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  1. Bloodbane

    In Progress FINAL DOUBLE DRAGON

    I could tell you but not in this thread.
  2. Bloodbane

    Is there a command to completely lock the player’s movement (up, down, left, and right)?

    I've used this entity to do #1 and #2 at once: name 1pbound type none anim spawn @script void self = getlocalvar("self"); int P1 = getplayerproperty(0, "entity"); if(P1){ changeentityproperty(P1,"noaicontrol",1); bindentity(P1,self, 0, 0, 0, 0, 0); }...
  3. Bloodbane

    State of Gaming (SORX Thread Branch)

    I agree with you. In the video you've posted, I have problem finding Luffy thanks to plethora of FXs. That reminds me to 2 games (still in WIP state) I've seen in FB and discord in which the FXs cover either player or enemy making it hard to find.
  4. Bloodbane

    In Progress FINAL DOUBLE DRAGON

    You'd need to study OpenBoR basics to add heroes etc to the game. Nope.
  5. Bloodbane

    Anyone want to playtest a belt scroller I'm working on

    Hi KaraEdge, I've shared your game on a Brawlers Avenue channel. There's another channel you could share the game if you want to : Alpha Beta Gamer.
  6. Bloodbane

    Is there a command to completely lock the player’s movement (up, down, left, and right)?

    The mini game is simple therefore I suggest doing these instead: 1. Disable player's control during this mini game. 2. Place player's character offscreen. 3. Spawn the skewer whose movement is controlled with script. 4. Code system to stick dango on the skewer. 5. Code system to end the level...
  7. Bloodbane

    In Progress Nekketsu Kouha Kunio-kun Re

    You need to set modelflag 1 in ride model text. This setting will prevent using animations from former model. As for the stage, I suggest allowing moving in z axis a bit, just 10 to 20 pixels to allow free movement.
  8. Bloodbane

    Is there a way to spawn enemies randomly?

    There are many ways to make random enemy spawner. One way is to make something like this: name RandEnemy type none lifespan 2 animationscript data/scripts/scripts.c load Andore load Brett load Case load Daniel load Dingo load...
  9. Bloodbane

    Solved Where to get backgrounds?

    It depends on how you want the background to work. Some backgrounds can be split into layers and panels while some can't. But for simplicity, let's say you want to use one panel for your level. First : find the resolution, second : pick image which fits the resolution, third : convert the image...
  10. Bloodbane

    There is another game based on cadilliacs and dinosaurs.

    Thanks for telling us this. Too bad this game tried too much to replicate the original instead of trying new path.
  11. Bloodbane

    Respawn Bug Using Direction LeftRight

    How long is the level in pixels?
  12. Bloodbane

    A pet NPC that attacks enemies on command.

    I've checked the level text and found the issue : missing scripts declared in this delay spawn: spawn delay @script void main() { setglobalvar("Vict", 0); setglobalvar("Victor", "X"); } @end_script health 5 coords 200 190 at 0 This script will end victory state and allow...
  13. Bloodbane

    I've made new game for Solo Development New Year Jam #10 called Wrack & Ransack. [ATTACH]

    I've made new game for Solo Development New Year Jam #10 called Wrack & Ransack.
  14. Bloodbane

    Time Limit within Looping Animation on Air

    I've reviewed flying mode scripts and recalled that I've set floating time twice, once in keyscript and the other in the floating animation. For my suggestion above, you don't need to record start of the timer and instead just set total floating time in keyscript, and without declaring floater...
  15. Bloodbane

    Adding dust effect to bouncing projectile

    Falling collision sound.... you mean hitfx when thrown enemy hits other enemies right? the SFX is called indirect.wav in data/sounds folder. Just replace that SFX with desired SFX and same name to swap it. For main topic, you'd need to use ondrawscript to spawn dust on bouncing projectile. Like...
  16. Bloodbane

    A pet NPC that attacks enemies on command.

    I will need to see the whole spawn set, at least in wait group.
  17. Bloodbane

    A pet NPC that attacks enemies on command.

    What?!? then there has to be enemy spawn after victory state is set.
  18. Bloodbane

    same level but different spawn obstacles

    I've examined both files and found the issue in stage_5.txt. #---------------8 group 4 4 # default 100 100 at 1840 # 12 enemies spawn spawn Box #obstacle spawnscript data/scripts/enemies/randmz.c item RandItem coords 480 198 at 2231 There are 12 enemies which could be spawned...
  19. Bloodbane

    Time Limit within Looping Animation on Air

    floater function is the one holding Ironman in his floating state. So if you want to give timed floating state, you could code timed floater function which only apply floating when timer hasn't run out. This function would require recording start of the timer and resetting the timer on landing...
  20. Bloodbane

    A pet NPC that attacks enemies on command.

    I believe it's because the script kills all enemies except the spawner (Enemer). The script gives order to Enemer to stop spawning and remove itself but there's small chance it could have spawned an enemy before it receives the order.
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