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Vendetta Super Recargado

Complete vendetta super recargado 2.5

No permission to download
Project is completed.

monomartin

Active member
Hello friends, this is my last game I'm working on, vendetta super recharged, the video shows a little of the different levels and game modes (

vendetta seper recharged, double dragon mode, master mode, etc.) it is almost finished, just missing a few details, I hope you like this mod for openbor

, I did something different to get out of the same thing like final fight or double dragon..... or maybe a mix of everything hehe.


 
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I like it
Very refreshing project.
Good to see Vendetta game converted (at least inspired)
My suggestion is to avoid using too high detailed/realistic effect like in time 1:44
Vendetta had some interesting exprosion sprites if I remember well.
Why not using classic explosin instead ? ^^

Again ,very glad to see a game about Vendetta...
Perhaps one day there will be a conversion of "VIOLENT STORM" in Openbor. completed.
 
Welcome back @monomartin.

This looks pretty good! I actually like the effects. They're over the top, but that's kind of how Vendetta always was.

The new moves look great, and the mix of enemies somehow work despite the different sources. Looking forward to more.

DC
Thank you, next week I will share the game with you, so help me see what things to improve, remember that my version is super recharged, try to get away from the usual a little, double d. and final F. but at the same time I mix all the games in this version of vendetta super recharged, add jumps, attacks, new keys, ladders, they also run and climb, weapons, elevators and and a game mode called the metallic giant, good in a few days I share
 
The game environment, especially enemies from different sources, looks absolutely great!!!

Looks really cool and everything but seeing D.D. Crew sprites clashing Ninja Warriors SNES sprites seems a bit off the cuff but it kind of works ya know. Vendetta is one of my favorite Konami beat'em ups and seeing them with some new moves and slams is kind of awesome.
I'm with Hanzo on that. You can change the colors of some enemies to match the heroes based on the original arcade games (Crime Fighters 1 and 2).

Everything is looking great so far.
 
vendetta super recargado - modo doble dragón
Lookd great!
By watching this gameplay I feel like the characters from Ninja Warriors Again could be slightly scalled to 105 or 110 %
And they could have a color fix to give them more vivid colors. So they can match arcade characters palette.
 
Hello friends, I need a hand, I am using a script that has me confused and is slowing me down, the script makes the enemy jump and after the jump I want him to always look to the left, no matter where the player is. Can someone guide me where the error is?

@script
if(frame==1){
void self = getlocalvar("self");
float x = getentityproperty(self, "x");
float z = getentityproperty(self, "z");
int Tx = 2255;
int Tz = 550;
float Vx; float Vz;
if(Tx < x){
changeentityproperty(self, "direction", 1);
} else {
changeentityproperty(self, "direction", 0);
}
Vx = (Tx-x)/(22*4);
Vz = (Tz-z)/(22*3);
tossentity(self, 4, Vx, Vz);
}
if(frame==1){
void self = getlocalvar("self");
//changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 0, 200, 0);
changeentityproperty(self,"subject_to_screen",1);
}
if(frame==2){
void self = getlocalvar("self");
changeentityproperty(self, "position", 2255, 550);
}
if(frame==14){
void self = getlocalvar("self");
float x = getentityproperty(self, "x");
float z = getentityproperty(self, "z");
int Tx = 2100;
int Tz = 558;
float Vx; float Vz;
if(Tx < x){
changeentityproperty(self, "direction", 0);
} else {
changeentityproperty(self, "direction", 1);
}
Vx = (Tx-x)/(22*4);
Vz = (Tz-z)/(22*3);
tossentity(self, 3, Vx, Vz);
}
@end_script
 
@monomartin
I am not good handling the script so I usually also changing the direction with other way, anyway..

after the jump I want him to always look to the left, no matter where the player is. Can someone guide me where the error is?
C:
“direction” – Direction, 1 means left, 0 means right.

frame 14, why not try both of them with 1 then?
C:
changeentityproperty(self, "direction", 1);
} else {
changeentityproperty(self, "direction", 1);
 
vendetta super recargado - modo doble dragón
how players can interact with the stage is very diverse, awesome!
I see this time you made players need a trick to be able to defeat a Boss instead of giving bbox 0 0 0 0 like your in old game, this is a good choice because the fun factor in gameplay is the most important thing. keep it up bro love it 👍👍
 
the script makes the enemy jump and after the jump I want him to always look to the left, no matter where the player is. Can someone guide me where the error is?

If you only need to force enemy to face left, you don't need to check many stuffs. These lines are enough:
C:
  void self = getlocalvar("self");
  changeentityproperty(self, "direction", 0);

You could insert these inside if(frame== ){ } if needed.
 
My God! This is a dream about to come true. Vendetta on OpenBOR!

Back in the arcades Vendetta ticked all the boxes that mattered to me:
detailed sprites, decent moveset, quality music and a touch of humor.

@monomartin: I sincerely hope your upcoming mod keeps that spirit too.
Considering the progress vids you've posted so far I'm quite optimistic. (y)
 
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vendetta super recargado - modo doble dragón

I've watched the video. I couldn't stop thinking about the size difference here with sprites from different games. Maybe you should scale down the large characters.

That being said, I like what you do with the doctor boss. Bug aside, I suggest altering his grenade toss direction to throw player off. The easiest way is make him toss grenades at these angles: 270, 240 then 210.
The door boss is kinda disappointing cause IIRC in DD Crew, he blocks alot. He should block more often here.

But the best part is the level design, I love how you decorate the level with stuffs. And you don't hesitate to place platforms, boxes etc which require complex wall setting. Great job!
 
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