Canceled Mace's Deadly Case

Project is halted prior to completion and will not receive further updates.
Good start, MadGear. :)

About what I said about enemies, I meant any random enemies, not the ones from the Fighting Force games. Truth is, I haven't played it (but read in a VG magazine I had). I do know the enemies are not that memorable at all. I love the concept of the game you are going.

Keep up, man. The gameplay is interesting TBH.
 
I have no problem with the fact your project uses KOF sprites as a base.
Something abut enemies still in my memory is the black suit guys enemies.
Perhaps they can be done by using Hopper from This mugen creator
http://cute.sh/cammy/mugen/mugen.htm
Or using a base from Neowave's geese howard ?? with color swap???

I cannot promise to sprite you some moves, I'm very lacking time and opportunity to really progress in projects even my own cancelled project WA.

But If you or Miru create something even basic, I can help to fix it.
Actually I did it a lot with various CC users here or with Mugen projects I support.
 
nedflandeurse said:
I have no problem with the fact your project uses KOF sprites as a base.
Something abut enemies still in my memory is the black suit guys enemies.
Perhaps they can be done by using Hopper from This mugen creator
http://cute.sh/cammy/mugen/mugen.htm
Or using a base from Neowave's geese howard ?? with color swap???

I cannot promise to sprite you some moves, I'm very lacking time and opportunity to really progress in projects even my own cancelled project WA.

But If you or Miru create something even basic, I can help to fix it.
Actually I did it a lot with various CC users here or with Mugen projects I support.

Sure thing! I have at least one move you could fix up or finish.
 
Hey guys,

It's been half a year since I posted something in this topic. A little update: Progress on the mod has been very slow unfortunately because of, well, burning myself out. After having spent so much time editing the sprites to create Mace, I kinda lost interest for a while to develop the mod. My original goal was to complete the mod somewhere in December 2017... Obviously, that's not going to happen anymore :P

Perhaps that was a mistake: setting a goal for a release date. I should just take my time to develop this mod, just like how I've done it with 'BDD'.
However, I will say that the mod is definately NOT cancelled as I intend to work on it again soon.

The sprites for Mace are still not done. I need a couple of more to edit. I already completed some of the stages. The stages will never be actually truly finished because I always end up getting more ideas or noticing little details that I did not see before.

Anyway, just thought I'd let you guys know.

PS: I noticed that someone gave 'BDD: The Revenge (v.7)' a 5 out of 5 rating. Even though it's only one rating, I'm happy to see that someone enjoyed the mod and was willing to rate it ;D
 
nedflandeurse said:
How is your project progress?
Still in the works ?
:)
Development on the mod has been very slow, these couple of months. Real-life stuff tends to get in the way. But the mod is definitely not cancelled. I already have some stages finished among other things.
 
I just want to make an announcement (I'd figured it didn't need a whole new topic, so I'll just say it here).

I'm thinking about retiring from the OpenBOR scene. The reason is because I am unable to keep up. Mods like 'Double Dragon Reloaded', 'Contra: Locked 'n' Loaded' (just to name a few) are probably becoming the standard quality that people might expect when they download a mod from here. There are also a few mods that make use of the 'scripts' feature. I have enough work on developing a standard edited mod, let alone a mod that makes use of scripts and advanced features.

Point being of this all is that I know that I don't have the will to learn how to use scripts and other advanced features. OpenBOR is, after all, only a hobby of mine and it must remain a hobby. If it gets too advanced for me, I may not find any joy in developing a mod anymore.
That said, the mod that I'm working on right now (Mace's Deadly Case), will most likely be my final mod that I will release here once it's finished. I will try my hardest to give the mod the same (or better) quality of 'Battletoads Double Dragon: The Revenge'.

So yeah, I have been seriously thinking about this all for some time now. It's basically a fact that the mods that I release are basic stuff and that is, probably, not the standard of quality anymore. So I intend to make the best mod that I can offer, and then quit.

I'm not leaving this website. I feel right at home here in this community so I will always be around here, talking and/or sharing stuff from my collection or show some stuff that excites me among other things. But when it comes to modding, I know when to call it quits when a hobby gets too advanced/difficult for me and I know I can't keep up.

Sorry about the wall of text, but this is something that I wanted to get off my chest. I do hope you can understand and/or respect my decision.
Thank you for reading.

Back to working on Mace's Deadly Case.
 
Just give them a try. Scripts aren't as hard as you think - once you understand them, how they work, what each type of script does, etc.
A common mistake from coders is to just copy and paste scripts, without thinking about it.

I've learned to script by reading other people scripts. At the start, it looked a bit hard because there was always something not documented, to ater sometime discover that were a way to do what I wanted, but we don't just have the information.

This is why I went ahead and started the Documentation Project and had documented everything I could.

Just pay attention, be open minded and try to undestand what you are trying to use. We are here to help.
 
I have to agree with Ilu, scripts aren't hard to learn. You don't need to learn the complex ones, simple ones can give good results if used properly

The reason is because I am unable to keep up. Mods like 'Double Dragon Reloaded', 'Contra: Locked 'n' Loaded' (just to name a few) are probably becoming the standard quality that people might expect when they download a mod from here

You should make mods because you love it, not because you have to keep up with others :)
 
Thank you all for the support.

I still don't really feel like learning how to use scripts, BUT...there is, however, one thing I do like to learn: branching paths.

