Damon Caskey said:Mr.Q!, pretty sure I know why the boss isn't killing everyone. I'm going to do a quick experiment when I get to my office and will let you know for sure.
DC
#throw
anim grabbackward
loop 0
delay 1
offset 80 129
bbox 0 0 0 0
@cmd slamstart
@cmd antiwall2 83 -3 0
@cmd position 3 22 5 0 0
frame data/chars/1jimmy/th01.gif
@cmd antiwall2 83 -5 0
@cmd position 3 22 5 0 0
delay 11
frame data/chars/1jimmy/th01.gif
delay 7
move -2
@cmd antiwall2 83 -7 0
@cmd position 14 8 7 0 1
frame data/chars/1jimmy/th02.gif
@cmd antiwall2 83 -9 0
@cmd position 28 -5 18 0 0
frame data/chars/1jimmy/th03.gif
delay 1
@cmd antiwall2 83 -12 0
@cmd position 28 -13 26 0 0
frame data/chars/1jimmy/th03.gif
sound data/sounds/dragonv.wav
delay 27
@cmd depost 0
@cmd finish 10 3 -1 2.5 0 0
frame data/chars/1jimmy/th04.gif
attack10 0 0 0 0
delay 20
frame data/chars/1jimmy/th05.gif
#throw
anim grabbackward
loop 0
delay 1
offset 80 129
bbox 0 0 0 0
@cmd slamstart
@cmd position 3 22 5 0 0
frame data/chars/1jimmy/th01.gif
@cmd position 3 22 5 0 0
delay 11
frame data/chars/1jimmy/th01.gif
delay 7
move -2
@cmd antiwall -15 5 0
@cmd position 14 8 7 0 1
frame data/chars/1jimmy/th02.gif
@cmd antiwall -15 5 0
@cmd position 28 -5 18 0 0
frame data/chars/1jimmy/th03.gif
delay 1
@cmd antiwall -15 5 0
@cmd position 28 -13 26 0 0
frame data/chars/1jimmy/th03.gif
sound data/sounds/dragonv.wav
delay 27
@cmd depost 0
@cmd finish 10 3 -1 2.5 0 0
frame data/chars/1jimmy/th04.gif
attack10 0 0 0 0
delay 20
frame data/chars/1jimmy/th05.gif
Mr.Q! said:you know what would be neat? if I kill the boss and there're still enemies, they retreat instead of getting killed, like, they crouch, then jump away from the screen
Damon Caskey said:Mr.Q!, pretty sure I know why the boss isn't killing everyone. I'm going to do a quick experiment when I get to my office and will let you know for sure.
DC
So my guess is however you're doing that interferes with enemies being auto killed when the boss dies. It's mostly likely no big deal to fix.
Bloodbane said:So my guess is however you're doing that interferes with enemies being auto killed when the boss dies. It's mostly likely no big deal to fix.
Ah that makes sense. I need to know to solution so I can fix the script too![]()
if(Type != openborconstant("ATK_PIT"))
{ // Not falling into a hole?
if(HP <= Damage && HP <= 1 && Knock == 0){
changeentityproperty(self, "health", 1);
}
}
}
name Bosser
type none
anim idle
@script
if(frame==1){
void vEntity; //Target entity placeholder.
int iEntity; //Entity enumeration holder.
int iType; //Entity type.
int iHP; //Entity HP
int iMax = openborvariant("count_entities"); //Entity count.
//Enumerate and loop through entity collection.
for(iEntity=0; iEntity<iMax; iEntity++){
vEntity = getentity(iEntity); //Get target entity from current loop.
iType = getentityproperty(vEntity, "type"); //Get target type.
iHP = getentityproperty(vEntity, "health"); //Get target health
//Enemy type?
if(iType == openborconstant("TYPE_ENEMY") && iHP > 0){
damageentity(vEntity, vEntity, 2000, 1, openborconstant("ATK_NORMAL"));
}
}
changeopenborvariant("slowmotion", 1);
}
if(frame==2){
void self = getlocalvar("self");
changeopenborvariant("slowmotion", 0);
killentity(self);
}
@end_script
loop 1
delay 1
offset 1 1
frame data/chars/misc/empty.gif
delay 300
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif
anim spawn
delay 1
offset 1 1
frame data/chars/misc/empty.gif
spawn Boss
item bosser
coords 80 210
at 0
void main()
{
changeopenborvariant("slowmotion", 0);
setglobalvar("zoomentity", NULL());
setglobalvar("Atap", NULL());
}
You are right, i have try the game with the OpenBOR_6315 build.Mr.Q! said:If you're getting some layer problems I dunno if it's about an older Openbor versiono r just maybe you're trying this in some other device other than PC, because I'm on the latest port and they all appear to be OK, but, when I try the same version in the Raspberry pi3 Retropie port, I get that layer thing.
darknior said:Thanks a lot for your new 0.5 demo
Please can you add a real training mod in your final game, like on your video ?
https://www.youtube.com/watch?time_continue=14&v=QEgYrURQwVo
A level like this one, where you explain each move and ask us to release it.
Because i really don't understand how to do all your game moves.
Thanks
What Version You Suggest?Mr.Q! said:darknior thanks for your words. I was trying to replicate the SNES game as it is, for now, so you can expect the stages to be like that, but like I said, for now. If you're getting some layer problems I dunno if it's about an older Openbor versiono r just maybe you're trying this in some other device other than PC, because I'm on the latest port and they all appear to be OK, but, when I try the same version in the Raspberry pi3 Retropie port, I get that layer thing.
Mr.Q! said:Will see what I can do.
Check this video for your problem