Canceled Marvel First Alliance 2 - WIP

  • Thread starter Thread starter zvitor
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
Status
Not open for further replies.
O Ilusionista said:
oh, nice screens! You made a great work with those stages.
I see some reflection on the ground, are you aware of the bug with that? You need to turn it off on the next stagem or all stages will have reflection.

About those spots to change modes, why don't you use this thing from the Doom's castle from War of the Gems?
Aw4veMm.png
And you can use Doc Doom's theme from UMVC3 :)
 
the desert, rooftop and prison levels look amazing, but I think you may have exaggerated on the others. Maybe it won't look like that during play...

The teleport pad from Doc Doom's level is what I've been telling you! Though I think it may need a bit of stretching to fit the perspective...

Ah, will you add bubbles to underwater level? :D
Also, does if affect the character's speed?
 
erf_beto said:
the desert, rooftop and prison levels look amazing, but I think you may have exaggerated on the others. Maybe it won't look like that during play...

The teleport pad from Doc Doom's level is what I've been telling you! Though I think it may need a bit of stretching to fit the perspective...

Ah, will you add bubbles to underwater level? :D
Also, does if affect the character's speed?
i like the dark one at metro.
will test other values to water and snow.
...
while im not fully satisfied with current teleport, i preffer something generic, energy like, because it must fit to desert, prision, snow, space......
...
underwater is exactly like sky levels, no speed change, only difference is the filter.

...
O Ilusionista said:
question: in underwater stages, how they can breath? Magic? :)
Magic is the anwser to everything which im not up to do because should be hard to do.
 
for water explanation i use reed richards had develop a device/spray/pill/ that convert or extract oxigen from water and everyone is good to go... :P
 
Great work on filters zvitor! I was going to ask you to add darkness effect to streets level but turns out your read my mind :D

I'm not sure how you set those filters but what about adding some lighting effects? you can use fglayer or entity for these
Lighting entities in D&D mod uses white circle with alpha 3. Combined with darkness, you get lighting effect ;)
 
Bloodbane said:
Great work on filters zvitor! I was going to ask you to add darkness effect to streets level but turns out your read my mind :D

I'm not sure how you set those filters but what about adding some lighting effects? you can use fglayer or entity for these
Lighting entities in D&D mod uses white circle with alpha 3. Combined with darkness, you get lighting effect ;)

what he said.

especially for the subway is very dark, I liked the other one better unless you add spot lights of some kind.

the water is great now it looks like they are inside the water instead of in front of it, bubbles would be nice though

the snow looses a lot of detail

If I had to pick the water, the roof, and prison work the best.

I like the teleport pads a lot, maybe dr. strange made them.

I know Cyclops and Cap have multi directional attacks, but does Hawkeye?
 
while im not fully satisfied with current teleport, i preffer something generic, energy like, because it must fit to desert, prision, snow, space......

try those from Sonic 3 (you can combine the ones at line 3 with the ones at the last lines)
26305.png
 
i changed snow and water to something more light,
will test if i find something better for tunnels,

....
My_Mod_1022.png

Ant-Man added to first mission, he will give TEXT tips about how play game, i saw somes youtube gameplays of MFA and i noticed people ignore "How to play" and didnt made any specials.

Thanks Doom for Ant-Man sprites.


My_Mod_1016.png

and started Maximum Carnage
 
Yeah, Ant Man! :)
Nice idea of moving how to play inside the game.

You could do that to other characters people keep asking for (like Dr. Strange and Scarlet Witch), adding small dialogues and "interventions".

Also, is Wasp still an NPC on first stage?
 
erf_beto said:
Yeah, Ant Man! :)
Nice idea of moving how to play inside the game.

You could do that to other characters people keep asking for (like Dr. Strange and Scarlet Witch), adding small dialogues and "interventions".

