I see.. don't worry about the shape sometimes I am limiting or exceed the attack box but it serves its purpose nicelyI mean, I always try to follow the actual sprite shape for the different hitboxes. I know old games were kind of weird, but it's not an excuse anymore.
For my attacks, most of time I use 15 as z. Combo enders uses 20 and some special cases like sword attacks uses 25
Incidentally, a depth of 0 for attack and body would be effectively impossible to hit. Boxes are calculated with whole numbers, but positioning is a floating decimal.

yeah 2 attack box or 2 bbox one frame would be coolDC current actually had something crazy where there were 2 attack boxes on one frame.
it feels to me like the playable area is too small now, it's just a personal preference but I do feel like the playable area should be expanded with the new moves to play with.
I've been experimenting with 420x240

Personally I think the 420x240 on the danno's test looks great, basically it gives you more space currently used by the black borders but without changing sprites too much.Your 420x240 experiment did you find any issues?
Specifically for the bonus car stage you may need to draw an extra content for left/right parts too because this level has the same size as the resolution, but usually you will only need to draw extra content for top/bottom parts and for left/right a little adjustment on the "wait" points will be enough. Getting SORX levels as an example, most stages can be rebuilt by repeating the same existing content (like textures) with no resizes to avoid losing image quality.I should also add more pixels for some stages if we add widescreen feature I think? I have never experimented with wide resolution so far


