Boogeyman Blvd.

Complete Boogeyman Blvd. 2025-11-01

No permission to download
Project is completed.
A.D. Vanderstein said:
More monster concept designs and playable Slaughterhouse Rick. I am about 95% complete with Metroid Warworld & Boogeyman Blvd, but Doom: Mission to Mars is a little behind schedule. I want to release the complete trilogy at one time so it may be a couple of months before all three mods are complete.

Looks good!
 
jiam said:
A.D. Vanderstein said:
More monster concept designs and playable Slaughterhouse Rick. I am about 95% complete with Metroid Warworld & Boogeyman Blvd, but Doom: Mission to Mars is a little behind schedule. I want to release the complete trilogy at one time so it may be a couple of months before all three mods are complete.

Looks good!
Thanks Jiam, I hope to be finished with entire ADV Trilogy soon.
 
A.D. Vanderstein said:
Liu-Kang said:
Well this looks impressive! The fact that you made Kolchak a main character is insanely awesome! And third in the series you say? Where are the other ones?! If I had any request, it would be that Larry Talbot (The Wolf Man) would be a playable character. If you think about it, it could work. As Larry he would fight with punches and his silver cane (Since silver hurts many kinds of evil), and The Wolf Man has fought other kinds of monsters before: (Frankenstein Meets The Wolf Man, Abbot and Costello Meet Frankenstein). Again, this is incredibly awesome! Keep up the good work! 8)
Liu-Kang I believe that me and you think a lot alike. I have been following your work long before I decided to try out openbor & your Godzilla game poster on Deviant art is what led to me to join Lavalit in the first place. I am a huge Godzilla fan and have been waiting a long time for you to complete your mod & I assume you are excited about the new Godzilla movie trailer on YouTube. Anyway back to the topic, yes I have thought about putting Talbot & even the original monster hunter Van Helsing, but that would push my release date even farther back. I am glad that you understand the reason I put Kolchak in the game because a lot of people don't even know who he is. Did you know that the Kolchak series is what inspired the X-Files series.

Really?! That's awesome! It feels good to know that my brother and I inspired someone to start making games, or at least had a hand in it ;D It's awesome to meet someone with the same interests and all that, and of course I'm looking forward to the new movie! It looks like Godzilla's finally gonna make a come-back. It'd be really cool to see Peter Cushing Van Helsing in here, have you seen the Hammer Horror movies? I've been getting into such a Lon Chaney Jr/Wolf Man mood and enjoying his movies, and really thought it'd be cool to FINALLY play as him in a game. And I'm so excited to play as Kolchak! :D I loved his series, and his first movie but have yet to see his second movie. So funny to see the "Old Man" from A Christmas Story hunting monsters ;D Really lookin' forward to your game still!
 
Its funny that you mention Peter Cushing/Van Helsing because I had actually thought about putting him in the game, but I could not find enough source material on him to make sprites. Those old Hammer Horror movies had a really creepy feel to them and Christopher Lee always made a good monster. You know its kinda funny that Cushing & Lee were also in the Star Wars movies. Lee was also a bad guy in Lord of the Rings, but you probably already know that. Hey Liu if you can find a site with some good Hammer Horror stuff let me know and maybe I can make some Van Helsing sprites. BTW the Mummy pictured with the other Boogeymen a few posts back is based on the Christopher Lee version from the Hammer movies.
 
Yeah I knew he was Saurman in LoTR, it's so awesome ;D Cushing would definitely be a great addition, If I do find anything I'll let you know. Woah, that is Hammer Mummy! He's much better than the skinny pathetic Mummy from Monster Squad.
 
Looks really cool dude, my suggestions would be

- enemies and players don't have fall animations, add 'knockdowncount' to them to prevent them falling.  Instead of falling from strong attacks, make them knocked backwards instead (use pain2, pain3 etc.). Also 'drawmethod tint'command can be used to make them flash red when hit.

