Canceled Naruto Mod

  • Thread starter Thread starter TheMan
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
T

TheMan

Guest
http://www.mediafire.com/download/7k7nm97113mcj9u/naruto.zip

updated link!

bgdg1.png


2j1u6fm.png


344p6hv.png


Fixed the 2d enemy jumping bug by having the geometry set onto the floor and the platforms being elevated.

Sprited a new face for the anbu character, took lots of time, will be spriting more faces for more variety.

The 3rd section of Orochimaru Hideout has been revised, with a bannister as decoration.

Set 5 includes an entire village level with platforms and holes.
 
Found it!


Adding more naruto characters at the moment,

Asuma has already been added with freespecials!

Will upload when I get the chance.
 
Cool.
Is it a complète mod with a story, a start and a end boss ?
Thanks
 
this new project can be great, with a few special moves and some different sounds to the enemy, will be magnificent. Thanks for showing the video.
 
bsk said:
Cool.
Is it a complète mod with a story, a start and a end boss ?
Thanks


I played through it yesterday, it seems it only has three stages, the second stage  is 2d and has a boss, while the first and third stage are sor style 3d. but I'm adding new stages at the moment. Will only be able to upload pictures due to my crappy computer :(
 
update, making loads of proggress!



will use this as a credit list to go back to.
http://www.byond.com/forum/?post=1417623

it took me long to get started due to palette problems, but now after using palapply batch conversion, it works perfectly.

programs being used,

Obeditor (for mostly characters and a visual perspective of stages)

openborstats ( for text editing of stages to correct and fix the bugs that obeditor creates lol)

palapply ( applies the palette from an .act file the game uses in the data folder )

gimp 2.6 (yeah pretty out of date, :| using it to replace the background color of spritesheet from a nontransparent color to magical pink :D )

Alferd Spritesheet unpacker ver.10
(to unpack, yes UNPACK!!! >:D ENTIRE SPRITESHEETS!! automatically with one single click! >:D

And lastly Pspad, to edit txt files and keep them tabbed.


---------------------------------


Its alot of proccesses, but as long as the job is done :D. And yes I'm a noob,

A lucky determined noob! >:D
 
will upload one today if I can get the chance, I'm typing this from my college library computer lol.
 
2ps2792.jpg


2eb7amq.jpg


121fm6x.jpg


This is the progress so far with Asuma, He throws kunai with down jumpattack, and kicks with up jumpattack, he's a bit overpowered. And his rise animation makes him launch himself from the ground to uppercut his enemies. :D
 
https://www.mediafire.com/?9vy6388585090my

29pog35.png

2w40a6g.png

23u9a1l.png

14ailw1.png

2eumu6d.png

tze9v.png


As you can see, I've added many characters in, and some levels, it's a long process!

(╯°□°)╯︵ ┻━┻


Players added so far,
Asuma,
Yugao,
Kurenai,
Omoi,
Zaji,
Ninja_Kunoichi,

Enemies added:
Orochimaru,
Ninja_Chain,
Orochimaru_Sword,
Ninja_Genin,
Ninja_Kunoichi,
Zetsu(how could I forget that -__- ),


Npcs were added as well.


Levels added:
Zetsu Attack,
Orochimaru Hideout.

I'm still trying to update it.

┬─┬ノ( º _ ºノ)  .............................

┻━┻ ︵ヽ(`Д´)ノ︵ ┻━┻

https://www.mediafire.com/?9vy6388585090my
 
Hi
joinned this forum because of this Naruto mod, looks awesome!
I have played the original on my Dreamcast and am looking forward to trying this one!

Keep up the great work. (I'll be downloading this later when I get home from work).

Is there any possibility this could be done on the Dreamcast version? (that's how I prefer to play BOR games)
 
spinksy said:
Hi
joinned this forum because of this Naruto mod, looks awesome!
I have played the original on my Dreamcast and am looking forward to trying this one!

Keep up the great work. (I'll be downloading this later when I get home from work).

Is there any possibility this could be done on the Dreamcast version? (that's how I prefer to play BOR games)

It would be nic eif I could put it on the Dreamcast, but I don't know how, I'll see if I can get it onto a .bin file.
 
Nice! you should move timer to center so you can put player's icon there. It's odd to see enemies with icon while player has none

BTW you might want to have static enemies for 2D levels
 
Bloodbane said:
Nice! you should move timer to center so you can put player's icon there. It's odd to see enemies with icon while player has none

BTW you might want to have static enemies for 2D levels

Thanks , moved the timer, making icons now


tried adding platforms in 2d, they work, but the ai only seem to jump onto it in 3d,
14ukgtv.png


 
nsw25 said:
did you get my PM ? i sent you an edited text file of Naruto for you.

