Canceled Dreams of Rage

Project is halted prior to completion and will not receive further updates.
Thanks guys.  Appreciate the support.  I figured freddy would be more menacing larger.  It's funny, that shredder was one of the examples that popped in me head.  I guess it worked. 

Also, i'm going to try and have him split into smaller versions before you beat him.  I've made a smaller version of him and I'm currently working on how to spawn mutliple entities when he dies.
 
Wow~! that's pretty cool! lol to the ghost Bred and ghost Mature. :D

The vibe is pretty cool, looking forward for more!
 
lol to the ghost Bred and ghost Mature

Actually it's ghost Donna, regular enemy from Crime Buster based on Mature

BTW handsnfeetface, I noticed that your arrow i.e Freddy's hand is covered by screen edge. Instead of using default arrow mechanics, why don't you create your own arrow with  Custom Arrow ? it has lots of benefit ;)
 
Yeah, the gloved arrow was something I threw in quick.  I wanted to customize it, but that seemed to be the extent of my options.  I was going to make something better down the road and this will help open up my options.  Thanks, again, for steering me in the right direction.  You're an asset to this community Bloodbane.
 
Hello everyone,

It's been a long time since I've posted any progress, but I wanted to let you know that I'm still chugging along.  I've had a rather large promotion at work and it hasn't lent me much time as I'd like to work on my Mod but there's still progress.....

https://www.youtube.com/watch?v=1YZKs8nFCdI

I've also implementing much of player two's (Kristen) animations.  I don't have a video to preview, but here is a progress screen shot: 
wip.jpg


As well as other things...
fsnakpix_copy.jpg


13876248_10154313555218326_1172731317019834030_n.jpg


Stay tuned for more!
 
hmm.. Looks great but its missing Nancy....  Without her they wouldnt have gotten their powers in dreams, without her they were lambs to the slaughter.. If your worried about powers you could use the first movie to get an idea of her moveset, she could set traps and stuff.. But she should be there :)  Other than that the ghosts could use more detail in the video but it looks great for a starting project.
 
looking really good man, nice touch freddy playing atari (or whatever it is) lol - I would try to speed game play up a little bit thou. 

One other thing thou, you can't have horror without horror music!!

Why not add some tracks from the original soundtrack?  some tracks might not be suitable in their entirety, but it could be possible to cut some looping sections easily. Also this way you can remove inappropriate sections of the music that wouldn't suit in game..    I can take a look at it some time if you like.     

From the first movie soundtrack, check out track 05 for an  example.  It could easily be rearranged for continuous playback, I think I could get 2-3 stages worth just from this one track. 

https://www.youtube.com/watch?v=ATMZ-ksm7Uo&list=PL58n0Sm06PqPMuTXvjzzro4gTimESqqE3&index=3

 
I watched the video. There are things that I like (like the blades coming from the ground, the cutscenes, etc) and things I don't like;

- The enemies falls like a log on the ground. There is no bounce animation
- Freddy's attacks has no recovery time. Its a damn fast attack with too fast recovery time.
 
Thank you all for the advice and constructive criticism.  It's appreciated.

Esn:  Nancy will, indeed, be involved.  She will unlock the player's dream powers in Stage 3 allowing them to become the dream warriors.  Kristen, specifically, will call in her visage killing all enemies on screen.  I was, also, planning on having her as an unlockable character upon completion.

Beastie:  Good call.  Much of the music in the beginning is from a remade Elm street NES medley, but I will try to include more haunting tracks from the series.  Thank you.

Illusionista:  I would like them to bounce, honest.  I even have bounce and bouncefactor set, but I haven't gotten them to work, yet.  There are things I haven't gotten to work properly (or just don't know how to do, yet) but aren't game breaking, so they've been put on hold.  Something I was going to focus on a later date.  I wanted to get as much into the game first before tweaks polish are implemented. 

As for Freddy, I totally agree, it was more of seeing if the animation looks good before I proceeded.  None of the enemies attack A.I has been specifically adjusted, yet.  The little girls are too much like pirahnas, too.  All that will be fixed.
 
I've watched the video and it's good work :D
I wonder if the girls are ungrabbable but I like seeing Kincaid's uppercut (maybe he should launch enemies high with it)

My only suggestions are
1. Shorten first stage, i.e have it end in front of the house
You could use tough regular enemy OR Freddy's shadow as boss
2. Add traps or something for variations
 
I think this mod is one of the most interesting that have come out recently. The animation is fluid, the graphics are crisp, you play with satisfaction.

I suggest you to add a move to escape, when surrounded. For example, a running punch (right-right-attack or left-left-attack).

BTW, which OpenBOR version is required at least to play this mod?

Keep up good work, and compliments.
 
handsnfeetface said:
Thank you all for the advice and constructive criticism.  It's appreciated.

Esn:  Nancy will, indeed, be involved.  She will unlock the player's dream powers in Stage 3 allowing them to become the dream warriors.  Kristen, specifically, will call in her visage killing all enemies on screen.  I was, also, planning on having her as an unlockable character upon completion.

