Canceled Marvel First Alliance 2 - WIP

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more 4 chars ready, nick, psy, night and reed, but before show it i will update stage 2:
6awa.png

Sasquash by JHfer

phnw.png


new stage made by ilusionista!
with holes!

stage theme:
http://www.nes-snes-sprites.com/NES%20Soundtracks/snes%20mp3/Marvel%20Super%20Heroes%20in%20War%20of%20the%20Gems/Alaska_Theme.mp3
 
Nice video! I love how Psylocke bounces off after she jump kicks an enemy :)

Nice cart stage, this video shows that it is pseudo travel level instead of static one. Why don' you make striker version of soldiers then have a group of 3 shoot from left, right and left? it would be nice IMO :D

I also noticed sniper action there, good. The sniper should aim not only when there's no enemy around but also when there are many enemies ;).
BTW I noticed that agent tries to shoot crosshair. This doesn't look good IMO. To solve this, give stealth 300 to crosshair so any NPCs won't try to attack it.

Speaking agent, you should use script based spawn and use this in Nick Fury's SPAWN animation to summon more agents. His leadership is 6, he should at least summon 3 agents IMO ;).

TBH I don't like how Nightcrawler teleports. I have some script work for better teleport if you'd like. Basically it's moving in shadow but with added stealth effect, Nightcrawler can move around without being noticed by enemy. This technique also costs MP and will end when MP is not enough.
 
Bloodbane said:
Nice video! I love how Psylocke bounces off after she jump kicks an enemy :)

Nice cart stage, this video shows that it is pseudo travel level instead of static one. Why don' you make striker version of soldiers then have a group of 3 shoot from left, right and left? it would be nice IMO :D

I also noticed sniper action there, good. The sniper should aim not only when there's no enemy around but also when there are many enemies ;).
BTW I noticed that agent tries to shoot crosshair. This doesn't look good IMO. To solve this, give stealth 300 to crosshair so any NPCs won't try to attack it.

Speaking agent, you should use script based spawn and use this in Nick Fury's SPAWN animation to summon more agents. His leadership is 6, he should at least summon 3 agents IMO ;).

TBH I don't like how Nightcrawler teleports. I have some script work for better teleport if you'd like. Basically it's moving in shadow but with added stealth effect, Nightcrawler can move around without being noticed by enemy. This technique also costs MP and will end when MP is not enough.
1. like at 3:00?

2. nice sugestion, still coding sniper, stealth will be great, only at video i notice npc attacking because i didnt played with nick there before.

3. he summon 3 with radio, (2 white and 1 black)... but agents die easly so maybe 2 at every spawn cold be a nice way to show his lead bonus, will test it.

4. perfect! i saw somes enemys turn around before he do the teleport, i would like to see this scripts and use it.
 
Good changes.

I love Psylocke's running animation, reminds me of Shinobi or some other ninja game. One thing I didn't see was her projectile. Did you remove it? I thought after Jean's update, you'd leave give her a psychic stun (that don't work on robots).

I actually like Nightcrawler's teleport. It has always been hard to control, in any game he's in, but at least it's fast (which would be my only complain about Bloodbane's suggestion). I think his special needs a little more "BAMF!", perhaps hitting bigger area.

Nick looks nice. I didn't really play him on v1, but he's looking fun to play now. I don't like the Shield Soldiers. Maybe it's the sprites, they look like robots, not agents. And they are a bit "static": they can only fire gun. Perhaps you could add other kinds of agents for him to call, like a melee soldier, a biker, etc, or even a superhero, at the start of level (and Blood is right, he should call more!)

Nice Reed too. I LOLed at his run! :P

I still think Archangel's wings could be retracted while he's idle or walking, but he's awesome nonetheless!

The stages are very cool. Adding holes, NPCs and other hazards (like sniper) help change the pace of game, so it doesn't get boring.

I just think you shouldn't have added the note about Winter Soldier coming... big spoiler there! ;)
 
psylocke projectile was not useful, so i made her more ninja like, her projectile was popular at MVC games, but i cant remember she using it often at comics
...
sry man, but im not good to keep surprises, probably i will show everything here before game release, overall that help a lot with feedbacks, btw, winter soldier boss already coded, but i didnt put at video because i thought it already have so much info.

i didnt made him playable yet, im wondering about how make his machine gun different from black widow.
 
very cool!
i posted this on youtube but i reposting it here
will be cool if you add a blockpain animation to give a pushback on character  while he is blocking

on my project i set move -8 on blockpain animation and the effect is good
 
yea, i will do this tests and see how it work,

btw, one more change at project,
(almost) ALL minions enemys are subject to screen, that make game more fast and remove that boring moment when you wait for enemys to fight.
the bad thing is because i have to set again all spawn anims to screen, thats why all my previous videos was at stage 1, and now stage 2.
 
