Head Hunters

Complete Head Hunters by Daniel99j 1.94

No permission to download
Project is completed.
Daniel99j: You don't need for most of the modifications to use scripts; reading the openbor manual is enough:
animation {path} {x} {y} {skip} {noskip}

    ~{path} points to an animated .gif file which will be played.
    ~{x} and {y} are the x and y positions of the top left corner of the .gif.
    ~{skip} is a flag that allows players to skip current animation. Set to 1 to enable it.
    ~{noskip} is a flag that prohibit skipping. Set to 1 prevent skipping.
    ~The size of animated gif should be same as mod's resolution (see video.txt above)
    ~It is possible to use smaller gif but there will be black box in unused space when scene is played

I can help you to integer simply an npc ally too.

Edit: I've made some tests and set player 2 as npc ally, speed up from 6 to 9 in order to have a less sluggish feeling like SOR4 (just a joke :p):
It's a real pleasure to play with an npc, maybye I need to prevent him to kill enemies offscreen, what do you think?
All cutscenes are skippable now and I speed up slightly the enemies too.

To summon a npc, I add the following command in player 1 spawn anim:
spawnframe 1 0 0 0 0
custentity P2npc
Easy like that, no need to script; that means each time player 1 spawns on screen, npc ally player 2 is summoned.
Maybye I can add a command that kills P2npc when player 2 joins the game.

Here's the demo for those who want to test:
https://drive.google.com/file/d/18Yc5nulJspOse-12F_jTFKlLvn39kFZL/view?usp=sharing
Suggestions:
- You've got a palette issue when you make a low kick, rush... with the bat. I think you need to make a new default palette that integer all weapons colours.
- You should add your back attack, uppercut and low kick in your basic combo pressing up or down with cancel commands, should'nt you?
And if you use a more recent Openbor version, you can prevent hitting allies (rumble disabled and setting candamage).


 
Daniel99j I Just finished playing this game, It's great congratulations, I played through twice to get the alternate ending and I had lots of fun along the way, My favourite part was Sho'nuff from The Last Dragon, the only suggestion I'd make is either make the enemies rise from the ground faster or player should be able to attack enemies while they are on the ground, sometimes I was waiting around too long for the enemy to get up. oh and the music was amazing, gonna add it to my mp3 player  ;D

kimono
Code:
 spawnframe 1 0 0 0 0
   custentity P2npc
The problem with this is every time player 1 dies NPC will spawn again and you'll have multiple NPC's so I don't think it's a good idea to use this.
 
danno: I think not, normally when you die, it's
Code:
anim respawn
that is played, no? I'll see how to improve this to kill this npc entity when player 2 join the game.
Edit: I tested and have got no multiple npcs with a respawn anim.
 
hmmm that's strange because I downloaded and played your edit and I got multiples :eek:

 
danno: I haven't created an anim respawn in player 1.txt. Add a new one similar to anim spawn but without that part
Code:
spawnframe 1 0 0 0 0
custentity P2npc
 
kimono said:
Edit: I've made some tests and set player 2 as npc ally, speed up from 6 to 9 in order to have a less sluggish feeling like SOR4 (just a joke :p):
;D haha...now it has "blast-processing" speed!
interesting edit, thanks!It'll be fun to try it :)
 
I really the ideas of kimono  ;D
The game is faster, more fun to play, and NPC help a lot for fun too when we play alone ...
Skip intro and cut scene is really cool ... with time it's boring.

An excellent and beautiful game, thanks a lot again.
 
I'm having fun with the 2nd player NPC, i didn't know it was that easy to add it.
Do you have a tutorial on how to do that, so that i could edit it into other games?
 
Nickokapo: Come to Discord Openbor Help, it will be easier like this ;). https://discord.gg/tYcjQW
I will make a tutorial, adding a kill npc function if player 2 joins the fight.
 
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