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The Punisher and Nick Fury

Complete The Punisher and Nick Fury 2024-01-02

No permission to download
Project is completed.

Steven1985

Active member
Hi guys, here is the third game I created with OpenBOR (put in the resources section where you can download it).
It is my duty to thank the OpenBOR community through which I was able to realise the game I wanted.
Let me know what I can add or change for the next version.
Inside the folder are instructions in word format on how to play in Italian and English.
I hope it is to your liking.
Have fun!


Update November 20, 2023
Hi guys, this is the final version of the game (4th game created with OpenBOR).
I made several changes:
1) Added time object with related sound at the end of level 5 and 6.
2) Changed stage 1 background (wanted by @machok, @don vecta, @danno).
3) Swapped music stage 1 with 3 and 3 with 1 (wanted by @Whackadoo) .
4) Added beat and throw mechanics. (wanted by @Zithabeziningi Makhoba).
5) Fixed all collisions and no more animation freezes.
6) Updated How to play screen and text files.
7) Bosses can now be grabbed.
8) Bosses have double life now.
9) Added sound of running to the enemy Andore.
10) Now the obstacles increase as the levels advance and now each obstacle spawns a random item or nothing at all so that each playthrough is always slightly different.
11) Now you start the game with only 3 lives and a single credit.
12) Punisher and Nick Fury's gun now does more damage than all their moves.
13) Enemies and obstacles now appear in a random y-axis position (z in OpenBOR) so that each playthrough is slightly different.
14) Now when Punisher and Nick Fury shoot and hit the enemy you hear only the sound of the gun shot.
15) Removed rpg style mp bar and added the full_hud one.
16) Changed HUD of bosses.
17) Change the default coordinates of the HUD that appears on the screen when Punisher collides with Nick Fury.

 
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There's a fair bit of sprite mixing; while the FF and C&D sprites can just be resized, I suggest the KOF-based sprites, like the men in black, be replaced outright. For those enemeis you can use either SOR3 or Denjin Makai. (though they too will have to be resized)



A user here named Kimono also extended the sprite sheet for the SOR3 ones, you might want to ask about those.
 
Nice start!
As a coincidence, I pentionned The Punisher in another thread, thinking it would be great to have a conversion of it.
Your game look a bit different, but still promising.

Hope the game mechanics will be a bit advanced.
Keep it up!
 
Promising module. Just a detail:

The music of the 1st Level is appropriate for a swashbuckling movie featuring Johnny Deep^^ but it doesn't fit a game where Frank Castle, an antihero, is on Vendetta to avenge his family.

If you really want to put that awesome remix, then maybe Stage 3 would be more fitting: at least there's a river in the background. To sum up, I wouldn't put that famous Pirate song on Stage 1: because that epic/cheerful music contradicts the dark settings of the Punisher; and it's a jarring introduction (stage 1) to the game, in my humble opinion.
 
Promising module. Just a detail:

The music of the 1st Level is appropriate for a swashbuckling movie featuring Johnny Deep^^ but it doesn't fit a game where Frank Castle, an antihero, is on Vendetta to avenge his family.

If you really want to put that awesome remix, then maybe Stage 3 would be more fitting: at least there's a river in the background. To sum up, I wouldn't put that famous Pirate song on Stage 1: because that epic/cheerful music contradicts the dark settings of the Punisher; and it's a jarring introduction (stage 1) to the game, in my humble opinion.
I put this music at stage one because it gives a sense of the beginning of the venture.
 
There's a fair bit of sprite mixing; while the FF and C&D sprites can just be resized, I suggest the KOF-based sprites, like the men in black, be replaced outright. For those enemeis you can use either SOR3 or Denjin Makai. (though they too will have to be resized)



A user here named Kimono also extended the sprite sheet for the SOR3 ones, you might want to ask about those.
How much should I reduce them by and with which tool?
 
Nice start!
As a coincidence, I pentionned The Punisher in another thread, thinking it would be great to have a conversion of it.
Your game look a bit different, but still promising.

