Canceled Marvel First Alliance 2 - WIP

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Project is halted prior to completion and will not receive further updates.
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Whoa! I'm surprised to see Punisher in this last remake, aside of Spiderman and Venom (Black Cat too?), who else would join this remake?

About Shriek, I have script to make her attack in which she blasts ground underneath her to push her upwards then she drops right on top of player. Are you interested?
 
zvitor said:
Liu-Kang said:
Awesome! ;D I love Maximum Carnage! Out of curiosity, how come you used Separation Anxiety music instead of music from the actual game? :o
i dont know how rip musics, i only found around snes SA music and genesis MC music, so i keep snes because sound better, i can replace if someone get snes MC musisc for me.

Here, I'll PM you the snes soundtrack.
 
Bloodbane said:
Whoa! I'm surprised to see Punisher in this last remake, aside of Spiderman and Venom (Black Cat too?), who else would join this remake?

About Shriek, I have script to make her attack in which she blasts ground underneath her to push her upwards then she drops right on top of player. Are you interested?
you can see who is selectable at 01:00 of video.
...
yea, i want to see that script, i can use it to others enemys too.

Liu-Kang said:
Here, I'll PM you the snes soundtrack.
thanks man
 
Started the long road to sound fixes,
So far i did villains A to D,
after villains i will do NPC and Heroes,

but i have 4 more videos to do before game release and it helps keep followers entertained.
- F4 mode
- For asgard
- Cable
- Game trailler


while i update sounds im also doing final adjustments, like add  diamonds throws to diamondback and drones explode after defeated...
 
Im very excited about this next release z I cant wait to see it.  Will this release work on xbox and wii like your last release?
 
yea, i want to see that script, i can use it to others enemys too.

Here you go:

Code:
void targetTele()
{// Target opponent for teleport action

    void self = getlocalvar("self");
    setlocalvar("T"+self, findtarget(self)); //Get nearest player

    if( getlocalvar("T"+self) != NULL()){
      void target = getlocalvar("T"+self);
      float Tx = getentityproperty(target, "x");
      float Ty = getentityproperty(target, "a");
      float Tz = getentityproperty(target, "z");
      setlocalvar("Tx"+self, Tx);
      setlocalvar("Ty"+self, Ty);
      setlocalvar("Tz"+self, Tz);
    }

    setlocalvar("T"+self, NULL()); //Clears variable
}

void Teletarget(float dx, float dy, float dz, int YFlag)
{// Teleport self right at target's position
// dx = x added distance
// dy = y added distance
// dz = z added distance
// YFlag = Flag to control if altitude is taken or not

    void self = getlocalvar("self");
    int Direction = getentityproperty(self, "direction");
    float Tx = getlocalvar("Tx"+self);
    float Ty;
    float Tz = getlocalvar("Tz"+self);
    void vSpawn;

    if (Direction == 0){ //Is entity facing left?                  
      dx = -dx; //Reverse X direction to match facing
    }
    if (YFlag == 1){ //Altitude is taken?                  
      Ty = getlocalvar("Ty"+self);
    } else { //Altitude is taken?                  
      Ty = 0;
    }

    if(Tx!= NULL() && Ty!= NULL() && Tz!= NULL()){
      changeentityproperty(self, "position", Tx+dx, Tz+dz, Ty+dy);
    }
}

Usage example:

anim attack1
delay 10
        jumpframe 1 6 0 0
        landframe 3
frame data/chars/enemy/duck
delay 60
@cmd targetTele
frame data/chars/enemy/jump # enemy picks target in this frame
delay 500
@cmd Teletarget 0 300 0 0
attack 180 112 120 60 25 1 1 0 30
dropv 2 6 0
frame data/chars/enemy/drop # enemy instantly teleports 300 pixels above targetted player
        delay        20
attack 0
frame data/chars/enemy/land

This example of jump up then drop at player attack
 
I can't wait for your game , I'm so ready for it !! looks amazing and alot of fun , I really really want to play as jean grey and rogue and jubilee.
 
