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DarkBASIC Professional Discussion / What do you think of DBP Streets of Rage?

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Goldeneye Nemesis
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Posted: 22nd May 2004 02:45
Hmm, Elvis is the man to ask, it his excellent work that needs exporting, speaking of which:

NEW BUILD!
http://www.enigmatekuk.com/SOR4/build7.zip

not a hell of a lot to show you that is new, but check out the new axel model made by Elvis, it makes the game so much more professional and cool. Let me know your comments.

Oh by the way zenassem, a) keep up the good work and thanks for the help, b) that was the 100th post on this topic! That is quite astounding; so many people have contributed and commented. I'm so happy this has made such an impression. I can't wait to get it all finished now though so we have something to show for all the hard work.
Elvis Deane
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Posted: 25th May 2004 04:16
He's kicking and the enemies are moving! Great stuff, Andy! I was away all weekend and only had access to a PII-266mhz, so I was dying to get home to a real computer and give it a try.

Is there anything else you need at the moment to keep moving forward?

zenassem, I honestly don't know if that's a solution. Could be, but I'm not sure. It looks like LW6 can import FBX files with a plugin from Kaydara. If so, then I could rig some characters up in Max 6 before the demo dies, animate them in MotionBuilder 5 (which I own, so there's no need to worry about anything expiring), and then send them to you for conversion. It may not work since its going through so many formats, but might be worth a try.

It's too bad the free version of GameSpace only handles characters with polycounts of 650. That might have been the ideal solution. Maybe we can use it as a convertor anyway. I'll look into some options and see what I can figure out.

--
Elvis Deane!
http://www.astoundingadventures.com
Goldeneye Nemesis
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Posted: 25th May 2004 17:16
Well if you get the time mate, then a walk animation would really make things look even better. The animation you gave me only seems to have that kick in it or I would have made the combo thing work. If you have the model with the entire animation in .x format lying around, email me a copy and I'll post an update to make it all work.

I’m so grateful for what you’ve done so far, couldn’t have got this far without help.

Has anyone played this version yet? How’s it looking? Anybody like it?
zenassem
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Posted: 25th May 2004 17:34 Edited at: 25th May 2004 19:12
@Elvis Deane,
I am willing to do whatever it takes. So just let me know if you want me to test some models. I may have to re-read the posts because I'm don't exactly remember the apps/conversions your going through. I'll try to piece it together, but if you have a chance it might help if you post the order of tools your using.

Also, I don't personally own 3dSmax6, but I work as a Network Specialist for a school that does. So that's always an option. I'm just not sure what plugins they have.

@Andy - I get a runtime error on the latest build. "Music does not exist on line 561". Also I reworked the graphics for the background my 2D demo. I'm going to try to keep the graphics as close to the original as possible.


~Zen

Elvis Deane
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Posted: 25th May 2004 23:39
Zen, if you have an earlier build of the game installed on your system, just copy the "music" folder from it, and throw it into build 7's directory. If not, create a new folder named music, and throw any mp3 file into it, renaming the file "1.mp3". That worked for me

--
Elvis Deane!
http://www.astoundingadventures.com
zenassem
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Posted: 26th May 2004 02:22 Edited at: 26th May 2004 02:23
@Elvis Deane, Thanks that worked (I used the music folder from build 6).

As I said above I decided to keep my 2d app consistent with the graphics from the original. It's still a painstaking process of doing screen capture and finding tiles that I can copy that son't have shadows applied. I realized that If I plan on getting this my part done I will have to find ways to save time. Later on I can always improve the backgrounds.



I'll have a simple demo out by this weekend. (not all the animations, but at least something for you guys to take a look at.)


~Zen

Ideajuice
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Posted: 26th May 2004 02:36
Don't forget to put a little tiny 2D arcade version of the game inside your 2D arcade version of the game. It doesn't need to be playable, but it would be... fitting.

