Canceled Rescue Team project

Project is halted prior to completion and will not receive further updates.

theoz

New member
See a new project mood called Rescue team! 8) Marvel and Cvs style!

CITY STAGE
https://www.youtube.com/watch?v=kWQ0qKVwduY&feature=youtu.be

AMAZON SLAND FOREST SATAGE
https://www.youtube.com/watch?v=MjgMj1CKcRQ&feature=youtu.be

AMAZON SLAND PRISON STAGE
https://www.youtube.com/watch?v=S4AEhz_U2Eg




 
You know, I think you should change the name of the island to Poison Island cause there are many many many Poisons inhabiting the island  ;D

It's nice start though. you really should add variation cause the battle looks so bland currently. And also start with small number of enemies first in first stage then increase the number as game progresses
Also, you need to use blank image for hole.gif to remove that hole image
I can see Baroness which I believe you copied straight from GI Joe : Assault of Cobra Island. You need to copy her bullets as well so she won't be shooting air like this
I also wish Android would be deadlier and have more moves than this cause it looks so special

Last but not least, I hope you don't forget to credit me and Count Monte cause you clearly took some materials from GI Joe : Assault of Cobra Island (you even let some enemies use Cobra Officer and SAW Viper alias). I don't know what Count Monte would say about edited Water Moccasin though
 
Good start!
I recommand to avoid using very iconic characters like Poison.
Random enemies are more interesting to create a "Nw game" feeling.
And yes, these GI Joe elements are a nice choice, hope you will credit the creator. :)

Good luck with the project, I'm glad to see a game concentrated on Kim, since he's in my top3 KOF characters.
 
:) Thanks everybody for support. I will obviate all these questions! INDEED There so much to do, several thinks to change, infinit bugs to fix, and of course all credits will be given to used ressoruces" ;)

The ideia is convert all my mugen chars (old stuffs) to openbor (That I discovery and learning about recentily). This mood will be Split in 3 parts

1. City battle (several chars)
2. Island Amazon battle (only girls)
3. Island genetical criatures experiments (only creatures chars)

New ups
SVC NUDE (ANIMATED)
gametestepak-0188.png


FOREST (ANIMATED)
gametestepak-0170.png


RUINS
gametestepak-0174.png


PORT BEACH (ANIMATED)
gametestepak-0161.png


FOREST NIGTH (ONLY CREATURES)
gametestepak-0133.png


 
I agree it looks better if you stick to one style for sprites, SNK will look best on these detailed backgrounds.
 
New background updates  8)

Criminous Girls inBackyard
gametestepak-0196.png


Criminous Girls in city (stage by Rocket Vipper II)
gametestepak-0192.png


The ruins
gametestepak-0190.png


The Secret Base
gametestepak-0201.png


The Secret Base room 1
gametestepak-0198.png
 
NEW BACKGROUNDS JUNGLE AREA! In the end this enemys must be changed. The intention of video is show the backgrounds.

 
Yes and there is absolutly no reason to use 2 different poison spritesets SVC and SF3.

I would recommand to keep all characters in a same style like CVS type.
If so. Capcom other chars like SFA or SF3 should be scalled a bit.

Also, Shermie and Leona have some CVS type sprite and many other kof characters.
Just Google Dampir mugen sprites. And credit him if used.

Good luck.
 
Thanks to all,  :) when I finish the stages I will standardize a single type of spirte in the game, probably CVS and SFA ;)

Some updates! Testing Water Effect! Credits to JonSilva to script.
 
Nice! Good news!

Anway, if you stick with these well known iconic characters as enemies (Cammy, Leona, Angel...) At least try to edit them. You can have very good result with this combination.
-Headswap + edits
-palette swap+color separation
With that, you can easily recreate the illusion of brand new characters.
one more thing :
Try to avoid using the actual character voice to your edited enemies
Eg : Leona enemy. (not Leona voice)
 
nedflandeurse said:
Nice! Good news!

Anway, if you stick with these well known iconic characters as enemies (Cammy, Leona, Angel...) At least try to edit them. You can have very good result with this combination.
-Headswap + edits
-palette swap+color separation
With that, you can easily recreate the illusion of brand new characters.
one more thing :
Try to avoid using the actual character voice to your edited enemies
Eg : Leona enemy. (not Leona voice)

Great idea.  ;D Thanks! If you know where can i find more CVS free openbor chars to download, you would help me a lot :D

New ups

Criminous girls in my home
 
This part of your game looks great!
And you can see some consistency (nearly) with the sprites.

About full characters, sorry I don't know.

But get a look at Dampir stuff and try to edit yourself.
Regular enemies are really easy to code in Openbor.
 
Good job!
I'm still interested to undertand how you can destruct an obstacle bit by bit.
Like these alien containers. ???
 
I believe, the title is supposed to be experiments room but the room does give some experience  ;)
BTW I don't see any purpose of beating those experiments if you could just leave the room. It would be reasonable if there were switch or something hidden behind those tubes to open the exit door
Speaking of beating, why not have some tubes break on its own or rather some experiments jump break out of the tube on their own?  ;) ;)

nedflandeurse said:
I'm still interested to undertand how you can destruct an obstacle bit by bit.
Like these alien containers. ???

You can use script to change animation based on current health in IDLE to do that
 
nedflandeurse said:
Good job!
I'm still interested to undertand how you can destruct an obstacle bit by bit.
Like these alien containers. ???

You can use folow1 (1 animation break) folow2 (another animation) and go....
Untitled_1_copy.png


The Aliens in containers you can use a char on item place  ;D

spawn  Containers
Item Alien
coords  300 250
at      0

Bloodbane said:
I believe, the title is supposed to be experiments room but the room does give some experience  ;)
BTW I don't see any purpose of beating those experiments if you could just leave the room. It would be reasonable if there were switch or something hidden behind those tubes to open the exit door
Speaking of beating, why not have some tubes break on its own or rather some experiments jump break out of the tube on their own?  ;) ;)

Yes the switch hidden is a great idea. But I think games have to be more like a real life, you have choices, but you should bear with as consequences. So you have an option to run away or fight ...just like in real life ::), every decision will have a consequence. Kill alien and win points, not kill alien and do not win any pont. :P

In my personal opnion the boring in games is getting stuck on a screen having to face enemies three enemys....after more three enemys....after more 3.... at a time without being able to run forward.... Being forced to kill the guys or else does not advance.... >:(

Nince is like Dino Crisis 2....The dinossaurs come, but you do not need to kill him to advance fw....You can advanced without kill all enemys :)
 
looks cool so far.  The hit sound effects are a little over the top, that could get tiresome.  You can add variations by using hitfx command

Code:
hitfx {path}

    ~{path} should point to a .wav file.
    ~If this animation has an attack box which makes contact with a victim, this sound will play instead of the normal 'beat1.wav' sound.
    ~Like the normal hitsfx, the higher the attack power, the slower this sound will play.

You should also start replacing the music from the old mods.
 
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