Beastie:  Good call.  Much of the music in the beginning is from a remade Elm street NES medley, but I will try to include more haunting tracks from the series.  Thank you.

Illusionista:  I would like them to bounce, honest.  I even have bounce and bouncefactor set, but I haven't gotten them to work, yet.  There are things I haven't gotten to work properly (or just don't know how to do, yet) but aren't game breaking, so they've been put on hold.  Something I was going to focus on a later date.  I wanted to get as much into the game first before tweaks polish are implemented. 

As for Freddy, I totally agree, it was more of seeing if the animation looks good before I proceeded.  None of the enemies attack A.I has been specifically adjusted, yet.  The little girls are too much like pirahnas, too.  All that will be fixed.

I meant to say the NES music is a nice touch as well. ;)

Maybe the ghost enemies could just vanish/ dematerialize when they die, I think it would look better.  Just use pain animation, add some movement of them being knocked back.  Then just make an animation for the final part (when they vanish),  or add some sprite effects.
 
.  I even have bounce and bouncefactor set,
Ah good, but you can make something better than boucne factor, or it can make your entites looks like a beach ball.

What I mean is an animation trick:
Most of time, people set a landframe where the character has his back on the ground - like he was lying flat on the ground.
raomNk8.png


But this wrong. The entity should fall on the ground on an animation where just part of his back touches the ground, like this:
hht1NwD.png

And then you can use the previous frame.

This will make the animation looks better, try it.
 
handsnfeetface said:
Thank you all for the advice and constructive criticism.  It's appreciated.

Esn:  Nancy will, indeed, be involved.  She will unlock the player's dream powers in Stage 3 allowing them to become the dream warriors.  Kristen, specifically, will call in her visage killing all enemies on screen.  I was, also, planning on having her as an unlockable character upon completion.

Yea this game is cool I was wondering why that punk girl and the dnd nerd were in it they died so quickly lol... Nancy is once of the best elm street chars her and alice :P
 
esn23 said:
Yea this game is cool I was wondering why that punk girl and the dnd nerd were in it they died so quickly lol... Nancy is once of the best elm street chars her and alice :P

My favorites as well.  Alice might make an appearance...

12654478_10153826350913326_5367853680787935197_n.jpg
 
O Ilusionista said:
.  I even have bounce and bouncefactor set,
Ah good, but you can make something better than boucne factor, or it can make your entites looks like a beach ball.

What I mean is an animation trick:
Most of time, people set a landframe where the character has his back on the ground - like he was lying flat on the ground.
raomNk8.png


But this wrong. The entity should fall on the ground on an animation where just part of his back touches the ground, like this:
hht1NwD.png

And then you can use the previous frame.

This will make the animation looks better, try it.


Excellent tip.  Thank you.  That is exactly what I'm trying to go for.  I wanted to go with a minimal bounce, so (like you said) it wouldn't give a bouncy ball effect, but this is perfect. 

I do have a further question, though.  What would I need to do in order for a bounce animation to change from the fall animation.  The best example that comes to mind would be final fight 3.  The enemies hit the ground, bounce up with a different frame of animation, then finish back with the previous prone animation.

Untitled_1.jpg
 
This mod looks nice. Who are those other characters I see on the first page of this topic? I see Kincaid and Kristen, but who are the other two characters? Will they be playable characters?
 
That's a very good project you got there, handsnfeetface! Seen it and I like it. About the bounce, I think Pierwolf's Super Final Fight Gold answers that. You can do animation change with animation script in fall animation. Otherwise, you can do this.

Code:
anim fall
offset 45 113
delay 5
landframe 6
frame data/chars/mark/fall01.png
frame data/chars/mark/fall02.png
frame data/chars/mark/fall03.png
frame data/chars/mark/fall04.png
frame data/chars/mark/fall05.png
delay 104
frame data/chars/mark/fall06.png
delay 4
@cmd anichange "ANI_FOLLOW3"
frame data/chars/mark/fall06.png

Code:
anim follow3
delay 100
offset 45 113
landframe 1
jumpframe 0 1 -1.3 0 #jumpframe frame height speedx speedz
frame data/chars/mark/fall07.png
delay 9
frame data/chars/mark/fall08.png
 
Hello again.  It's been awhile since an update.  I never seem to have as much time as a want for my game makings.  Anyway,  I'm still busy drawing sprites and backgrounds.  Game wise I'm, currently, mid way through level three design.  I made a quick video of it's progress.

https://youtu.be/O5qpaV9-WSA

Stage two is, mostly, finished.  I've added traps, blood enemies that splash the screen when killed, an elevator level, and a second playable character (Kristen). The thing I'm stuck on is the boss.  I was hoping to make it a serpent like Freddy snake, but I'm having  some trouble wrapping my mind around the script.

idle1.png
idle1.png


trap5.png


lvl2_2.gif


I know there are many elements that are on the rough side, but I figure once the base game is finished then comes the polish and flash!  I really appreciate all the help you all have given me so far.  Stay tuned.
 
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