E Unibus Plurum
zenassem
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Posted: 26th May 2004 06:13 Edited at: 26th May 2004 06:15
@IdeaJuice, !!!

Actually I was thinking of having a playable 3D version inside the 2D version that's inside the 3d version.

This almost hurts as much as thinking about recursion algorithms.

Next I will work on a 3D game based on M.C. Escher's art. BSP collision would really be fun then!



<img src=http://img68.photobucket.com/albums/v208/zenassem/pixav.gif>
Ideajuice
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Posted: 26th May 2004 08:22
Recursion is cool.

I did a VR world based on it. Check out some pix here:

http://ideajuice.com/CWLPix/

I did some work with an automated lab rat tracking system a long time ago, and I'm a big fan of "Pinky and the Brain". I also like Escher art, and recursive algorithms always fascinate me. Somehow that all resulted in that build.

I wanted you to start out with a tiny av inside the maze, emerge from that into the bigger lab with a bigger avatar, and then when you made it outside you would see a giant being in a white lab coat looking down at you from out of the sky.

E Unibus Plurum
Goldeneye Nemesis
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Posted: 26th May 2004 17:12
In two hours today, Streets of Rage history was made.

http://www.enigmatekuk.com/SOR4/build8.zip

And its all down to Elvis. Take a look at his model, it struts around confidently and nails punks with a blistering combo barrage of punches and kicks! I hid the move-collision egg also so that now we have a game that looks professional. I feel quite proud of what’s been accomplished, but couldn’t have got this far without you. There is certainly a lot more to come, and a lot to do, but a hurdle has been jumped today. New moves can be added in seconds. In-fact I will soon be adding a little INI file with ever model so that if a new move is added, just edit the file and add the frame start and end of the move animations and it instantly in the game!

About the music, I decided not to include the music In builds 7 onwards for a little while as the size is already 8mb without it. I added some ‘file exist’ commands to make this work but I missed one. I have now changed it so that it will work regardless of whether you have the music or not. You can download the music separately from
http://www.enigmatekuk.com/SOR4/music.zip
This file will soon be updated as ‘me z0r’ (the guy who did the fantastic remixes) has sent me some files and let me assure you, they are sooo cool. I’ll post when I manage to do this.

Zenassem the game is looking very cool, cant wait to see the demo! I kinda lost you and Ideajuice back there, but can’t wait to see what you’re game plays like.
Elvis Deane
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Posted: 27th May 2004 02:07 Edited at: 27th May 2004 02:12
Great stuff Andy! I think I let out a squeal of joy when I saw his little feet move for the first time.

I'll start animating some other stuff, like jumping, a left fist punch so the combo looks better, and maybe a jump kick or something. I finally played SOR3 today (hadn't played any of them since I joined the project) and I noticed how fast all the movements are. I'll try to animate things with less realistic timing and go for quicker moves.

I think we can cut down the file size quite a bit by shrinking the Axel texture down. The one I sent you was 2048x2048, so I'll cut it down to 512 next time I send you the model.

I noticed that my hair looked alot like the Axel model's yesterday, and so I spent about five minutes playing with the texture and tweaking the colours. Now we have an Elvis Deane character to beat up on

Sure I don't have muscles like that, but I can pretend, can't I?Sure I don't have muscles like that, but I can pretend, can't I?

--
Elvis Deane!
http://www.astoundingadventures.com
zenassem
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Posted: 29th May 2004 04:35 Edited at: 29th May 2004 07:05
@elvis, Better not sleep in those jeans!!! Nice Work.

Here are some updates screenies from the 2D port. I now have almost all of the Axel's animations responding to KB input, working on special moves and key sequences. Also have multiple fonts loaded, as well as Items in extractable frames are loaded. Working on Collision and fighting one baddie as I write this....







Should have demo ready some time this weekend!!

