Canceled rafhot Xmen arcade project

Project is halted prior to completion and will not receive further updates.
i will do some tests to compare with yours using that rotsprite later and decide how i will do


also i got bored from guile edits and i will change the soldiers to this
5LO9Cpv.png

i hope it matches
 
Cool sprites they will be nice. What game they from?

the way esn23 mentioned will be best, rotsprite will give you results like you had before.

sent.png

RotSprite - Scaling factor 2.0             



sent2.png

PhotoShop - Scaled 200% - Nearest Neighbour(preserve hard edges)
 
If at all possible, Purifiers, Reavers, and Hellfire club members are all good choices for fodder enemies in X-Men games.

I think the hard part storyline-wise is how do you explain soldiers, and especially sentinels, working for mutants. I guess "video games" about covers it though :P.
 
this is how i set the plot on this game:

stage 1- anti mutant rage spreads!

the friends of humanity thugs are on the streets causing trouble, pyro (the stage boss) is there also but the f.o.h. are his enemies too so pyro will hurt them
players should defeat the f.o.h thugs then beat pyro

on stage 2 the cinematics will show the project sentinel and the players should invade the first sentinel base to destroy the avaliable models  (master mold was not yet born on my storyline)

stage 3 in the savage land (i dont know the plot yet)

stage 4 the brood cave in savage land (i dont know the plot yet)

stage 5 apocalypse temple (i dont know the plot yet)

stage 6 asteroid M (i dont know the plot yet)

stage 7 final battle (i dont know the plot yet)



so as we can see the sentinels will be present on the stage 2, this stage 2 have 3 sub stages stage 2-1, 2-2, 2-3 then no more sentinels in this game... only in the next one :P
i dont like to overuse assets in my projects because i always re use them on my other games :P so this way i try to people dont get bored to kill the same enemies in the entire game

i have plans for sequels using 1990 xmen and 2000 too but i will focus on that later :P
 
ah so its not a remake its a new game that takes place in the 80s :P  for savage land you can have zeledane and sauorn bosses
 
yes is some kind of remake but when i play this game for the first time the story was much off like magneto having sentinels, and sentinels being the only enemy in the game

so i decided to change some parts of the game but i will use the same heroes and bosses the orignal one had, i only will change wendigo to sabretooth, also that egypt boss with scythe will be changed to apocalypse and some horsemans

and mystique i have plans to make she like a random npc that will desguise of npc helpers and npc civilians and when you come near she will stab the player and reveal itself

i hope i finish the first stage enemies and boss in few days and i will record a video
 
Yeah, I think I was speaking in general for X-Men games.

The arcade game was definitely a case of "because video games." Magneto would have some serious strain, taking over sentinels bodies in spite of their programming.

Savage Land: Fodder could be dinosaurs, maybe from Cadillacs and Dinosaurs. Also, possibly generic Mutates.

Brood cave in Savage Land: That pretty much speaks for itself in terms on fodder, but aside from a Brood Queen, I don't know who would make sense for a boss in this case.

Apocalypse Temple: Bosses are easy enough to figure out, but fodder is another story. He does have a cult dedicated to him (Clan Akkaba), but I don't know if any are human, or if you'd need to come up with generic powers.

Asteroid M: Easy enough. Generic powers, while wearing Acolyte outfits. Possibly Exodus as a sub-boss.

Final battle: Back on Earth? Still in Space? Either way, a combination of everything faced beforehand could still work out. Everyone out for revenge against the X-Men, for stopping their plans.
 
i work on this project and fantastic four project everyday :)

in this one i almost finished the first stage
and
cyclops colossus wolverine and pyro (secret) and boss are already coded
currently im coding beast and i think until the end of the week this character will be finished





[attachment deleted by admin]
 
yeah im really lazy to show my progress and advertise my stuff eheheh

by the way i dont know how to solve the wall problem with projectiles, there is a way to make projectile detect the wall ?
 
by the way i dont know how to solve the wall problem with projectiles, there is a way to make projectile detect the wall ?

its a known bug. Take a look what I did: http://www.chronocrash.com/forum/index.php?topic=1725.0

Shoot the projectile using "shooter2" function:

Code:
void shooter2(void Shot, float dx, float dy, float dz, float Vx, float Vy, float Vz)
{ // Shooting special projectile with speed control
   void self = getlocalvar("self");
   int Direction = getentityproperty(self, "direction");
   void vShot;

   if (Direction == 0){ //Is entity facing left?                  
      Vx = -Vx; //Reverse Vx direction to match facing
   }

   vShot = spawn01(Shot, dx, dy, dz);
   changeentityproperty(vShot, "velocity", Vx, Vz, Vy);
   changeentityproperty(vShot, "owner", self);
   return vShot;
}

You will need DC's spawn01 function as well, but you already have it :)
 
thanks it works perfectly with firebird projectile
but when i use spawner2 on that projectile from previous picture it lose his remove 1 flag and dont kill itself on hit for enemies and obstacles anymore, it only vanishes when his lifespan reaches or he hit the wall
 
thanks i did it and put a empty image in the follow animation to solve my problem
is that the way i should use or i should put other thing on follow1 to remove the frame directly?
 
This is how Bloodbane showed me to do it,  this script goes in the the follow anim.

Code:
@script
    void self = getlocalvar("self");

   if (frame == 0){
      changeentityproperty(self, "velocity", 0, 0, 0);
      changeentityproperty(self, "speed", 0);
   }
@end_script



Code:
name   Bal1
health   1
type   none
speed   30
gfxshadow 1
alpha   1
remove  0
lifespan 3



anim	follow1
@script
    void self = getlocalvar("self");

   if (frame == 0){
      changeentityproperty(self, "velocity", 0, 0, 0);
      changeentityproperty(self, "speed", 0);
   }
	@end_script	
	offset	38 34
	delay	5
	sound	data/sounds/dsfirxpl.wav
	frame	data/chars/misc/bal/bal1c0.png
	offset	43 43
	frame	data/chars/misc/bal/bal1d0.png
	offset	50 45
	frame	data/chars/misc/bal/bal1e0.png
	frame	data/chars/misc/empty.gif
		
anim	idle
	followcond	2
	followanim	1
	loop	1
	offset	15 16
	delay	3
	bbox	0 0 30 30
	attack	0 0 30 30 8 0 0 0 0 0
	frame	data/chars/misc/bal/bal1a0.png
	attack	0 0 30 30 8 0 0 0 0 0
	frame	data/chars/misc/bal/bal1b0.png
 
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