In Progress Night Stalkers by danno

The project is currently under development.

danno

Moderator
Staff member
I'm updating Night Slashers X by BonusJz, Here's a preview of what's going down.


Things I'll be adding:

Revamped stages
New stages, just 1 or 2
New enemies
Bonus stages like Zombie wack a mole
New Characters Hong Hua and Rou from Denjin Makai
New story board

Things I'll be changing:

throw system, the moves will be the same I'm just going to code them differently so they look smoother
some optimising using me buddy import, I'm not changing the gameplay too much as all new characters will emulate BonusJz's play style but I do wanna speed up gameplay a wee bit.

Things I'll be removing:

Nothing you'll notice too much from the front but lots of junk code in the back.
 
danno said:
I'm updating Night Slashers X by BonusJz, Here's a preview of what's going down.

https://www.youtube.com/watch?v=vUlF4MyA1jQ

Things I'll be adding:

Revamped stages
New stages, just 1 or 2
New enemies
Bonus stages like Zombie wack a mole
New Characters Hong Hua and Rou from Denjin Makai
New story board

Things I'll be changing:

throw system, the moves will be the same I'm just going to code them differently so they look smoother
some optimising using me buddy import, I'm not changing the gameplay too much as all new characters will emulate BonusJz's play style but I do wanna speed up gameplay a wee bit.

Things I'll be removing:

Nothing you'll notice too much from the front but lots of junk code in the back.

Looking good for a huge update of BonusJZ's Night Slashers, it's awesome that Rou from Guardians is in this game even though I used his sprites for my Tides Before the Tragedy prequel fan game for Neon Lightning Force by Crimson Death.
 
Very good news danno !
I like when great base mods have the chance to be updated with good stuff inside!

My only point would be, I  have the feeling 3 persons are working on different upgrades of this game (Like the version with Aska and Ash etc.
I feel like a waste of great talent (sorry my sentence can sound harsh or bad english)

I just feel like it would make an even awesome game to mix up all your guys talent/skills!

Thanks for making it!
I'm hyped to try it!

Do you plan to add other characters ?
I had some plan of spriting an extra character for the initial NSX, but if it can be sprited for your version, it would be a honor you use these custom sprites...
Just a possible project. (again, I'm faster to sprite than to code)
 
Jeremiah Cuff said:
it's awesome that Rou from Guardians is in this game even though I used his sprites for my Tides Before the Tragedy prequel fan game for Neon Lightning Force by Crimson Death.

I saw that and wanted to use your sprites but the palette you used was not complete and there was lots of sprites missing so I ripped all the sprites again myself

6j9Mv52.png


The reason I wanted to add Rou was because BonusJz was working on a version of him,

XsixkJn.gif


but never completed him to my knowledge and I kinda wanted to pick up where he left off.

nedflandeurse said:
My only point would be, I  have the feeling 3 persons are working on different upgrades of this game (Like the version with Aska and Ash etc.
I feel like a waste of great talent (sorry my sentence can sound harsh or bad english)

I understand, I have spoke with oldyz about this and It would of been easier for me to just add anything I make to his version but I don't like the direction in which that version is going, simply artistic differences, The advantages of his version is 4 players which calls for a much wider screen, mine is still only 2 players with a less wider screen, I don't have an MP bar etc, it's enough of a difference to warrant a different version.


nedflandeurse said:
Do you plan to add other characters ?
I had some plan of spriting an extra character for the initial NSX, but if it can be sprited for your version, it would be a honor you use these custom sprites...
Just a possible project. (again, I'm faster to sprite than to code)

Yes I am making 1 extra secret character but don't want to reveal publicly just yet, It would be an honour to use your work nedflandeurse as long as it fits into the overall art style I'm ok with it, I'll pm you my secret character and see what you think.
 
danno said:
Jeremiah Cuff said:
it's awesome that Rou from Guardians is in this game even though I used his sprites for my Tides Before the Tragedy prequel fan game for Neon Lightning Force by Crimson Death.

I saw that and wanted to use your sprites but the palette you used was not complete and there was lots of sprites missing so I ripped all the sprites again myself

6j9Mv52.png


The reason I wanted to add Rou was because BonusJz was working on a version of him,

XsixkJn.gif


but never completed him to my knowledge and I kinda wanted to pick up where he left off.

nedflandeurse said:
My only point would be, I  have the feeling 3 persons are working on different upgrades of this game (Like the version with Aska and Ash etc.
I feel like a waste of great talent (sorry my sentence can sound harsh or bad english)

I understand, I have spoke with oldyz about this and It would of been easier for me to just add anything I make to his version but I don't like the direction in which that version is going, simply artistic differences, The advantages of his version is 4 players which calls for a much wider screen, mine is still only 2 players with a less wider screen, I don't have an MP bar etc, it's enough of a difference to warrant a different version.


nedflandeurse said:
Do you plan to add other characters ?
I had some plan of spriting an extra character for the initial NSX, but if it can be sprited for your version, it would be a honor you use these custom sprites...
Just a possible project. (again, I'm faster to sprite than to code)

Yes I am making 1 extra secret character but don't want to reveal publicly just yet, It would be an honour to use your work nedflandeurse as long as it fits into the overall art style I'm ok with it, I'll pm you my secret character and see what you think.

thumbsup!
 
nedflandeurse
Dexameta/LifeofEnd released another update with Hong Ortega & new stuff, reason i have not added it to the wide-screen thread is because i asked him what to do - if he says he wants it there i will put up the link - if he decides to wait until i do the merge its still a bit long - i am doing "randomizing" for the  AI & as soon as i finish i plan to Merge his new edits with the march fixes - he still has bugs from his last release - I also Have another surprise thanks to Danno - but it is important to integrated everything well.

