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  1. Bloodbane

    script help

    Do you want to have entities to remove themselves on their own? or do you want to remove certain entities at certain time?
  2. Bloodbane

    Future projects

    Off topic: Shadow Force despite looks like beatm up and has other similarities, technically the gameplay is totally different than regular beatm up. It's more like vs game in beatm up world with more enemies. IOW it won't be easy to replicate that game.
  3. Bloodbane

    Enemy still grabbable after being knocked down??

    What about RISEATTACK? does she has that animation? and if she does, does the animation has bbox?
  4. Bloodbane

    What causes the stage not to end after the certain boss is defeated?

    Does Satano_B spawn anything before it dies?
  5. Bloodbane

    Unable to extract .pak file — OpenBOR tools don’t detect any contents

    Where did you get this pak file?
  6. Bloodbane

    CHANGING SPRITE COLORS

    What is actually are you working on?
  7. Bloodbane

    Projectile not playing all animation

    Try using different OpenBoR build and see if problem is solved or not.
  8. Bloodbane

    Hp Damage

    Hmmm... do you have all required sprites for the HP damage?
  9. Bloodbane

    Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0)

    I'm interested in testing this game :D
  10. Bloodbane

    Trajectory Bounce against Walls and Z limits (Along with Ground Off Limits Too)

    Can I see randVel function? I think it would be better to let the grenade to explode when its timer is up, regardless of its position.
  11. Bloodbane

    Projectile not playing all animation

    Hmmm... this is strange. Try setting loop 1 in efireballredex and see what happens.
  12. Bloodbane

    Trajectory Bounce against Walls and Z limits (Along with Ground Off Limits Too)

    Good news, I've expanded the bounce script to work with walls on z axis and zmin + zmax also. Here's the script: anim idle @script void self = getlocalvar("self"); float Vx = getentityproperty(self,"xdir"); float Vz = getentityproperty(self,"zdir"); int x =...
  13. Bloodbane

    scenes question

    First you need to convert each png into a gif. Then animate them by merging into one animated gif. The first step could be done with Photoshop. But for the latter, I use old gif animator but there should be other tools which can do it too.
  14. Bloodbane

    scenes question

    You should declare animated gifs instead of pngs.
  15. Bloodbane

    How long a beat 'em up should be?

    For me, good beat'm up should last for an hour at most. That's for beat'm ups without save feature. With save feature, the length will depend on content. If the content is deep, couple extra hours should be fine. But if it were shallow, another hour might be too much.
  16. Bloodbane

    followcond/anim

    Oh that one. Hmmm... this one might require extra lines than just crude script like this. Let me try couple things. [Couple hours later] Alright, I've done me tries and managed to code didhitscript for this purpose. First of all, you gonna need this didhitscript, FollowX.c: void main(){...
  17. Bloodbane

    Spawn and camera question

    I thought this has been solved. But anyways, scripting custom starting position is straight forward but the camera requires extra work. Try this: spawn Empty @script void main() { void P1 = getplayerproperty(0, "entity"); int Width = openborvariant("levelwidth"); int Screen =...
  18. Bloodbane

    followcond/anim

    Which script do you refer?
  19. Bloodbane

    Trajectory Bounce against Walls and Z limits (Along with Ground Off Limits Too)

    Looks like you need to use checkwall function. This is how I've scripted it for coins in my games: anim idle @script void self = getlocalvar("self"); float Vx = getentityproperty(self,"xdir"); int x = getentityproperty(self, "x"); int y = getentityproperty(self, "y"); int...
  20. Bloodbane

    followcond/anim

    I've recalled that there is example for #1 which is Fighter's 50% chance to block attack instead of being in pain. You can try him in Map demo.
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