Buccaneers Shipshape

Complete Buccaneers: Shipshape

Project is completed.
This is absolutely like TMNT 4 future level! Absolute brilliance, there!!!
Any similarities are mere coincidence ;)

Very nice @mersox!

DC
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 :)
 
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I'm adding a new paddle boarding stage with faux Mode 7:

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 ).
1710615650488.png

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 :)
 
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 :)
I appreciate the feedback. This is something that I had planned originally but eventually discarded due to time. I'll likely revisit it. Thanks!
 
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?
 
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?
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.
 
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