working on sounds
26 of 52 Heroes ready.

usually sounds for heroes are:
- a unique die sound for each hero.
- some "iiiiaaaa" when does knockback and/or run attack
- some line for his special, like cyclops "target acquired", captain "final justice" or ironman "fire"

it is not for all, somes dont say nothing.
ironfist have 3 kinds of "iiiiaaaa" to his basics.
and deadpool say a lot of shit, he have 9 random lines while stand, and 9 others when does a knockback attack.
-----------
and more changes,
added more light/shadow filters to some stages.

there are some mid bosses and npc which i didnt show yet, so will try keep some suprises to people which follow project here.


before life 5 was health = 300 and 6 was health = 320,

now 5 and 6 are = 300,
but 6 are the ones with healing factor, works simillar to x-men 2 clone wars,
when life is almost over, you can recover some amount if you stand.
chars with it are:
- deadpool
- wolverine (without claws you recover more fast... because.....i want)
- hulk (so if you survive like Banner and stand for a while, you transform back to hulk,
So if hulk get one hit he turn back to Bruce? No, Hulk transform if life < 30, and Banner if life > 60)

it may look cheap...but not so much, because you cant stand if there are enemys at screen.

also more changes to wolverine,
berserker mode, 1 time per life he have a chance to enter at berserker after get knockback when low life,
then he does somes fast uncontrollable attacks.
and when he are without claws, and you do D,F+A(to change to claws mode) he does breackout attack.

unfortunately, im still without internet at my home, (14 days), so i cant show any picture or upload videos.
 
awesome updates!

all those sounds and voices are incredible - and a pleasant surprise! and now deadpool really is the "merc with a mouth"!  8)

great stuff! (though I'm pretty sure this will spawn endless complains about what should character XYZ say - this is the internet, after all ;) )

really like how healing factor works, but it's not clear whether it stops healing once it hits a health level (say, it can heal only from 30 to 150 health).
 
erf_beto said:
really like how healing factor works, but it's not clear whether it stops healing once it hits a health level (say, it can heal only from 30 to 150 health).

example:
deadpool can recover always when his life are < 45
but only at stand anim, so you cant stand for recovery if there are somes enemys at screen.
it is useful when you finish to beat a group and are with low life, so rest a bit before go to next one.
 
zvitor said:
erf_beto said:
really like how healing factor works, but it's not clear whether it stops healing once it hits a health level (say, it can heal only from 30 to 150 health).

example:
deadpool can recover always when his life are < 45
but only at stand anim, so you cant stand for recovery if there are somes enemys at screen.
it is useful when you finish to beat a group and are with low life, so rest a bit before go to next one.
but you can recover until you are full (say, you go get some coffee and when you return, voilá, full health)?
Just curious, I'm not saying it's cheap - I love the cleric in KnD, I heal all the time. Besides, Wolverine and Hulk are overpowered, and Deadpool... damn, I've seen that guy recover from a severed head.
 
^That'd have to be final(or near enough) boss material. It'd be a little too cheap to have that early on.
 
that all sounds great

really interested in changes to wolverine

I know hulk thunderclap is a knock back but I wonder if you human enemies could go dizzy from it and it knocks back robot enemies?

and don't forget hulk smash snd!!!!
 
Bloodbane said:
With this auto recovery talk, why don't you add a boss which has similar ability? ;)
Great ideia, Thanos will love it.
... And it could work to represent departament H muted soldiers

.....

Yeah, smash already there.
Usually robots are more resistent so no they fly away and humans not
 
usually sounds for heroes are:
- a unique die sound for each hero.
- some "iiiiaaaa" when does knockback and/or run attack
- some line for his special, like cyclops "target acquired", captain "final justice" or ironman "fire"
Ah, finally! That is a good news.
 
Maybe one sadistic approach is to have the final boss with a normal sized lifebar, but it fills back in incredibly quickly. The trick to it being to keep at it until the healing slows down to a manageable rate.

That could easily fit with a cosmic cube/infinity gauntlet story anyhow.
 
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