Exactly, this is a good point.
Yeah, I even have a few ideas but in the current state there's not much to be added.
And in addition to the unlockables we have the cheats, which already add even more options.
Hi friend. I appreciate the suggestions, but indeed the unlockables section already works for this purpose.
Currently I'm leaving it fully enabled due to the beta state, where every time I'm changing a lot of stuff and people lose their save files after every new update.
But after the beta...
@Mr.Q! Like I suspected, there's a script interfering in the obstacle damage.
I don't remember exactly the previous context but I remember that you wanted to bypass the "nokill" command in order to destroy obstacles even if this command is declared at the model header. This explains why there's...
Thanks man. I will do some tests with the current Yamato invisibility based on alpha, but the double buffer sub-screen effect is a very interesting idea, at least more faithful to the original.
I added your obstacle entity in my game (disabling all scripts) and the health works fine.
There's a chance of the obstacle's takedamage script interfering, or even player's didhit/ondoattack depending on the code you are using.
Usually obstacle entities accept more than 1 hp by default, currently I'm using it in the walls at the SOR3 stage 3 (the bulldozer stage).
I would need to take a look at the entity file to understand better.
I suggest checking if the palette is correctly applied. I noticed that OpenBOR is more sensitive with png files than gif related to palette issues.
Usually when I have this error, I reapply the palette using the PalApply program (works even using the same image as palette reference).
Thanks buddy, I will test your suggestion :)
Thanks for the catch, I replicated the same situation you mentioned and in fact the Robot X stays outside of the screen, laughing and trying to shoot.
This happens because this character walks in a straight line only. Due to the distance, he will...
Yes, the loading bar indeed has some pixels at the start point, this is the "cursor artifact" you mentioned.
Basically the -1000 moved the cursor artifact out of the visible area, and the bsize 0 disabled the increment.
loadingbg set bx by bsize tx ty tf
loadingbg 1 -1000 -1000 0 -1000 -1000 0
Friend, just checking the information because it may confuse people. The font type 0 is the first one in the sprites...
@DoubleDragons Hi friend, here's some videos showing him in action. You can also fight against him in the SOR1 route, selecting the "down path" at the end of the stage 5 (after defeating Onihime/Yasha).
Thank you :)
@S Mars Thanks buddy :)
I just downloaded the game and the Windows version looks fine.
Exactly, this is not a bug, this is intentional to work on the same way as the original games.
The versions marked in red are for 4 players, and the classic ones are for 2 players.
@yerboydrew
Friend, in this first step, there's a high chance of the RPi build not working on the SEGA mini console because I don't have one to make tests.
However, I would appreciate it if you could share the results in case you test on your device.
I just uploaded a new SoRX game file that contains fixes/updates based on the last feedback.
In addition, this time I added AppImage files for Arm architecture. In this first step it was compiled to work on the official Raspberry Pi O.S. 32/64 bits (Bookworm/Trixie respectively), plus it also...
### BETA 35.CC2 ###
- Engine: Added AppImage files for Raspberry Pi O.S., both tested on a Pi 3 using Bookworm 32bit (compiled on a Buster O.S. with glibc 2.28) and Trixie 64 bit systems.
- Game: BKM Adam, many sprite adjustments.
- Game: SOR2 Blaze update, fixed some glitches in the rage cannon...