Crimsondeath
Active member
@maxman : Hi, I take a look to both projects and their scripts looks like alien writing to me @.@ (I think I'm still a rookie at coding). I also need an script to move the players entities to a certain point before frozen it and for the weapons a drop counter and ammo counter for the loaded weapons maybe I should learn more about OpenBOR scripting before doing something like that, I could leave it to future version.
Hi to everyone, here is another sample of what I have been working for Neon Lightning Force:
Even thought, there are still have many things to fix (which I must learn how to fix x'd), like the camera that starts too upward from the floor (0:01), the Flames from Iga's bombs that moves beyond the "zmin" (?) (2:28):
And the lifebar bug which appear over the the player hud in "right to left" stages, this algo happens me in Silver Night's Crusaders Legion boss fight and library stage (part 2) x.x:
Some enemies have totally changed like the Biosoldier (the big guy masked boss from the Industrial Area), now is called "D Creature" and can posses thugs to become a "Drako Monster":
The "Biowarrior" is back too but now is called "Protoroid", you can watch it spawn from a dead Biosoldier M xd:
The project still has many thing to change I don't think I can release the game at 25 of june (the game aniversary). Maybe I'll release this version for the next year
*sigh* .
Hi to everyone, here is another sample of what I have been working for Neon Lightning Force:
Even thought, there are still have many things to fix (which I must learn how to fix x'd), like the camera that starts too upward from the floor (0:01), the Flames from Iga's bombs that moves beyond the "zmin" (?) (2:28):
Code:
name Flama_Ninja
type none
antigravity 0
remove 1
subject_to_platform 1
subject_to_gravity 1
subject_to_hole 1
subject_to_basemap 1
subject_to_wall 1
subject_to_minz 1
noatflash 1
nolife 1
hostile player npc
candamage player npc
And the lifebar bug which appear over the the player hud in "right to left" stages, this algo happens me in Silver Night's Crusaders Legion boss fight and library stage (part 2) x.x:
Life bar and MP bar are over the player hud (wrong x.x):
Life bar and MP bar are over the player hud (correct
):

Life bar and MP bar are over the player hud (correct


Code:
set Test_mode
lives 5
credits 3
typemp 1
cansave 2
noshare 0
maxplayers 2
nosame 1 0
continuescore 1
noslowfx 1
showrushbonus 1
nomaxrushreset 2
p1smenu 81 228 240 320
p2smenu 231 228 240 320
p1mp 19 18
p2mp 199 18
p1lifen 131 10 3
p1lifex 124 13 3
e1life 20 33
e1icon 2 25
e1name 21 25 0
p2lifen 311 10 3
p2lifex 304 13 3
p2shoot 180 0
e2icon 182 25
e2name 201 25 0
e2life 201 33
rush 1 2 Combo 3 3 Max._Combo_ 4 4
p1rush 2 49 70 49 2 69 76 69
p2rush 234 49 302 49 234 69 308 69
scbonuses 10000 1000 100 1
z 718 820 718
file data/levels/stage4-c.txt (Iga & Koga boss fight) <--- Here setting works wrong, lifebar goes over player hub x.x
z 166 273 160
file data/levels/stage1-a.txt <--- Here settings works fine.
Some enemies have totally changed like the Biosoldier (the big guy masked boss from the Industrial Area), now is called "D Creature" and can posses thugs to become a "Drako Monster":

The "Biowarrior" is back too but now is called "Protoroid", you can watch it spawn from a dead Biosoldier M xd:

The project still has many thing to change I don't think I can release the game at 25 of june (the game aniversary). Maybe I'll release this version for the next year
*sigh* .
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