I found buggy with my lifebar, if I put your life count script in lifebar.cNo problem, my man. That's why I hide p{#}lifen and add drawstring to be on top of the life bar as a substitute of it. Now you have 3 lives instead of 2.
Is that life bar in scripts or is it default used from levels.txt and lifebar.txt? I will find out if the latest update will be released along with the life script.
void main()
{//msmalik681
void self = getlocalvar("self"); //get calling entity
int player = getentityproperty(self,"playerindex"); //get player index
void enemy = getentityproperty(self, "opponent"); //get opponent
if(LifeNumber()) return; // LifeNumber function?... check way below
if(enemy)
{
int hp = getentityproperty(enemy,"health")-144; // get opponents current hp
//drawstring(100,100,1,health); // for debug use
int x; int y;
if(player==0){x=24; y=33;} // solid life bar location for player 1 should be same as elife but +1 on each coordinate
else if(player==1){x=227; y=33;} // solid bar for player 2
else if(player==2){x=226; y=35;}
if(hp>1) //if hp above single life bar
{
if(hp>288){drawbox(x,y,144,6,99999,rgbcolor(0,255,187),0);
}else if(hp>240){drawbox(x,y,144,6,99999,rgbcolor(119,255,119),0);
}else if(hp>180){drawbox(x,y,144,6,99999,rgbcolor(187,255,0),0);
}else if(hp>120){drawbox(x,y,144,6,99999,rgbcolor(255,252,0),0);
}else if(hp>60){drawbox(x,y,144,6,99999,rgbcolor(255,255,0),0);
}else if(hp>1){drawbox(x,y,144,6,99999,rgbcolor(255,255,0),0);}
}
}
}
void LifeNumber(){
int P1 = getplayerproperty(0, "entity");
int P2 = getplayerproperty(1, "entity");
int P1Life = getplayerproperty(P1, "lives");
int P2Life = getplayerproperty(P2, "lives");
if(P1){
drawstring(64, 8, 1, P1Life-1);
}
if(P2){
drawstring(267, 8, 1, P2Life-1);
}
}
@NED Your Maki design looks excellent!
@machok: I didn't know you added @msmalik681's life bar script there. Plus, I notice you have only main function in there instead of combining scripts separately, but that's okay. Where, in lifebar.c, did you add the life script to? I never encounter that black-white enemy lifebar problem, but I think you put it in a wrong place.
I just tested the value that pops up in the title screen you said. For now, don't use it in update.c unless @Bloodbane has a solution for making globalvars for the life number.
Anyway, I just modified your lifebar.c so you could have the life script visible in levels instead of the title screen. I think you need to isolate the life script from being inside the enemy script.
Code:void main() {//msmalik681 void self = getlocalvar("self"); //get calling entity int player = getentityproperty(self,"playerindex"); //get player index void enemy = getentityproperty(self, "opponent"); //get opponent if(LifeNumber()) return; // LifeNumber function?... check way below if(enemy) { int hp = getentityproperty(enemy,"health")-144; // get opponents current hp //drawstring(100,100,1,health); // for debug use int x; int y; if(player==0){x=24; y=33;} // solid life bar location for player 1 should be same as elife but +1 on each coordinate else if(player==1){x=227; y=33;} // solid bar for player 2 else if(player==2){x=226; y=35;} if(hp>1) //if hp above single life bar { if(hp>288){drawbox(x,y,144,6,99999,rgbcolor(0,255,187),0); }else if(hp>240){drawbox(x,y,144,6,99999,rgbcolor(119,255,119),0); }else if(hp>180){drawbox(x,y,144,6,99999,rgbcolor(187,255,0),0); }else if(hp>120){drawbox(x,y,144,6,99999,rgbcolor(255,252,0),0); }else if(hp>60){drawbox(x,y,144,6,99999,rgbcolor(255,255,0),0); }else if(hp>1){drawbox(x,y,144,6,99999,rgbcolor(255,255,0),0);} } } } void LifeNumber(){ int P1 = getplayerproperty(0, "entity"); int P2 = getplayerproperty(1, "entity"); int P1Life = getplayerproperty(P1, "lives"); int P2Life = getplayerproperty(P2, "lives"); if(P1){ drawstring(64, 8, 1, P1Life-1); } if(P2){ drawstring(267, 8, 1, P2Life-1); } }
I've fixed this now, although I've never experienced this issue myself.EDIT: After defeating the yellow Andore in the elevator, I couldn't figure how to get out until I pressed up twice and attack to perform some pipe special against an offscreen enemy. I think when you walk around the top left side, sometimes the offscreen enemy (pink/purple Andore) comes out. It's hard to make him come out.
I have no idea how Damnd becomes behind where he's sitting. It's weird. Maybe when you're way far away from the stairs going to the subway and he jumps there offscreen.
It works like a charm,This game does not look like it needs a custom life bar the default one should work fine.
Thank you everything is working very well now, I'll try to test further..
so sorry I'm not good at handling scripts but I try to keep learning.
This one is hard to fix since I experienced it only once and not know what the exact reason, try again many times but no longer experience it
temporary solution, you can delete andore for nowI have to try again the demo because every time I got stuck after elevators because of Andore's bug ^^;
spawn andore
@script void main() {
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW18"));
} @end_script
coords 500 180
at 209
Yes those move is from original source the problem is they not doing it often but in my mod, they always do thatSomething I noticed, I cannot remember if it was in the source game. Poison/Roxy etc : they flip hozontally during jump kick if the do a "cross up"
Like jumping from front of player into back of player.
Thanks NedFor me and my tastes, the difficulty is just the good level. I don't feel like it's impossible or get bored of a too easy game.
Other people will give you feedback as well. But for me it's already good
Hi thanks glad you enjoy my Final Fight mod really appreciate itfinal fight franchise lacks project like "Sor remake 5.1", Machok off to a great start with sf89!
this version of the game eclipsed all other FF on openbor!
I'll skip demo v.1 and go to v.2with your words of game version 0.5, what plans do you have to develop this project to 1.0?
I will gladly include many characters from final fight world. however, I also very picky on this regard.are you plan to add other playable canonic ff characters such as carlos, dean or lucia ? Maybe as secret chars?
+Running animation pleaseIt reminds me that I'm still willing to update Maki's graphics. What I have in ln mind.
-More frames for walking (frankenspriting)
-More frames for her spining special
-Final palette (CPS1 type)
I'll try my best.+Running animation please
Yes thanks to @dixin2888I'll try my best.
Even if this one might be a bit more tricky.
Do you have a link to Guy's run animation (the version you're going to use in your game)
I did a playthrough buddy i just linked it @@Miru
you mean custom movesets?
I don't think I can make customize sprites like that but the enemy will have a separate attack movement variation using freespecial
not just combining them into one/two moves with an attack chain command.
well it depends on who the enemy is, if it's axl or slash they really don't have much attacking movement at all