Canceled CRIME DOE$ PAY

  • Thread starter Thread starter ELECTRO
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
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ELECTRO

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CRIME DOE$ PAY is the name of me and my brothers OpenBor project. It's about a gang of rejects that couldn't make the cut to join real gangs in Prison. So the gang is mixed up of a bunch of nationality's, which is cool because it gives me freedom to make any kind of character. The Gangs leader is a cripple Mexican guy who can't jump but always carries weapons. He's like the Professor X of the gang :) anyway, he has the idea to start a riot to make the guards of the prison focused on dealing with the mass of crazed inmates so it would be easier to escape. Once they escape I want to have a driving scene were some rides are ready for our gang to escape in, but i'll use this opportunity to have a bonus level were you drive and shoot cops. Once they escape, the goal of the game is to become a mighty criminal force in the city and so you need to start beating the crap out of thugs and drug dealers etc... and take over one block at a time so you can set up your own drug dealing and pimping etc... enterprise. Once you Become Kingpin and your gang is feared through out the city, you win the game. I want there to be weapon pickups like shotguns, pistols, shanks, knives, metal pipes, Molotov cocktails etc... each with there own death animations if that's possible. I know they have death2 animations at least so I might limit the weapon pic ups to one weapon  per stage and spawn the right enemies who can die from that weapon with the proper death2 animations. So basically i'm aiming for ... Final Fight + Gears of War + Grand Theft Auto = CRIME DOE$ PAY. I actually got this Idea from looking at my brothers 3 year old sprite Jail Boss and playing the new GTA5. I've only been working on the game for about 3 days now and have made some decent progress. I am rushing threw the animations and will go back later and polish them. Just trying to get something playable and learning the OpenBor code as I go along, so here's what I got so far...

Gang Leader dubbed (Stinger)
He always has weapons to make up for his handicap of not being able to jump or move fast, so he does good damage with them. He starts off with a shank tied into his pony tail and a broken broom handle as weapons.

Walking forward animation


Getting hit with weak attack


Grab


Throw enemy backwards


Weak punch


Stage #1 prison cells
Still needs a good bit of work, but so far so good


Jail Boss
The boss you will fight at the end of the jail break out act. Ostrius Magnus was a former MMA fighter but was duped out of his prize money by a crooked manager after signing a contract that he did not let a lawyer read over. Losing heart for the sport and despising criminals, Ostrius decided to be a cop and was stationed at Lionel Correction Facility. Due to his massive size and fighting ability, he quickly rose in rank and eventually became the Warden of the prison, preferring the name Boss over Warden. Though he has put on some weight and age, Jail Boss is no one you want to mess with and is extra harsh on the prisoners.

Idle stance
My brother Lord Bynum's animation. Re textured by me.


Weak Punch
My brother Lord Bynum's animation. I have not textured this one yet but the animation looks so cool I had to go ahead and display it.


Inmate #1
Just a generic inmate for cannon fodder purposes.

Death by close combat blunt weapon


Idle stance


Pain weak by hit


Weak Punch


Smart palette costumes

 
Thanks, I hope to show more soon. I'm working on weapons right now and finishing up that background image. Here is a sneak peak at an early jail cafeteria background.

 
hey buddy, welcome!
About the stage, I feel it a bit...lonelly. Try to add more things, like craks on the walls, some dirty, etc.
 
Will do, right now i'm racking my brain trying to figure out how to make a wall box for the food bar. Soon as I can figure that out i'll start to add in metal tables to jump on and then add in the finer details to the background at the end. Glad to be here!
 
I came into this thread expecting some randomly generated message from a spambot. And instead I discovered an all-original beat em up.

Well played, good sir. Well played indeed.
 
NickyP said:
I came into this thread expecting some randomly generated message from a spambot. And instead I discovered an all-original beat em up.

Well played, good sir. Well played indeed.

LoL, I can see how you would think that from the title of the thread. Any time you see a money symbol in a forum it usually means trouble.
 
Cool ideas, cool sprites, gta inspired beat em up sounds good to me. ;)

BTW - Kinda hard to read the green text.
 
I came into this thread expecting some randomly generated message from a spambot.

LOL same here :D

Anyways, it's nice to see a mod using original sprites.

BTW I should remind you that some animations are not mandatory i.e GRAB (and its relatives), JUMP (and its relatives) and THROW. This way you don't have to make animations you probably won't need :)

Good luck!
 
You did nice work, guys!
It really nice to see new concepts and new priting style!

Some little things can be fixed on animations.
Mostly about the seargant (sorry, not sure about the word)
His punch anim is nice, but the startup anim before hit sould be more fast.
His stance (idle) need 1 or 2 transition frames. mostly for arms.

Really promising! I  can't wait to see the progression in your work.
 
Hmmm... while yes, this project does seem to be on the back burner at best compared to his MUGEN work, I still feel hyped for this product, and have a few suggestions for tweaks. Namely for the pixel art. I know he's trying to recapture that older, late-80s to mid-90s style with the shading, proportions, and artistic flourishes, I do feel that the lines deliniating the character muscles should have their tone changed to match the lighter outline tone, to make them stick out less, and more organically detail the musculature. In other words, the outlines of the muscles have too much dark colors, making them look weird. This is mainly apparent with Stinger's arms, as the rest of him looks quite good. Making the small wheel rotate when he walks forward could be a nice touch as well. The backgrounds could also use more shading, definitely. I find it interesting how smart pal is used to make variants for the generic prisoner enemy that are distinct from each other.
 
ELECTRO
This game is giving me serious SuperJail vibes...
the-comical-melon-the-comical-melon-thewarden2-small.jpg

 
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