Mushroom Kingdom Fusion Reactor > MKF Development > Development WIPs
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Full Version: The Energy Zone
Obreck2
One of my major WIP recently has been a stage designed to introduce a few more stage harzards, animated lighting effects, and a dynamic "infinite scrolling elevator" effect.

This stage is the Energy Zone, a world 9 stage based off the 5th & 6th level of Contra1. The player fights Contra and Covenant here, along with a number of nasty stage hazards and effects. The stage won't be too long, but brutal. It ends with an extended showdown on a giant elevator.

A soundtrack has already been chosen. No song suggestions please.
Many of the screenshots come from a tech demo, which is the only explanation you're going to get why there's no player/hud, or what the colored squares are for.


Here are some Contra1 arcade screenshots to give you an idea what the stages tiles look like. Enemies will be somewhat different:

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Here's one of the stage hazards, extendo claws. They can be set up with custom timings, allowing for custom organized patterns to be setup. Their length is also customizable:

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The Elevator battle: At the end of the stage you enter a giant moving elevator. Before you reach the top you must face 3 challenges:

Assault rooms: The first challenge involves hallways in the background the elevator passes by. Troops can be seen back there. Red troops sometimes shoot at the player. White ones sometimes leap into the foreground trying to pounce on the player:

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Bomb Man: Bomb Man is the stage mini boss. He attacks you after all the assault rooms have passed by. He starts off with his standard AI, but midway through the battle some platforms begin to pass by the elevator. He uses those platforms to his advantage. Here's some early screen of Bomb Man:

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RoboCorpse: RoboCorpse, a famous Contra boss, is the stages final challenge. He has all his AI styles from Contra3, though he applies some of them a tad bit differently. Also instead of crashing though a wall he climbs up the elevator shaft after you. I even added rotation to his backarms to enhance the climbing animation:

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After you beat Robocorpse the elevator exit shows up. How convienant:

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Here's a screenshot of what the whole elevator system looks like in the level editor. As you can see almost all the sprite and art effects are generated by code:

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Psychopath
the elevator is revealed ohmy.gif

nice work obreck wink.gif
T-Time2010
Boss Obreck. Way Boss

Now that that we have this junk and the new junk from Hello's updated engine, we should add this to some of the older levels to make them more interesting
EvilMariobot
This level has red tile written all over it; but it looks like it will be a fun/hard level.
AuraLancer
Wow. That is all.
silentkill450
so im guessing that the robot masters are not limited to world 3? This level looks awesome and i am looking forward to this when it is implemented in the game!
MasterWeegee
Wow! This level looks like it will be a challange. Can't wait to see some more.
MageBones
Animated lighting effects?

What's that?
Is it anything like the lighting effects from that Megaman X level, Shock Mandarin or something?
Can you elaborate?

Bomb Man IS great news though.
And that Terminator-reminiscent Robo-Corpse looks difficult.
I'm always up for new and innovative Bosses!
Obreck2
Here's some nasty torch type hazards that appear:

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Slit_Zurifa
Your stage is looking really nice Obreck. I hope to see some further screenshots soon. How far did you come already with creating that stage?
I just wondered if there will be checkpoints in the elevator. I don't know how long or how hard this elevator section is turning out but it seems rather brutal since you're fighting two bosses within it. At least there should be a checkpoint after beating Bomb Man. Otherwise it's a world 9 stage which means that you wouldn't have to set too many checkpoints as it's the second to last world in the game.
I'm also interested if you would have to merge this stage as you've got the master source. Though I'm rather unversed in technics I would say that having the master source wouldn't aquire JS to merge the stage as you can directly implement it into the world map (like JS did with his Bydo Station). Only problem is, that the new world 9 map isn't programed yet. biggrin.gif
Greetings.

EDIT: BTW I forgot something to ask you: Will this stage be a regular or a secret stage and will it get a yellow or red map tile?
Spazzy_D
Amazing stage concept and execution (from what I can see anyway.) Glad to see Contra getting some more representation.... all we really really need is an extremely alien "final level" style Contra stage and I'ld be happy. (Although I always thought that a really Alien Contra stage would be good for a fusion stage...with Metroid maybe? I don't know, maybe I just want to fight the Contra Heart and Mother Brain on the same level.)

Anyway, I was wondering about the extendo claws... do they have a fixed height? Could it be possible to reskin them and use them as other crushing hazards? I'm thinking specifically of the insta-kill NES Castlevania crushing spikes, but Metalman's level in Megaman 2 also had a similiar hazard. Both were, come to think of it, kind of wider then the extendo claws...

Love the stage though. The Contra Elevator fights are classic... and it also opens the door to beat em up double dragon style elevators in the future.
Obreck2
The elevator segment has no checkpoints. The last checkpoint in the stage is right before the elevator. However powerups and Contra guns do decend on the player a few time during the battle, letting them recharge.

The extendo claws can be any length up to about 1 screen tall, and can be skinned.
MONEYMAN
The infinite scrolling effect could be used in Dry Bowser Castle... kinda...
Obreck2
QUOTE (MONEYMAN @ Feb 6 2009, 03:23 PM)
The infinite scrolling effect could be used in Dry Bowser Castle... kinda...

No, it wouldn't work there.
Das
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