Boogeyman Blvd.

Complete Boogeyman Blvd. 2025-11-01

No permission to download
Project is completed.
stin said:
@A.D. Vanderstein, you are a Very Talented Artist.

I write sincerely.
Thanks a lot stin, I hope you enjoy the mod when I release it, but I must give most of the credit to DC, Bloodbane, BesTie, O Ilusionista, Matman, Maxman, NSW25, Master Derico, MTrain, and many other talented guys in this community that taught me how become a game maker in a very short time.
 
Certainly, they are Real and True Masters.

And you will not be less.

I Love this Community :)
 
this game looks cool you should add some female boogymen some very fameous women of horror are
Angela from night of the demons
220px-Night_of_the_Demons_poster.jpg

Mother of Tears from Dairo Argento's Mother of tears movie
Mother+of+Tears+cover.jpg

Countess Elizabeth Bathory has been in many movies
 
Reagan from "The Exorcist" is one of the bosses, but there are not many female enemies in the game. Also Samus is the only female player character, but there are many versions of her suit if you want to count them.
 
nsw25 said:
how much longer do you think until a demo ?
BoogeyMB is the last game in the trilogy and it is probably 98% complete, but I cant release the games out of order because it would spoil the story secrets. The big holdup is Doom M2M, which is the second game in the trilogy. If it weren't for that I would have already released BMB. Im almost ready to release the full trilogy though because im tired of working it & im ready to focus on my next mod Kaiju Killers. When I release the 3 games they will be as is because im not working on them any more, however I will leave BMB open for monster requests forever, so I will eventually get around to putting those female monster you were talking about in the mod and hopefully many more. Im a huge fan of horror movies and I love adding new monsters to the game. From now on every time a new monster movie comes out I will add it to the mod. Keep on showing me new ideas dude I appreciate that.
 
I am working on an Altered Beast character, I need to be able to change form during game play. All I need to know is how to change entities with a single button push, like a free special for instance. There has to be a way to do this that is not complicated. If anyone knows of a mod that might have this feature please tell me. Thanks...
 
look at oillusionas avenger mod emma frost she turns from normal form to diamond form i think also you can drop an invisible item that changes their from
 
use weaponframe command

weaponframe {frame} {weapon}

~This is used to switch weapon in an animation.
~{frame} determines at which frame the weapon is switched.
~{weapon} is weapon's number determines which weapon will be used to replace.
~Obviously you need to provide weapon sets for the character first before using this
 
Beastie has posted the correct solution.
I'm posting this to say that there's no morphing or similar in Contra mod (there's no weapon model at all)
 
Two questions: (1) How do I activate this?) (2) Do the new entity frames have to be on the same palltet,? The reason I am asking this is because ther are four transformations of  beast form dealing with this many colors they need their own seperate pallet. One more thing, could someone show me how it will look in the entity header.
 
Sorry for my short reply.

#1

All I need to know is how to change entities with a single button push, like a free special for instance.

Yep just add this to a freespecial animation. 


Code:
anim   freespecial9
loop   0
weaponframe  0 5
frame   data/chars/guy/1.png

this switches to weapon 5 at frame 0

#2 - Don't worry, each weapon model can have it's own palette.
 
BeasTie said:
use weaponframe command

weaponframe {frame} {weapon}

~This is used to switch weapon in an animation.
~{frame} determines at which frame the weapon is switched.
~{weapon} is weapon's number determines which weapon will be used to replace.
~Obviously you need to provide weapon sets for the character first before using this
BeasTie I have an idea I wanted ask you about. Now that I can transform into beast mode I though about letting the guy take on the forms of Urban Legends like, Bigfoot, Mothman, Wendigo, etc. or should I just keep the transformations like the traditional Altered Beast games? What do you think??
 
If you ask me, Altered Beast style transformation is harder to make since it requires 2 more models for transition to final form

And in that game, transformation is essential cause it's challenging to beat the boss even with final form

So you need to decide what transformation ability is, is it:
a. Powerup which can be gained and lost?
OR
b. Alternate mode for some characters?

If your answer is B, then giving ability to transform to those legends is good idea
 
The Guy will gain more transform abilities as he advances in the game. It will be a huge process to tackle but I have wanted him in the game from the start: Bigfoot, Mothman, Jersey Devil, Wendigo, Abominable Snowman, Chimera Beast, Bloody Bones, and maybe more. I've been studying up on Urban Legend history and I want to have the most popular ones.
 
I finally finished adding all of the Terrordrome characters, I found a great sprite source for this game if anyone is interested. It has their sounds and everything. https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E%21441
 
Ok guys I know this will sound like a newbie question but I'm having a problem with a weird sound playing when my enemies attack. It sounds like some sort of low grade explosion noise or something. It started last night afterI ran all my enemies through Openbor Stats. For some last minute tweaking  I though it might be some sort of quake sound or something, hut I can't seem to get rid of it. I went through my sounds folder but could not locate the sound. Any help would be appreciated.
 
nsw25 said:
yes I get it to sometimes, with certain combination of moves which then triggers that sound to be played instead of the other sounds. Best way to avoid it is to define the sound played for each attack via 'hitfx'

example
hitfx data/sounds/cut1.wav
Thanks buddy!! BTW I haven't forgot about the background stuff  we were talking about, I've just been really busy trying to finish up the mod this week. I will be on vacation for two weeks and am trying to do as much openbor stuff as I can.
 
it's 'indirect.wav' you're hearing, it plays if you use blast attacks.  I usually just delete it.

also punch.wav plays anytime you perform an attack, another one best to delete and replace with your own sound. 
 
Back
Top Bottom