O Ilusionista said:
Sorry to hear about that. I develop my mod on a external drive, which is linked to my Dropbox account, plus I often compile a .pak to avoid loss.
That version you sent me is outdated?
This is an outdated one.
Only an alpha with basic stable features.
I was working on new features, mostly unstable because of my stupidity about coding.
I redone most of them, so it's OK. But still crappy sh*tty coding.
GlassJawBoxer said:
I suggest you don't give up, if you're like myself a spiriting artist with no coding talents or the ability to learn. Focus entirely on the art. Make animation gif files for visual references on your more complicated gameplay mechanics and leave it to the community to find the answers that you can't find yourself. As a professional artist I've learned no matter what I'm working on, a visual reference is the best way to communicate and collaborate with other talents.
This way you'll focus on only the enjoyable parts like any good hobby and won't be overwhelmed and ultimately frustrated by the things that are over your head.
Thanks.
It's good to see that you understand how I feel.
I have the head full of concepts, game systems, beatiful graphism.
It become almost a freaking FANTASY to release all the game ideas I have!
Sadly, I'm not sure anyone of the forum users is able to help me since, I'm looking for too complicated features.
It's even more frustrated when I see I can do EASILY almost of these features/system without problem in mugen.
3D walk, 3D dimensional attack
pick up item, weapon, obstacles
interactive background
platforms, dive attack from platform
BACK GRAPPLE system (
STREETS OF RAGE basic feature)
enemies and NPC on the levels.
One of my old mugen project in stand by, since I re-started working with openbor.
For WA:
If someone understand how it works:
This is a new feature I try to add (emergency rolling evade) from idle anim.
The roll itself:
Code:
anim freespecial34# ROLL FORWARD
# forcedirection -1
delay 7#6
loop 0
offset 96 177
# jumpframe 2 3 3
# landframe 11#10
bbox 0 0 0 0
sound data/sounds/a2.wav
move 15#11#9
frame data/chars/rachel/roll1.gif
delay 5
frame data/chars/rachel/roll2.gif
frame data/chars/rachel/roll3.gif
frame data/chars/rachel/roll4.gif
frame data/chars/rachel/roll5.gif
frame data/chars/rachel/roll2.gif
frame data/chars/rachel/roll3.gif
move 12#8#6
frame data/chars/rachel/roll6.gif
delay 8#6#11#9
move 7#5#3
frame data/chars/rachel/rise1.gif
frame data/chars/rachel/rise2.gif
move 0
frame data/chars/rachel/j01.gif
THe move is possible from liedown anim (fall) as a recovery. (using cancel)
Code:
anim fall
cancel 3 3 0 S freespecial34# GETUP ajout
quakeframe 1 1 -11
loop 0
landframe 2
forcedirection 1
delay 15
offset 96 177
bbox 67 82 62 90
attack 67 82 62 90 5 1 0 1 15 0
sound data/chars/rachel/rdam3.wav
frame data/chars/rachel/fall1.gif
bbox 58 100 81 54
attack 58 100 81 54 5 1 0 1 15 0
delay 300
frame data/chars/rachel/fall2.gif
delay 55
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif
delay 40
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif
both worked very well.
But when you use it as a recovery roll, openbor still consider I'm lying on the ground.
so it' allow riseattack and there is no control.
How can I give this move take control?? :-[
Even a freaking basic system make me stuck on it.