P.S.
If I can get enough done, I am thinking of introducing some of the characters/backgrounds from Final Fight & replace Skate. I think it would be intersting, & given the fact that Yoshiki Okamoto designed both games. Just a thought, better get back to work on the game.


zenassem
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Posted: 31st May 2004 03:24 Edited at: 31st May 2004 05:12
@andy,
Btw,if you need it I have the entire soundtrack for S.O.R. 1,2,3. They are in .gym format (dumped form Sega Emulator). I also have a converter for .gym to midi. From there many converters can get any file-format you need. Let me know? I can also dump any in-game sound/FX, from the actual game.


Goldeneye Nemesis
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Posted: 31st May 2004 14:35
Elvis, that model is looking great, will be nice to have some other characters in the game to play around with. I must admit to having a little outburst of shouting when I first saw axel do his first combo, and take his first steps. Ah shucks, I sound like a dad . I'll finish that model you gave me later today all being well, I will even try and do that INI file thingy so you can just add the frame numbers yourself and see what it looks like instantly.

zenassem, I love the 2d version, anything you need from my game to help you out? Sprites etc? me z0r over at tefnek,com is doing a grand job with the music, I'll include them as a separate download soon and you will be able to see what he's done - its really good. He may need the midi files so I'll ask him and get back to you.
Elvis Deane
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Posted: 3rd Jun 2004 03:44
I took some liberties with the design (adding the goggle glasses, the hair has less spikes, and I have no idea what the pattern on the back is supposed to be), but here's the Signal Punk. He's always been my favourite of the minor enemies.



I also did some miscellaneous props and things (police barrier, fire hydrant, parking cone, and a lamppost), though those aren't textured yet.

--
Elvis Deane!
http://www.astoundingadventures.com
walaber
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Posted: 3rd Jun 2004 08:38
great media!!

I haven't tried the most recent demos, I'll have to give them a look when I get a chance - but the progress on the game looks really impressive

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Goldeneye Nemesis
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Posted: 3rd Jun 2004 14:22
Elvis that punk is amazing! I'm so impressed. The enemies should be easier to make cos they don’t have many moves, and now you've done the Y-signal, it’s just a case of changing the texture for the red, green and blue ones so you've done 4 enemies in one! I'm dead impressed mate. I will have to do this INI thing so you can add the punks to the game yourself and test them.
Goldeneye Nemesis
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Posted: 3rd Jun 2004 17:29 Edited at: 4th Jun 2004 02:48
We're online!!!!

I just put the finishing touches to the Streets of Rage 4 website! Go here to take a look (comments would be appreciated):
http://wwww.enigmatekuk.com/SOR4/
There's a neat little screenshot page where you can comment on all the screenshots ever posted, and a forum. Someone go and post something on it to break the thing it . The builds are all linked on there, and I'll try and keep it maintained.

Elvis and zenassem if it’s any use to you, you can both add screenshots to the gallery, just set up a quick username and password and you're away. They will be hosted there and automatically thumb-nailed too. Then link them in your posts if you need too. Just a though in-case you need it, and I thought a central store of all things SOR4 would be nice.

Also, long time no screenshot so here’s Axel dealing some serious damage with a combo!

TheOneRing
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Posted: 3rd Jun 2004 17:32 Edited at: 3rd Jun 2004 17:33
Ummm. Could not be found?


*edit* Your link has a comma after the www...

Visit http://www.mighty-atom.com/d-zone for the DBData plugin.
zenassem
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Posted: 3rd Jun 2004 22:35
@elvis - I believe the pattern is suppose to be a Vampire Bat. Yours looks a little like an alien from Space Invaders. I think it would be fun to make it that way.

@andy198 - Thanks, I got bogged down a little with the "input-handler". It still needs a little work, and I have some more animations frames for moves to extract. Did you finish your input handler (combos, special moves)? If I can't get my timing better I might ask for you assistance. I finally got the Jump->Kick worked out. It's not as streamlined as I would of liked, but it works. The gamepad input works decent, but adapting to a keyboard and balancing the tolerance of *mistake* keys needs some tweaking.