In the original Fighting Force, you could choose your own path after defeating certain bosses. You could do this three times per playthrough.
The feature returned in Fighting Force 2. But in that game, you could only do it once per playthrough.

Seeing as how 'Mace's Deadly Case' will be designed to function as a sequel to those games, I would like to give players the option to choose their own route when they've defeated certain stages and/or bosses, just like in the original two games.

I know there are some mods out there that have the "branching paths" feature (Contra: Locked 'n' Loaded and Golden Axe Legend come to mind), so I'll just take a look inside those mods and see how it works.
 
A little update regarding the mod:
Here are the levels I have, so far. They are not quite finished yet because I still have to insert the proper enemies, details etc.
One of the complaints I got for BDD was that the stages didn't really feel alive. So I'm doing my best to give these stages a lot more details like moving stuff in the backgrounds, water flowing, moving npc's etc. Below the pictures, I will give some information about each picture.

china_town.png

China Town level. I mean to have a lot of background movement in this stage like flashing billboards, walking npc's and stuff like that. You can see the little red 'Z' thing right next to Mace. That is the 1up item in this mod. Fun fact: It is actually the desktop icon for Fighting Force on PC. It just so happened to be small enough to be a 1up icon :P

street.png

Street level. This one's pretty straight forward. Just you basic average street level. Nothing too fancy about it. I will try to add some more details to it.

subway.png

Subway level. Now this is a stage I spent quite some time on. Occasionally, a train will pass by and when it does, the screen will shake lightly. I also added a 'flickering light' animation to give the feeling that the subway is either abandoned or not maintained well. I do plan to let the train stop in the middle of the screen and that enemies will walk out of the train to fight you.

park.png

Park level. Just a park level with a nice background and flowing water. You can see some leafs in the upper-right corner. Those leafs actually move in the foreground of the screen. Just a nice little detail.

docks.png

Docks level. Nothing too fancy here. You can see a ship in the background. It slightly moves up and down because of the flowing water. You can also see a giant orange crane behind Mace. I intend to let the crane be a mini-boss. Not sure yet how I'm gonna pull that of because I don't know if there's a good crane sprite out there, but I'm working on it.

docks_warehouse.png

Docks Warehouse level. Not really sure what kind of details I can put in this stage because it's, well, just a warehouse.

jetski.png

Jetski level. Originally intended to be a bonus level, but I've changed my mind. This will, obviously, be a vehicle stage. In this level, Mace is in pursuit of a boat. The captain of the boat notices Mace and a little cutscene will interupt the gameplay as he will try to stop her by sending enemies on jetski's, smaller boats in the background that will fire bullets at Mace and even sending a fighter jet that will fire missiles at her. The missiles will act the same way as the missiles in BDD. I'm, unfortunately, unable to find a better design for the jetski. It looks quite pixelated when you look at it. But I guess it's better than nothing.

boat.png

Boat level. This is the boat that Mace was in pursuit of. Not quite sure yet how to spice this level up.

island1.png

Island 1 level: This is the stage where you begin on the island and must make your way to a temple.

island2.png

Island 2 level: This part of the island will be directly in front of said temple. The temple is, however, not what it appears to be.

You may also notice that I gave Mace's hair a more brownish colour. I accidentally gave her a red colour thinking it was dark-brown. So I corrected that by giving her hair the colour that resembles her original Fighting Force design.

I've got nothing more to show as of now. I will update again once I've made enough progress ;)
 
So I'm doing my best to give these stages a lot more details like moving stuff in the backgrounds, water flowing,

You can use bglayer for the former for those. Every time I use bglayer, I use this in level texts so I don't get confused or lost with parameters.

Code:
#=========
#bglayer 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
# 0 - path
# 1 - xratio
# 2 - zratio
# 3 - xposition
# 4 - zposition
# 5 - xspacing
# 6 - zspacing
# 7 - xrepeat
# 8 - zrepeat
# 9 - transparency
# 10 - alpha
# 11 - watermode (if set to 3, Mode 7 effect is on; if set to 1, water effect is on; if set to 0, no water effect of this bglayer is set)
# 12 - amplitude (if watermode set to 1, not 3) / beginsize (if watermode set to 3, not 1) 
# 13 - wavelength (if watermode set to 1, not 3) / endsize (if watermode set to 3, not 1) 
# 14 - wavespeed (if watermode set to 1, not 3) / perspective (if watermode set to 3, not 1) 
# 15 - bgspeedratio
#==========

bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio}

Example:

Code:
bglayer data/bgs/ken/ken_0-33.png 0.655 0 0 50 0 0 1 1 1 0 1 1 11 2 0 # Water effect
 
Your levels graphics are looking very nice! Now if you want to improve the levels quality and make them feel better, besides visual decorations you could make your levels be "direction both". So that the screen will not be always locked when you fighting enemies and it will be able to move left/right as well. This will make the stages feel more dynamic.
 
Good progress there :)

Branching is actually simple. You only need to make branch entity to be touched to let to defined branch (either with rigid non scripted way or with flexible scripted way)
In Fighting Force, when branches appear, player can stay without level ending. For that purpose, you only need to put fake enemy to stop level from ending on its own.
 
Thank you all for the compliments and the advices/suggestions :)

Bear in mind though, that I am a bit of a slow learner when it comes to OpenBOR. So it'll probably take quite a while before I have actually inserted the 'branching path' feature. Fortunately, there's no rush, so I can take my time with this.
And having "direction both" and be able to go back and forth in the area is actually a nice idea as that does resemble the original Fighting Force.
 
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