Recca Soldiers - Advance Wars

Complete Recca Soldiers - Advance Wars 4.0.2

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Project is completed.
I have a question, there's exists any method to keep obtained weapons once you clear a stage and pass to another? Normally in the engine you loss the weapons by passing a stage, the script for maintain the levels of experience works fine but how i can keep a item?
 
There is a way but you'd need to use scripted weapon system to carry weapon from level to level.
I've shared the system in Shadows of Death before.
 
Sweet game but I noticed you used some copyrighted Linkin Park music for ome of the screens, be careful if you show this on YouTube they will Happily copyright strike it link to download it may get taken down for DMCA claims
 
Sweet game but I noticed you used some copyrighted Linkin Park music for ome of the screens, be careful if you show this on YouTube they will Happily copyright strike it link to download it may get taken down for DMCA claims
Well, most people have played and uploaded a video on YouTube of my game with the full audio and have not seen problems, off course, just if you haven't uploaded the video with monetization in mind.
 
Hi and sorry for the delay.
I've uploaded a V4 (definitive Plus edition) with the next upgrades:
Bug fix, new weapons, deep Mode 7 graphic effects in some stages, more music and Co-op with Cpu modes.
 
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*link removed - danno

sorry if i can't upload it directly on this website, my poor internet connections are really slow and aged. (That's the internet in most parts of Venezuela ._.)
 
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Does anyone know which OpenBor version is compatible for Android?
I have 1.4.4, and my issue is that the bullets are not firing, which makes the game unplayable.

Edit: I apologize, I just noticed that there is already an installation apk file already included. 😅
 
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Hello osman; down and happy to report !

You managed to accomplish a fun and diversified run'n'gun experience, it was nice to play it.
During this playthrough, I've been up to :
-2½ hours of playtime
-15 continues(those cliffs I swear to god)
-1095650 points of score(level 50)

Here's what I think could use some more work, in chronological order :
-this is game is not tied to advance wars lore, I know(wich make it already a little dishonest to use its name and rip its sprite, but let's say that's fine), the nazi presence is kinda off-putting where you could easliy make it the Black Hole, as well as giving in-games locations names taken from the Advance Wars wiki.
-the in-game discussions is practically inaudible ; I urge you to write it down just like France's boss, because a big part of the game's appeal remains missing as is
-your character are nice and feels consistent for Advance Wars' CO. That being said, I would have loved to have one of them being a venezuelan character. The way they would be, talk, act and react would be a nice introduction to your culture, from my point of view.
-I"m willing to let a lot of things pass because that's just how all your games are, but please and for the last time, put an actually fair and challenging number of continue to the player, even if you end up making an easy mode with a enormous amount of lives and continues right next to the main mode : good difficulty scalings drags player in, unfair ones drags people out. If you don't know how much is that, just play the entire game without picking up any extra lives or continue, note how much you did use by the end, and give that much to the player at the beginning of the game.
-there's no inconvenience to overuse grenades. I would suggest you make it hurt all NPCs, or consume a bit of life when used if you have followed my previous advice.
-the train bosses are a little obnoxious, in that they have a really specific point for their hitbox and none other..I would prefer having its entire front being hittable.
rom - 0009.png
-special bullets are infinite, but once you pick-up one, you're bound by it until you die. I would suggest make Sagitta use the special bullets by default, giving a gameplay difference between the two, and the laser & flamethrower being limited collectibles obtained fromm an ennemy, just like bazooka.
-that would also limit the problem of the flamethrower being too OP ; I swear that he is.

rom - 0035.png
-the destroy the tank bonus mission experience : stay still and hold down shoot for thirty seconds. Conglaturations, a winner is you.
I would suggest making the different parts being destructibles, forcing the player to identify fast what reacts to its bullet, what he has destroyed, or attempting to recognize it by throwing grenades at it. On the opposite, the barrel bonus mission was classic but nice.

rom - 0011.png
-the USA tank segment was weird by the fact there's no invincibility or push back on this thing, and you take damage when you get touched, making it feels more like a paper car than an actual tank. I would advise making your tank damaging units when it touches them, but having those units comes relentlessly from all corners of the map. That would seems funnier to me!
-the USA rail mission is a little weird ; there's some kind of..lock ? Did you copy/pasted your Unison Guns' parry mechanic ? It has beraly any place to be here, and I just end up getting softlocked to the indestructible vehicles wall when the numerous units start shooting me.
rom - 0030.png
-the Brasil mission was a bit weird ; you do realize that, when you're putting player in a vehicle and make the ground auto-scroll when they don't move, you're communicating to the player that's a shoot-em up level and that they have to stay still while opponents come to them, right ? Because that's not the case, and it looks like I've got to advance myself for the ennemy to present themselves. Added to it that the water, when it autoscrolls and you make it scrolls even more by advancing, doesn't look nice at all.

rom - 0008.png
-techno has no place in that OST, while rock or ambient seems more like it, if you want to give an Advance Wars feel.
-a portrait won't look nice on a scrolling background.
rom - 0037.png
Guess that will be all ! Finally, I've stumbled upon a guide in the wiki to have different damage type ; what do you think if you would make explosives more efficient against vehicles, bullets more efficient against infantry and laser being a middle ground ? It would seems nice to me, and respectful to Advance Wars' rock-paper-scissor mechanic it has with tanks, infantry and aircrafts !

That would be all, see ya ! 👏👏
 
Hello osman; down and happy to report !

