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Offline BLOOD MONKEY

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Re: Vamprotector fan Game
« Reply #375 on: August 07, 2014, 10:43:47 PM »
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Whaddya mean by "where to send the beta to?
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Offline Claimh Solais

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Re: Vamprotector fan Game
« Reply #376 on: August 08, 2014, 12:37:26 AM »
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Whaddya mean by "where to send the beta to?

I'm assuming email, or something.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #377 on: August 09, 2014, 02:58:14 PM »
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I'm assuming email, or something.

Yes, e-mail will be just fine!

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Offline BLOOD MONKEY

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Re: Vamprotector fan Game
« Reply #378 on: August 11, 2014, 09:15:56 PM »
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shot you a PM.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #379 on: August 12, 2014, 09:33:28 PM »
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K. got them all so far. Keep them coming!

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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #380 on: September 01, 2014, 02:16:59 AM »
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Hello world!

I hope everyone is enjoying their labor day time off as I am. Just wanted to give you guys a heads up. I have 2 new stages that I am working on for Vamprotector that are pretty fun and should have a new video for everyone when they are done! They are pretty different than what you guys are used to seeing and should freshen the gameplay up!

In the meantime in need a breath of fresh air from Vamprotector, so I am working on a very miniscule demo for a side project that I started on. I started working on some 3D modular modeling and importing them into Fusion 2.5. Here is a small test of what I am working on. First time I am using Fusion 2.5 with 3D props, they look good in engine too. Right now I am just working with DIFFUSE maps, when I put all the other maps on my props the game should even look more spectacular.  MegamanXA belongs to Toskomics and ripped by me. The small background/prop were all modeled, designed, and hand-painted textures done by me.

Clickteam Fusion 2.5 Mega Man Demo Test

I know it's super early, but critiques, ideas, and suggestions for the demo are all welcome! I am not a huge Megaman fan, but I know about the series a little.  I know MM2, MMX, MMX8, and the DS titles.
« Last Edit: September 01, 2014, 02:46:55 AM by darkmanx_429 »

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Offline X

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Re: Vamprotector fan Game
« Reply #381 on: September 01, 2014, 07:03:18 AM »
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Interesting. My only critique is about X himself. He's very stiff-moving. He doesn't have the smooth flowing look that was given unto him in the early MMX art style (which I find better the the latter titles) Here are some examples;

http://img3.wikia.nocookie.net/__cb20100616040812/megaman/images/4/42/MegamanMHX.jpg

http://img3.wikia.nocookie.net/__cb20100616040717/megaman/images/7/7c/Megaman3MHX.jpg

http://static.giantbomb.com/uploads/original/0/3699/673302-x6_xpose.jpg

As you can see from the images above X is way more natural-looking. Though he is a machine he has some slight curves on his body that give him a more natural flow, and this is evident when he moves. That and his larger boots are much better-looking on him then the ones shown in later titles.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #382 on: September 01, 2014, 12:38:58 PM »
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Interesting. My only critique is about X himself. He's very stiff-moving. He doesn't have the smooth flowing look that was given unto him in the early MMX art style (which I find better the the latter titles) Here are some examples;

http://img3.wikia.nocookie.net/__cb20100616040812/megaman/images/4/42/MegamanMHX.jpg

http://img3.wikia.nocookie.net/__cb20100616040717/megaman/images/7/7c/Megaman3MHX.jpg

http://static.giantbomb.com/uploads/original/0/3699/673302-x6_xpose.jpg

As you can see from the images above X is way more natural-looking. Though he is a machine he has some slight curves on his body that give him a more natural flow, and this is evident when he moves. That and his larger boots are much better-looking on him then the ones shown in later titles.

Thanks for the feedback. I agree, I still need to add hotpots and action points to the sprite. But that is not my main concern right now.

I actually have the actual model from MMX8 so I think it would probably look better for this type of game. I even got X and Zero from MVC3. Maybe a more 3D shader would look better for the demo rather than the cell shading?

I would have to rig and do the animations in Maya and then transfer them to Fusion 2.5 but it works.

I am more concerned right now with getting props looking good and done and in the engine.

The computer terminal is coming along a little further now I am still adding more detail and hand-painting the textures:





« Last Edit: September 01, 2014, 05:49:06 PM by darkmanx_429 »

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Offline darkmanx_429

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Cairo, Egypt (UPDATED)
« Reply #383 on: October 24, 2014, 06:09:26 PM »
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Vamprotector: Cairo 1 - 1 UPDATED

Back on the game and finishing the stages. Updated Cairo with a new palette and background elements. Will add my traps, heat haze, and sandstorm on my polish phase for all my stages.

