Resident Evil: Survive

In Progress Resident Evil: Survive - OPENBOR Game 3

No permission to download
The project is currently under development.
Miru said:
what about Villains Mode?

I don't know about it. Do you mean having playable monsters or something? Nemesis will be the only playable boss and he will be unlockable. Other villains like Wesker or Alexia are counted as regular characters, not bosses and they only appear as players.

Thank you so much for the support guys. It means a lot.  ;D
 
Chris Monvel said:
Miru said:
what about Villains Mode?

I don't know about it. Do you mean having playable monsters or something? Nemesis will be the only playable boss and he will be unlockable. Other villains like Wesker or Alexia are counted as regular characters, not bosses and they only appear as players.

Thank you so much for the support guys. It means a lot.  ;D

Well, it's more or less a special story where you play as those villains, and fight against heroes. But... it's your call. Shame, Dimitrescu would be a cool unlockable.
 
Chris Monvel said:
Other villains like Wesker or Alexia are counted as regular characters, not bosses and they only appear as players.
No Wesker boss? That's surprising given how he was such a major boss in RE5 and did all that cool blur-dodging and stuff. Would've made a really cool boss :) Hopefully he can do that kinda thing as a playable character though :)
 
msmalik681 said:
Always thought openbor deserved a good resident evil game. The early progress looks good keep up the good work.

As feedback some animations need to be smoother and try to balance the characters with different loadouts.

Thanks man, I also wanted a Resident Evil side scroller so bad since long time ago. I'm so sorry, never saw your comment. What i had in mind was giving all the human characters the same loadout timing, the only variations between each other is the secondary weapon (potentially a shotgun, machine gun or even a magnum). Other element i added was a different breakout with the SPECIAL button, female characters can dodge and slice the enemies like Jill in the previous posts. Male characters instead perform an uppercut to knock them down.
However there are some mutants or superhuman playable characters that will sure feel a bit different, being Wesker the first of them. Alexia Ashford and Nemesis are also in the list.

Psykai said:
Chris Monvel said:
Other villains like Wesker or Alexia are counted as regular characters, not bosses and they only appear as players.
No Wesker boss? That's surprising given how he was such a major boss in RE5 and did all that cool blur-dodging and stuff. Would've made a really cool boss :) Hopefully he can do that kinda thing as a playable character though :)

I hope this video gives you a better look on Wesker's gameplay  ;D

Video of the most recent update

- 4 player support
- Improved HUD and lifebar placement for players and enemies
- Characters' combat system improved and revamped

 
Zexika said:
Considering he doesn't understand how to use the CURSOR function for character select, there's some room for improvement.

Zexika I wouldn't use that expression. Even though this isn't breaking any rules, it's kind of aggressive to say that. We don't usually make a value judgment about who knows or doesn't know how to use something.
Because if so, the engine developers would judge everyone, lol.
 
O_Ilusionista said:
Zexika said:
Considering he doesn't understand how to use the CURSOR function for character select, there's some room for improvement.

Zexika I wouldn't use that expression. Even though this isn't breaking any rules, it's kind of aggressive to say that. We don't usually make a value judgment about who knows or doesn't know how to use something.
Because if so, the engine developers would judge everyone, lol.

Yep, I get what you're saying. I made that comment quite a while ago and what my views were back then, and what they are like now are totally different based on my experience.

I could have modded my post and hid what I said, but I didn't. I own it, I said it. I wouldn't have now, so I'll apologize for any disrespect. It is what is is man.

At the end of the day, we're all in this together and teamwork and encouragement should be the main focus of conversation. Those previous statements made by me so not actively reflect my current personal views and community values.

As I understand it, Mr. Monvel is in the process of completing his important work, and I look forward to the community having an opportunity to enjoy it.

As for the engine programmers, I couldn't speak to their views or judgement other than my personal observation is that after several years some are burned out than others, which is normal and understandable. Hey, I'm not gonna pretend I wouldn't be either.

I hope everyone is having a great day today. Shout out to CM for taking the time to make his game which looks awesome.
 
Thanks for sharing news with your game :) . I'm wondering if it's not better if the corpses stay on floor and not disappear with blinking.
It would be nice to be able to choose between RE2 and RE3 Claire model. Keep up the good work ;) .
 

Sorry for not posting stuff in a while. I've made some important updates to the character of Jill Valentine.
Nice ! Actually I watched this video in november, and I'm still wishing for a future release, since no demo will be made by any way.

Something that can be improved.
HITSHAKE/HITPAUSE : When an attack hits an opponent, you should add a small hitpause. (So we can see the move have hit and it make the action more powerful)
Because right now, it gives the feeling you're hitting nothing... Or the move is guarded or something... (even if usually there is also guardshakes...)
 
Wonderful to hear that this game is still in development! I feared it was cancelled or something.

I agree with Ned about the hitshake, and perhaps hitspark too to give the hits some extra impact :)

The only thing that bothers me is the number of enemies on screen at times. A lot of developers seem to make the mistake of filling the screen with enemies which, for multiple players would be fine, but for a single player to have to deal with 4-players worth of enemies it's hell, lol. You looked like you got stunlocked near the beginning because there were so many enemies all crowded around you. It made them seem scary for the wrong reasons, haha.