Elvis Deane
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Posted: 4th Jun 2004 22:32 Edited at: 4th Jun 2004 22:38
The site looks great Andy! I will post some pics there when I have some new ones.

Zen, I can't make out a vampire bat on the back, but I'll take your word for it It would look much cooler than the space invaders/spikey blob thing I have there now. I also did a PacMan ghost style logo, but it just looks dumb. Maybe some sort of spooky ghost-demon-bat thing will work.

Is anyone working on designing levels? I was thinking I could maybe take a crack at doing some background building models, but I know that someone had started working on the factory in the team request thread, so I don't want to step on any toes. But if no one is, I can do a couple of shopfronts (I need some backgrounds for a comic anyway, so its a two birds with one stone sort of thing. Two monkeys with one banana.)

--
Elvis Deane!
http://www.astoundingadventures.com
zenassem
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Posted: 5th Jun 2004 05:24
Elvis, I think I may of been wrong. I'm still researching but I found a small screen shot of SOR3 which has sharper graphics and now it looks mor like to Sicle(reaper hatchets crossing with blood dripping off. Of course it's all in black like a siloutte). I'm looking for a clearer screenshot to make the determination.


Beeloshak
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Posted: 17th Jun 2004 07:18
HOLY S**T ANDY!!! your streets of rage game is amazing!!! I've had dark basic pro for about a year and I can't even make a 3-d cube! great job!!!

I'm a big fan of the streets of rage series. your game has some big $$$ potential.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Beeloshak
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Posted: 17th Jun 2004 07:30
remember when I brought up the cheat codes earlier? well, heres some ideas...

at the title page...
*press -> and "b" (for example) to bring up a secret menu.

at the secret menu...
*make a back button
*make a cool background image
*make some fields for placing text but dont write any text
inside them
*to enable varoius cheats, the player must type in letters and
numbers to unlock various cheats.

(example) to enable a hidden character, "Beeloshak Man", the player
must enter "567a8g73", then the words "beeloshak man" will
appear in one of the blank text fields.

Then, post these cheat codes in this forum for people to look up and
try out.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Goldeneye Nemesis
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Posted: 17th Jun 2004 15:02
Thanks for the compliments mate! Really appreciate good feedback. And I like your cheat idea, I am a big fan of earning cheats though, but we could have some cheats accessible in that way, it would be fun to do anyway. It’s great to have people giving ideas, especially people as enthusiastic and kind as you
I’ve been tinkering with the engine a bit recently, trying to tighten things up and finish the programming bit, enemy AI is the next on the list. The one major hold-up is character modelling, but Elvis has done an amazing job so far, and I’m very glad of his help. I can’t wait to see this project finished!
I’ve been watching the debate about the black symbol on the back of the Y-Signal; it might be a bat, who knows? Who really cares though when the model looks as good as it does!
Beeloshak
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Posted: 18th Jun 2004 06:56
do you have any weapons in the game? It would be cool to have some chainsaws, nunchakus, loafs of bread, ect... The old level bosses from SOR 1 would be cool. I think the old level bosses such as the pirate/boomerang dude from level 1 would bring your game that classic streets of rage feel.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Elvis Deane
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Posted: 18th Jun 2004 12:23
I should have Electra done sometime tomorrow. She's modelled, now she just needs a fresh coat of paint.

I have been experimenting with low poly modeling and texturing over the last week or so, since I'm fairly new to it. Here's an image of a car we might be able to use in the background somewhere, like those ones that line the street of the first level of SOR1 (I think those were station wagons. Musclecars are much cooler ). Basically I made a high poly car, rendered it with lighting from a few views, then mapped it onto the low poly car.

