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  1. DCurrent

    On the ground (hit fallen enemies)

    @tightninja, Please do not dump code directly into posts. It's nearly impossible to read and diagnose. We have code tags for this. See here: https://www.chronocrash.com/forum/help/code_samples/ DC
  2. DCurrent

    Complete LOTDD - Now: Ultimate Double Dragon

    *sigh* I hate to be unwelcoming to a new member, but come on man. Maybe if you didn't roll up with opprobrious language out of the gate, you'd get a little farther. Any cursory search would turn up everything you need, including step by step videos and literal spreadsheets of the moves. If...
  3. DCurrent

    Solved How is OTG implemented in Open BOR 4.0 (build 7555)

    It works like it always did, and like attacks always do. Meaning you must have an attack box hitting a body box. All OTG does is override the default behavior - which is normally to ignore attack hits when knocked down. Knocked down state means the falling flag is on and the entity's current...
  4. DCurrent

    danno's Playthroughs'

    Interesting game. I never saw it in the wild but played it a lot through emulation. Cool art. Lots of edge case stuff like climbing, slopes, traps, power ups, and things. Also yes, kicking spells out of the wizard is pure gold. 👢🧙‍♂️⚡ Too bad the fighting engine sucks rocks. DC
  5. DCurrent

    OpenBOR development with Github CoPilot?

    That's one of the biggest problems. All the models I tested also want to "correct" you for use of types (ex: void to return pointer, or use of typeof() to enforce type because the LLM doesn't understand the weak typing, and so on). DC
  6. DCurrent

    OpenBOR development with Github CoPilot?

    That would be a HUGE no. LLMs know exactly jack s*** about OpenBOR development because they are trained on public knowledge, which is so objectively wrong I don't even know where to start. Half the world thinks OpenBOR is an emulator, and that's where models get their info. Worse than that...
  7. DCurrent

    OpenBOR 4.0

    I missed the part about light gun. Sorry guys, that's not going to be a thing. WAY too much trouble for far too little benefit to bother with. DC
  8. DCurrent

    OpenBOR 4.0

    I've already considered it, and possibly even analog control support, since both operate on similar principals. Problem is any control additions require some low level coding that I'm not intimate with, so I'll need to train myself a little, and I have a lot of other concerns to get finished...
  9. DCurrent

    Music What music are you listening to?

    :ROFLMAO: 8bit Big Band always brings the noise. DC
  10. DCurrent

    Music What music are you listening to?

    Stage 3 is good too. Plus, I loved walking up to that first edge at bottom of the screen, standing there, and watching those idiots just walk off the bridge. ⬇️😲💥 DC
  11. DCurrent

    Streets of Rage Custom Sprites

    Not bad. We've talked about Joe in SOR before. The only complaint I have is referencing Final Fight and Samurai Showdown for moves. Why do that? Joe has plenty of of his own backlog you could pull from for inspiration. DC
  12. DCurrent

    In Progress Street Fighter 89 The Final Fight by Machok

    It may be harder to work with, but glad you are doing it. The console sprites are lame. DC
  13. DCurrent

    In Progress Street Fighter 89 The Final Fight by Machok

    Looks great other than the body press and throw. The motion is a bit awkward using end frames of his chop - the way his starts the motion, it should IMO end stage LC/RC or URC/ULC rather than DRC/DLC. The second frame of his chop might work better with just a bit of minimal editing:
  14. DCurrent

    Music What music are you listening to?

    The best track in that game IMO. I wish it would get some love from the remaster crowd, but they only ever bother with the first stage. DC
  15. DCurrent

    Complete LOTDD - Now: Ultimate Double Dragon

    Try the big green button that says Download. DC
  16. DCurrent

    In Progress Street Fighter 89 The Final Fight by Machok

    For the third time now - that's the theoretical maximum. Not the maximum you are going to get. It's also pretty much impossible to pull off in normal gameplay. You'd need a perfect setup and incredible reflexes, or a TAS. DC
  17. DCurrent

    In Progress Streets of Rage X (Windows / Android)

    @NED just killed a kitten. DC
  18. DCurrent

    In Progress Street Fighter 89 The Final Fight by Machok

    Series = your standard button mash combo. As for not you not seeing anyone clear a bar, by bar I mean a single visible bar (as in, 100HP). All three players max damage combos can exceed that in total base output, but in actual play it's impossible unless the enemy has more than 100HP (so that...
  19. DCurrent

    In Progress Street Fighter 89 The Final Fight by Machok

    While I'm being all pedantic, I figured why not add up max potential damage without using the infinity glitch: Guy: 110 = Wall Jump Elbow (30) + Series 1 (6) + Series 2 (6) + Series 3 (8) + Series 4 (8) + Knee 1 (8) + Knee 2 (14) + Throw (30) Cody: 101 = Knee Drop (6) + Series 1 (10) + Series...
  20. DCurrent

    In Progress Street Fighter 89 The Final Fight by Machok

    Indeed. Haggar gets just enough invincibility in the arcade to do strike loops - otherwise, why would you ever do anything but the Piledriver? For all its simplicity, Arcade Final Fight had a lot of nice little balances. Like how Throw type damage scales so it isn't always best to throw/slam...
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