Really hope to see more from the game soon though :) It's one I definitely wanna check out when it's done.
 
I am wandering if we can have more strategic while beating enemies in RE beat em up. Each type of enemy will have different way on how to beat them.

For example with some type of zombies you can kick them away only when they stun, for hunter type you can only attack 3 times and they attack you back so you need to dodge before you can attack them again.

some of them will have slow speed while other faster. This way we dont need too much zombies on screen but more strategic way and the gameplay will be more tense
 
Thanks for sharing news with your game :) . I'm wondering if it's not better if the corpses stay on floor and not disappear with blinking.
It would be nice to be able to choose between RE2 and RE3 Claire model. Keep up the good work ;) .
Thank you! About that, someone also suggested to keep the dead bodies on the floor and i kept in mind but honestly I'm not a fan of it, it's kinda messy and I can't see the floor in case i need to pick some item up XD Unless it was more of a Splatterhouse-like game, then i would consider it.

About Claire, she is not a character appearing in RE3 so i didn't get what you meant. Jill is planned as the only character getting an alternate costume since she is my favorite character and I'd like to give her this special treatment.
 
Nice ! Actually I watched this video in november, and I'm still wishing for a future release, since no demo will be made by any way.

Something that can be improved.
HITSHAKE/HITPAUSE : When an attack hits an opponent, you should add a small hitpause. (So we can see the move have hit and it make the action more powerful)
Because right now, it gives the feeling you're hitting nothing... Or the move is guarded or something... (even if usually there is also guardshakes...)
Oh thank you! Yeah i think i remember your presence in the comments. Thank you for the support! I'm afraid this game will still take probably about an entire year of development and it might get a potential release in 2023/2024, a lot of things are pending and I'm planning so much surprises right now.

Let me see if i got it right. You mean giving the enemies a slower reaction to pain? If you had a visual example I'd appreciate it because I'm not familiar with the term " HITSHAKE/HITPAUSE" I'm kinda a newbie in Openbor, I'm so sorry.
 
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Wonderful to hear that this game is still in development! I feared it was cancelled or something.

I agree with Ned about the hitshake, and perhaps hitspark too to give the hits some extra impact :)

The only thing that bothers me is the number of enemies on screen at times. A lot of developers seem to make the mistake of filling the screen with enemies which, for multiple players would be fine, but for a single player to have to deal with 4-players worth of enemies it's hell, lol. You looked like you got stunlocked near the beginning because there were so many enemies all crowded around you. It made them seem scary for the wrong reasons, haha.

Really hope to see more from the game soon though :) It's one I definitely wanna check out when it's done.
Oh not cancelled at all! I appreciate your concern a lot. To tell you the truth I'm not too much active in the forums because I'm not used to, specially since the web design changed. But i promise i will post more updates frequently.

About the Hitshake, I'd like to understand the concept better to get a clear vision. And as for the hitspark i was pretty sure the enemies had actual blood when getting hit, if they didn't i will add some :)

Don't worry about the enemy spawning, it's pretty old and messy because I was getting familiar with the Openbor at that time, so I will make more updates on it :)

Thank you so much for following the progress of this. If you like my work I can tell you that Resident Evil: Survive is just part of an Openbor trilogy based on my favorite franchises, being the other 2 Alien vs Predator and Ghost Rider. Stay tuned!
 
I am wandering if we can have more strategic while beating enemies in RE beat em up. Each type of enemy will have different way on how to beat them.

For example with some type of zombies you can kick them away only when they stun, for hunter type you can only attack 3 times and they attack you back so you need to dodge before you can attack them again.

some of them will have slow speed while other faster. This way we dont need too much zombies on screen but more strategic way and the gameplay will be more tense
I'm planning to add more different enemies to just not fight exclusively zombies. I'm planning the Gamma Hunter (the frog-type) and it will stretch its tongue out for the player's reach. The Parasite Zombie from the RE3 remake is also considered but haven't planned any attack yet. Also the Drain Deemos are making an appearance and probably they will serve as a fast "zombie" and constantly bites you once it's close to the player.

Someone suggested to add explossive barrels, which i considered fitting since they're present in the games and might make the environment feel more dynamic.
 
About the Hitshake, I'd like to understand the concept better to get a clear vision.

He's referring to 9th parameter named pausetime in attack command.
Code:
attack{#}    {x}    {y}    {right}    {down}    {damage}    {power}    {block}    {noflash}    {pausetime}    {z}

Try setting high value such as 20 or 30 to see the pause effect.
Once you see the pause effect, adjust the value to suit your need ;).
 
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You use the attack parameters for attacks according to your videos. You see the red number here?
Anim attack
Offset 23 109
Delay 10
Frame data/chars/Simon/atk101.png
Attack3 54 69 24 33 10 0 0 0 20 0
Frame data/chars/Simon/atk101.png
Attack3 0
Frame data/chars/Simon/atk101.png
Frame data/chars/Simon/atk101.png
That's the pause time that's colored red which Bloodbane is talking about.

Enemy:
Anim pain3
Offset 23 109
Delay 5
Frame data/chars/enemy/pain301.png
Delay 15
Frame data/chars/enemy/pain302.png
Frame data/chars/enemy/pain303.png
 
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