--
Elvis Deane!
http://www.astoundingadventures.com
Goldeneye Nemesis
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Posted: 18th Jun 2004 16:11
Elvis that car rocks! And you did Electra! You are a one man army! The light at the end of the production tunnel is becoming clearly visible thanks to you . Can’t wait to see her in action, if you have anything that you want adding to the game or any extra code to accommodate your models, drop me a line and I will sort it out ASAP. The holidays are here once again so it will be great to actually spend some quality time coding.

@Beeloshak: I've been thinking about the weapons on and off, how to do them etc, and I cant really work it out. You could have every weapon as a limb on each model and hide/unhide them when needed, or maybe some cool gluing routine could do the trick but to be honest I can’t work out how to do it. Do you have any ideas? I think we will all have to sit down and compose a list of bosses once we have punks in the game, that’s a way in the future, if you fancy modelling a couple of bosses though then it certainly would speed things up!
Beeloshak
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Posted: 19th Jun 2004 06:28
well, i dont have any 3D modeling software but meybe i could make some pictures with paint shop pro and elvis could make them into characters. (if elvis wants to, I dont want to be a burden to him).

Need help comming up with a name for your next game? Simply call it "beeloshak."
Beeloshak
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Posted: 19th Jun 2004 06:42
Heres the level boss from level 1 I was talking about. I think that adding this boss to your game would make people remember the original streets of rage games.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Elvis Deane
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Posted: 20th Jun 2004 23:27 Edited at: 20th Jun 2004 23:34
Well, she ain't my best texturing job, but here's Electra in her SOR2 outfit.



http://www.astoundingadventures.com/wip/coppermine/albums/userpics/wips/sor-electra01.jpg

I think at some point I'll go back and retexture all the characters. I've been watching some texture painting videos and staring at lots of professional texture maps, and I am starting to understand where I've been going wrong in the maps I'm making. Not only are they not so pretty, but I'm breaking up the textures way too much, instead of keeping them together.

I will try to do some of the old bosses. My problem with the boomerang guy is how completely out of scale and style he is from all the other characters in the game. It's almost as if they grabbed the sprites from some other project they were working on, and threw them into SOR because they needed a boss. He was cool though,

I'm going to rig the whip as part of Electra, since I guess that's the best way to handle its animation, but how should we go about something like the boomerang? Make it a seperate object, and handle its motion in code?

--
Elvis Deane!
http://www.astoundingadventures.com
Beeloshak
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Posted: 21st Jun 2004 06:19
What if the boomerang was attatched to the bosses hand by an invisible leash. then it could function like an extra limb attatched to the bosses hand. the trouble is trying to make the boomerang travel in an oval path.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Beeloshak
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Posted: 21st Jun 2004 06:20
is there some place where i can download free 3D modeling software. I feel like I'm being a burden.

Need help comming up with a name for your next game? Simply call it "beeloshak."
zenassem
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Posted: 21st Jun 2004 07:12
@BeeloShak,

Check out this thread.

http://darkbasicpro.thegamecreators.com/?m=forum_view&t=25468&b=3

It's located in the "3D chat" board.
It's stickied at the top. Great resource.

~Zen


Goldeneye Nemesis
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Posted: 21st Jun 2004 13:53
Well you could just forget the boomerang and have it as a big machete, then just throw it at the player and pull another one out of somewhere, that would be easy to do. Otherwise, create it as another limb and then that makes collision and everything a lot easier. I think the Streets of Rage 1 bosses were a bit stupid though, makbe keep the fire braethers, the wrestler and the scratchers, but I think boomerang dude will have to go.

@Elvis: That is one sexy model! You are doing such a good job mate, cant wait to see what your handywork looks like in the game! (If you still up for them going in). If you need any code let me know!
Glog
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Posted: 21st Jun 2004 17:15
hey ! you guys got a super cool project

but as i look at the models , i guess that i can give you a hand to make them look better , even on texturing

would you like me to help you modeling or animating it ?

i'm currently on a game , i'll be free up to the 25 june , then , i can model , paint , anime , no problems!

some of my 2D/3D work here

http://www.3dvf.com/modules/galerie/artiste/index.php?idartist=3102&p=&t=&c=

not all , but more is to come .
please , say "OK" , say what you would like to be modelised and ANIMED , and i go!! , but i just can start the 25 june .