Hope the game mechanics will be a bit advanced.
Keep it up!
Which game mechanics do you want?
 
what do you mean?
When someone plays your game for the first time, he will hear the music of "Pirates of the Caribbean" which has nothing to do with the Punisher.

First impressions are important, even in games. The first level and its music are the first things gamers will experience. It feels out of place (at least to me ^^) to put a famous Pirate song instead of a catchy super-heroic theme.

But don't worry, this is just my opinion. If you want to put that wonderful remix in your game then go ahead. I will enjoy it anyway. :D
 
When someone plays your game for the first time, he will hear the music of "Pirates of the Caribbean" which has nothing to do with the Punisher.

First impressions are important, even in games. The first level and its music are the first things gamers will experience. It feels out of place (at least to me ^^) to put a famous Pirate song instead of a catchy super-heroic theme.

But don't worry, this is just my opinion. If you want to put that wonderful remix in your game then go ahead. I will enjoy it anyway. :D
I'll do as you say. I switch stage music 1 with 3 and 3 with 1. All right? :)
 
Openbor has a “scale” function included already.
@Steven1985 Yeah. He means drawmethod.

drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate}

  • This command defines how current frame will be drawn. There is a more user friendly/shortcut version after the explanation.
  • {scalex} is integer value, when set to 256, the frame will be drawn in original width, use different values to scale it. Negative value will flip the frame.
  • {scaley} is integer value, when set to 256, the frame will be drawn in original height, use different values to scale it. Negative value will flip the frame.
  • {flipx} is integer value, when set to 1, the frame will be flipped leftright.
  • {flipy} is integer value, when set to 1, the frame will be flipped updown.
  • {shiftx} is integer value, use to lean the sprite. Might not be quite useful, it is used by gfxshadow, just add it.
  • {alpha} is integer value.
    • 0 = No alpha effect.
    • 1-6 = Alpha 1-6
    • -1 = Use entity's alpha.
  • {remap} is integer value. Will be overriden by {alpha}.
    • 0 = No remap.
    • 1-n = Like a map command in spawn entry, give the entity a colormap.
    • -1 = Use entity's colormap.
  • {fillcolor} is integer value, from 0 to 255, specify a color index in your palette. It can be used with alpha, fill current frame with this color.
  • {rotate} is integer value to specify rotation angle(clockwise), from 0 to 359. If you use a value out of the range, it will be changed automatically, for example, 370 will be changed to 10, -20 will be changed to 340.
  • {fliprotate} is binary value. When it is set to 1(should be only 0 or 1, not other values), the entity will change the rotate value when the direction is changed(entity's direction, if you use flipx for the frame, it is not affected), the rotate value will be 360-original, so
  • This command affect all frames starting from current frame. If you want to stop it, use 'nodrawmethod' below.
NOTE: Here are the new drawmethod commands, uTunnels changed some of the from the old logic (like using 0~1.0 instead of 0~256 for scale to make it more user friendly)

drawmethod scale {scalex} {scaley}

  • If scaley is not specified, it is the same as scalex. For example, drawmethod scale 1.5 will scale the whole sprite by 1.5.
drawmethod scalex {scalex} drawmethod scaley {scalex}

  • These 2 are subset of the previous scale command.
drawmethod flipx {0/1} drawmethod flipy {0/1}

  • useful to flip the frame in X or Y direction (or horizontal and vertical)
drawmethod shiftx {value}

  • Others may call that "shear" or "lean", but anyway, it is usually for gfxshadow, it is unlikely you need this. A value of 1.0 is the same as 256 in old drawmethod command.
drawmethod rotate {angle}

  • Rotate the sprite, clockwise.
drawmethod fliprotate {0/1}

  • If the rotation is affected by entity direction.
drawmethod fillcolor {color}

  • Like the old command. You can either use a raw integer value or in R_G_B format, the later has better compatibility obviously.
drawmethod remap {int}

