mersox
Active member
Awesome, thanks!!Hey buddy, thanks for the demo, I've featured it on my channel:
Awesome, thanks!!Hey buddy, thanks for the demo, I've featured it on my channel:
Any similarities are mere coincidenceThis is absolutely like TMNT 4 future level! Absolute brilliance, there!!!
Thank you @DCurrent ! Seeing Lucia's Run made me see that these types of levels are possible to make (I know that the sky is the limit when it comes to OpenBOR, it's just that seeing it in action made a different impact). It took me many tries and there's no lateral movement but it's good enough for my needs
So cool!I'm adding a new paddle boarding stage with faux Mode 7:

I appreciate the feedback. This is something that I had planned originally but eventually discarded due to time. I'll likely revisit it. Thanks!So cool!
Just a little feedback: its a common mistake in stages like that done in OpenBOR - some effects and entities ignore that the stage is moving and they stay still.
but, if the level is moving, something that stays still is actually moving in the opposite direction of the player.
For example, this water splash effect when Merman comes out of the water cannot stay still in the same place - he should move towards the screen (on the z-axis). And you could add a water effect to the tail of the mermen when they are standing or walking because, in fact, so they can follow the player as they are moving towards the island (that is, these effects would also move towards the camera ).
View attachment 7535
I don't want to sound pretentious, but if you look at the aerial level in my Avengers game, you'll see that everything moves to the left - effects, enemies when they die, water splashes, etc.), because the screen is moving to the right.
Otherwise, I loved what I saw![]()
Oh good! I was wondering what happened to this project.Here's the new trailer of the game:
I'm working hard to complete development (not much more to go!) Fingers crossed I can release the game in April/May.
There's a new demo up on Steam if you want to give it a try![]()
Thank you. I can say that the scrolling sections are all smoke and mirrors. Most of it (floor, walls) are essentially animated entities made with adobe premiere, then turned into sprites. The other zooming elements are too finicky and only work under very specific circumstances. There's no "depth" at work here. So Road Rash cannot be replicated with this technique.Well done for a fantastic game.
I have 2 questions and you are free to answer them or not:
1) How much did the operating rights for Bucaneers cost you?
2) I always wanted to play a Road Rash game on Openbor.
Do you plan to share the scripts for the front scrolling games with the community?
LOL. No.I'm working hard to complete development (not much more to go!) Fingers crossed I can release the game in April/May.
Keep the good work!The game will be released that day, no matter what!
LOL. No.
But I do have an official release date: July 22.
The game will be released that day, no matter what!
Buccaneers Shipshape on Steam