Godzilla: Destroy All Monsters REDUX

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NoName
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Godzilla: Destroy All Monsters REDUX

Postby NoName » Sat Sep 16, 2017 3:03 pm

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Hi to all.

I think its time to get this project up and running. The specifics are below:

What is it?
This project is a stand-alone mod of sorts to the original Godzilla: Destroy All Monsters SNES game. It features several distinct features while maintaining the core elements of GDAM. Additionally, it incorporates a few gameplay elements from Battle Legends as well.

What’s new:
There are several items incorporated to the original. New features/mechanics include:

. New animations and mechanics for most characters
. Graphical updates to most stages
. Use of Shaders
. Energy projectiles are now High Definition
. HQ sound effects compared to the original
. All Gs’ breaths have a far longer range. This is one component of long-ranged combat (alongside wider maps)
. Energy and ammo bars
. Combo attacks (currently only 2 characters)
. Easier inputs for special and grab attacks (relative to original).
. A slightly updated roster. New characters are made to fit the full action set of the GDAM characters (with one minor exception).

Current roster:
At the moment, the following characters are in the game:
. Burning Godzilla
. Mechagodzilla I
. Showa King Ghidorah
. Gigan
. Megalon
. Biollante
. Super Mechagodzilla (Boss only, non-playable)
. Hedorah
. Anguirus
. Shin Godzilla

Content currently missing from the original:
. Rage attacks
. Versus mode
. Hesei Godzilla (4th Generation)
. Mechagodzilla 2
. Mothra
. Gotengo


Ideas for future versions:
. All of the above missing items
. Building destruction
. Versus mode camera zoom-out (once again, to accommodate long-range combat)
. Cross-sections – another type of Rage attack but doable only during grabs. Cross-sections are essentially intended to be the equivalent of the “X-Ray” attacks featured in Mortal Kombat 9/X. The idea is to have the camera zoom-in on a particular body part of an opponent, and as the performer does an action (such as punching), the effect on the target is to show, in proper detail, the damage done internally. Proper detail refers to the notion of having the affected internal parts (bones, organs, mechanical components etc.) drawn in the native resolution while zoomed-in. Though the character’s main sprite will appear pixelated (though it is intended to reduce this sort of pixelation through the engine’s in-built interpolation algorithm), the graphics of said internal parts will appear as they were originally made, preserving all the details and showing the full extent of the damage. So you might, for example, see something like Godzilla punching Gigan's face hard enough to, say, smash the front side of his skull, destroying the beam generator located inside his visor in the process, or have Biollante's tendrils skewer Hedorah's organs and the like. The cross-sections were inspired from the MK series and the “cross-section” diagrams of the monsters found throughout TK and the interwebs.
. Anything else that can be thought up.

Screenshots:
A special thanks to SpaceG92 for posting a bump on the project beforehand. Thanks for that! Though I think you may want to close that thread. Since the screenshots have already been posted, here is the link: viewtopic.php?f=19&t=27175

Videos (Tests and Pre-Release Only):

Spoiler:
Test Play Part 1:

Test Play Part 2:


Credits (note that the below list is also included within the game itself):
Spoiler:
"PROGRAMMING SUPPORT:

icuurd12b42 (GMC): GMFMODSimple v4.44.9cb DLL
Xor (GMC): Gaussian Blur shader, Motion Blur shader (currently unused)
xygthop3 (GMC): Wave shader
ABitten (GMC): Postprocess Light Effect shader
David Richard (GMC): ASC Key Definitions

GRAPHICS:

Ali: Mechagodzilla I sprite rip, SuperMechagodzilla sprite rip (Ali, MHG - additional sprites)
Zillagamer: Burning Godzilla sprite sheet, Hedorah sprite rip (MHG - additional sprites)
Gojira92: King Ghidorah sprite rip (MHG - additional sprites)
godzilla1990s: Gigan sprite rip (MHG - additional sprites)
Burninggodzillalord: Burning Godzilla base frame, Megalon,
Biollante, Mechagodzilla 2 sprite rip (MHG - additional sprites)
GodzillaK90: Anguirus sprite rip (MHG - additional sprites)
Linkzilla: Burning Godzilla base frame

Alfa System: Base sprites, background (BG) sprites
Neat Unsou: Burning Osaka rip
Lith: Shin Godzilla BG sprites
Davias: Burning Godzilla BG rip

