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1
In Progress / Re: Strider Gaiden (working title)
« Last post by Damon Caskey on Today at 11:06:44 AM »
Same here, all condolences friend. Hope things start looking up soon.

DC
2
In Progress / Re: Strider Gaiden (working title)
« Last post by Hanzo on Today at 10:53:10 AM »
my condolences towards you and your family bro.

Looking forward to see your work my man.
3
Help & Resources / Re: Redefining movement limitations
« Last post by Damon Caskey on Today at 10:52:11 AM »
It's possible?

Welcome to the forum!

First thinking, never ask if something is possible. The answer is always yes. Your question is how.

What you are talking about is movement on the Z axis. That is controlled by the Z attribute in levels.txt. You'll find instructions on it here.

There are more advanced options too. For instance, you could still have limited Z boundaries, but give individual entities the ability to ignore them. You can also build walls within the stage to make Z boundaries that vary throughout the level - like the first level in Streets of Rage 2. If you aren't afraid of scripting, there are even more advanced options than that, where you can define limits based on whatever conditional logic you feel like.

Here is one example - the Z boundary of this stage keeps you and enemies along the dock path, but when enemies are defeated with certain moves, they can pass through it.



HTH,
DC
4
In Progress / Re: Dungeon Magic Mod (Openbor)
« Last post by Lichtbringer on Today at 10:17:01 AM »
I'm sorry to have to tell you this, but I haven't rip the sprites for the spider queen from the arcade game yet, (even though it's going take a while to rip them from the screenshots I snapped from MAME.) But I do have the sprites for the water spirit Fontaine before she was corrupted into the Spider Queen. I will be happy to share them with you in a folder with a downloadable link after I get off of work later on.  :)

That would be great. :)
5
Help & Resources / Redefining movement limitations
« Last post by Dulagwagon on Today at 10:07:16 AM »
Hello there, I'm a OpenBoR newbie and very interested in making my games with it.

So, my first question is how do I remove the limitations for the character movement. That means I want my char to walk all the way down on the screen, until the very bottom.

It's possible? Any advice on how to do it?

Thanks in advance.
6
Help & Resources / Re: No bbox but still getting hit
« Last post by DJGameFreakTheIguana on Today at 07:34:49 AM »
Does the attack that hits you have the counter attribute?
DC

Guess I'm behind again, didn't even know this was a thing. I doubt I have it but to be sure, I took off the Aboxes, and here's the attack data from the enemy.
Code: [Select]
           Fastattack 1
attack.damage.force 1
attack.damage.type 6
attack.position.x 192
attack.position.y 115
attack.reaction.fall.force 1
attack.reaction.fall.velocity.x 3.0
attack.reaction.fall.velocity.y 2.0
attack.size.x 13
attack.size.y 26
attack.size.z.1 20

x)
7
Help & Resources / Re: No bbox but still getting hit
« Last post by Damon Caskey on Today at 06:38:11 AM »
Does the attack that hits you have the counter attribute? That's specifically what counter does - treat other attack boxes like beat boxes.

Try turning your attack box off too. If you don't get hit anymore that's probably what's happening.

DC
8
Help & Resources / Re: No bbox but still getting hit
« Last post by DJGameFreakTheIguana on Today at 06:27:13 AM »
Tried that after posting, same results.

x)
9
Help & Resources / Re: No bbox but still getting hit
« Last post by nsw25 on Today at 06:24:50 AM »
Put bbox 0 0 0 0 i see you had that but put a #in front of it disabling it
10
Help & Resources / No bbox but still getting hit
« Last post by DJGameFreakTheIguana on Today at 05:58:03 AM »
Ok, so I'm testing out a new fall# that I'll start using to prevent juggling after certain attacks but not using a bbox, but for some reason I'm still getting hit. The attack uses "attack.damage.type 6" and the entity has Fall7, and to be sure it was set right, I changed the frame to something else and it was shown in game, so I know I have the matching numbers. Here are the fall animations.
Code: [Select]
anim fall7
loop 0
offset 154 138
delay 7
quakeframe 0 3 4
Landframe 3
attack3 146 99 20 39 10 0 0 0 0 20
drawmethod 185 185 0 0 0 0 -1
#bbox 0
@cmd changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
frame data/chars/Sally/Fall0.gif
frame data/chars/Sally/Fall1.gif
delay 500
offset  154  129
attack3 137  104  39  20 10 0 0 0 0 20
frame data/chars/Sally/Fall2.gif
delay 12
Attack1 0
offset  154  123
frame data/chars/Sally/Fall3.gif
delay  6
offset  152  123
frame data/chars/Sally/Fall4.gif
delay  10
offset  150  125
frame data/chars/Sally/Fall5.gif

anim fall8
loop 0
offset 154 138
delay 7
quakeframe 0 3 4
Landframe 3
attack3 146 99 20 39 10 0 0 0 0 20
drawmethod 185 185 0 0 0 0 -1
#bbox 0
@cmd changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
frame data/chars/Sally/Fall0.gif
frame data/chars/Sally/Fall1.gif
delay 500
offset  154  129
attack3 137  104  39  20 10 0 0 0 0 20
frame data/chars/Sally/Fall2.gif
delay 12
Attack1 0
offset  154  123
frame data/chars/Sally/Fall3.gif
delay  6
offset  152  123
frame data/chars/Sally/Fall4.gif
delay  10
offset  150  125
frame data/chars/Sally/Fall5.gif

Any idea why I'm still getting hit during this animation? No bbox shows up with OBEditor so I know it's not or shouldn't be there.

x)
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