Code:
name	Naruto
health	100
	health  300
speed	7
type	player
candamage obstacle enemy
projectilehit obstacle enemy
running	15	3	2	1
com  d  f  a  freespecial
type	player
shadow	2

makeinv		3 0
holdblock 1
blockback   1
throw         5 4.2
throwframewait 1
atchain 1 2 3 
combostyle 2
bounce		1

grabdistance 23
diesound data/chars/Naruto/die.wav
icon	data/chars/Naruto/icon.gif
bflash  bflash
dust	 dust dust dust
jumpheight 3


anim idle
	loop	1
	delay	15
	offset	60 116
        bbox    43 65 25 51
	frame	data/chars/Naruto/idle00.gif
  	frame	data/chars/Naruto/idle01.gif
	frame	data/chars/Naruto/idle02.gif
        frame	data/chars/Naruto/idle03.gif
  	frame	data/chars/Naruto/idle02.gif
	frame	data/chars/Naruto/idle01.gif


anim walk
	loop	1
	delay	15
        offset  60 116
        bbox    43 65 25 51
	frame	data/chars/Naruto/walk00.gif
	frame	data/chars/Naruto/walk01.gif
	frame	data/chars/Naruto/walk02.gif
	frame	data/chars/Naruto/walk03.gif
	frame	data/chars/Naruto/walk04.gif
	frame	data/chars/Naruto/walk05.gif


anim run
        loop    1
        delay   7
        offset  60 116
        bbox    43 65 25 51
        frame   data/chars/Naruto/run00.gif
        frame   data/chars/Naruto/run01.gif
        frame   data/chars/Naruto/run02.gif
        frame   data/chars/Naruto/run03.gif
        frame   data/chars/Naruto/run04.gif
        frame   data/chars/Naruto/run05.gif


anim get
	loop	0
	delay	10
	offset	60 116
	frame	data/chars/Naruto/get00.gif
	frame	data/chars/Naruto/get01.gif
	frame	data/chars/Naruto/get02.gif
	frame	data/chars/Naruto/get01.gif
	frame	data/chars/Naruto/get00.gif


anim duck
	loop	0
	delay	10
	offset	60 116
        bbox    41 99 31 17
	frame	data/chars/Naruto/get00.gif
	frame	data/chars/Naruto/get01.gif
	frame	data/chars/Naruto/get02.gif



anim runattack
	loop	0
        delay   3
counterattack	1
	forcedirection	-1
	offset	60 116
        bbox    43 65 25 51
        jumpframe	6 0 2 0 dust
landframe 10
        frame	data/chars/Naruto/kick00.gif
        frame	data/chars/Naruto/kick00.gif
        frame	data/chars/Naruto/kick00.gif
        frame	data/chars/Naruto/kick01.gif
        frame	data/chars/Naruto/kick01.gif
        frame	data/chars/Naruto/kick01.gif
delay 10
        blast   51 87 36 15 14 1 0 0 15
        frame	data/chars/Naruto/kick02.gif
        frame	data/chars/Naruto/kick02.gif
        frame	data/chars/Naruto/kick02.gif
        blast   0
        delay   8
        frame	data/chars/Naruto/kick03.gif
        delay   30
        frame	data/chars/Naruto/kick04.gif


anim attack1
fastattack	1
	forcedirection	-1
	loop	0
        delay   7
	offset	60 116
        bbox    43 65 25 51
        sound   data/chars/Naruto/ha.wav
        frame	data/chars/Naruto/jab00.gif
        attack  65 83 30 7 8
        frame	data/chars/Naruto/jab01.gif
        frame	data/chars/Naruto/jab02.gif
        frame	data/chars/Naruto/jab03.gif


anim attack2
fastattack	1
	forcedirection	-1
	loop	0
        delay   7
	offset	60 116
        bbox    43 65 25 51
        frame	data/chars/Naruto/head00.gif
        frame	data/chars/Naruto/head01.gif
        attack  65 83 30 7 14
        frame	data/chars/Naruto/head02.gif
        frame	data/chars/Naruto/head03.gif



anim attack3
fastattack	1
	forcedirection	-1
	loop	0
        delay   7
	offset	60 116
        bbox    43 65 25 51
        frame	data/chars/Naruto/punch00.gif
        frame	data/chars/Naruto/punch01.gif
        attack  69 79 26 27 18 1
        frame	data/chars/Naruto/punch02.gif
delay 8
        frame	data/chars/Naruto/punch03.gif
        frame	data/chars/Naruto/punch04.gif



anim special
fastattack	1
	forcedirection	-1
	loop	0
	delay	10
	offset	60 116
        sound   data/chars/Naruto/kage.wav
        frame   data/chars/Naruto/spec00.gif
        frame   data/chars/Naruto/spec01.gif
        frame   data/chars/Naruto/spec02.gif
        frame   data/chars/Naruto/spec03.gif
        frame   data/chars/Naruto/spec04.gif
        frame   data/chars/Naruto/spec05.gif
        frame   data/chars/Naruto/spec06.gif
        frame   data/chars/Naruto/spec07.gif
        blast   2 27 116 89 20 1 0 0 15 20
        frame   data/chars/Naruto/spec08.gif
        frame   data/chars/Naruto/spec09.gif
        frame   data/chars/Naruto/spec10.gif
        blast   0
        frame   data/chars/Naruto/spec11.gif
        frame   data/chars/Naruto/spec03.gif
        frame   data/chars/Naruto/spec12.gif
        frame   data/chars/Naruto/spec13.gif
        frame   data/chars/Naruto/spec14.gif
        frame   data/chars/Naruto/spec15.gif



