
mp 50

anim idle
loop 0
delay 1
offset 1 1
bbox 10 10 10 10
frame data/chars/itens/colt_ammo.gif
For example, if the character get this item, your MP will be recharged by "50" points. If 1 MP is the same as 1 Bullet, then you will have 50 bullets. Using MP you can configure the command "energycost" in the animation that uses weapons, and define it to spend 1 point at each shot.

I think that no losing weapons with zombie attacks make a little more sense, but it is up to you. Also, is possible to create a script to throw away the current weapon using any defined button. All these tasks like model change and MP recharge are simple with scripts.

I don't know how you will manage all weapons, I need to play your game a little more. If this solution is not enough, there are more advanced methods to manage it. For example, is possible to create one global variable to every bullet type you take (9mm, Colt, Shotgun, etc) instead of using only MP. But I suggest to try the simplest methods before make a lot of scripts.
 
Congratulations Alexandre Silva
Great project!

I love the sprites and the fluid moves.  ;D

For a long time I have the idea among my future projects, working on some Residen Evil and doing it with these sprites would be great.
For this reason I have 2 questions to ask you?
1) How did you get this type of sprite?
2) Would you give your permission to use your sprites and start experimenting in a new mod?

Thanks and keep up the good work my friend!
 
Ha, I had an idea to put the animations of the weapons in the "follow's" of the character instead of action files of the weapons with the MP. The thing is to specify them in the items and how to discard and lose them too ... Do you have an example for that? :-* :-\ @Kratos
 
dantedevil said:
Congratulations Alexandre Silva
Great project!

I love the sprites and the fluid moves.  ;D

For a long time I have the idea among my future projects, working on some Residen Evil and doing it with these sprites would be great.
For this reason I have 2 questions to ask you?
1) How did you get this type of sprite?
2) Would you give your permission to use your sprites and start experimenting in a new mod?

Thanks and keep up the good work my friend!

Thank's...

Yes, man. Since you asked for permission, you can use it as long as you give me credit for your project through the sprites. I use programs that edit the original game to make Mods like Mortal Nigth, RE3 Nigthmares, RE3 Ketu, RE2 Destiny, among others ... the difference is that instead of creating mods in the original game, I approved extra tools to rip images and convert them to 2D ...

[yt_search]https://www.youtube.com/watch?v=E9Uj3bT2NGw[/yt_search]​

This game was made with the original game using the tools I used for my project ...

P.S.: Why the deal is as follows. If you can animate 3d models out of a game and be able to animate them in an external program like Blender, 3DSmax and other editing tools to print them, then it will be a breeze to convert them into sprites and make a game even better than the my...
 
Thank's...

Yes, man. Since you asked for permission, you can use it as long as you give me credit for your project through the sprites. I use programs that edit the original game to make Mods like Mortal Nigth, RE3 Nigthmares, RE3 Ketu, RE2 Destiny, among others ... the difference is that instead of creating mods in the original game, I approved extra tools to rip images and convert them to 2D ...

This game was made with the original game using the tools I used for my project ...

P.S.: Why the deal is as follows. If you can animate 3d models out of a game and be able to animate them in an external program like Blender, 3DSmax and other editing tools to print them, then it will be a breeze to convert them into sprites and make a game even better than the my...

Thank you very much for your response and for all the information you have given me.
And I can assure you that if I work on a new Resident Evil project, I will give you the credits for the sprites.
For many years I have been working on my project  "Mortal Kombat The Chosen One" and I know what it is to devote time and effort to the development of a project, so I respect your work very much.

Thanks again and keep up the good work my friend!  ;)
 
I have some feedback Alexandre Silva
By checking on the game sprites, I noticed that you have used the same color palette for all the characters, as used in the first OpenBor games.
It should be clarified that this is no longer necessary and that you can use a palette of 256 colors independent of each character, item, obstacle, etc.
Besides that your graphics will look much better, since many characters have been seriously damaged by adjusting such a limited color palette.
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If you agree, I offer you my help to create the correct palettes of all the characters.
I am very familiar with the subject, since my game uses digitized characters, the palettes should be as faithful as possible to correctly adjust the colors.
If you have the sprites without the palette they currently have, it will be very easy to create one so they look much better.

Let me know if you agree and I will contact you ok.
;)
 
Well, the problem is not only in the color palette, but in the time of compressing the images for this type of palette, since Openbor is limited to using up to 256 colors. And when I try to add more colors it becomes complicated to change them later. I suffered a lot of difficulties at Mugen too, but thanks for the help ... :-*
 
Alexandre Silva said:
Well, the problem is not only in the color palette, but in the time of compressing the images for this type of palette, since Openbor is limited to using up to 256 colors. And when I try to add more colors it becomes complicated to change them later. I suffered a lot of difficulties at Mugen too, but thanks for the help ... :-*

Yes OpenBor is limited to usingg up to 256 colors,  but 256 individual palette color for every character.
You using the same palette for all characters.
That's the reason for the loss color in the sprites.
;)
 
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