Resident Evil 4 2D edition (GZDooM)

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DOOMERO-21
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Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Resident Evil 4 2D edition (GZDooM)

Post by DOOMERO-21 »

Hi, I am working a new resident evil mod for gzdoom. This time is resident evil 4, but with a perspective of a platform game. The mechanism are similar to the original resident evil 4, but with some differences:

The grenades ( explosive, incendiary and flash bang) can be used with a special button (similar to the knife).
Leon can aim down, up and center.
The cut scenes are the same, but the 80% will be with 2d perspective.
The violence and gore back (including death of decapitation and incineration).

I have plans for a demo, i am thinking the entire chapter 1-1 for this ( i can rip any re4 enemy this time).

videos:



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JimpArgon
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Location: Florida

Re: Resident Evil 4 2D edition (GZDooM)

Post by JimpArgon »

Wow this looks pretty freakin awesome!

Best of luck on this.
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Ozymandias81
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Re: Resident Evil 4 2D edition (GZDooM)

Post by Ozymandias81 »

Love how's progressing this so far DooMero... Can't wait for a playable demo.
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Mav3rick
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Re: Resident Evil 4 2D edition (GZDooM)

Post by Mav3rick »

jajajajaja que rayos vas a inventar despues?? XD
se ve genial :D
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HexenMapper
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Re: Resident Evil 4 2D edition (GZDooM)

Post by HexenMapper »

Looks awesome!

I'm always astounded by what can be done in zdoom and ZGDoom.

How do you play cutscenes within the game?
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DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Resident Evil 4 2D edition (GZDooM)

Post by DOOMERO-21 »



New video.
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VriskaSerket
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Re: Resident Evil 4 2D edition (GZDooM)

Post by VriskaSerket »

This is brilliant! Though I'd still love to see that co-op RE2, too...
Can't wait to see more on this!
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JimpArgon
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Location: Florida

Re: Resident Evil 4 2D edition (GZDooM)

Post by JimpArgon »

Looking amazing, keep up the great work!
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Agentbromsnor
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Re: Resident Evil 4 2D edition (GZDooM)

Post by Agentbromsnor »

I absolutely cannot stand Resident Evil 4, but I think this project looks really cool and I really like how it looks.

One question: how did you get rid of the typical 'sliding' movement of the player? I know there's a "friction" setting, but that one adjusts the player speed as well.
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DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: Resident Evil 4 2D edition (GZDooM)

Post by DOOMERO-21 »

Agentbromsnor wrote:I absolutely cannot stand Resident Evil 4, but I think this project looks really cool and I really like how it looks.

One question: how did you get rid of the typical 'sliding' movement of the player? I know there's a "friction" setting, but that one adjusts the player speed as well.
the spawn state of the player use a_stop and when run or walk, i use a_recoil. Honestly i cannot move the player with the WADS (keyboard) buttons because i use a setactorproperty for block the movement. But with ACS i set the same WADS buttons for give the player an inventory for walk and run, the spawn state of the player check those inventories and jump to the run state or walk.

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