Ignore the lifebar stuff (even though I have it working with the hazards i.e. cacti) I know I need to adjust it's layers and I am not on that yet. Same with the character bugs. You guys have done a great job pointing those out so they are on my to do list. Right now I am just strictly doing the stages and I only have a couple of more to do before all the bases are in engine. Then will come the polish pass for all of them because there are also gameplay elements that are involved with them that need to be coded in. Once those are done then on to the character stuff. (Which will be a tedious process because the characters have the most parts to work on. I.E. Animations, Specials, Attacks, etc.)

Vamprotector: Ghost Ship 1 - 1 UPDATE (SOUND FIX)
Soooo just so we are on the same page this is my pipeline:

Phase 1: Environments - Designing all the stages and importing them in engine   75%
             2nd Pass - Polish stages, imputing all the effects, traps, etc. 10%
             3rd Pass - Choose Your Destiny, make sure map screen works correctly, implement stage selection 0%

Phase 2: Characters - Richter and Helsing. Fix all the animation issues. Implement all the regular stuff. 8 direction firing and whips. Specials and Item Crashes. Add item usage and weapon upgrades. 40%

Phase 3:  Lifebar - Overhaul of lifebar for Gun and Whip Modes. Implement weapon and Item fusion system. Make sure the lifebar corresponds correctly to all weapon/special/item usage. 20%

Phase 4: Enemies - Add enemy types to all the stages and make sure they spawn/work correctly. 0%
             2nd Pass - Bosses. Code all the Bosses. *Implement Boss Rush Mode which is separate from main game. 0%
             3rd Pass - 2 player simultaneous mode coding

Phase 5: Design all endings and final credits. *Thinking about making an internal clock that depending on how quickly you can beat the game determines the ending that you will receive. 0%

Phase 6: Hidden Stages. 0%

Phase 7: Hidden Bosses. 0%

THE END




And there you have it. I Had to take a break and do some 3-D stuff for a little while so I could come up with some fresh ideas for my game. I have been doing here and there though so there are new videos coming of some more stages as well.
« Last Edit: October 28, 2014, 01:17:26 PM by darkmanx_429 »

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Offline Lelygax

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Re: Vamprotector fan Game
« Reply #384 on: October 28, 2014, 12:10:55 PM »
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The coolest part is that boat and crates floating for real :D
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #385 on: October 28, 2014, 01:22:34 PM »
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The coolest part is that boat and crates floating for real :D
Thanks Lelygax. I need to tighten up the floating but ya know..proof of concept! lol

I got a couple more videos coming soon.

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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #386 on: October 28, 2014, 03:03:39 PM »
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Wow this is looking awesome!

Thanks, Aalluuccaarrdd. Still got ALOT of surprises left. I'm a sucker for that type of thing! lol

I actually made that Ghost Ship 1-1 on the fly in engine.  I normally like to pre-plan my stages in photoshop before.

See, that's what happens when you take breaks from everything and go back to it at a later time...lol

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Offline BLOOD MONKEY

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Re: Vamprotector fan Game
« Reply #387 on: October 28, 2014, 07:04:14 PM »
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Just putting it out there, before you put the beta out, you should polish up the physics and the sprites, and possibly add some enemies. Other than that, everything is looking good so far! I don't like the way the whip is handled tho. I think it should work like PoR's Richter whip, because the current setup looks very annoying.
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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #388 on: October 28, 2014, 07:29:29 PM »
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Just putting it out there, before you put the beta out, you should polish up the physics and the sprites, and possibly add some enemies. Other than that, everything is looking good so far! I don't like the way the whip is handled tho. I think it should work like PoR's Richter whip, because the current setup looks very annoying.
As for your questions/concerns:

Look up a couple of posts back, I have my entire work pipeline already laid out. (I'm nowhere near the whip physics yet or the character stuff for that matter.)

Right now the character is coded with just 1 HARD whip strike just so I can test things out with it (for example: breakables). There are a variety of crouching and standing strikes that have already been sprited and in engine just not implemented.

I do have a POR type strike in there.

As long as the gameplay stays quick so that you can switch from Gun and Whip modes with no issues I will be happy.

Right now I am on the 1st pass of the Environments. All of the stages should be in engine within the next couple of months or so if nothing else comes up.

Now, the main question BETA.  Well, if you look at my pipeline I would say I will start thinking about that after Phase: 3 with a little bit of Phase 4 thrown in. It probably will be regulated to just 1 stage, but it will be in a solid playable state. Most likely it will be Helsing's Prologue.

The BETA will also be combined with Richter's Prologue and 2 player simultaneous will not be implemented yet.

Thanks for the other kind comments.

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Offline darkmanx_429

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Re: Vamprotector fan Game
« Reply #389 on: October 29, 2014, 12:26:34 AM »
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Vamprotector: Atlantis: 1 - 1 Revamp

Testing various enemy movement and enemy types.

Track: Operation Aquarius (Vamprotector OST)
BGM: Neo City Docks (Contra Force)
BGM: Aquarius (Dracula's Curse)

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