ByNEET, ASXRAY: Shin Godzilla 3d Model
Tao Human Systems: Character model sprites, character portrait art
Battle Spirits TCG: Shin Godzilla portrait art

id Software: Effects
Raven Software: Effects



"SOUNDS/VOICES:

id Software: General effects
Raven Software: General effects
Rebellion: General effects
NetherRealm Studios: General effects
Black Ops Entertainment/DreamWorks Interactive: Announcer voice

Nickrice Kaijunick: Burning Godzilla sound rip
Matias Shaw: Mechagodzilla I, Mechagodzilla 2/Supermechagodzilla sound rip
alquimista 57: King Ghidorah sound rip
Yoshi Draco: Gigan, Anguirus sound rip
goji84films: Biollante sound rip
themetalsonic94: Hedorah sound rip
SuperGodzillaMusic: Megalon sound rip
HeiseiGoji91 Pictures: Shin Godzilla sound rip

Sergey Eybog: Interface effects




"MUSIC:

Dean Evans (original), Jens Hienzsch (remake): Main menu music
Akira Ifikube: Burning Godzilla BG music
Shiro Sagisu: Shin Godzilla BG music

James Hannigan, Frank Klepacki, Timothy Michael Wynn, Mikael Sandgren: Various stage BG music,
Enemy select music
Frank Klepacki, Jarrid Mendelson: Boss select music
Steve Jablonsky, Trevor Morris: Hedorah BG music
Rod Abernethy: Mechagodzilla I BG music, Select screen music
Joymax: Gigan BG music


Download Link: https://app.box.com/s/1ncfcmoz4kqoht1opidpbdi8toyrg5os

On Errors, Bugs and Glitches:
Though the application should have minimal issues, there is always the possibility of unforeseen problems cropping up. Keep in mind that should a game-stopping glitch occur during a match that prevents you from progressing onward, you can always pause the game (‘Enter’ key) and press the ‘R’ key to perform a Soft Reset. Though the current match will terminate, you will be able to resume your progress instead of being forced to restart and quit your entire progress up to that point.

Should such an issue arise, feel free to report it here and I’ll take a look at it.

If a Fatal Error occurs and you’d like to report it, be sure to click the Copy button of the dialogue box before clicking on Abort. This will commit the error message to memory and you can proceed to paste it here. Unfortunately, Fatal Errors will force you to shut-down the game entirely.

Known Glitches:
. Config menu's cursor may get misaligned. If it happens, just exit out of it and re-enter it.
. Only for characters that do combos (MechaGodzilla I and Shin Godzilla), depleting the enemy's hp while ending mid-way with a combo will fail to proceed to trigger a knock-out. You'll need to avoid using combos to finish off the enemy or will need to ensure it completes. If it happens regardless, do a Soft Reset.
. Combo attacks might break if the heavy key is not pressed fast enough. This will be fixed later by relaxing the "allowed" delay between hits.
. AI blocking occasional fails.

On Multiplayer :
Pending V.0.11.


Version History:

V. 0.10
. Initial release

Feel free to post any ideas, suggestions, criticisms, feedback or anything else.

Thanks!
Last edited by NoName on Sat Jun 02, 2018 10:30 am, edited 9 times in total.

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Re: Godzilla: DaM REDUX (Kaijuu Daikessen Remake)

Postby UltimateDitto » Sat Sep 16, 2017 4:50 pm

Holy crud! That looks good! I'm digging that Shin Godzilla, hopefully we'll get more new playable monsters, I know BurningGodzillaLord has a Monster X spritesheet that could hopefully be used for this, if asked for permission.

There's also a nifty Gezora spritesheet by zillagamer that would work for this game, not many fan games have a playable Gezora. ;)
Last edited by UltimateDitto on Sat Sep 16, 2017 6:03 pm, edited 1 time in total.
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Re: Godzilla: DaM REDUX (Kaijuu Daikessen Remake)

Postby SpaceG92 » Sat Sep 16, 2017 6:10 pm

UltimateDitto wrote:Holy crud! That looks good! I'm digging that Shin Godzilla, hopefully we'll get more new playable monsters, I know BurningGodzillaLord has a Monster X spritesheet that could hopefully be used for this, if asked for permission.

There's also a nifty Gezora spritesheet by zillagamer that would work for this game, not many fan games have a playable Gezora. ;)

Grand King Ghidorah is in apparently - can't wait to see that in motion. I think it all comes down to style - Gezora might clash to much but you can polish it by adding some colors in. Shouldn't be to hard since I think GIMP can do that for you.

I would donate my Bagan and if I can ever settle on a design, my KD style SpaceGodzilla. You can probably use Pivot or a similar armature program to bone and apply segments. I've tired but never got that far into it.

