Contra Spirits
I really loved Contra III: The Alien Wars on the SNES. I really loved the retro oldskool 2D sider scrollers and vector sprites. Am inspired in doing a remake of Contra. Higher resolution graphics, easier control system, etc. http://www.classicgaming.com/contra/welcome.htm http://www.retrogaming.it/snes/contra.htm If anyone is a major fan of Contra, knows how to program in C/C++ and love to do a remake contact me.
If you haven't already, take a look at Abuse by Crack dot Com. It's a decent side-scroller with a handy weapon-select interface and really terrific mouse/keyboard controls.
I'm afraid I can't help you with the coding. Try the Help Wanted Forum.
I'm afraid I can't help you with the coding. Try the Help Wanted Forum.
I could help only on one condition you design the maps and rip the images or do the graphics i will supply you with the map editor and everything else.
::Original Post::
I really loved Contra III: The Alien Wars on the SNES. I really loved the retro oldskool 2D sider scrollers and vector sprites. Am inspired in doing a remake of Contra. Higher resolution graphics, easier control system, etc.
http://www.classicgaming.com/contra/welcome.htm
http://www.retrogaming.it/snes/contra.htm
If anyone is a major fan of Contra, knows how to program in C/C++ and love to do a remake contact me.
::/Original Post::
That's what I mean. First I need to draft/plan out a ... plan of attack.
Rip the graphics, or redo them in higher resolution. But what shall the resolution be? Since 2D side-scrollers are normally confined to a specific resolution (the size/dimensions the graphics were made in)... then maybe vector-ise the graphics? like Flash vectorisation. Or use that cool 2x/3x/4x hq graphics library to high-quality scale the graphics without pixelising.
These are lots of thoughts/things I need to discuss. What to do? Which technique/method to implement..
The Contra game had two engines. 1. the normal side-scroller (with parallax, effects, etc). 2. top-down roto-zoom maps.
I was thinking of redo-ing the sprites/players. Instead of using sprites, use vector/skeleton-animation.. very similar to http://www.soldat.pl/main.php . I been watching too many Counter-Strike Flash Animations. If you watch a couple you will come across some really good vector-ised/skeleton-animations (usually in the form of skickmen).
http://www.newgrounds.com/collections/counterstrike.html
http://www.banana.nu/?section=viewlist.art.fmovie.main
So, here's my plan:
-= Contra: Improved =-
- player vectorised/skeleton-animation (no sprite-animation)
- physics engine
- use of 2x/3x/4x hq graphics lib to scale up the old level graphics & monsters
DEVELOPERS/HELPERS Wanted, Apply within..
I really loved Contra III: The Alien Wars on the SNES. I really loved the retro oldskool 2D sider scrollers and vector sprites. Am inspired in doing a remake of Contra. Higher resolution graphics, easier control system, etc.
http://www.classicgaming.com/contra/welcome.htm
http://www.retrogaming.it/snes/contra.htm
If anyone is a major fan of Contra, knows how to program in C/C++ and love to do a remake contact me.
::/Original Post::
That's what I mean. First I need to draft/plan out a ... plan of attack.
Rip the graphics, or redo them in higher resolution. But what shall the resolution be? Since 2D side-scrollers are normally confined to a specific resolution (the size/dimensions the graphics were made in)... then maybe vector-ise the graphics? like Flash vectorisation. Or use that cool 2x/3x/4x hq graphics library to high-quality scale the graphics without pixelising.
These are lots of thoughts/things I need to discuss. What to do? Which technique/method to implement..
The Contra game had two engines. 1. the normal side-scroller (with parallax, effects, etc). 2. top-down roto-zoom maps.
I was thinking of redo-ing the sprites/players. Instead of using sprites, use vector/skeleton-animation.. very similar to http://www.soldat.pl/main.php . I been watching too many Counter-Strike Flash Animations. If you watch a couple you will come across some really good vector-ised/skeleton-animations (usually in the form of skickmen).
http://www.newgrounds.com/collections/counterstrike.html
http://www.banana.nu/?section=viewlist.art.fmovie.main
So, here's my plan:
-= Contra: Improved =-
- player vectorised/skeleton-animation (no sprite-animation)
- physics engine
- use of 2x/3x/4x hq graphics lib to scale up the old level graphics & monsters
DEVELOPERS/HELPERS Wanted, Apply within..
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