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Beeloshak
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Posted: 22nd Jun 2004 08:27
im downloading a 3d modeler called "metaseq." it looks cool and it looks like it does a great job of making low-poly objects into high-poly objects. I cant wait to get started!

I had a modeler called "anim8or" but it saves as ".an8" and im pretty sure dbpro doesn't support that format. Its also hard to use and it makes really bad objects.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Goldeneye Nemesis
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Posted: 23rd Jun 2004 01:58
Glog you have the green light! If there is any modelling/texturing you fancy doing, or ideas then your expertise would be very much appreciated. As for the textures of models, on mine then change all you want, but I should talk to Elvis before touching his characters, don’t know how he feels about that, but certainly, you are on board the 'Rage ship.
For the record, everything I do is in Truespace 6 / GameSpacce lite. I recommend GameSpace to you, its got some good features, and its quick at getting good results, and most importantly its a professional modelling tool FOR FREE!
Beeloshak
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Posted: 23rd Jun 2004 06:03
Too bad game space is a 32 MB download. I have dial-up internet so It will take about 5 hours to download.

I did download metasequoia. It doesn't do what game space does but I could make low-poly objects like trash bins and other small items.

I could help you with graphics. do you need any other backgrounds from the original sor games? I could also make new backgrounds that fit in with the old ones as well.

Need help comming up with a name for your next game? Simply call it "beeloshak."
Goldeneye Nemesis
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Posted: 23rd Jun 2004 13:37
Well in a word...hell yea! ( oh that’s two ). I'm in need of backgrounds for levels desperately. I need to get more levels done, so if you have any ideas for them then please do let me know, if you want to make a level then I will tell you how and send you any code that you might need.

I thought about having a vote, letting people vote for their favourite SOR levels across all the games and putting them in, but somehow I don't think people will be able to remember them all. If you do, let me know and I'll put the level in!
Glog
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Posted: 23rd Jun 2004 23:50
would you like my help too ??

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Goldeneye Nemesis
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Posted: 24th Jun 2004 01:38
Of course glog! I said you have the green light to do what ever you want for the project. Just tell me what you want to do and I will do all I can to help you out, you can have all the models I have if you want to play with textures, but talk to Elvis before touching his characters.
Elvis Deane
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Posted: 25th Jun 2004 04:01
Glog, if you send me your email address, I can send you the base male and female character models I'm using. That way you can UV map and texture them as you like and we can keep my characters as they are for now.

I will try to get you the other character models tonight, Andy. I'll send the Signal Punk, Electra and Elvis.

I spent some time in the past two weeks making buildings and some props and textures for them to see if I could make a level. Here's a rough shot, some things are missing textures, and I guess A sidewalk would make things look alot better.

I only have one building front made at the moment, with about 4 different textures for it, but I'll make a bar and a garage too.



http://www.astoundingadventures.com/wip/coppermine/albums/userpics/wips/sor-myLevel01.jpg

--
Elvis Deane!
http://www.astoundingadventures.com
Beeloshak
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Location: Rogue River, Oregon
Posted: 25th Jun 2004 06:46
yo elvis, I have the "authentic" city background from streets of rage. It would be cool if you replaced that background in your level with this one. sorry its a bitmap.



