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  1. Bloodbane

    Complete Double Dragon Reloaded alternate - Updated version!

    That's the mistake. You are supposed to copy the script file which is PinoDodge.c from Sailor Moon to your game, to data/scripts folder. Then declare that script in the same way as Pino, which is like this: ondoattackscript data/scripts/pinododge.c in enemy's header text.
  2. Bloodbane

    Complete Double Dragon Reloaded alternate - Updated version!

    Hard to say without required information. First, how exactly did you copy that script from Sailor Moon demo? Second, how did you apply the script to enemies in this game? Third, what did the log say after the crash?
  3. Bloodbane

    Solved Enemies at the edge of the screen

    There are two solutions I have in mind : 1. Put two large invisible blockers just offscreen fighting area. One to the left and the other to the right. This will prevent enemies from getting knocked too far offscreen from both sides. If fighting area were a wait or limited scrolling area and has...
  4. Bloodbane

    Photoshop making Openbor crash

    You need to use video.txt to define resolution. If you don't have it, then just create one. Read manual for more info about video.txt.
  5. Bloodbane

    Photoshop making Openbor crash

    Strange, I've tried putting the image in OpenBoR and it is displayed fine, including the antialias. Maybe the crash is caused by something else.
  6. Bloodbane

    Is using scripts easy for beginner?

    There might be some scripts for your purpose but you should be more specific: what are the conditions or situations in which enemies should react better? and what should they do? For instance, you could use ondoattackscript to make enemy dodge running attacks. A boss from Sailor Moon demo has...
  7. Bloodbane

    In Progress Nekketsu Kouha Kunio-kun Re

    Looks great! I suggest adding enemy variants which arrive from behind to add variety.
  8. Bloodbane

    Level won't progress/end after a particular wave??

    Can we see Tart's FOLLOW12 and SPAWN (if there's any)?
  9. Bloodbane

    Solved Quick time to release from a grab

    As Kratus posted above, SPECIAL is the best way to break free from grabs. However, there is a scripted way to control how long a grabber could grabhold opponent before the latter could break free. The grabber could use this script to prevent the opponent for some time before the latter could...
  10. Bloodbane

    PK Fire-esque projectile

    Have you tried declaring followup mechanic in projectile's IDLE?
  11. Bloodbane

    In Progress Street Fighter 89 The Final Fight by Machok

    Congratulations 🥰
  12. Bloodbane

    Double Jump and Run

    Yes, although you could use cancel command, script is best choice for cleaner effect.
  13. Bloodbane

    Modify the health bar

    For player's health bar's position you need to modify: p{#}life for enemy's : e{#}life For player's health bar size, you need to modify: lbarsize for enemy's: olbarsize Read openbor manual for details of each command. As for visibility, opponent's health bar is only visible when they are...
  14. Bloodbane

    danno's Playthroughs'

    Thanks for showing that video. I was referring to Hulakatzia Volcano started by Bad fortune at 4.33. It's unclear on how to trigger this bad fortune.
  15. Bloodbane

    Starting in an specific group in a stage

    For testing groups or waits, I usually create Fake version of a level with lesser and easier enemies. I run playtests with fake version before copying it to the actual level.
  16. Bloodbane

    Temporary boosters pack

    By setting score. That's why I set score 1 in special items to prevent giving 1up when those items are picked up. This 1 score addition is later deduced in item.c .
  17. Bloodbane

    On the ground (hit fallen enemies)

    That video is a proof of what I've thought above. Nothing in DUCK nor FREESPECIAL170 animation which initiates interaction with enemy. This interaction is essential to confirm which enemy to mount or no mounting at all. You should study Ilu's example above. Wolverine performs mounting attack...
  18. Bloodbane

    On the ground (hit fallen enemies)

    Thanks for sharing your scripts. Looks like you're using old version of these scripts. clearL should be working for them. I had other thought of the cause of this glitch. This starting frame could be the cause: @cmd slamstart2 @cmd position 12 0 0 0 0 frame data/chars/1billy/ffc12.gif...
  19. Bloodbane

    Enemy Throwing the Player in the Wrong Direction

    Since you only need to use slam scripts, I suggest copying ani0020.h only for now. And also declare same animationscript into Zangief's header text.
  20. Bloodbane

    On the ground (hit fallen enemies)

    clearL is old function to clear all local variables. If your slam functions use local variables, the former should work. But if they use other variables, the former won't work. TLDR, we need to see your slam functions. Copy and paste them in your reply.
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