Yeah, great change. It was really boring, specially with the helpers like Guardian and Pluck; they did all the fight off-screen and I couldn't do anything but wait until someone "escape" to fight with me.
 
TBH I don't like how Nightcrawler teleports. I have some script work for better teleport if you'd like. Basically it's moving in shadow but with added stealth effect, Nightcrawler can move around without being noticed by enemy

This is not how Nightcrawler acts. Zvitor is a Comics fan and he is trying to stick to the source as much as he can. Nightcrawler's teleport is almost instantly:

"Ability to teleport himself, the clothes, he is wearing, and within limits a certain amount of additional mass which is in contact with him. He teleports by displacing himself into the Brimstone Dimension, traveling through it, and then returning to his own dimension at a certain distance from his point of departure. He consciously determines his point of return. The entire process occurs so quickly that Nightcrawler is unaware of being in the Brimstone Dimension at all. Nightcrawler guides himself through the brimstone dimension by an unconscious, natural direction-finding sense. Although Nightcrawler controls his teleportation ability with his conscious mind, his power to teleport is not psionic. Rather it is the result of an unknown biochemical/biophysical reaction which he triggers mentally."

This is occurs almost instantily. He can't simple go tho the Brimstone Dimension, wait in there, and come back (Brimstone Dimension acts like a Worm Hole). The longer the distance, the longer the delay between the implosion and the come back, but this is thanks to the distance involved. http://marvel.wikia.com/Kurt_Wagner_(Earth-616)#Powers

Plus, Nightcrawler teleports is never random, or he would get teleported inside a wall. He has said that some times in Comics and at the X-Men movie. He needs to see where he is going to appear.

"Subconscious Spatial Awareness: Nightcrawler has a very limited subconscious extrasensory ability that prevents him from teleporting himself so that his feet, for example, would materialize below the surface of the local ground. Because this ability is so limited, however, Nightcrawler will not teleport into any place that he cannot see or has not seen in the past. If Nightcrawler teleported himself into an unfamiliar area, he would run the risk of materializing partially or entirely within a solid object. If too much of his body materialized within a solid object, he would probably be killed."

I actually like Nightcrawler's teleport. It has always been hard to control, in any game he's in, but at least it's fast (which would be my only complain about Bloodbane's suggestion). I think his special needs a little more "BAMF!", perhaps hitting bigger area.

I liked it too :)

Ah, Zvitor, I was thinking in something: I said to you about the Walkoff anim for him, so when he teleports into a hole, he will make that anim and not IDLE anim like he is doing now. But I remembered from the X-Men Movie, where he teleported from the Airplane, got the falling person (it was Rogue?) and teleports back to the plane.

So, I don't think he would be stupid enough to just teleport to a hole. Maybe you can put a teleport code on his walkoff anim, because I think he would teleport to some place once he realized he is falling.

The only problem is: he would teleport everytime he executes this anim. One solution would be making a CANCEL on the Walkoff, so the player can hit a button to prevent the fall and teleport to a safe place (remember to move him a bit up on the air, since he is falling).
 
ah, one last thing:
ALL minions enemys are subject to screen
This means you can't knockout the enemies beyond the screen limits, which can (in my opinion) be weird sometimes, like there is an invisible wall.

You can use this maybe:

offscreen_noatk_factor {bi}

~This command determines the ability of an entity to be able to attack while off screen. Useful to prevent entities that use ranged attacks like shots for example, they can attack without being in the visible area.
0 Means that the entity can attack outside the visible area (default)
1 Means that the entity CAN NOT attack outside the visible area.

But, again for me, this defeats the propouse of ranged attacks.

About his stealth,
"Camouflage: He has limited abilities to blend into shadows, both as a result of his indigo fur and his connection to the light-bending attributes of the dimension through which he teleports. This is also the explanation for why he constantly appears in shadow, even in direct light."

I will do something for him and Moonknight in my game which you can do too: On darker stages, by setting a global variable, both will have a high stealth value, so the enemies won't see they walking.
 
that stage was really boring, when guardian and puck have fun and you just wait, btw, NPC are subject to screen too, just fews enemys like bikers and bosses will be able to quit screen.
....
ah, now i understood what blood sugested, i just want to add steath to teleport anim, because is weird see enemy turn around before nightcrawler pop up again, i can add steaht for one anim only? if yes i will add it to ironmman steath block too....
...
walkof will be great to fall at holes, but make a script to save nightcrawler dont sounds cool, at old game like this to be a pro you must avoid do stupid things like teleport to a hole, like i did at video... twice.

