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  1. paulo.bender

    Engine failing to recognize some "new attack method" commands.

    Greetings, fellow developers. I'm currently using OpenBoR 3.0 build 6391, commit 7123. There are a few commands used on the new attack method that the engines does not recognize, therefore ignoring them. Most of them are commands that, on the old method, were animation headers, so maybe this...
  2. paulo.bender

    Max Lives Limit?

    Hello there, fellow developers! I've searched for the keywords "life", "lives" and "max" both on the manual and on the forum itself, with no success, so here we go. Is there any way to limit the life count in a game? I want my players to be unable to get more than 9 lives, and I know there are...
  3. paulo.bender

    Solved Giving enemies a "tossed" state through non-grab attacks.

    Then, using the commands as below: attack.damage.land.force - 0 #I don't want the entity to take extra damage when hitting the floor. attack.damage.land.mode - 1 I'll be able to use the entity's attack attackbox declared on it's FALL animation according to it's projectilehit property, instead...
  4. paulo.bender

    Solved Giving enemies a "tossed" state through non-grab attacks.

    Hello there, fellow developers! One of my character has a "shoulder bash" attack, that stops (through followcon) after hitting a enemy. The attack has a high knockdown value, which ensures to hurl the enemy far away. So far, so good, ok? Now I want the knocked down enemy to hit other enemies...
  5. paulo.bender

    Remote Control for a NPC?

    One of my characters is planned to have a drone following him. This drone will be a NPC/Chase entity, hostily to none. IOW, by default it will only chase it's owner. This character will have a freespecial that puts him in a "remote control stance". While in this stance, the player controls...
  6. paulo.bender

    New Animation Header via scripts?

    Hello there, fellow developers! Is it possible to create something like a new animation header? I would like to create something like energycost , but for other properties (e.g.: health, guardpoints, etc.) in a manner that allows me to checks the animations requirements BEFORE accessing this...
  7. paulo.bender

    Reading entity's Range, Hitbox and Attack coordinates?

    Hello there, fellow developers! Are there any methods for a script to read an entity's current range? Is this a property? Is it also possible to read hitboxes and/or attackbox? I'm currently triying to make a "change anim when certain entity is on range" script, but using the entity's range...
  8. paulo.bender

    Complete The Fan Game - International Karate + +

    If you're not looking for feedback, why exactly posting your project here? You seems to be pretty satisfied with your work, even with such a flawed (to say the least) project, and despite any criticizing you are recieving. What exactly is your objective here?
  9. paulo.bender

    Solved Hitspark spawning script? target/parent localvars?

    Greetings, fellow developers! I would like to know if, when a hitspark is spawned normally by the engine, it stores it's parent or target, and what  kind of script could be used to change  the  hitspark  behaviour based in these  local variables? I'm interested in making hitsparks changing...
  10. paulo.bender

    splatter

    It depends. Do you want the pieces of flesh to be thrown away in the screen? Just the blood splatter as a hitflash? Particles dripping blood everywhere? It all depends on how much work you're willing to put in your project.
  11. paulo.bender

    splatter

    You would need to create gibs for each enemy and make it spawn those gibs (probably with random velocities) in it's DEATH animation.
  12. paulo.bender

    Solved Freespecial that leads to a (functional) jump?

    Ohhh, works perfectly, Bloodbane , thanks a lot! Is there any place that explains each AIflag? And I don't know this "takeaction" function, where could I know more about it?
  13. paulo.bender

    Solved Freespecial that leads to a (functional) jump?

    Greetings, fellow developers! I've made a special move for one of my characters that is a super jump, following below: anim freespecial6 #Super Jump loop 1 4 7 dropframe 7 offset 48 63 delay 5 frame data/chars/tails/jumpland_00.png frame data/chars/tails/jumpland_01.png bbox 37 32...
  14. paulo.bender

    Palette Cycling [AKA Super Sonic Effect]

    Greetings, fellow developers! I'm currently working on a Sonic fangame, and I'd like to share my newest script; a palette cycling effect, useful for many things (the most important of them, at least for me, is shown on the video below). This is my first attempt on doing my own ondrawscript, and...
  15. paulo.bender

    Solved Super Armor only in certain animations?

    Yeah, you are right, and that's what I do most ot the time. I just forgot to optimize the code. BTW, what if I wanted to register more than one animation per character, would I call it more than once, or would it conflict? Is there a way to store more than one animation on a single parameter?
  16. paulo.bender

    Solved Super Armor only in certain animations?

    You are a lifesaver, Damon Caskey! I'm gonna adapt this code of yours (giving it a few parameters to be changeable in the character's takedamagescript), and post here as solution! Thanks A LOT! EDIT: Here's the edited code, that now can be reusable as many times as needed in the character's...
  17. paulo.bender

    Solved Super Armor only in certain animations?

    Hello there, fellow developers! I never meddled with takedamagescripts and what not, and I was wondering if there's a way to give Super Armor for a character only in certain animations, like a super punch that couldn't be interrupted (something like Ralf's Galtactic Phantom).
  18. paulo.bender

    "Press Any Key" on Loading Screens?

    Greetings, fellow developers! It's been quite a while, huh? I've been working on my project's loading screen, and a few tips and tricks (presented randomly on each load) are shown while the game is loading. However, my loading screens are very brief, many times unabling the player to read the...
  19. paulo.bender

    Weird "Infinite Run Jump Attack Combo" bug?

    Hello there, fellow developers! I'm facing a weird bug, related to a RunJumpAttack with animfollow. Here's the code: anim runjumpattack followanim 1 followcond 1 loop 1 2 delay 5 offset 32 62 bbox 22 30 20 33 frame data/chars/sonic/runjumpattack_00.png frame...
  20. paulo.bender

    attack.damage.type X pain bug

    Hello there, fellow developers! I've been using the new attack box system, and right now I'm implementing electric typed moves, but instead of spain and sfall, I've set all electric moves as attack.damage.type 5, and used pain5 and fall5, but these animations naver happen. How must I proceed?
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