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  1. mersox

    Complete TMNT: Rescue-Palooza!

    That would be awesome
  2. mersox

    Complete TMNT: Rescue-Palooza!

    Thank you! I'd send the channel a key for Balacera in case they're interested, but there's no contact info on the channel.
  3. mersox

    Flow Chart Coding

    I love flow charts. I recently had to make one for a bonus stage, becuse there were (seemingly) too many variables, and I needed to add some focus on what was really important. I used pen and paper though, way less elegant.
  4. mersox

    Can you give me some ideas for random items?

    Maybe have the enemy throw a generic, invisible "item" entity upon death, and said item entity will randomly generate any other item in its spawn animation? Use randomizer script in the spawn animation, that in result will triger a follow animation. Then each follow anim spawns a different...
  5. mersox

    tnmnt:Rescue-Palooza - help with run at Android

    Things is, the game is highly incompatible with other versions of the engine, so an update requires extensive testing and reprogramming, for which I have limited time nowadays. Hence the delay (and hence why I was careful to never promise such port/update to the public)
  6. mersox

    Complete Buccaneers: Shipshape

    Public demo is live! Buccaneers: Shipshape on Steam
  7. mersox

    In Progress The adventures of Fred

    This looks wonderful, Fil. Looking forward to a gameplay video. Oh and welcome to the forums!
  8. mersox

    Complete Buccaneers: Shipshape

    Awesome, thanks!!
  9. mersox

    Complete Buccaneers: Shipshape

    No, I expect to finish Bloody Paws and release it in Q3 2022. It's still in development and I already have a much advanced version with more stages and enemies, that I haven't shared yet. But I wanted to have my next game already announced before releasing it :)
  10. mersox

    Complete Buccaneers: Shipshape

    Thanks guys for your kind comments. Savio form the Youtube channel The Flying Kick just shared his impressions on the Buccaneers demo. This very demo will be available on Steam from June 13 to June 20 this year. This marks the first review so far, and I couldn't be more pleased! Link to the...
  11. mersox

    blast / damageonlading question

    You're right Malek, the build is 6391, I mixed up the numbers in my previous post. Lesson learned - won't be messing around with alpha builds. Thanks guys!
  12. mersox

    blast / damageonlading question

    Thanks Malik. I tried that but no luck. But I made it work in the end. I tried a different OpenBOR build. I downloaded build 3691 from the resources section here, and now throwing works fine. So there's definitely an issue with projectilehit in the build I was using previously (7142). Based...
  13. mersox

    blast / damageonlading question

    Ah, thank you. Good to know. I did try last night without any instance of damageonlanding and yeah, didn't have an effect on projectilehit. But certainly good to know for whenever I do need to use damageonlanding. :)
  14. mersox

    blast / damageonlading question

    Sure, this is the enemy header name knife_guy type enemy health 12 speedf 0.8 jumpheight 3.5 nolife 1 shadow 2 riseinv 0 1 makeinv 0 1 noquake 1 bounce 0 falldie 2 nodieblink 1 subject_to_basemap 1 risetime 100000 aggression 2 projectilehit enemy throw 2.5 3 damageonlanding 1 1...
  15. mersox

    blast / damageonlading question

    Thanks DC. My throw animation has nothing special, so maybe that's the issue. Here it is: anim throw loop 0 offset 57 88 bbox 56 43 15 47 flipframe 0 delay 7 frame data/chars/hero_pink/throw01.png frame data/chars/hero_pink/throw02.png delay 25...
  16. mersox

    blast / damageonlading question

    Thanks Bloodbane. Well in the header of the enemy file I'm adding projectilehit enemy plus adding an attackbox to the fall animation of the enemy. What's essentially happening is that projectilehit is not taking effect. The thrower (player) gets hit by thrown entity (the attackbox in...
  17. mersox

    blast / damageonlading question

    I haven't been able to make this work since my Power Rangers mod I think, ages ago. Is it a limitation of the engine? I'm using OpenBoR v3.0 Build 7142 (commit hash: 9dcd966), Compile Date: Dec 8 2019 I had to make a personalized system for Bloody Paws but I don't want to do that on all my...
  18. mersox

    Complete Buccaneers: Shipshape

    Thank you @NED . Yes, this game has been authorized by Duintronic, developer of the original game :)
  19. mersox

    Complete Buccaneers: Shipshape

    Thanks @kimono !
  20. mersox

    Complete Buccaneers: Shipshape

    Hi guys, I wanted to share with you my new project, which already has a page on Steam: Buccaneers: Shipshape on Steam (Please wishlist it!) Beat-‘em-up action on the high seas! Slip into the role of one of four fearless pirates and hack-and-slash your way through waves of enemy hordes...
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