...


i tested make stages with double direction and without "waits" but dont look cool at big stages,
so i will keep they at screen, may look weird but when players are knockbacked they hit the invisible wall too anyway,
in end i tink is better make it this way, and like i said incressed a lot game speed.
 
Yeah, I made this script. Put it on your animationscript

Code:
void stealthMode (int sValue)
// sets the Stealth ability
// Douglas Baldan - 04/11/2013
// [url=http://www.brazilmugenteam.com]www.brazilmugenteam.com[/url]
{
void self = getlocalvar("self");
changeentityproperty(self, "stealth", sValue);

}

Usage:

@cmd stealthMode VALUE

Set to 0 to remove it.
 
zvitor said:
i tested make stages with double direction and without "waits" but dont look cool at big stages,

Well, you can use scrollx in direction both and leftright levels to control how far screen could scroll. For instance, setting scrollx 100 400, limits scrolling to scrollpos 100 (minimum) and 400 (maximum) until next scrollx setting.

  Hmmm.... if Nightcrawler's teleport is like that, then you could use keymove function to move him during teleport. This function allows player to control where he would move by holding direction button when he teleports.

Code:
void keymove(float Vx, float Vz)
{// Move hero if direction button is pressed
// Vx = velocity in x
// Vz = velocity in z
      void self = getlocalvar("self");
      int iPIndex = getentityproperty(self,"playerindex"); //Get player index
	float xdir = 0;
	float zdir = 0;

      if (playerkeys(iPIndex, 0, "moveleft")){// Left is pressed?
	  xdir = -Vx;
	} else if(playerkeys(iPIndex, 0, "moveright")){// Right is pressed?
	  xdir = Vx;
      }

	if(playerkeys(iPIndex, 0, "moveup")){// Up is pressed?
	  zdir = -Vz;
	} else if(playerkeys(iPIndex, 0, "movedown")){// Down is pressed?
	  zdir = Vz;
      }

	changeentityproperty(self, "velocity", xdir, zdir);
}

Here's an example:

anim block
delay 10
offset 40 89
frame data/chars/Ironman/v1.gif
delay 50
@cmd stealth 300
@cmd keyflip 0
@cmd keymove 4 1
frame data/chars/misc/empty.gif
delay 10
@cmd stealth 0
@cmd dasher 0 0 0
frame data/chars/Ironman/v1.gif

(I'm testing this on Ironman BTW)

So if player holds up button when BLOCK is performed, he teleports back (in z), if holding right, he teleports to right, if left and down are held, he teleports to left and front (in z).
This function won't move character if no direction button is held.

There are other functions used there and here they are if you don't have them already:

Code:
void stealth(int Value)
{ // Change stealth value
   void self = getlocalvar("self");

   changeentityproperty(self, "stealth", Value);
}

void keyflip(int Inv)
{// Change hero's facing direction if left or right is pressed
    void self = getlocalvar("self");
    int iPIndex = getentityproperty(self,"playerindex"); //Get player index

    if (Inv == 0){
      if (playerkeys(iPIndex, 0, "moveleft")){ // Left is pressed?
        changeentityproperty(self, "direction", 0); //Face left
      } else if (playerkeys(iPIndex, 0, "moveright")){ // Right is pressed?
        changeentityproperty(self, "direction", 1); //Face right
      }
    } else if (Inv == 1){
      if (playerkeys(iPIndex, 0, "moveleft")){ // Left is pressed?
        changeentityproperty(self, "direction", 1); //Face right
      } else if (playerkeys(iPIndex, 0, "moveright")){ // Right is pressed?
        changeentityproperty(self, "direction", 0); //Face left
      }
    }
}

void dasher( float Vx, float Vy, float Vz )
{// Dash with desired speed!
    void self = getlocalvar("self");
    int dir = getentityproperty(self,"direction");

    if(dir==0){ // Facing left?
      Vx = -Vx ;
    }

    changeentityproperty(self, "velocity", Vx, Vz, Vy); //Move!
}

HTH

BTW this keymove function is also great to use in other moves or for other character ;)
 
Bloodbane said:
  Hmmm.... if Nightcrawler's teleport is like that, then you could use keymove function to move him during teleport. This function allows player to control where he would move by holding direction button when he teleports.

Now, *that* I can get behind 110%!
I believe it works like that in Genesis game.
 
thanks a lot BloodB, this will work really better then his current teleport.
 
i need a feedback...
survey is great and youtube too, but have a lot of fanboys, here i can get some pro feedback,
- what is wrong at punisher?
beside jumpatack, which i already replaced, he was one of my favorites at MFA, simple moves, nice and fast projectile and great range of special.
 
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