This image can be tiled horizontally to make a never-ending background image. If it doesn't show up then go to http://beeloshak.o-f.com/back.bmp or e-mail me @ [email protected]

Need help comming up with a name for your next game? Simply call it "beeloshak."
Beeloshak
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Location: Rogue River, Oregon
Posted: 25th Jun 2004 06:51
I made an error with the link to the picture, use this one -->http://www.beeloshak.o-f.com/sorpix.html

Need help comming up with a name for your next game? Simply call it "beeloshak."
Goldeneye Nemesis
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Posted: 25th Jun 2004 11:57
Beeloshak: The authentic background you posted should already be in the build, in the textures directory under stars.jpg. But yours is good 'cos it’s full length. We will have to make some more backgrounds when we confirm the levels (which we need ideas for BTW people)

Elvis: once again you have amazed me! That level looks really professional; if it’s a textured box then we can bump-map it as it's loaded to make it look even better! The props are so good too! I shall look forward to your email.
Beeloshak
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Location: Rogue River, Oregon
Posted: 26th Jun 2004 05:51
are you talking about the build for your game? I dont have any of the files from your game. I didn't know that you already had that image.

I think we should vote for level 8 from streets of rage 1. Thats my favorite level of all time. I can get images from that level. I love those little wine carts that attack you!

Beeloshak Industries
MacDoyal
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Posted: 27th Jun 2004 20:33
Well well well look at all the progress you guys have made. Andy has a team to help him and what a team it is. Elvis your work is amazing and it has a sense of style that will make this game unique. Glog i can't wait to see that you do for this project but i'm sure it will bring the game up a level. Beeloshak you a crazy, energenic mofo and i'm sure all that energy will help to pull this project to the finish line. If there is anybody I forgot to mention then i'm sorry since this forum is CRAZY HUGE I can't keep track of everyone. So with all that said and done get your blood pumping and get this game out on my gamecube! even gameboy!
MikeS
Retired Moderator
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Location: United States
Posted: 27th Jun 2004 20:39
Andy, you should send this to the original creators. I'm sure they'd be delighted to see it.

(Maybe they'd even publish it for you).



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Goldeneye Nemesis
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Posted: 30th Jun 2004 19:09
MacDoyal: thanks so much! I love getting compliments, and you are right, I couldn’t have done it without the team we have here. This project is getting closer by the minute, and I can’t wait to get it finished, it will be a testament to the hard work of everyone who’s ever posted in this thread.

Elvis just sent me a new model pack, which I’m coding in now, but it may take a while ‘cos I am about to upgrade to a newer PC and will no doubt have teething problems, so gimme chance…

MikeS, I have thought about contacting the original creators of Streets of Rage, but I am a little scared that they might close us down and take me to the cleaners over copyright. I think we’ll have to finish it, and make a decent demo and see what thegamecreators.com admin think. You never know, it might make a newsletter . Then we’ll think about passing it on if we get a good response, sound ok?

There will be a new build up very soon (about damn time!) with the new characters that Elvis has made, as well as a character selection screen to play as Axel or Blaze. The AI is gonna get a big re-work too. Once that’s done them I will have all the code in the background to just simply load enemies and levels from INI’s so coding will be all but done!

We need to decide on the levels ASAP so a) we can make them, and b) I can tell the music guy, cos I promised him this ages ago and never got round to it.

Here are my ideas….

Level 1 – City outskirts
Bit of a grassy area, punks maybe hanging around in groups near pubs or something, slowly getting more populated, more houses etc, boss is some well ‘ard punk who is in charge

Level 2 – Rundown city bit
Broken roads and houses, all a bit of a mess, great for showing off levelling skills and texture work

---- Kind of work your way in to the city to find Mr X, but he escapes on to ship? ---

Level 4? – Harbour
Get to the harbour (will be a lovely level, nice water effects and splashes, ships ion the background etc)
Get on MR X’s ship, fight your way through until it crashes on the……

Level 5 – Beach!!!
You all know what that’s about.


Well that’s my ideas for now; let me know if I just sound like a raving idiot. We need 8 stages in all (at least) so I need ideas flying around thick and fast!

Can’t wait to hear from everyone!

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