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Re: Godzilla: DaM REDUX (Kaijuu Daikessen Remake)

Postby UltimateDitto » Sat Sep 16, 2017 8:13 pm

Ooh! Those are awesome! The best i can do is mesh Pokemon Sprites together so far. :tearsofjoy: Anywho, this project has got me hyped!

I'm very interested to see Grand King Ghidorah. Maybe he could use that king kong from the PJ mobile game, just add a more brown tint to it and you got a good King Kong Escapes Kong!
Spoiler:
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Re: Godzilla: DaM REDUX (Kaijuu Daikessen Remake)

Postby LegendZilla » Sat Sep 16, 2017 9:51 pm

Props to whoever made that Shin Goji sprite.
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Re: Godzilla: Destroy All Monsters REDUX

Postby SpaceG92 » Sun Sep 24, 2017 10:27 pm

Ooohkay - I did some shifty splicing and I manged to get NoName to be the thread OP and the first post. I wanted to merge both threads but it kept me as the OP and I don't want that.

NoName wrote:A special thanks to SpaceG92 for posting a bump on the project beforehand. Thanks for that! Though I think you may want to close that thread. Since the screenshots have already been posted, here is the link: viewtopic.php?f=19&t=27175

See above :P


NoName wrote:Feel free to post any ideas, suggestions, criticisms, feedback or anything else.

Thanks!

No doubt I'll be downloading this in the near future! Again, you did some fantastic work on this project! :D

On the "ideas" side - when is that Shin sprite getting a public release? :angel: :lol: I'm in love with it. Absolutely grade A work. I'll post some actually constructive feedback once I get around to dl'ing the game.


Original post below the break


Not mine but i'm going to drop a bump here for it. It's shaping up rather well.



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Sourced - DeviantArt
Last edited by SpaceG92 on Sun Sep 24, 2017 10:28 pm, edited 1 time in total.

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Re: Godzilla: Destroy All Monsters REDUX

Postby GodzillaBurgh » Mon Sep 25, 2017 6:23 am

SIGN. ME. UP. :applause:
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Re: Godzilla: Destroy All Monsters REDUX

Postby NoName » Sat Oct 28, 2017 6:50 am

Thanks everyone for the generous input!

@SpaceG92:

Great work with the splicing! That was a great idea.

On the "ideas" side - when is that Shin sprite getting a public release? :angel: :lol: I'm in love with it. Absolutely grade A work. I'll post some actually constructive feedback once I get around to dl'ing the game.


I'm glad you like it! I intend to release all the game's resources (sprites, source code etc.) via the game's editable itself when there is a substantial amount of content (especially new characters) in it. I could release the Shin sprite soon but the canvas sheets in which they were made (one pre-tail, one post tail) have all the animations haphazardly arranged, making it a bit of a hassle to re-arrange them properly in a sprite sheet format. With the editable, they are neatly organized, easily identifiable, and have transparency applied already. I think it would be convenient to just release all sprites in a few shots when there's enough characters in the game, rather than trickling them down.

Also, the Bagan sprite is great, but that SpaceGodzilla sprite is especially superb. My only suggestion would be to maybe add some height and fatten the legs a bit, but that's up to you. Let me know if you'd like to collaborate on it some time. Same with Bagan.

@UltimateDitto

More monsters to come for sure (Gezora would be an interesting addition - will definitely consider). Also, thanks for bringing that fierce Kong sprite sheet to my attention. Though it looks great and is adequately complete, it has some anti-alias issues, but these can be addressed later on.

Added in 19 hours 12 minutes 35 seconds:
Just a small update.

October Progress Update for V. 0.11:

. Grand King Ghidora sprites are nearing completion.
. Ground-work for interactive building mechanics almost done. Includes ability to destroy individual block parts of buildings, sinking after sustaining significant damage, and toppling down if the lower parts take too much damage.
. Floor destruction works, but will require tweaking before being added.
. Game has been ported to newer engine.
. Roster for V. 11 will include:
. Grand King Ghidora (second boss character)
. Godzilla 90s
. Mothra
Last edited by NoName on Sat Oct 28, 2017 7:05 am, edited 4 times in total.

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Re: Godzilla: Destroy All Monsters REDUX

Postby UltimateDitto » Mon Oct 30, 2017 2:02 pm

Awesome. :D
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Re: Godzilla: Destroy All Monsters REDUX

Postby NoName » Sun Dec 03, 2017 5:17 pm

November - December update:

GKG sprites complete. Zilla in progress. Preview with height comparison:

Image
Additionally, V. 0.11 will include 10 characters. Three old, 7 new. Right now, GKG, Zilla and Final form Destroyah are expected. Remaining 4 will be decided upon later.
Last edited by NoName on Sun Dec 03, 2017 5:30 pm, edited 2 times in total.