Also, is Wasp still an NPC on first stage?
i dont have any SW sprite,
about Dr. Strange, i dont know where i can add him to fit to story, im wondering about make him npc at Hell mode.
...
no, wasp removed from first stage, because her old base was different, Guardian still npc at Canada because is same base of playable version.
but i still use my "Free wasp" ideia, there are 2 kind of enemys which run at screen with a radio, defeat him and use radio to call your help (if you have it)



edit:
one more thing, i added a dumbster obstacle with flydie, (you hit it, and it go to out of screen while hit enemys)
... which other kind of obstacle i could do that? a car dont fit because jubelee and wasp are not up to push it.
 
zvitor said:
My_Mod_1022.png

Ant-Man added to first mission, he will give TEXT tips about how play game, i saw somes youtube gameplays of MFA and i noticed people ignore "How to play" and didnt made any specials.

Thanks Doom for Ant-Man sprites.

oh, nice to see those sprites in good use. We never decided what to do with then.
About people ignoring How to play, they are stupid, lol. Even at our game, with a full manual, people just don't read...and die easily.

which other kind of obstacle i could do that?
trashcan, drum, phone cabinet, etc
 
O Ilusionista said:
About people ignoring How to play, they are stupid, lol. Even at our game, with a full manual, people just don't read...and die easily.
i saw one where guy didnt figured out even the F,F+A
and he complain about fews attacks, lol.
 
Yeah, I saw that guy, lol
Some people pmed me about the "lack of attacks" of our game. I think I will remove HOW TO PLAY and put a big READ THE MANUAL, DUMB :)
 
those ps3 kids dont know how to play a beat em up and even dont know the classic move commnads for those games :P

they got lazy to write in the paper the move commands they read.
they dont possess a password notepad like us :P

auto save generation had make people lazy to even try some commands and watch how to play and take notes heehe

 
rafhot said:
those ps3 kids dont know how to play a beat em up and even dont know the classic move commnads for those games :P

they got lazy to write in the paper the move commands they read.
they dont possess a password notepad like us :P

auto save generation had make people lazy to even try some commands and watch how to play and take notes heehe

and they cant deal with the feeling of get out of lifes and start game from begining.
 
You can probably blame modern development studios for that. They don't even make manuals anymore.

You remember that whole thing with Super Metroid on the Wii virtual console? Kids were getting stuck because they couldn't figure out how to morph ball bomb a barrier away.

Hehe, thinking about it, most games never had in-game instructions when beat 'em ups were relevant. Here, there's an engine where most modders add the instructions in the menu, and they can't even take the time to read what's so obvious, right there on the title screen.

Edit: Also, boring as this might sound to some, the basic strike combo is often the most important/useful move(or series of moves) in the game. Whereas a weapon can knock an enemy down, a strike combo would still do more damage. Throws are effectively there to keep anyone from sneaking up behind you, so you can throw them into the others, just to strike combo all of them into oblivion at the same time. It's nice to have the variety, but it usually comes down to finding that 1 move you'll rely on, if the strike combo isn't already the most damaging thing you can do.
 
zvitor said:
and they cant deal with the feeling of get out of lifes and start game from begining.
True that!

I was playing Darksiders2 last month and since I couldn't die I used to jump on holes just to get a better view of the area, and instantly respawn at the same point, with no penalty! Ridiculous.

Games which let you save manually at any time are just as bad - you WILL save before every jump, whenever you spot an enemy, etc...

Games are suppose to challenge you. Otherwise, it's just an "interactive" movie.

The only thing that bothers me with starting over is when the game doesn't allow you to save progress when you don't have an entire afternoon to play it. I have a lot of unfinished games because I get frustrated just thinking about playing it for over 3 hours and dying at the boss.

In my opinion (and there are some scientific articles backing me up on this), the best scenario, is having lots of smaller stages (or sparse save points on bigger ones). Take a look at newer mobile games (money-making-machines), like Candy Crush and Angry Birds. These are what makes me loose track of time when playing...
"just one more"...
"let's see what's on next stage, before turning off"...
"wow, it's 3:00 AM already!" ...
"ok, this is the last one"...
zzzZZZzzzZz ...
 
Status
Not open for further replies.
Back
Top Bottom