Faderhead's Fistful of F*** You

Complete Faderhead's A Fistful of F*** You 2.0

No permission to download
Project is completed.
Cool, I'll try messing with that.

One of my goals this week is to incorporate a throwing object (beer bottle) by the Bum character... Like in Final Fight when one of the characters throws knives at you.

What commands/entities would I need to do this?
 
Perfect! That should keep me busy this week.

UPDATES: Halfway done programing/editing enemy sprites. I will then place them into the levels, apply custom sounds to them and I will post some screenshots. This is the last thing to do before the game is finished/ready for testing.
 
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...Just to squash any doubt whether or not this is a BOR mod in progress. ;)

...It would also be rewarding to be taken seriously especially after dumping over 70 hours into it.
 
When starting to make it You should of ask about amount of colours engine supports and post first screengrabs , youre using very old 8 bit mode and colours are degraded.
It would be painful to change all the graphics now when you spent so much time on it, but you made very big mistake by not using 32bit color mode.
Your game could look exactly like the one in music video with lots of colours, also dont forget to change fonts ASAP.
 
I never had a doubt a this project to be a real mod.
So no problem about it.
But showing pictures even in an early state would help to avoid some problems like this "color loss". Too bad, it give this project an "old BOR" fashioned look.

Always decide these video settings before to start actually working/adding elements on your project.

I'm not sure if there is still a way to fix it now.
Might be possible with some (hard?) work.

Beside of that it looks promising. I like to see new mods using non-conventional sprites ;)
 
Dude, you need to fix your colors for your project. You don't have to use that old global pal.act for all characters, stages, and others. Also, you need to have video.txt if you don't have it. If you have video.txt, you need to change/replace 8bit of 'colourdepth' with 16bit or 32bit (in video.txt). You can just index every image for your character/stage in a photoshop program, but be aware of the colors in images because not all the character images have the same color palettes that were reduced to 256 colors or less depending on how many colors an image has after indexing. Some images may have different number of color palettes while others have the same. So if you notice that some images have the different numbers of the palettes from the others, I would suggest you to make a sprite sheet for each character for making room for all colors (including those that have different numbers of color palettes). (Every character sprite image you want is needed in a sheet for all colors.)

Do you have copies of the originals that have original colors? Hope all of the originals are not replaced with messy ones. (If you don't have the originals at all, maybe you need to restore them with earliest ones.)
 
I literally started this game less than two months ago, as you can tell by my previous posts here. And I have only known about Bor less than a year...

So there was no way I would've known all these insider tips.

And with all due respect, there isn't much beginner-friendly OpenBor programing tutorials... Aside from the out-dated crap that pops up when googling the shit out of 'OpenBor Tutorial.'

The files/programs for starting an OpenBor project seem incomplete, scattered or out of date. I couldn't even find an 'empty pak'... so I just continue to create the pak every time I need to test.

There should be a link to download a zip file with EVERYTHING you need (especially for beginners) including IMPORTANT information about this color pallet stuff.
 
But nonetheless, I have ALL the images in both original high def and current (8 bit) form.

My million-dollar question is, EXACTLY how do I keep the high def quality of the images when programming them into the Bor project?
 
1st, as everyone said, create a video.txt file and place it on the data folder. See how other paks use it for an example (set it to 32bit). You can also change the resolution on that same video.txt.

To keep the sprites on their original form, use palette command:
Palette data/bla/bla.png
With this+32bit mode, each entity can have his own palette.

Try to use pngs for characters.

Change the font.

Change the HUD.

Chane the shadow. Use gfxshafow.

You don need to create a pak file, just make an empty txt file and rename it wherever.pak and you can keep trying your mod directly from the data folder.

Just my 2 cents.

Saw the music video, very cool and even have the attack from bad street brawler lol
I didn't know that artist, liked his music too.
 
Thanks everyone, I got the res up and pallets worked out. This would've also saved me DAYS of editing pixelated sprites... But oh well, moving forward. You may not hear an update for a week or two... Haha!
 
Glad to see the project is not "stuck" in a limited color version.

I wish you good luck and hope it will not stop you progressing in your mod. 8)
 
Backgrounds complete... Again.

By the end of this week I will have all the characters complete.

...Looks very close to the music video now.
 
If I could pick your minds some more...

1. Can I make it so Player 1 & 2 cannot pick the same character?

2. Since I enlarged my res to 960x540, my GO Arrow appears partially off screen. How can I move it?

3. Also my Menu Text & other lettering (ie. ready, loading) appear very small. What do I use to correct this?

4. Can an elevator level moving downward have a front panel?

5. Can I make it so that the enemies do not fall every time a player respawns?

6. I have enemies that drop items when killed. However when they face the opposite direction it flips the item sprite as well. Can I prevent this?

Sorry for the load of questions, but they will be the fixes next on my list.
 
No worries, I think I'm the one who should apologize for not telling you couple basics before :)

Anyways, on to your questions:

1. Yep, by setting nosame 1 in level set like this:

set Train
lives 5
credits 10
nosame 1
...

2. I don't know how GO arrow appears in other resolution but you can always make your own arrow with this trick:

http://www.chronocrash.com/forum/index.php?topic=55.msg285#msg285

5. Yep, by setting nodropen in models.txt

6. Some modders solved that by simply mirroring the sprite but you can also solved that by setting facing 1 in item's text to ensure it's always facing right

I'm going to check about #4
 
No prob Bloodbane, actually I found your name on an updated guide that has been recently most helpful.

And thanks for all your help!
 
How do you guys deal with these pesky translucent pixels? You know, the ones that create a pink outline around the character sprites?

Do you guys use Photoshop's Magic Eraser or is there a way to make them fully opaque? I just want to limit as much loss of quality as possible this time around.
 
Do you guys use Photoshop's Magic Eraser
no you should avoid using it.

You need to work in indexed mode, instead of RGB.  Instead of using eraser just draw the background colour.

What is it you're trying to do thou?
 
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