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.
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).
At the moment, the following characters are in the game:
. Burning Godzilla
. Mechagodzilla I
. Showa King Ghidorah
. Super Mechagodzilla (Boss only, non-playable)
. Shin Godzilla
Content currently missing from the original:
. Rage attacks
. Versus mode
. Hesei Godzilla (4th Generation)
. Mechagodzilla 2
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through the engine’s in-built interpolation algorithm), the graphics of said internal parts will appear as they were originally made, preserving all the details and showing the full extent of the damage.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.
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):
Test Play Part 2:
Credits (note that the below list is also included within the game itself):
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
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
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
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.
. 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 :
. Initial release
Feel free to post any ideas, suggestions, criticisms, feedback or anything else.