If you had written script with multiple {} brackets like this, it's recommended to add spacing to see which {} belong to which operator.
Here's your script with spacing:
@script
if(frame == 0){
void self = getlocalvar("self");
void player = getplayerproperty(self,"entity");
if (...
Thanks for the suggestion. However the problem here is there is enemy spawner which won't stop spawning enemies until Bossded item gives cue to stop spawning. So the only way is to updated Bossded and the system to work with multiple bosses.
Currently, the update has been done but I need to test...
This booster pack contains 5 booster items:
1. Power up
Gives 2.5x damage when taken for 10 seconds.
2. Defense up
Gives immunity to damage when taken for 10 seconds. Also gives immunity to getting stunned and knocked down.
3. Speed up
Gives 2x walk, jump and running speed when taken for...
Ah you're right :) . I've just checked it and apparently I've updated files for booster pack but haven't updated the pack in mediafire 😅.
I'll pack the updated files and upload it later.
[Some time later]
Alright, it has been uploaded and you can get the updated files here.
I don't understand what problems you had with these dust sprites. This is easy thing with graphic editor cause you only need to set those sprites to paletted mode.
Anyways, attached below is the dust sprites + brown palette.
Ah I misunderstood your question. You simply want food to be placed offscreen to prevent it from popping from thin air.
As for player 2, well any food (or anything) spawned in is for any active player. Unless, do you want food to appear only when 2 players are available?
I have two things to mention first to solve this problem.
First, when I design lifebar size + position, I usually find game's resolution then divide it with number of players. Then the result is deducted with some value to give space between each lifebar. So for 256x224 resolution, that means...
I wanted to ask more but your question in other thread seems to give hint of possible source of the issue. Answering your question in other thread might solve this issue also, so I suggest moving the discussion there.
Sorry for late reply, I've chosen #2 and it requires system not just couple lines so I had to prepare a demo to show it. And here's the demo: NPC Victory.
It has two modes : Game and Test in which both use same level but Test has enemies with less HP for easier testing. Otherwise, both have...
Let's see : Adam Hunter, Arthur, Bleu, Chicken Leg, Donatello, ghostbusters member, Ironman, Proud Cragger, Sagat & Sasquatch.
I've seen most of the rest but couldn't recall their name.
Finally, some gameplay videos, thanks for sharing these danno :D .
From these videos, I can see some moves such as He Man can charge his sword and cast AoE attack with his sword. Teela can bounce off enemies with her staff and can backattack. Both of them can perform dodge like in SoR3 and...
Victory animation for NPC could be done. There are two ways to make it, provided NPCs have VICTORY animation or similar and they have script in their IDLE and WALK to change to VICTORY animation on cue. The cue is stored on global variable accessible to all entities and that variable is cleared...