You managed to accomplish a fun and diversified run'n'gun experience, it was nice to play it.
During this playthrough, I've been up to :
-2½ hours of playtime
-15 continues(those cliffs I swear to god)
-1095650 points of score(level 50)

Here's what I think could use some more work, in chronological order :
-this is game is not tied to advance wars lore, I know(wich make it already a little dishonest to use its name and rip its sprite, but let's say that's fine), the nazi presence is kinda off-putting where you could easliy make it the Black Hole, as well as giving in-games locations names taken from the Advance Wars wiki.
-the in-game discussions is practically inaudible ; I urge you to write it down just like France's boss, because a big part of the game's appeal remains missing as is
-your character are nice and feels consistent for Advance Wars' CO. That being said, I would have loved to have one of them being a venezuelan character. The way they would be, talk, act and react would be a nice introduction to your culture, from my point of view.
-I"m willing to let a lot of things pass because that's just how all your games are, but please and for the last time, put an actually fair and challenging number of continue to the player, even if you end up making an easy mode with a enormous amount of lives and continues right next to the main mode : good difficulty scalings drags player in, unfair ones drags people out. If you don't know how much is that, just play the entire game without picking up any extra lives or continue, note how much you did use by the end, and give that much to the player at the beginning of the game.
-there's no inconvenience to overuse grenades. I would suggest you make it hurt all NPCs, or consume a bit of life when used if you have followed my previous advice.
-the train bosses are a little obnoxious, in that they have a really specific point for their hitbox and none other..I would prefer having its entire front being hittable.
View attachment 4205
-special bullets are infinite, but once you pick-up one, you're bound by it until you die. I would suggest make Sagitta use the special bullets by default, giving a gameplay difference between the two, and the laser & flamethrower being limited collectibles obtained fromm an ennemy, just like bazooka.
-that would also limit the problem of the flamethrower being too OP ; I swear that he is.

View attachment 4207
-the destroy the tank bonus mission experience : stay still and hold down shoot for thirty seconds. Conglaturations, a winner is you.
I would suggest making the different parts being destructibles, forcing the player to identify fast what reacts to its bullet, what he has destroyed, or attempting to recognize it by throwing grenades at it. On the opposite, the barrel bonus mission was classic but nice.

View attachment 4204
-the USA tank segment was weird by the fact there's no invincibility or push back on this thing, and you take damage when you get touched, making it feels more like a paper car than an actual tank. I would advise making your tank damaging units when it touches them, but having those units comes relentlessly from all corners of the map. That would seems funnier to me!
-the USA rail mission is a little weird ; there's some kind of..lock ? Did you copy/pasted your Unison Guns' parry mechanic ? It has beraly any place to be here, and I just end up getting softlocked to the indestructible vehicles wall when the numerous units start shooting me.
View attachment 4208
-the Brasil mission was a bit weird ; you do realize that, when you're putting player in a vehicle and make the ground auto-scroll when they don't move, you're communicating to the player that's a shoot-em up level and that they have to stay still while opponents come to them, right ? Because that's not the case, and it looks like I've got to advance myself for the ennemy to present themselves. Added to it that the water, when it autoscrolls and you make it scrolls even more by advancing, doesn't look nice at all.

View attachment 4209
-techno has no place in that OST, while rock or ambient seems more like it, if you want to give an Advance Wars feel.
-a portrait won't look nice on a scrolling background.
View attachment 4206
Guess that will be all ! Finally, I've stumbled upon a guide in the wiki to have different damage type ; what do you think if you would make explosives more efficient against vehicles, bullets more efficient against infantry and laser being a middle ground ? It would seems nice to me, and respectful to Advance Wars' rock-paper-scissor mechanic it has with tanks, infantry and aircrafts !

That would be all, see ya ! 👏👏
Yes, as I explained before, my fan games are not developed to follow the mechanics and presentation of the official games but are rather "Gaiden" with an air of bootleg game made entirely on purpose, that is the reason why this game does not aim at the official Lore neither in characters, nor in settings nor in music, everything is done freely to bring something alternative to the world of gaming and something fresh to Openbor. ('_')
 
This game are in complete state and possibly will not receive another update, unless someone finds a serious breaking bug. Soon I will be releasing an improved edition of Symphonia Battalion, with new and definitive additions and some small suggestions taken from you about it.
 
A new update has been released.
Download.
Changes:
Updated Level up system.
Variable damage system.
Minor bug fix.
Updates in the first bonus stage.
Updates un the behavior of all bosses.
Minor updates in the parry system.
 
Hi, osman, this game is fun. The destiny (X1) looks better when placed behind the HP without blocking it. What do you think, osman?
 

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Yo Osman, it's been a year since I last posted. I saw your post a while ago and decided to try the new build. I had hit detection issues with the 6412 OpenBOR build so I tried 4431 and it worked.

Like last time, I still think you mod could use run animations for your characters but I like that you add sliding and air dashing. Overall the game is still pretty fun, the only other nitpick I have is the tank level where I stopped. I'm guilty of constantly spawning enemies to and I think it actually makes it awesome cause you feel like you're doing some real damage shooting through'em all like on the plane level, your only issue is too many of them take several shots to take out. I would suggest mixing in more canon fodder that can be taken out in 1 or 2 shots with more armored enemies mixed in as you progress. It was kinda hard to move on with enemies constantly spawning in with a lot of health mixed with how you only can take a few shots before you die.

I just remembered to, on the first level, there are times where it's hard to progress because enemies are constantly shooting where you need to jump to, I had to time the bullets to actually jump past them one time. They should pause before or after the shots more to give you more time to get shoot them back since you have both limited health and limited time to duck. Other then that the game is still great, the 3D plain levels are the most fun here since you can move in all directions and you have more enemies to take out without having to watch all of them at once.

1 suggestion, I don't know how much work you put into your characters, but I'd say if you can, maybe add 1 or 2 more for some variety. I'd like to play as someone cooler, maybe with some shades on with a buzz cut, or maybe wearing a gas mask, but I guess that would mean making new portraits for the select screen. Honestly I wanna take a crack at it myself one day, lol.

x)
 
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