Canceled Marvel First Alliance 2 - WIP

  • Thread starter Thread starter zvitor
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Project is halted prior to completion and will not receive further updates.
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no giant sentinel at cap & aveners mode, also i dont know how make giant enemys on this sky levels, because movement looks like xy plan, but it actually happens at xz, so to hit you must be at same x of giant enemys, if you shot at head high it will not hit, even if there are some way to make it work this modes dont have same enemys of original game. even minions are different, hydra soldiers with a different pallet.
 
Done:
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demasiado bueno, este juego, muy buenos screenshots, al verlos provoca jugar, este asombroso juego felicidades zvitor, eres un maestro en este desarrollo. saludos amigo
saludos desde venezuela
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too good, this game, very good screenshots, seeing them causes play this amazing game zvitor congratulations, you're a master at this development. Greetings friend
Greetings from Venezuela
 
zvitor said:
no giant sentinel at cap & aveners mode, also i dont know how make giant enemys on this sky levels, because movement looks like xy plan, but it actually happens at xz, so to hit you must be at same x of giant enemys, if you shot at head high it will not hit, even if there are some way to make it work this modes dont have same enemys of original game. even minions are different, hydra soldiers with a different pallet.

If you widen bbox size, you can have big enemies on sky level.

bbox {x} {y} {right} {down} {z}

The last parameter must be set high enough to allow hitting from different z

Now, the next question is what will Giant sentinel do?
It's tough for me to give suggestion since sky mode is not xy plane
 
Very nice screens.
Why about using an alternate process to scale your BG and sprites.
The pixelated effect spoil a little the visual look...

Again, "Rotation sprite" would be a good thing to use.
 
I can't believe what I'm seeing this! Fabulous screenshots/teases, zvitor! ;D I'm quite amazed on the Avengers mode!
 
new enemy at streets:
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thanks suicidalovesong for half of his sprites rips.


Bloodbane said:
zvitor said:
no giant sentinel at cap & aveners mode, also i dont know how make giant enemys on this sky levels, because movement looks like xy plan, but it actually happens at xz, so to hit you must be at same x of giant enemys, if you shot at head high it will not hit, even if there are some way to make it work this modes dont have same enemys of original game. even minions are different, hydra soldiers with a different pallet.

If you widen bbox size, you can have big enemies on sky level.

bbox {x} {y} {right} {down} {z}

The last parameter must be set high enough to allow hitting from different z

Now, the next question is what will Giant sentinel do?
It's tough for me to give suggestion since sky mode is not xy plane
thanks for the info,
im declined to do boss on sky levels, but i could use this for bosses like leader tank.



nedflandeurse said:
Very nice screens.
Why about using an alternate process to scale your BG and sprites.
The pixelated effect spoil a little the visual look...

Again, "Rotation sprite" would be a good thing to use.
it is a tool? will test it.
 
loving doc ock

will you have him appear in spiderman mode?  maybe in between two platforms where he will have height and range advantage.
 
It seems like this project can be too ambitious. It looks great though, and I wish you a lot of luck in finishing it.
 
Z has been ambitious since 07.

plus this is easy for him since he is basically remixing (a whole lot of remixing) his first bor.  So you can say he had a great template.
 
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
 
today my work as on color philters, is a small thing but make game look a bit better:
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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.
i got it some time ago,
all my levels have shadowcolor and shadowalpha.....
 
Cool screens - Nice looking stages.  Glad your adding filters, it's makes a huge difference.

Another trick I use is adding varying minor darkness over stages, so each kinda has it's own lighting.

Spawning red filter when you die is nice effect too...
 
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