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  1. Bloodbane

    altitude spawn

    Alright, I'll see what I can do. [The Next Day] Alright, I've got the respawn script working for single player and 2 players. Before I start, I'm going to assume you're using FOLLOW1 you've quoted above. anim follow1 @script if(frame==1){ void self = getlocalvar("self"); //Get calling entity...
  2. Bloodbane

    Game Jam entry for an Christmas-themed game on an indie FPS engine.

    Yeah, but it could be solved by balancing crosshair's speed vs enemy's movement and aggression speed. It was Urban Lockdown.
  3. Bloodbane

    Game Jam entry for an Christmas-themed game on an indie FPS engine.

    Not like Doom, but more like this: Player controls a crosshair to pick what and where to shoot. Yes, I was commissioned to make FPS some time ago.
  4. Bloodbane

    Rushing Beat X Return of the Brawl Brothers

    I've watched the video and I'm glad the enemies don't act like zombies anymore... well, except for some of them.
  5. Bloodbane

    Game Jam entry for an Christmas-themed game on an indie FPS engine.

    It's not imagination anymore since it has been done.
  6. Bloodbane

    altitude spawn

    TBH free scrolling level and 2 players don't mix well. So instead of moving respawn coords to active player, I rather change how respawn works to work with 2 players. I suggest using #1 solution I've posted above. The other reason I don't like coding that is the active player might be in wrong...
  7. Bloodbane

    Is Soul Calybur an Good Idea

    These AI slops look too much for me, some characters have glaring errors. These are just walking and attacking sprites, for complete action game, more animations are needed. I don't know if it's fully AI or AI+human who put these animations, I can see some lazy work in some character animations.
  8. Bloodbane

    altitude spawn

    Sure, you'd need to set special setting with global variable such as this in the level: spawn delay @script void main() { setglobalvar("Respawn", "Alt"); } @end_script health 20 coords 320 500 at 0 This global variable is latter checked by script in RESPAWN to change to FOLLOW1...
  9. Bloodbane

    Why am I still developing SNES hacks in 2025?

    I still like games designed with retro design not only because I grew up playing them but because I love their design philosophy. There have been so many horror games recently and clearly they are not as fun as retro games. Even worse, their design philosophy is the opposite of retro games...
  10. Bloodbane

    Complete Golden Axe Remake

    It's not doable AFAIK. Even if you could, that wouldn't solve the issue. The real issue is the panel width is not enough to allow scrolling lower. It should be like this: Sounds cool! will the magician join the fight or will he leave after summoning Gran?
  11. Bloodbane

    altitude spawn

    Yes both solutions are script based. Well, the purpose of having floating platform is to prevent respawning player from falling to hole, if there's any. I suggest playing Langit Lands and see how respawning works there. For tall level like in the image, I'm going to assume that the level...
  12. Bloodbane

    Complete Golden Axe Remake

    Nice to see Gran in action here. My suggestion is to make him fly in from above when he spawns in instead of charging forward. As for the ruins level, I suggest that the big wall at the center of the level to be removed cause it eats alot of space. Not to mention, you should add wall to prevent...
  13. Bloodbane

    altitude spawn

    I was imagining Double Dragon when you mentioned respawning issue but then I've just realized that your game is 2D. If that's the case, there are some solutions, here are two of them: 1. Spawn floating platform just below player when respawning. The platform appears briefly enough to give player...
  14. Bloodbane

    Solved Level related questions

    I usually edit parameters of bg layers in a level to suit my design and fix issues. So I don't think bglayer is fixed.
  15. Bloodbane

    altitude spawn

    Oh controlling respawning coords requires different script system. I could share the system but you'd still need to set the respawn settings yourself. And usually depending on the level structure, you'd need to set them multiple times. Speaking of level, can you show us how the level look? we...
  16. Bloodbane

    Spawning multiple npcs or enemies at once

    Ah, that sounds like Desperation script that I've shared long time ago here. Though, the script might need modification to prevent replaying the animation over n over.
  17. Bloodbane

    Spawning multiple npcs or enemies at once

    Well, in general you can spawn other entities with either spawnframe command or spawn function. What you need to design is when and how they are declared, or IOW what player should do to spawn. As for dropping 20 NPCs or enemies at a time, what's the purpose of this?
  18. Bloodbane

    Spawning multiple npcs or enemies at once

    First of all, spawning doesn't need text for each spawned entity. If you have 5 texts, one for an NPC, those texts are enough for spawning. Second, try Map +++ , play as Arthur then spawn NPCs. Do you need other method to spawn NPCs?
  19. Bloodbane

    Spawn text after taking an item

    I can tell you how to spawn other entities but let's start this discussion in a new thread 😀 so we don't hijack @Chris Monvel thread.
  20. Bloodbane

    altitude spawn

    Altitude setting in spawn{#} command only applies during respawning. IOW you can't use it to set player's starting position in a level. You'd need script like this for that: spawn Plat1 @script void main() { int P1 = getplayerproperty(0, "entity"); if(P1){...
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