Recent content by Bloodbane

  1. Bloodbane

    Group enemies for 3 and 4 players

    In order to spawn enemy or anything, you have to ensure they have been loaded first. That's why if you are using script to spawn enemy, you either declare load command to load respective enemy in entity text doing the spawning OR declare load in respective level.
  2. Bloodbane

    Frontpanel Duplicate

    Making front panel exact same size as the background is not enough. Front layer is scrolling with different speed than background. This could cause front layer to have finished scrolling before background layer. That's why you should use fglayer as suggest by ilu cause you can define scroll...
  3. Bloodbane

    enemy as score item

    If you only need entity which could be tossed around and bounces around, you could use item type + itembox to allow player to collect the item just by touching.
  4. Bloodbane

    Group enemies for 3 and 4 players

    I believe what you're doing is the opposite of my suggestion, that is instead of spawning fake enemies to reduce group size, you spawn more enemies based on number of active players. The reason I didn't suggest the latter is because it's harder to control which enemies would be spawned in the...
  5. Bloodbane

    Solved (Walking + Shooting), stopping movement after finishing?

    Sorry for the late reply. I usually declare script to immediately enter shooting animation in IDLE animation if Attack key is held. anim idle @script void self = getlocalvar("self"); int y = getentityproperty(self, "a"); int b = getentityproperty(self, "base"); int BK =...
  6. Bloodbane

    Frame Drop

    What game are you playing which caused this frame drop?
  7. Bloodbane

    agression script?

    I can imagine coding something to alter all active enemies with aggression 300 to aggression 5. However the question is what's the logic behind this?
  8. Bloodbane

    Spawning Enemies in Platformer Style with Vertical Background without Lagging Gameplay

    I'm not sure which stage you are referring from X-Men but if you watched video of Ex-Mutant, there's a skyscraper stage at end of game just before Sluggo. The stage is tall as you'd expect but the spawns are pretty limited. You should do something similar that is reduce the spawns to reduce the...
  9. Bloodbane

    Suggestions of Openbor games/demos with specific high and low resolution.

    It might work but as you mentioned, the default main many would be messed up. Therefore you really need to use custom scripted menu for that small resolution.
  10. Bloodbane

    Solved Energycost per frame?

    I believe he meant to fill MP manually per hit. Something like this: void self = getlocalvar("self"); void vAniID = getentityproperty(self,"animationID"); int MP = getentityproperty(self,"mp"); if(vAniID == openborconstant("ANI_FREESPECIAL15")){ changeentityproperty(self...
  11. Bloodbane

    What game(s) are you currently playing?

    I've been playing 3 contra fangames recently. One is a demo while the rest are complete games.
  12. Bloodbane

    An attack that can also counter

    Turns out it's not as simple as I've thought. I've managed to code this based on what I've seen from Mischief Makers. First of all, you'd need to use this damagescript: Contrac.c void main() {// void self = getlocalvar("self"); //Get calling entity. void vAniID =...
  13. Bloodbane

    help with random script

    Nice attempt. You only need to fix this part: setglobalvar("N1", Anim2); setglobalvar("N2", Anim3; setglobalvar("N3", Anim4); setglobalvar("N4", Anim); These lines shift stored chosen animation from second variable to first, third to second and fourth to third. The latest...
  14. Bloodbane

    An attack that can also counter

    Aaah, I see! Marin is shooting with her default attack but if she hit a projectile before she shoots, she'll counter instead. I'll see what I can do.
  15. Bloodbane

    help with random script

    How did you do it?
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