As for creative differences - its tough - personally i will make an effort to merge everything i can if allowed & in fact there is some stuff that i would like Danno to feature since its going to be interesting how he tells the story.

life of End also has an Slightly different take, that can be included in WS since we can have many different paths...

danno those gun diagonals are crazy!
 
Thanks oldyz, one of the things I wanted to change with the new characters I'm making is how they use weapons, BonusJz's characters don't use weapons in the air, Hong's air attack with the assault rifle spays bullets downwards at a 45 degree angle however 'shootframe' doesn't work in air so instead of doing a simple script work around I'm actually contemplating getting rid of the ammo system so when you use a weapon you have infinite ammo but only 1 chance because when you get hit its gone, no second chances for picking it back up, kinda changes the dynamic a bit, but unsure yet
 
danno
its weird, i have not figured out how that guy in the video made jasmine shoot the big mutant while jumping over him - have you managed to find out?
 
I must admit that I'm totally psyched by this Rou character and makes me want to realize a priest character that fights against the evil forces in one game ;).
 
I’m wondering if:

* Aska will show up
* Some enemies get revamped sprites to match the fresco-type shading of the official game.
* Rebellion Mode like SOR2X.

This does look like the best revision of NSX so far...
 
danno
no wonder i could not pull it off - i never thought it was a "stiff" function like a ryu fireball
would not it be best if its done more instinctively? like actually jumping over , pressing down or diagonals & attack button at the same time while in the air? (like contra)

Dead alive - i like the movie, but it seems that it could have been so much better - i wonder if Sam Raimi & P Jackson where trying to compete on who would make the bloodiest movie - Jackson won in blood quantity but Evil dead turned out more polished tho..

a night slashers movie could only work with Jackson, Raimi & Del Toro working together
 
Miru said:
I’m wondering if:

* Aska will show up
* Some enemies get revamped sprites to match the fresco-type shading of the official game.
* Rebellion Mode like SOR2X.

This does look like the best revision of NSX so far...

Hello Miru,

* No Aska, I don't think she suits the overall feel of the game IMO
* Can you show me which enemies need working on?
* Rebellion mode...Kinda :)


oldyz said:
no wonder i could not pull it off - i never thought it was a "stiff" function like a ryu fireball
would not it be best if its done more instinctively? like actually jumping over , pressing down or diagonals & attack button at the same time while in the air? (like contra)
problem with shooting in the air is 'shootframe' doesn't work, no ammo gets deducted, I actually want to get rid of the ammo system so when players get a weapon they can have a 'kill frenzy' time and completely clear the screen of enemies but just for a limited time, this is something I'd like to change but I'm also fighting the urge to not completely change the feel of the game. I'm still undecided.
 
Nice work with Hong Hua  8)

danno said:
problem with shooting in the air is 'shootframe' doesn't work, no ammo gets deducted,

Have you tried using throwframe to deduct the ammo instead?

What I mean is ammo deducting trick like this:
Code:
anim	attack1
	throwframe	3 0
	custknife	empty2
	delay	7
	offset	89 153
	frame	data/chars/hero/shoot1.png
	sound	data/sounds/mgun.wav
	frame	data/chars/hero/shoot2.png
	@cmd	shooter "ashot" 68 75 0 3 0 0
	frame	data/chars/hero/shoot3.png
	frame	data/chars/hero/shoot2.png
	@cmd	shooter "ashot" 68 75 0 3 0 0
	frame	data/chars/hero/shoot3.png
	frame	data/chars/hero/shoot2.png
	@cmd	shooter "ashot" 68 75 0 3 0 0
	frame	data/chars/hero/shoot3.png
	delay	10
	frame	data/chars/hero/shoot2.png
	frame	data/chars/hero/shoot1.png

  shooter functions shot projectile as you'd expect but throwframe is declared to deduct the ammo. throwframe throws blank projectile which will be gone on its own.

BTW I have script to perform duo attack. It works like this: hero 1 is standing waiting for hero 2 to perform jumpattack on hero 1. If hero 1 performs attack when hero 2 is close enough, both will change animation, hero 1 perform supporting move while hero 2 perform the boosted jump attack.
That's the gist of it and it's really crude. If you want it to work similar to original Nightslashers, you'd have to use binding scripts for hero 1 to hold hero 2 during the boosting process for smoother effect :).
If you don't need the smooth effect and don't mind the crude effect, I'll share the code to you :).

There's another duo attack in Nightslashers but I don't know how to perform it.
 
Thanks Bloodbane, so the empty2 is loaded as a star in shotgun model? I know knifes don't work in air

I'd love to use your duo attack please share :)
but please do a total unbind hahahaha I mean completely unbind like the entities have to go to court in front of a judge for a divorce, I hate working with binded stuff, crude sounds so much better :) if crude doesn't bind that's great

look at this


another reason why I want to rework the throw system, if dracula does escape hit during exact time of a throw, drives me crazy hahaha
 
Thanks Darknior I appreciate that
kimono said:
Dracula is your new best friend.
Our friendship did not last long :(


I fixed the bug because I've started to recode the entire throw system, BonusJz used a script to force enemy into grabbed ANIMATION right before throw started and enemy can still use escape hit while in grabbed animation hence the bug, only a small window but enough to make me change how everything works, I now have to make new animations for every single character in the game, jeeeez this is gonna take forever.
 
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