changeentityproperty(self, "gfxshadow", 1, 2);
changeentityproperty(self, "gfxshadow", 1);
changeentityproperty(self, "shadowbase", 2);
gfxshadow {int} {shadowbase}
handable via script with new "shadowbase" prop in entityproperty
- Changes entity's shadow effect.
- 0 = (default) Use generic shadow set.
- 1 = Use entity's current frame for the shadow. Yes, the shadow will be more realistic with this. The angle and length of shadow is defined by 'light' (see below).
- {shadowbase} controls how the shadow works in platforms (4287+)
- gfxshadow 1 = default gfxshadow
- gfxshadow 1 0 = default gfxshadow
- gfxshadow 1 1 = no shadow changes on platform/basemap (old builds)
- gfxshadow 1 2 = 2D-like shadow (like platform games)
- gfxshadow 1 3 = combination 1+2
Currently, the shadow setting in the header of all characters is "gfxshadow 1 1".I wonder if Rugal's shadow can work for his falling death animation.
It's either this...
C:changeentityproperty(self, "gfxshadow", 1, 2);
Or this.
C:changeentityproperty(self, "gfxshadow", 1); changeentityproperty(self, "shadowbase", 2);
If both of them don't work, then I don't know what else can work.
Nice! perhaps making matching the position and the hole in glass.View attachment 7552
We're continuing to add details. This time, I added the thickness of the broken glass on the cross section.
This scene is the prologue event, which is the final stage and the first stage.Nice ! It looks great now!
Is it the default death or a special one happenening in some conditions ?
Seeing this funny scene as Rugal's official "death" is quite unusual ^^
That's right ! I almost forgot the real fight with Rugal is later.This scene is the prologue event, which is the final stage and the first stage.
The concept was done in Castlevania: Symphony of the Night.
You can prevent dying during the attack by using the 'nokill' command for all attacks except the finishing attack. However, in my game, enemies have life bars, so if you're not allowed to die along the way, you could end up holding out for a long time.@DD Tokki
I been meaning to bring this to your attention that enemies tend to die mid combo.
This is present in almost every beat em up but I saw that Mr. Q actually solved this by having enemies only die to knockdowns attacks as in UDD.
Maybe you could do something like that,
I certainly will for my game.
"nokill" I like the sound of that and I recall in SVC chaos among others, characters had block chip death,animations fall to their knees animations. I guess I'll look into multiple death animations for each attack type. That should work as well.You can prevent dying during the attack by using the 'nokill' command for all attacks except the finishing attack.


For Ultimate Double Dragon, yes, I have it for all enemies and bosses, but for my next project Fight Forever, normal enemies will die mid combo, only bosses will need to be hit with a knockdown attack in order to defeat them.You can prevent dying during the attack by using the 'nokill' command for all attacks except the finishing attack. However, in my game, enemies have life bars, so if you're not allowed to die along the way, you could end up holding out for a long time.
Actually, I want to kill the boss with a finishing attack.For Ultimate Double Dragon, yes, I have it for all enemies and bosses, but for my next project Fight Forever, normal enemies will die mid combo, only bosses will need to be hit with a knockdown attack in order to defeat them.
Bloodbane made me a script to have something like the 'nokill' feature to work on a character basis more than in an attack info basis.