Faderhead's Fistful of F*** You

Complete Faderhead's A Fistful of F*** You 2.0

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Project is completed.
...The Endhole command seems to be causing a crash when the level containing it begins. Any suggestions?
 
endhole is very old command and should never be used.
Use hole command and define hole size and shape yourself. It's tough at first but you'll love the flexibility it offers after you get used to ;)
 
Ok, awesome! And I drew up sprites for a flaming barrel (Like Final Fight), but is that even possible? And if so, what command/code would make it possible?
 
nedflandeurse said:
I think it's a little early to put it on project. ?? not sure.
Start to put screens even early ones of it

I would say this bor game is now in progress.
 
socialautopsy said:
Ok, awesome! And I drew up sprites for a flaming barrel (Like Final Fight), but is that even possible? And if so, what command/code would make it possible?

Animated obstacles is piece of cake. Just define all frames in IDLE animation + set proper delay and you're set :)
However if you want flaming barrel to hurt players, you need to set attackboxes like this:

name   BzDrum
health   10
type   obstacle
gfxshadow  1
icon   data/chars/misc/drumicon.gif
diesound  data/sounds/klunk.wav
candamage  player


anim idle
        loop    1
delay 7
        hitflash spark
        hitfx  data/sounds/burnt.wav
offset 30 104
        counterattack 1
bbox 0 25 50 82
burn 0 20 50 42 10 1 1
frame data/chars/misc/bzdrum01.gif
frame data/chars/misc/bzdrum02.gif
        attack  0
frame data/chars/misc/bzdrum03.gif
burn 0 20 50 42 10 1 1
frame data/chars/misc/bzdrum01.gif
frame data/chars/misc/bzdrum02.gif
        attack  0
frame data/chars/misc/bzdrum03.gif
burn 0 20 50 42 10 1 1
frame data/chars/misc/bzdrum01.gif
frame data/chars/misc/bzdrum02.gif
        attack  0
frame data/chars/misc/bzdrum03.gif
burn 0 20 50 42 10 1 1
frame data/chars/misc/bzdrum01.gif
frame data/chars/misc/bzdrum02.gif
        attack  0
frame data/chars/misc/bzdrum03.gif
burn 0 20 50 42 10 1 1
frame data/chars/misc/bzdrum01.gif
frame data/chars/misc/bzdrum02.gif
        attack  0
frame data/chars/misc/bzdrum03.gif
delay 100
offset 27 63
bbox 0 -15 50 82
frame data/chars/misc/drum.gif


anim fall
delay 25
offset 28 82
frame data/chars/misc/bdrum02.gif
        frame data/chars/misc/bdrum01.gif
        frame data/chars/misc/bdrum02.gif

This flaming barrel has burning flames on top which goes off after some time before goes on again
 
Ok, so ALL the levels are done. I will add the music this week and then work on the character sprites.

The only walls I have left to break through is that when my characters fall into the holes, they are still visible when they fall down the screen. Any suggestions?

And I have tried to recreate a fence in the first level, like in Final Fight 2. It is placed in the right area (across the path) and is able to be destroyed, but my character is still able to walk around it without doing so. I placed the fence like an obstacle, like I did for drums and crates. Is this not the right method?
 
when my characters fall into the holes, they are still visible when they fall down the screen. Any suggestions?

Well, holes are invisible so they can't 'make' anything falling to them covered or not visible as you wanted.
That's why the solution for this is to make type none entity which covers the ground and placed it just in front of the hole.
It's easy if the hole is rectangle shaped

And I have tried to recreate a fence in the first level, like in Final Fight 2. It is placed in the right area (across the path) and is able to be destroyed, but my character is still able to walk around it without doing so.

I have hunch that your problem requires more complex solution than this but first of all, I should say that you can define 'blockable' area from obstacle with platform command.
 
Alright, I will try this tonight. Seems easy enough to fix the hole.

As for the fence, I will try something like you mentioned in my other topic. Maybe crop the fence into multiple images.

There's no way to adjust an object's bbox z dimension?

...On another note, have you ever been able to use individual sounds to pickup health items. As opposed to all the items using just the 'Get' sound file...
 
Cool, thanks again!

I got the holes figured out as well as the individual sound files for picking up items.
 
Here's an update for anyone interested:

I have all the level designs/animations/interactions complete. Including breakable objects and health items. There are 6 levels total, each with a boss.

I have filled the soundtrack with industrial tracks. Obviously mostly Faderhead songs.

The Faderhead character is completely playable. I will work on the other three playable characters this week.

The only things on my to-do list: sounds for the characters, alternate colors and enemy sprites/programming.

I am not sure if the bonus round and character select shown in the music video are possible with OpenBOR. Maybe I'm wrong on this?

I am confident for a July release.
 
you can do that title screen look at sailor moon bor they have that same type of select screen you would have to do it per char each char has an animaton with their select box flashing around them.. The part with the car comming in you can have as a cutscene i believe
 
Yeah, I have all the cutscenes added as well. I forgot to mention that. In its form right now, you can play as Faderhead through the whole game, only the enemies placed right now are holders I used from Beats of Rage.

Thanks about the tip using Sailor Moon. I have that mod, so I will check it out.
 
I don't know if you have downloaded Crime buster v2.5, but if you haven't , download it now. There are some bonus levels you can learn from there

In general, bonus level is set with setting type 1 in level text.
With this set, the level mechanic will change. Instead of automatically ends after all enemies are defeated, it ends after:
1. Time is over (no death penalty BTW)
OR
2. All obstacles are destroyed

You can be creative with this by making:
1. bonus level with obstacles filled with items with certain time set
2. bonus level with only items on ground with certain time set
3. Same as #2 but with enemies bugging player

There are more examples but that will do for now :)

HTH
 
I went through a spree of downloading paks and I have a Crimebuster... I assume it is the latest, I downloaded it a few weeks ago. But I haven't had a chance to play it.

I'll check it out. Thanks again for the tip!
 
Okay, I had quite a productive weekend. I am knee deep in editing the enemy sprites. I did stumble upon a couple of questions...

1. Do enemy bikers require a rider command or can I keep them from falling off the motorcycle?

2. I have an entity in which I wish to change the sound fx in which plays when it is hit. I thought HitFX command pertained to this, but I can't seem to get it to work. So how can I change the sound fx that plays when the player character strikes it?

3. Can I display the high score in place of the timer?

4. What is the MINIMUM animations for an enemy character? Like, are there required animations for enemies?
 
1. Do enemy bikers require a rider command or can I keep them from falling off the motorcycle?

No, it's not a must. Rider command defines which entity to be dropped when biker entity is hit. If you don't have this set, the biker simply goes off after getting hit

3. Can I display the high score in place of the timer?

I can imagine a way to do that but the biggest issue with that is how to attain the score to be displayed.
So until there's a way to attain that, I can't help you

4. What is the MINIMUM animations for an enemy character? Like, are there required animations for enemies?

They are: IDLE, WALK, PAIN, FALL and RISE
Yes, attack animations aren't mandatory which means you can have enemies which doesn't attack at all
 
Cool, thanks! Do you have any idea on changing the sound/hitfx of an individual obstacle entity?
 
AFAIK there's no direct way however there's a trick to that by using personal hitflashes

If you set these commands on an obstacle's text:

noatflash 1
flash  Clang


the obstacle will use Clang hitflash to replace any hitflash set from the attacker
To set hitfx you can declare it in Clang.txt

That's best trick I can share you :)
 
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