Recent content by Crimsondeath

  1. Crimsondeath

    Solved Control when an entity drops their weapon (?)

    Thanks Kratus this works great, the problem is solved now :D . I'm understanding now how "ondoattack" works (y).
  2. Crimsondeath

    Solved Control when an entity drops their weapon (?)

    Hi again, the weapons entities I use in my project have this property: name Atlas6 type none score 40000 5 shadow 5 weaploss 0 6 <---- weapon is lost and dropped on any hit. weapnum 6 atchain 1 paingrab 1 knockdowncount 15 Which is working great, but there are types of attacks that use...
  3. Crimsondeath

    Solved How to setup traps properly (?)

    Both solutions are great, I used the followanim with the invisible hitbox on the old version for everything, even for the chandeliers falling traps xd. But I take de bloodbane solution (I completely forgot that you could do that with frames 😓) , the mine is more reactive now, thanks :) .
  4. Crimsondeath

    Solved Return projectile to launcher

    Okay, this works great for me too, I used your script to reflect bombs, thanks :D Just one question about the numbers you put at the end of "#define ...": #define PLAYER_SHOT 16384 #define ENEMY_SHOT 32768 #define REFLECTED_SHOT 65536 Can I use any number? Or just specifics IDs? I'd like to...
  5. Crimsondeath

    Solved How to setup traps properly (?)

    Hi everyone, I've more or less got this part working, the issue I'm having is that the mines (or the traps in general) I've created don't activate immediately. I have to walk through them several times before they attack. Here's how the mine is coded, for example: name Mine type trap...
  6. Crimsondeath

    Solved Enemies at the edge of the screen

    I modified the second script, so now fits perfect for my game: void isOffScreen(){ // Check if an entity is offscreen // Douglas Baldan / O Ilusionista - 07.05.2021 void self = getlocalvar("self"); float health = getentityproperty(self, "health"); int XPosBefore =...
  7. Crimsondeath

    Solved Enemies at the edge of the screen

    This most commonly happens in 2 player games, There are areas where the enemy (or boss) leaves the screen due to attacks where they are thrown by the players (or dodge their attacks backwards): I don't know if it's possible to make enemies "not leave the screen" (or leave just a little), I...
  8. Crimsondeath

    Solved DOT Damage Absorb Problem

    Ok Thanks Kratus :D . I tested and works great for most attacks in the game, but there is a problem I discovered using it. Some attacks like Grab Attacks use script damage: finish.c code: To sum up, I use damageentity (damageentity(target, self, Damage, Knockdownpower, Type); ) for some...
  9. Crimsondeath

    Solved DOT Damage Absorb Problem

    Hi everyone, I have an issue with the DOT (Damage Over Time) command. I’m using a script that converts damage into MP. ... void damageabsorb() { void self = getlocalvar("self"); float damage = getlocalvar("damage"); float mp = getentityproperty(self, "mp"); float mpgain =...
  10. Crimsondeath

    Complete Neon Lightning Force

    Hi everyone, I recently finished implementing the English localization for Neon Lightning Force. In this video you can see how the English version appears during the opening sequence of the game, How to Play and all game mode menus 😁😁:
  11. Crimsondeath

    Complete Neon Lightning Force

    Hi everyone, I’ve made Melania and Atlas playable in Arcade Mode (they were previously exclusive to Free Mode). I also added a small conditional detail in Stage 4B (Underground Lab - Industrial Area): - If you select Atlas, his containment chamber appears open. - If you choose another...
  12. Crimsondeath

    Complete Neon Lightning Force

    Hi everyone, I’m sharing a short development test showing recent improvements to the weapon system in Neon Lightning Force. Melee weapons now use a durability system Firearms display ammo count Special weapons (electric and flamethrowers weapons) consume fuel or energy This test is mainly to...
  13. Crimsondeath

    Complete Neon Lightning Force

    @maxman @kimono : Thanks both of you, the english version is comming (y). I’ve recently implemented a Stage Select system for the Free Mode in Neon Lightning Force. Players can now choose the starting stage of the run, from Stage 1 to Stage 6, including the alternate stages (Laloma Park and...
  14. Crimsondeath

    Complete Neon Lightning Force

    Hi everyone, long time no see! I haven’t posted here since September last year. I’ve recently added a leaderboard / high score table to Neon Lightning Force. After losing a run, players can enter their 3-letter initials and have their score recorded, just like in classic arcade games (Credits...
  15. Crimsondeath

    Solved The enemy hits you one time and can't hit you again

    The real Problem was here: frame data/chars/blackdragon/head1.gif frame data/chars/blackdragon/head1.gif @cmd dasher 0 -1.6 0 frame data/chars/blackdragon/head1.gif delay 1 attack 0 0 0 0 <------- This close the attackbox. @cmd stop @cmd...
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