  • Leave it alone or use -1 if you want to use current map. Don't use 0, because it means default palette.
drawmethod alpha {int}

  • Like above, use -1 or leave alone to avoid overriding.
drawmethod channel {r} {b} {b}

  • When using alpha 6, you can specify opacity for each channel (r, g or b), or leave the other 2 alone to set all the 3 channels.
  • For example the code below will grand the entity 25% opacity:
drawmethod alpha 6 drawmethod channel 0.25

drawmethod channelr {r} drawmethod channelg {g} drawmethod channelb {b}

  • These are subset of channel.
drawmethod tintmode {int} drawmethod tintcolor {color}

  • These 2 will tint the sprite with given tintcolor, in alpha mode tintmode. The color use same format as fillcolor.
drawmethod clip {x} {y} {w} {h}

  • This one is on svn but is still experimental.
    • X - Start point in x axis (horizontal)
    • Y - Start point in y axis (vertical)
    • W - Width of the cropped area (horizontal)
    • H - Height of the cropped area
  • All values starts at the IMAGE EDGE, not from the image axis, so it will start at the top left position.
The easiest way to get those values would be using OpenBORstats or other editor and draw a attackbox/body box where you want.

  • Openbor clip.png
  • Important info: Gfxshadow will still show the whole sprite, not only the cropped area. And Mirror won't show the sprite at all.

nodrawmethod

  • This command disables 'drawmethod'.
  • Use this with 'drawmethod' of course. See 'drawmethod' above.

Example:
Code:
anim idle # Round 1
delay 90
offset 192 64
sound    data/sounds/round.wav
drawmethod scale 0.62 0.62
frame data/chars/misc/rounds/round_1.png
delay 150
sound    data/sounds/one.wav
frame data/chars/misc/rounds/round_1.png
delay 52
#frame data/chars/misc/empty.gif
@cmd changeentityproperty getlocalvar("self") "shadowbase" 0
frame none
delay 110
sound    data/sounds/fight.wav
frame data/chars/misc/rounds/fight.png
    delay    3
    offset    1 1
    @cmd    EnemyStart
    @cmd    suicide
    @cmd    DeControl 0 0
    @cmd    DeControl 1 0
    @cmd    setindexedvar "fightStarted" 1
frame data/chars/misc/rounds/fight.png

The original size is big, so I scaled down to smaller size in code. You don't have to resize the images manually in any image editing program.

my-mod-0870-png.3607


Increasing and decreasing character size.
 
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Hi guys, here is the third game I created with OpenBOR (put in the resources section where you can download it).
It is my duty to thank the OpenBOR community through which I was able to realise the game I wanted.
Let me know what I can add or change for the next version.
Inside the folder are instructions in word format on how to play in Italian and English.
I hope it is to your liking.
Have fun!


Hi guys, here is the third game I created with OpenBOR (put in the resources section where you can download it).
It is my duty to thank the OpenBOR community through which I was able to realise the game I wanted.
Let me know what I can add or change for the next version.
Inside the folder are instructions in word format on how to play in Italian and English.
I hope it is to your liking.
Have fun!


Hi guys, here is the third game I created with OpenBOR (put in the resources section where you can download it).
It is my duty to thank the OpenBOR community through which I was able to realise the game I wanted.
Let me know what I can add or change for the next version.
Inside the folder are instructions in word format on how to play in Italian and English.
I hope it is to your liking.
Have fun!

Man this is my most favorite game, thank you for creating this masterpiece 🙌, I'd like you to enable the beat-&-throw as I realise most games don't have that beat and throw of enemies, thanks so much, how & where can I download the game?❤️❤️❤️❤️❤️❤️❤️🩷🩷
 
Man this is my most favorite game, thank you for creating this masterpiece 🙌, I'd like you to enable the beat-&-throw as I realise most games don't have that beat and throw of enemies, thanks so much, how & where can I download the game?❤️❤️❤️❤️❤️❤️❤️🩷🩷
What is "beat and throw" ?
I'm curious.
 
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