Your 420x240 experiment did you find any issues?
This could be something to look at. Can you check which music and attack it here (or at OpenBOR 4 thread) so the devs can take a look?8. Random music missing in some stages
Can you check which music and attack it here (or at OpenBOR 4 thread) so the devs can take a look?
1.music data/music/2_1_Subway_Smash.ogg
@machok I suggest first comparing every point with SORX to see if the same issue happens. Example, the music/sound noise issue doesn't happen to me, instead now the audio volume was changed a bit to balance both sound and music on the same level avoiding the necessity of increasing the audio files volume too much and causing distortion.I tried SF89 with new engine (v7553)
must say it's not compatible at the moment and maybe it will remain the same, so don't ask and stay with old v6330
Incompatibilities / error found list:
1. death anim / bouncefactor error?
2. Cody tornado not load, pretty sure Guy Ki also suffer the same
3. Weapons throw very slow
4. Music / Sound noises?
5. Red Hollywood bottle fire can't be hit
6. Cody bad Stone knife animation flyingYes you read it correctly
7. Chargeattack can't do juggle
8. Random music missing in some stages
9. Second run attack wih weapons can't hit enemies
10.Random Bosses lifebar error (possibility enemy with huge number of health)
11.Bonus Stage Car breaks error, can get stuck if you hit it too fast
12.Delay entity (scripted) not working / too much delay
I have just played to stage 3 at the moment and found a lot of incompatibilities, I need to test it further
And Keep in mind all of this list is jut specific SF89 module, so others may be different
I need to make an advice in this point, not all the differences are related to the v4, there's some changes between 6330 and 6391 (6384/6385/6390) and if I'm not wrong a few are related to juggling. I remember that when moving from 6330 to 6391 I needed to fill all the jugglecost/jugglecost correctly in order to allow aerial collisions, I suggest checking itstay with old v6330
Both are working fine in SORX but it would be good to know more details about your problem.1. death anim / bouncefactor error?
How this entity is loaded in your game? For me all loads are working fine on the same way as before.2. Cody tornado not load, pretty sure Guy Ki also suffer the same
Which method you are using to throw weapons (script or native)?3. Weapons throw very slow
Not happened in SORX yet, maybe related to your audio files.4. Music / Sound noises?
Check the juggle change I mentioned, maybe adding jugglepoints in some projectiles can solve the problem.5. Red Hollywood bottle fire can't be hit
How is the stone thrown (script/native)? If scripted, there's a change in this aspect, I suggest to make these adaptations:6. Cody bad Stone knife animation flyingYes you read it correctly
Have this animation jugglecost declared?7. Chargeattack can't do juggle
How this random system works? I have scripted musics and works fine in SORX.8. Random music missing in some stages
Need more details or visual examples about these.9. Second run attack wih weapons can't hit enemies
10.Random Bosses lifebar error (possibility enemy with huge number of health)
11.Bonus Stage Car breaks error, can get stuck if you hit it too fast
12.Delay entity (scripted) not working / too much delay
I will, I check mine is SORX_BETA_23 do I need latest version or this one is enough?I suggest first comparing every point with SORX
Both are working fine in SORX but it would be good to know more details about your problem.
How this entity is loaded in your game? For me all loads are working fine on the same way as before.
@cmd projectile 1 "tornado" -15 0 0
Which method you are using to throw weapons (script or native)?
Not happened in SORX yet, maybe related to your audio files.
instead now the audio volume was changed a bit to balance both sound and music on the same level avoiding the necessity of increasing the audio files volume too much and causing distortion
This is my Cody bad stone, also same with tornadoHow is the stone thrown (script/native)? If scripted, there's a change in this aspect, I suggest to make these adaptations:
Knife behaviour (straight movement)
vShot = projectile(name, x+dx, z+dz, y+dy, direction, 0, 0, 0);
@cmd projectile 1 "bad_stone1" 5 0 0
Yes it's jugglecost 1Have this animation jugglecost declared?
How this random system works? I have scripted musics and works fine in SORX.
Need more details or visual examples about these.
name delay
health 10
type enemy
shadow 0
nomove 1
animationscript data/scripts/cbusters.c
anim idle
@script
void self = getlocalvar("self");
int Health = getentityproperty(self, "health");
if(frame==1){
changeentityproperty(self, "health", Health-5);
if (Health <= 0){
killentity(self);
}
}
@end_script
loop 1
delay 49
offset 1 1
frame data/chars/misc/empty.gif
delay 1
frame data/chars/misc/empty.gif
Yes, or the beta 24 too.I will, I check mine is SORX_BETA_23 do I need latest version or this one is enough?
Yeah, it's a good idea, I always recommend creating a function like shooter instead of using the @cmd projectile directly in the animations. This way you have much more control.so how to change it? with shooter script like you write above?
Strange, even when I used the native music I never had this issue before. Are you using scripted music somewhere in the game together with native ones? Because trying to play an invalid music name with scripts can stop the current music and leave the game with no music.Actually, I remembered some YouTubers also experienced this with the engine v6391, that's why I always recommended sticking with v6330 for a long time.
my other theory is, if their PC is not strong enough to run openbor (v6391) + video recorder (maybe using onboard gpu) , then missing music also happened randomly (just my assumption).
I'm using delay entities too, try to copy some properties from my version and see if it solves the problem.Sometime I am using delay entities before my outro script animation (example: before andore grab players to enter the ring, west side stage) but this delay entity never appears, so player not doing outro scene at all.
I sometimes also use a delay entity before the spawn group (inline script) enters. However, the delay felt very long different from version 6330. Of course I can't confirm whether this delay entity is the cause or something else, I need to test it further to make sure
name Delay #ENTITY USED TO CREATE A DELAY BETWEEN TWO ENEMY SPAWNS/GROUPS
type enemy
subject_to_wall 0
subject_to_platform 0
subject_to_minz 0
subject_to_maxz 0
health 1
shadow 0
nomove 1 1
nodrop 2
stealth 2
offscreenkill 6000
antigravity 100
setlayer 1000
anim idle
loop 0
delay 1
offset 62 126
frame data/chars/random/empty.png
You can fake it using the iconmphigh as mentioned above - you just make a icon big enough with the word super over where the mp bar is
But if you want to replace the bar with the word super... You will need to script it.
- "typemp" command in the levels.txt file at the "set" header, which defines how the mp will be recovered during the game (by time or by hits).
No icon can use animated gificonmphigh can't use animated.gif
You can add the word super to the icon and it will be displayed over the life bar (I intend to use this someday). But to use an animation, you would need a script.can I use blank/full transparent mp bar so it show up only when full mp are ready?
Yes, but you can avoid it by adding a script to reset the mp manually inside the respawn1.c/respawn2.c events. You can do the same in the level.c in order to reset when any level starts.player respawn always fill the mpbar to full?
void main()
{//Reset mp during respawn
void player = getplayerproperty(0, "entity");
if(player != NULL()){
changeentityproperty(player, "mp", 0);
}
}
void main()
{//Reset mp during respawn
void player = getplayerproperty(1, "entity");
if(player != NULL()){
changeentityproperty(player, "mp", 0);
}
}
More less the best I can do without scriptYou can add the word super to the icon and it will be displayed over the life bar (I intend to use this someday). But to use an animation, you would need a script
Couldn't found mp 0 at start (spawn), should use script too?Yes, but you can avoid it by adding a script