Canceled Weaponlord Project

Project is halted prior to completion and will not receive further updates.
One of them is clearly a scorpion  ;D (dunno from which game though)

Aside of Golden Axe series enemies, I can see two enemies from Sailor Moon, Gustoff from Battle Blaze, Ape boss from Knuckle Bash and Lucifer from Shadow Force. Hmmm... that axe guy is familiar but can't recall well, and I'm sure I've seen the worm and the floating mage somewhere before

[couple minutes later]

Ah yes, that axe guy is final boss of Golden Axe 3 :)
 
Bloodbane said:
One of them is clearly a scorpion  ;D (dunno from which game though)

Aside of Golden Axe series enemies, I can see two enemies from Sailor Moon, Gustoff from Battle Blaze, Ape boss from Knuckle Bash and Lucifer from Shadow Force. Hmmm... that axe guy is familiar but can't recall well, and I'm sure I've seen the worm and the floating mage somewhere before

[couple minutes later]

Ah yes, that axe guy is final boss of Golden Axe 3 :)

The scorpion, the fat guy and the cerberus are Dungeon Fighter Online mobs.
 
Black_Moss.gif

This is the scorpion boss.

Kerberos.gif

That's cerberus boss.

I couldn't find the image for Sawtooth (the fat guy shaded), but all of them are from Dungeon Fighter Online. I just suggested it for the sake of variety - I plan to use some of the mobs from this game, like the fungra, the namulun and the zombies as mobs in my mod too.
 
yes the big ones are from DFO.
Since they're bigger than regular weaponlord sprites, i think i will only use some of them as bosses.
i'm changing the palettes and a little sprite edit to make them fit with the other sprites.
until now i'm satisfied with the result.  :)
 
Pierwolf said:
until now i'm satisfied with the result.  :)
Judging by your previous works, if you say that then I think we'll love it too!
I'm super excited for another Pierwolf game!
 
The DFO monsters would be great additions to this game.

I understand Ilusionista's concerns as well - and since Ned gave me useful advice in terms of sprites (Yatagarasu's sprites were humongous and rescaling didn't bode well for me, so Melty Blood stuff worked perfectly!), I think I can make a concession.

@Pierwolf
Not trying to be hasty or anything, but what can I expect of the combo system? One of the things I liked in Fighter's History Revenge was the integration of special moves into gameplay.
 
Kurisu said:
@Pierwolf
Not trying to be hasty or anything, but what can I expect of the combo system? One of the things I liked in Fighter's History Revenge was the integration of special moves into gameplay.

yes of course, like Fighter's History Revenge, you can expect combo extravaganza! i will make a video sooner or later, showing the combo system.
 
so, i'm working on the map system, here it is a small video.


as you can see, as you walk on a location, a pop up shows up, but nothing else. you have to select the location with the attack button. a nice improvement from the old K&D endless quest map, don't you think?

also a small example of a mini-quest. this is all an early project still, but i like where it's going. i hope you like it too.
stay tuned and thanks everybody on the forum for the help!

 
Wow, this looks like it plays really well. The combat looks so smooth. Definitely interested in this now :) Looking great so far.
 
Hey buddy, nice work! I have some feedback to share.

What I like
- Loved the map! How did you make those animations to appear when you get close to the points?
- Wondeful work with the GUI and fonts. Really looks a commercial game.
- The enemies fits pretty well.
- Nice combos

What I don't like
- The mini quest has too much text. The first one when you starts the round its okay. But all the others just breaks the action, slowing it down a lot.
- The hammer guys running in place looks too funny. I got your idea (to give it a start time), but making it running on place looks comical.
- As I was afraid, the Cerberus sprites doesn't fits with the rest of the sprites. You need to increase the contrast between the colors to make it blend better.

Keep the good work.
 
Nice work there Pierwolf! glad to see world map feature is being used again :D
I'm kinda disappointed that the first point is really small aka no scrolling forward. But it's the first one so I hope the other points are bigger and wider :D
Oh yes, it's really nice to see the combos being used against regular enemies like that

O Ilusionista said:
How did you make those animations to appear when you get close to the points?

There are couple tricks for that. One is to use enemy type which attacks when player is close for the point. Instead of attacking, the point shows animation
 
Excellent work, Pierwolf! That script seems to be based on the enemy range attack. Otherwise it's an actual attack range in an animation script.
 
good work mate! as i write you...think about to add a inventory that the players can loot stuff like new weapons, health, magic and learn new moves/special moves in the later game on higher level...thats better for the motivation of playing this type of games...this game looks like a new version of moonstone and weaponlord :-) i have some enemy frame rips here from rastan 3 i will send u later as pm but they are not finish to 100%.
 
- The mini quest has too much text. The first one when you starts the round its okay. But all the others just breaks the action, slowing it down a lot.
- The hammer guys running in place looks too funny. I got your idea (to give it a start time), but making it running on place looks comical.
- As I was afraid, the Cerberus sprites doesn't fits with the rest of the sprites. You need to increase the contrast between the colors to make it blend better.
- i think of it as a little pause for taking breath between one wave of enemies and another. btw you can skip them pressing the attack buttons.
- i will look into it.
- yes but keep in count the low quality of the video and that this is a very early alpha test. anyway i will look into it too.
thanks for the advices, man!

I'm kinda disappointed that the first point is really small aka no scrolling forward. But it's the first one so I hope the other points are bigger and wider :D
yea i think that i will make small mini quests like this, so you can do to gain xp in order to beat the major ones.

Excellent work, Pierwolf! That script seems to be based on the enemy range attack. Otherwise it's an actual attack range in an animation script.
simple range attack. sometimes the simple things are the better  ;D

good work mate! as i write you...think about to add a inventory that the players can loot stuff like new weapons, health, magic and learn new moves/special moves in the later game on higher level...thats better for the motivation of playing this type of games...this game looks like a new version of moonstone and weaponlord :-) i have some enemy frame rips here from rastan 3 i will send u later as pm but they are not finish to 100%.
yes it's cool what you say, but there is already the wonderful D&D game made by Bloodbane and Count Monte that make the things you say much better than i will never be capable of. i suggest you to take a look at that, if you don't already know it, it's awesome.

besides i like to keep this simple and brutal-combo-friendly. barbarians don't have time to buy weapons and magic and stuff. kill kill kill! hey, what can i say, i'm an '80 guy  ;D
 
simple range attack. sometimes the simple things are the better
ah so the points are enemies and they fake an attack when you get closer? And you set it to loop? How they close after you are no longer close to them?
 
it was just an idea...sure thing mate! we play that rise of warduke many times and its realy cool... what i mean is an inventory like moonstone have where u must collect that keys to enter the stage to face the final boss...ok i see this will be another beat em up game with no deeper gameplay so i hope you will make that game more gory as it is actuall;) because a barbarian game without decapitations is no barbarian game hahaha :-D keep up the great work!
 
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