anim jump
dropframe 1
	loop	0
	offset	60 116
	delay	20
        bbox    38 67 37 24
	frame	data/chars/Naruto/jump00.gif
	frame	data/chars/Naruto/jump01.gif


anim jumpattack
fastattack	1
	forcedirection	-1
	loop	0
	offset	60 116
	delay	10
        bbox    38 67 37 24
        sound   data/chars/Naruto/ha2.wav
	frame	data/chars/Naruto/jatk00.gif
        attack  52 63 29 53 14 1
	frame	data/chars/Naruto/jatk01.gif
	frame	data/chars/Naruto/jatk02.gif


anim jumpattack2
	loop	0
	offset	60 116
	delay	10
        bbox    38 67 37 24
        sound   data/chars/Naruto/ha2.wav
	frame	data/chars/Naruto/jatk00.gif
        attack  52 63 29 53 14 1
	frame	data/chars/Naruto/jatk01.gif
	frame	data/chars/Naruto/jatk02.gif



anim grab
	loop	0
cancel	0 1 0 d d a freespecial
        offset  56 116
	delay	30
        bbox    43 65 25 51
	frame	data/chars/Naruto/punch00.gif



anim grabattack
	loop	0
        delay   7
	offset	60 116
        bbox    43 65 25 51
        frame	data/chars/Naruto/head00.gif
        frame	data/chars/Naruto/head01.gif
        attack  65 83 30 7 14
        frame	data/chars/Naruto/head02.gif
        frame	data/chars/Naruto/head03.gif


anim grabattack2
	loop	0
        offset  60 116
	delay	7
        bbox    43 65 25 51
	frame	data/chars/Naruto/upper00.gif
        frame	data/chars/Naruto/upper01.gif
        attack  58 57 21 56 18 1
	frame	data/chars/Naruto/upper02.gif
        delay   30
        frame	data/chars/Naruto/upper03.gif


anim throw
	loop	0
	offset	60 116
	delay	10
	frame	data/chars/Naruto/throw00.gif
        frame   data/chars/Naruto/throw01.gif
        delay   30
        frame   data/chars/Naruto/throw02.gif


anim pain
	loop	0
        offset  60 116
	delay	30
        bbox    43 65 25 51
        sound   data/chars/Naruto/u1gh.wav
	frame   data/chars/Naruto/pain.gif



anim fall
dropframe 1
landframe 2
	loop	0
        offset  60 116
	delay	30
        attack	43 65 26 33 4 1
        sound   data/chars/Naruto/ugh.wav
	frame   data/chars/Naruto/fall00.gif
	delay	20
	frame   data/chars/Naruto/fall01.gif
frame   data/chars/Naruto/fall01.gif



anim rise
	loop	0
	offset	60 116
	delay	10
        frame   data/chars/Naruto/rise.gif
        frame   data/chars/Naruto/get02.gif
        frame   data/chars/Naruto/get01.gif
        frame   data/chars/Naruto/get00.gif

anim riseattack
counterattack	1
	loop	0
	offset	60 116
	delay	8
        frame   data/chars/Naruto/rise.gif
        frame   data/chars/Naruto/get02.gif
        frame   data/chars/Naruto/get01.gif
        frame   data/chars/Naruto/get00.gif
delay 9
move 3
 offset  60 116
	frame	data/chars/Naruto/upper00.gif
        frame	data/chars/Naruto/upper01.gif
        attack  58 57 21 56 18 1
	frame	data/chars/Naruto/upper02.gif
        delay   30
        frame	data/chars/Naruto/upper03.gif


anim land
	loop	0
	delay	10
	offset	60 116
	frame	data/chars/Naruto/get02.gif


anim block
        loop	0
	delay	30
	offset	60 116
        bbox    48 54 19 63
	frame	data/chars/Naruto/block.gif


anim burn
	loop	1
	offset	60 116
	delay	3
	frame	data/chars/misc/burn1.gif
	frame	data/chars/misc/burn2.gif
	frame	data/chars/misc/burn3.gif

also the backgrounds you are making suffer extensive colour loss and some characters sprites arent 100% either.

wow, pretty impressive, yeah I'm hoping on improving on the color issues, the Orochimaru hideout level background was stretched and the transparency pink color stuck to the edges of the castle sprite just like it did to ninja_kunoichi, I don't mind redoing the sprites  ;D .
 
tried adding platforms in 2d, they work, but the ai only seem to jump onto it in 3d,

Well, enemy AI isn't designed for 2D. That's why for 2D mods I usually make stupid enemies who either stands still shooting at player OR ones who runs and hit any player they meet OR just patrols in a place and won't chase player

That's also why I recommended static enemies. Static enemies don't need to jump to other platforms. Most 2D games have static enemies which shoots at player
You should have some of these in your mod

On 2nd thought, I highly suggest you to make special enemies for 2D stages and use regular enemies for 3D stages
 
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