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Resident Evil: Survive

In Progress Resident Evil: Survive - OPENBOR Game 2.0.0

No permission to download
The project is currently under development.
He's referring to 9th parameter named pausetime in attack command.
Code:
attack{#}    {x}    {y}    {right}    {down}    {damage}    {power}    {block}    {noflash}    {pausetime}    {z}

Try setting high value such as 20 or 30 to see the pause effect.
Once you see the pause effect, adjust the value to suit your need ;).
Thanks for giving him an exemple. I didn't coded lately, and I would have given bad informations ^^
 
I want to create a "shop" level where the players can pick up some items. This is how it might look:

spawn Green_Herb
coords 100 200
at 0

spawn Mixed_Herb
coords 200 200
at 0

spawn 1up
coords 300 200
at 0

spawn ammo
coords 400 200
at 0

But I'd like to spawn more items if there are more players present so they will not share exclusively the default spawned items. I knew about 2pspawn, 3pspawn and 4pspawn but I can't get them work properly. How did those work?
 

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  • Resident Evil Survive - 0002.png
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2pspawn, 3pspawn and 4pspawn are binary commands, they could be added to entity spawn to control the latter's spawn.
Code:
spawn Green_Herb
2pspawn 1
coords 100 220
at 0

spawn Mixed_Herb
2pspawn 1
coords 200 220
at 0

spawn 1up
3pspawn 1
coords 300 220
at 0

spawn ammo
4pspawn 1
coords 400 220
at 0
 
nice, but a kind of shader on the ground would make it look better.
Something like that ground (darker in the back - lighter in the front)
test-capcom-beat-them-up-bundle-2.jpg
 
Nice start as a tutorial mode. For the strong weapon part, you need to raise that explosion up from the ground by changing its altitude/height, so it would spawn in air. If it doesn't float, you can use 'antigravity 100' in the character header of that explosion to let it stay afloat without falling to the ground.
 
Nice tutorial Chris.
I like that you put multiple zombies to show that Melee weapon can hit behind her also.

About Weak Weapon and Strong Weapon, I believe it would be better if you split it into 2 sections, one for the former and the other for the latter. Aside of making it more clear which weapon is weak and which one is strong, it allows you to put more zombies for Strong Weapon to show AoE effect of the explosion.
BTW is Strong Weapon supposed to shoot bomb? if it is, I suggest doing so instead of spawning explosion directly.
 

Help! I was creating a vehicle level with water and this happens when the player is killed. The crow is just a placeholder.

My txt files:

name Helicopter
health 140
speed 20
type none
subtype weapon
weapnum 3
typeshot 1
modelflag 7
weaploss 3 3
facing 1
candamage enemy
shadow 0
nopain 1
load Bullet
atchain 1
diesound data/sounds/xplosion.wav
flash flash
noatflash 1

palette data/chars/Helicopter/idle_01.gif

icon data/chars/Database/icon.gif

# Sea
music data/music/battle1.ogg
silence

panel data/levels/sea/panel.gif
water data/levels/sea/water.gif 15
background data/levels/database/back.gif
frontpanel data/levels/database/fpanel.gif

order a
direction right
setweap 3
cameratype 0

spawn1 200 50 300
spawn2 250 50 300
spawn3 300 50 300
spawn4 350 50 300

#--group1-----

spawn Crow
health 999
coords 682 249
at 10
 
Nice start as a tutorial mode. For the strong weapon part, you need to raise that explosion up from the ground by changing its altitude/height, so it would spawn in air. If it doesn't float, you can use 'antigravity 100' in the character header of that explosion to let it stay afloat without falling to the ground.
Damn i always forget about updating the explosion sprites 😅 they're also using transparency and they look weird. I'll check it out as soon as possible
 
Nice tutorial Chris.
I like that you put multiple zombies to show that Melee weapon can hit behind her also.

About Weak Weapon and Strong Weapon, I believe it would be better if you split it into 2 sections, one for the former and the other for the latter. Aside of making it more clear which weapon is weak and which one is strong, it allows you to put more zombies for Strong Weapon to show AoE effect of the explosion.
BTW is Strong Weapon supposed to shoot bomb? if it is, I suggest doing so instead of spawning explosion directly.
That was the idea at first. Using Weak Weapon as its section separated from Strong one but the level ended up being shorter than expected. Jill's strong weapon is a grenade launcher, it's hard to see due to the projectile's shooting speed but the explosion effect actually works as a hitfx from it 🙂
 
Can you please show your code of animations so we could see where the problem comes from? It's not really enough.
 
Can you please show your code of animations so we could see where the problem comes from? It's not really enough.
yeah sure

anim spawn
delay 6
loop 0
offset 71 44
bbox 0 0 142 49
sound data/chars/Helicopter/helicopter.wav
frame data/chars/Helicopter/idle_01.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_03.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif

anim idle
loop 1
delay 6
offset 71 44
bbox 0 0 142 49
sound data/chars/Helicopter/helicopter.wav
frame data/chars/Helicopter/idle_01.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_03.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif

anim fall
loop 0
delay 6
offset 71 44
bbox 0 0 142 49
sound data/chars/Helicopter/helicopter.wav
frame data/chars/Helicopter/idle_01.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_03.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif

anim walk
loop 1
delay 6
offset 71 44
bbox 0 0 142 49
sound data/chars/Helicopter/helicopter.wav
frame data/chars/Helicopter/idle_01.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_03.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif

anim attack1
delay 6
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_01.gif
sound data/sounds/rifle_fire_1.wav
@cmd projectile 1 "Bullet" 5 1 07 1 0
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif
sound data/sounds/rifle_fire_1.wav
@cmd projectile 1 "Bullet" 5 1 07 1 0
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_03.gif
sound data/sounds/rifle_fire_1.wav
@cmd projectile 1 "Bullet" 5 1 07 1 0
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif

anim pain
delay 6
offset 71 44
bbox 0 0 142 49
sound data/chars/Helicopter/helicopter.wav
frame data/chars/Helicopter/idle_01.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_03.gif
offset 71 44
bbox 0 0 142 49
frame data/chars/Helicopter/idle_02.gif
 
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