- Change the default jump sound, hit sounds and old openbor fall sounds.  You should use hitfx command to customize sound effects for attacks for variation. (just replace any default openbor sounds)

- Some sounds are playing too often, you can use randomsound script to sometimes play a silent .wav to reduce this.  Also you can add variation.

- some players could have some voice effects, especially Ash from evil dead. (I have good samples from the movies if you need)

- sometimes there was no hit flash/blood during attacks

Awesome job on the screen effects, they look really good, some could use alpha settings thou (like large explosions) so gameplay is not momentarily hidden.
 
Nice video! nice to see new characters in.

I believe you really should rebalance damage and health. It's very very not good to see health bar decreases or increases so rapidly more than single bar  :(

It's best to give low damage attacks with low HP than the one you have right now.
Otherwise, you should be using percentage based Health bar instead.

About enemies, I have couple suggestions but before that remember one thing: players must defeat enemies in order to progress, therefore you can have ignorant enemies who don't chase players.
My suggestions:
1. Have some enemies which stands still (with nodrop 2 + nopain 1 to prevent them from being knocked away) and shoots periodically. Great for subbosses and bosses
2. Have some enemies wander around instead of chasing players.

I understand that some of enemies are killers which naturally chase players but for variety, you should consider my suggestions above
 
Great stuff Blood, but take into consideration that this is a Boss Rush mode in the video & they all are set to chase, with aggression set from 50 to 99. The only exceptions are the smaller creatures like Gremlins, Critters, & Lurkers. I see what you are saying though & will take into consideration in the normal levels of the game. Thanks for the feedback my man.
 
BeasTie said:
Looks really cool dude, my suggestions would be

- enemies and players don't have fall animations, add 'knockdowncount' to them to prevent them falling.  Instead of falling from strong attacks, make them knocked backwards instead (use pain2, pain3 etc.). Also 'drawmethod tint'command can be used to make them flash red when hit.

- Change the default jump sound, hit sounds and old openbor fall sounds.  You should use hitfx command to customize sound effects for attacks for variation. (just replace any default openbor sounds)

- Some sounds are playing too often, you can use randomsound script to sometimes play a silent .wav to reduce this.  Also you can add variation.

- some players could have some voice effects, especially Ash from evil dead. (I have good samples from the movies if you need)

- sometimes there was no hit flash/blood during attacks

Awesome job on the screen effects, they look really good, some could use alpha settings thou (like large explosions) so gameplay is not momentarily hidden.
Every thing you & Blood said is true I have a lot of polishing to do before releasing, but it is mostly simple things that won't take as much time as making sprites or backgrounds. BeasTie I have quotes for: Ash, Johnny (The Shining), Freddy Krueger, Pinhead, Rawhead Rex, Chucky, Candyman, & a really cool quote for the Demon Molasar. I will implement them this weekend. I need to set the explosions to Alpha 0, and I am not familiar with the drawmethod tint command, but that sounds really cool & I definitely want to use that for sure. Also I have never used pain 2 or 3 so I need to look at Damon or Bloods notes in the manual. Great stuff guys I appreciate everything you do for me, and thanks again for being patient. BTW is there a mod I can unzip that has the drawmethod tint command I can study tonight?
 
nice work guys
i wish Terrordrome wood do sumthing like this
mike myers and jason voorhees tag team agents zombies and demons  you guys are the best
 
nsw25 said:
Agree you should use alpha, i use alpha 4 or alpha 5 for explosions.

I dont understand too much about drawmethod command but Heman demo has good use of this to simulate burn and i opened that up and used that in my game. Would be good if someone made a chart or cheat sheet for different colours and effects with drawmethod
I know a cheat sheet would be great & also would give everyone an idea of what kind of effect to expect when playing with different values. I played around with different values when I made the fire effects for Norfair in my Metroid mod. I wanted the fire to look gloomy and mysterious but I could never get the exact result that I wanted so I just settled. You could play with alpha values all day long, but in the end it all depends on the background that you put the effect against. Every single BG looks different.
 