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Re: Godzilla: Destroy All Monsters REDUX

Postby UltimateDitto » Sun Dec 03, 2017 6:42 pm

That Zilla looks super good!
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Re: Godzilla: Destroy All Monsters REDUX

Postby NoName » Sun Dec 03, 2017 8:38 pm

Thanks UltimateDitto!

Will surely look even better in-game!

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Re: Godzilla: Destroy All Monsters REDUX

Postby SpaceG92 » Mon Dec 04, 2017 9:53 pm

NoName wrote:November - December update:

GKG sprites complete. Zilla in progress. Preview with height comparison:

https://i.imgur.com/OdW8cb1.png
Additionally, V. 0.11 will include 10 characters. Three old, 7 new. Right now, GKG, Zilla and Final form Destroyah are expected. Remaining 4 will be decided upon later.

Takes off glasses,

Dat zilla but damn that height! Muh oc'd! Reminds me ALOT of the ultimate Godzilla - who's the author of that bad boy? Got teaser images for Destoroyah and GKG? :P I'm getting pumped.

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Re: Godzilla: Destroy All Monsters REDUX

Postby NoName » Tue Dec 05, 2017 8:10 am

Thank you SpaceG92!

The height is an estimation of scaling in effect. Not sure how accurate it is but I was just going by memory. In any case, bigger = better imo :D (within reasonable scale of course).

Zilla and Des are both locked in. Don't have teaser images atm unfortunately. Des is going to be made with Tekkouten's(sp?) sprites but with several modifications. I don't have it yet, but it should roll around soon. As for GKG, though the sprites are done, I have yet to add him into the project. I'd rather he was demonstrated doing things within the game, rather than display the sprite itself since its based off an existing sheet.

More to come soon!
Last edited by NoName on Tue Dec 05, 2017 8:11 am, edited 1 time in total.

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Re: Godzilla: Destroy All Monsters REDUX

Postby LegendZilla » Wed Dec 06, 2017 1:15 am

Why is GINO so much larger than Godzilla?
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Re: Godzilla: Destroy All Monsters REDUX

Postby Zarm » Wed Dec 06, 2017 6:55 am

LegendZilla wrote:Why is GINO so much larger than Godzilla?


Assuming it's Final Wars Zilla, who is 90 meters, and original Heisei Godzilla (pre-recharge) at 80 meters, it's about right. Or GINO (60 meters) and one of the Millennium Godzillas (50-55 meters). Either way, the height fits.
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Re: Godzilla: Destroy All Monsters REDUX

Postby Living Corpse » Sat Dec 09, 2017 4:52 am

Recorded some videos of the game, I really like that you can shoot down Garuda.

Now I have a strange question, guys think you can find a way to put masers in? Or Zone Fighter?
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Re: Godzilla: Destroy All Monsters REDUX

Postby GodzillaFreak99 » Sat Dec 09, 2017 3:41 pm

Wow! This looks incredible! Can't wait to see future updates and improvements. Also, will you be adding other new monsters outside the ones listed in the first post?
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Re: Godzilla: Destroy All Monsters REDUX

Postby NoName » Sat Dec 09, 2017 5:35 pm

@Living Corpse:
Thanks, much appreciated!
Masers, tanks, airplanes and helicopter gunships will all make an appearance for players to crush and blow up. I will consider Zone Fighter.

@GodzillaFreak99
Thank you! New monsters are first priority. The Daikessen cast is mostly done, but monsters from Battle Legends will probably come much later after more newer monsters have been added. Updates will be posted as development progresses.
Last edited by NoName on Sat Dec 09, 2017 5:42 pm, edited 3 times in total.

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Re: Godzilla: Destroy All Monsters REDUX

Postby GodzillaFreak99 » Mon Dec 11, 2017 5:17 am

If there is one complaint I have though, The sprites are a little too small for my liking, but that's about it. ...and my poor eyesight doesn't exactly help matters. lol.
Last edited by GodzillaFreak99 on Mon Dec 11, 2017 5:18 am, edited 1 time in total.
"You can only be as strong as you want to be. I didn’t get this way overnight. It took a very long time for me to be able to stand up for myself. So, you can’t undo the past, but you can choose your own future, and if you want to be strong... you have to fight for it and find out in your life what’s worth fighting for.

GodzillavsJason wrote:I am considered to be one of the worst type of people in the world which is being a straight white man.


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