Canceled Metroid: Warworld & Mission to Mars

Project is halted prior to completion and will not receive further updates.
This link shows most of the roster (except for secret characters) for the ADV Saga. Each game will feature more of these characters as you progress. Samus, Master Chief, Doomguy, Duke Nukem, Marcus Fenix, Bill Rizer, DMC Dante, Slaughterhouse Rick, Kolchak the night Stalker, MegaMan, A.D. Vanderstein, Evil Dead Ash, and a zombie character called Zombie Bob, Bloodbane gave me some ideas on how to create this guy back on Lavalit.http://bulletbob24.deviantart.com/art/Group-371374212?q=gallery%3Abulletbob24&qo=0
 
I know I have asked this already, but can someone give me some info on "Binding". Also is there a good mod that I could download & extract in order to study that uses binding. I went to the online manual, but I could not find the info that I needed. Although I have been doing this for two years now I am still new to some of the tricks in openbor, any help would be appreciated. I must have this in order to complete my mod. Thanks guys..

Edit: I want to use binding to attach certain effects to players such as fire to a burning zombie, and lightning effects to Samus screw attack. thanks..
 
Download this demo, it has an example of how to do this.

https://www.dropbox.com/s/visd1rx5kevaz95/burn_demo.7z

You add it too burn/shock pain anims etc.

(code from Joe.txt)

Code:
anim burn
	delay	30
	landframe 2
	offset	92 129
        @cmd    spawnbind "EFlame" -25 30 1
        @cmd    spawnbind "EFlame" 20 35 1
        @cmd    spawnbind "EFlame" 40 15 1
	frame	data/chars/joe/fall1.gif
        offset  89 177
        delay   200
        @cmd    spawnbind "EFlame" -30 20 1
        @cmd    spawnbind "EFlame" 7 45 1
        @cmd    spawnbind "EFlame" 30 25 1
	frame	data/chars/joe/fall2.gif
        delay   10
	frame	data/chars/joe/fall3.gif
 
The link didn't work?

I don't remember who made this or whether this was the original archive or would of uploaded it to file section.
 
The link works fine Beastie. BTW will this bind an effect to a character for an attack such as a Samus screw attack. Also if the character is hit during the attack will the effect continue on even though the character is knocked back, or should I remove the hit box to make the player invincible during the attack.
 
I need to use this to bind a special effect to a entity, walking zombie on fire, Samus screw attack, etc. Is there any way to bind an effect to an entity that will stick to the entity no mater where it goes. I tried to make (as a subentity) a lightning effect that would bind to Samus when she jumps and goes into the screw attack, but the effect falls down away from the character before the attack was complete. I need something that will stick an effect directly to the character like glue.
 
Yeah that's what the script I posted does, you probably need to change the actual effect entity's settings.

Set your entity like this one from the burn demo, also make sure it's type none.
Code:
name    	EFlame
type    	none
shadow  	0
lifespan  	1
nomove  	1
nolife          1
antigravity     100

 
Great, thanks a ton Beastie. I will start to experiment with it in a week or so, I have been busy with the final two playable chars for the Doom: Mission to Mars mod. The final roster will be: (Metroid) Samus, (Doom) Doomguy, (Halo) Master Chief, (Megaman X) Megaman, (Warcraft) Space Marine, (Dead Space) Isaac Clarke, & A.D. Vanderstein the Timelord. The next mod will feature all of these chars plus several more. The final mod will have 20 playable chars, but I chose this lineup for the MTM because they all have space suits.
 
Update: My ADV Time Wars Saga has grown so big and has so many levels and characters that I have decided to start a new topic. I will try to get all my information together and use the new topic to give an update on every game in the saga. This topic will only be used for the Metroid Warworld mod from now on, but for now I will give a little info on what I have been working on lately. First off I decided to add a Castlevania chapter to the Saga. It will feature Alucard & Richter Belmont plus 3 or four other (Belmont) playable characters to go along with all the other playable chars that are already in the game. When I am done there should be around 25 playable characters in the Saga, along with about 125 enemies & Bosses. I also added R.J. Macready as a helper character for "The Thing" levels. I have also added many more styles of Terminators, Bioweapons, Boogeymen, monsters, zombies, aliens, and ghosts. I have also done a lot more work on the Doom: Mission to Mars portion of the saga, and added a lot more Demons and many surprises. I have been jumping from mod to mod trying to finish the saga for a Christmas release. I am just glad I decided to put Dante, Alucard, and Splatterhouse Rick in the same game for some real monster hunting. More later guys...
 
nsw25 is right, don't get too far ahead of yourself, sometimes less is more.  I started packing things into my mod then sudden design changes meant I was redoing a lot of things over and over again. 
 
I know that's what's scares me, I made a mod pak a month ago and tried it on a recent build & and the game crashed. I think it was something to do with a script I was running, so anyway I went back to the older build and it runs fine. I will get a short demo out soon though.
 
I agree with beastie and nsw25, it's not just about debugging but also gameplay feedback too.

IIRC we have given you many feedbacks for your mod and we have yet to see if you applied those or not :)
 
I want to prepare a short demo with one or two levels from each of the mods, because each game plays a little differently & I want you to critique the different styles. For instance in "Metroid Warworld" there are many big bosses & you have to use the screw attack (or jump attacks for Doomguy & Master Chief) to push them back so that you can get some distance from their attacks & then unleash on them with missiles. In "Doom: Mission to Mars" you have to move a lot because of the speed & number of enemies also the Bosses get harder as you progress through the game and sometimes you don't always have time to perform a free special. In "Boogeyman Boulevard" all of the enemies have different styles of attacks that you have to get used to or you will get caught off guard. "Castlevania: Lords of Time" pretty much stays true to the original CV games other than the fact that it is not a platform game. "Gears of Doom" has many bioweapons from Resident Evil and other Zombie games and a different Boss Tyrant at the end of every level.
 
Yeah my son told me to add sparks to the bottom of the laser effects on two of the monsters in the game, and the Light Samus needs some work. Also I  thought about making her arms shorter because they are too long as compared to the other Samus characters. I have a vacation coming up in a week so I will have a lot of free time on my hands to do some major improvements, and hopefully prepare a demo. Thanks nsw25.
 
It's going to be a little bit longer on the demo, I want to finish all my sprites first before I release the mod. I just finished the Alucard sprites and the only playable character left to do is Chris Redfield which is 90% complete & then i'm done. I hope to get some feedback on all the playable characters so I can adjust them accordingly for the final version.

[attachment deleted by admin]
 
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