Boogeyman Blvd.

Complete Boogeyman Blvd. 2025-11-01

No permission to download
Project is completed.
Thanks for the help guys. Well I finally finished all of the enemies, here are the final two: Reagan from The Exorcist & The Fly.

[attachment deleted by admin]
 
Thanks, I have been working on this game for about four years and it has slowly evolved to include all of my favorite horror movie monsters: Frankenstein, Wolfman, The Mummy, Dracula, Freddy Krueger (Nighmare on Elm Street), Michael Myers (Haloween), Leatherface (Texas Chainsaw Massacre), Pinhead (Hellraiser), Molasar (The Keep), Jason Voorhees (Friday the 13th), Candyman, Reagan (The Exorcist), Gremlins, Critters, Pumpkinhead, Jeepers Creeper, Herbert West (The Reanimator), Chucky (Child Play), Ghostface (Scream), Jack (The Shining) and tons of ghosts, ghouls, zombies and monsters. The players are popular horror icons: Rick from Splatterhouse, Dante from Devil may Cry, Kolchak the Nightstalker, Alucard from Castlevania, Ash from Evil Dead, and many more.
 
BeasTie said:
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.
I deleted the indirect.wav & punch, punch1, and punch2 but I still have that annoying sound, its completely screwing up my game. Do you guys know anything else I can try. The sound is all low quality like its from an old 8 bit console game, except worse and I cant pinpoint it in the sound folder.
 
Yes:

name   Frankenstein
health 2000
speed 15
type enemy
gfxshadow 1
falldie 1
nodieblink      1
aggression 99
aimove Chase
diesound data/chars/HUGO10/zomatk.wav
pallet data/chars/HUGO10/alt1.gif
load  blood2
anim attack1
hitflash blood2
        hitfx    data/sounds/slash.wav
range 0 200
loop 0
delay 5
offset 103 198
bbox 58 33 89 173
sound data/chars/HUGO10/beat1.wav
frame data/chars/HUGO10/slash01.gif
frame data/chars/HUGO10/slash02.gif
        attack 100 37 65 162 100 0 0 0 0 0
frame data/chars/HUGO10/slash03.gif
frame data/chars/HUGO10/slash04.gif
frame data/chars/HUGO10/slash05.gif

I fixed the problem by using: (sound    data/sounds/slash.wav), but I want the sound to play only on a hit, when you use sound it makes the wave file play regardless on a hit or miss. It sound bad when a slash sound plays on a miss, should only play on a hit only. I'm lost at this point.

 
Yeah that's what im trying to say, I tried hitfx just like it is in the character stats in above post, but it didn't fix the problem. Sound fixed the problem, but as I said I don't want to use sound because it plays with every attack regardless if you hit or miss. I want the effect to play only on a hit and not have that terrible sound that ive been hearing. Im lost and don't know what or how to fix it, I tried everything you guys said.
 
That's what hitfx does thou, it only plays when u hit something.

This sound it happens when enemies perform an attack or just when they hit you?

check what sounds are declared in you player and enemies, maybe it's something you added but is not playing properly.  Sometimes if the  wav format is wrong it will play sounds distorted.
 
Does anyone know where to get the random sound script, also how and where do you declare it? BeasTie mentioned it a while back, but Im just now getting around to fixing the sound problem. Also which music file is a smaller size .wav or .ogg ?
 
it's 'indirect.wav' you're hearing, it plays if you use blast attacks.  I usually just delete it.
Correction: it plays whenever an enemy is knocked down and it hits another enemy while falling.

And do not delete those samples, since they are required. Instead, you can use a blank .wav file (like a short silence) and rename as you need.

Also which music file is a smaller size .wav or .ogg
.ogg for sure, but you can't use .ogg as sound effects, just as musics.

Look here for .ogg : http://www.chronocrash.com/forum/index.php?topic=1001.0
But I remember there is a required music: remix.bor. If you put a remix.ogg it will play, but when you go back to the title, it will play the .bor version instead.


Random Sound
http://www.chronocrash.com/forum/index.php?topic=1359.0
 
I have made a ton of progress on my mod these last two weeks, but I got burned out from working on the same game so I decided to work on some Kaiju sprites for another mod I have been working on. Here are a few of the many monsters from Kaiju Killers.

[attachment deleted by admin]
 
While you work on another mod, can you upload a video of the boogeyman mod??

I'm very curious about the gameplay. And to see if you fixed all the gameplay issues we gave you feedback like two years ago.

A demo would be even better (it could be a demo with just some chars, one enemy and 1 stage only).
 
Everyone has seen the Terrordrome characters so I won't bother showing videos of those guys, but I do want to show some of the other horror characters that I have added that have never been in a game before. This video will show The Fly stage, the regular enemies are Gremlins, Critters, and Lurkers from Phantasm. I hope you guys like it.
https://www.youtube.com/watch?v=gLq9WxUZjpw
 
nsw25 said:
Still no demo for this... i really think u should of released one after another instead of at once so u can get feedback etc... so whens the game\demo coming ???

game looks good, Though the characters still look very stiff. Also maybe add depth to the moves attack boxes as some moves seem to miss too much
Thanks for the feedback, one question though. When you say depth to the attack boxes, do you mean expand the attack box back towards the player, forward toward the enemy, or both?
 
Thanks for the tip, I think that has been my problem with several of my characters. I have always left the last number zero, because I never knew what it meant in Openbor Stats so I never messed with it.
 
nsw25 said:
like this

attack5 54 33 57 90 40 0 0 0 9 80

the last number '80' defines the depth of attack box higher number means deeeper depth of atack and easier to hit enemies

keep in mind that his value works for each Z direction, so its active from -80 to 80 = 161
 
I worked all night on the depth settings and it made the players too powerful at 80, so I used 50 depth setting. It has definitely fixed my problem with missed hits, now everything hits, I had to remove a lot of the attack boxes from players that I had added to make up for missed hits.
 
Nice preview! Too bad Rick didn't swing his bloody machete in the video. I'm curious how he's going to chop enemies with it ;)
Though I'm surprised he has big gun  ::)

Alucard can shoot while jumping only?

Couple suggestions:
1. Why don't you place some obstacles? they would be nice level variations. You can even also place shooting enemies behind obstacles ;)
2. For shooting enemies and bosses, you can set some delay before they shoot. They could say show a flash in their eye or 'growls' before shooting. This will give some time for players to attack them
 
Thanks for the preview Blood. I played the demo with a controller & I usually play it with the keyboard so I got mixed up on the attack buttons a few times, but to answer your question on Alucard, yes he can shoot flaming skull from air and ground. On Rick question yes I will add a big machete swing to his moves, thanks for bringing that up because he needs to show the potential of that weapon.
 
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