Sorry here's some links to the info -

New drawmethod commands
http://www.chronocrash.com/forum/index.php?topic=145.msg943#msg943

OpenBOR Manual (check info about custom pains etc.)
http://dcemulation.org/?title=OpenBORManual#Reaction_2

Random Sound Script (made a thread for ya)
http://www.chronocrash.com/forum/index.php?topic=1359.0


You could play with alpha values all day long, but in the end it all depends on the background that you put the effect against. Every single BG looks different.
Just add alpha 6 (50% transparency)
 
BeasTie said:
Sorry here's some links to the info -

New drawmethod commands
http://www.chronocrash.com/forum/index.php?topic=145.msg943#msg943

OpenBOR Manual (check info about custom pains etc.)
http://dcemulation.org/?title=OpenBORManual#Reaction_2

Random Sound Script (made a thread for ya)
http://www.chronocrash.com/forum/index.php?topic=1359.0


You could play with alpha values all day long, but in the end it all depends on the background that you put the effect against. Every single BG looks different.
Just add alpha 6 (50% transparency)
Thanks BeasTie you rock!!
 
let me share my feedback:

- don't use transparency on blood, because its not translucent.

-For to make it blink in red, I do prefer to use a script over drawmethod on pain animation. this is because you can have some chars which won't enter on the pain animation (nopain) and it will never blink.

instead, use this (save as blink.c):

Code:
void main()
{// Blink effect script
    void self = getlocalvar("self"); //Get calling entity.
    void Health = getentityproperty(self,"health");

    if (Health > 0){
	changeentityproperty(self, "colourmap", 2);
	changeentityproperty(self, "maptime", 20 + openborvariant("elapsed_time"));
    }
}

And set it as a takadamagescript
takedamagescript data/scripts/blink.c

for this to work, you will need to make a new pallete, in red. On the code above, its the THIRD palette (colourmap 2). just change it as you want.

You could play with alpha values all day long, but in the end it all depends on the background that you put the effect against. Every single BG looks different.

yes and this is normal, because the right method (do not use alpha 6, since it just set the sprite 50% transparent and this is not the right way to do it) uses an overlay to do it. As in mugen, it will be great in darker backgrounds, but not that great into too bright ones
 
O Ilusionista said:
let me share my feedback:

- don't use transparency on blood, because its not translucent.

-For to make it blink in red, I do prefer to use a script over drawmethod on pain animation. this is because you can have some chars which won't enter on the pain animation (nopain) and it will never blink.

instead, use this (save as blink.c):

Code:
void main()
{// Blink effect script
    void self = getlocalvar("self"); //Get calling entity.
    void Health = getentityproperty(self,"health");

    if (Health > 0){
	changeentityproperty(self, "colourmap", 2);
	changeentityproperty(self, "maptime", 20 + openborvariant("elapsed_time"));
    }
}

And set it as a takadamagescript
takedamagescript data/scripts/blink.c

for this to work, you will need to make a new pallete, in red. On the code above, its the THIRD palette (colourmap 2). just change it as you want.

You could play with alpha values all day long, but in the end it all depends on the background that you put the effect against. Every single BG looks different.

yes and this is normal, because the right method (do not use alpha 6, since it just set the sprite 50% transparent and this is not the right way to do it) uses an overlay to do it. As in mugen, it will be great in darker backgrounds, but not that great into too bright ones
Thanks O' I will be up all night again studying this stuff and playing around with some different things. The good news is that I stayed up late last night and put alpha transparency on all of the explosion effects and I have to say that makes a world of difference. Now the action isn't blocked out during an explosion, also I changed Dracula's retarded looking firery bat attack, and made several more changes as requested by BeasTie & Bloodbane. The game is really shaping up now and once I make these other few changes it should be ready to put up for download. I will say this though, once these changes are made that is all I'm going to do with this mod. I am tired of working on it & I'm ready to get back on my Metroid & Doom mods. I have some really exciting and cool stuff in store for Doom & Metroid fans.
 
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