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In Progress / Re: Mortal Kombat - The Chosen One
« Last post by maxman on Today at 04:11:14 PM »
Nice RoboCop you got! He seems he's the only character without picking up weapons. Plus you have 2 choices in using weapon on his own or probably fighting with barehand. That sounds pretty nice.
Thanks jiam, but I was wanting the sprite bars to ''NOT'' show them draining and just change like in the game.

Like show here:

In Progress / Re: Mortal Kombat - The Chosen One
« Last post by dantedevil on Today at 02:30:34 PM »
it's a fantastic news,it's a great idea for robocop!

Glad you like it my friend!
The idea with Robocop is create a character to use in two modes:
1-without take the weapon
2- using weapon.
So you can choose when take your weapon or not.
The weapon mode use the superbar for gunfire. So this way you need use the two combat styles.
Engine / Re: Work in progress: higher quality scaling for OpenBOR
« Last post by Damon Caskey on Today at 01:09:14 PM »
I saw this on Twitter and was waiting for your post. Brilliant work as always Plombo.

Nearest Neighbor is the only way to go during development - but when it's time to go live, I'll be the first to admit any other filter algorithm beats it.

In Progress / Re: Mortal Kombat - The Chosen One
« Last post by alucard2009 on Today at 12:58:19 PM »
it's a fantastic news,it's a great idea for robocop!
Help & Resources / Re: Screen shake effects
« Last post by Damon Caskey on Today at 11:54:37 AM »
Sure, I already know "quakeframe" but it shake up and down only. (may be)
Is there any way to shake left and right ?

I really enjoy modding everyday. ;D
Thanks for Openbor stuffs and members !!

Sure - you can control the whole screen offset using gfx_y_offset, gfx_y_offset_adj, and gfx_x_offset. All you need to do from there is create a dummy entity to control them, or kill two birds with one stone and run the screen shaking script through whatever visual effect entity you have on play.

For example, I always put my quakeframes and landing sound effects into dust entities. You could do the same with the script that activates these offsets controls to make side to side shaking.

Help & Resources / Re: Declaring different death animations
« Last post by handsnfeetface on Today at 11:32:58 AM »
this is my players command
anim freespecial
   loop   0
   delay   7
   offset   120 288
   bbox   26 47 156 240
        sound   data/chars/ken/k1.wav
   cancel 5 6 1 a2 freespecial5
   frame   data/chars/ken/k1.gif
   frame   data/chars/ken/k2.gif
   frame   data/chars/ken/k3.gif
        attack  35 35 250 251 10
        delay   12
      offset  120  288
   frame   data/chars/ken/k4.gif
        attack  0
        delay   7
   frame   data/chars/ken/k3.gif
   frame   data/chars/ken/k2.gif

Your attack in freespecial should be attack2
« Last post by crazy_russian on Today at 11:15:42 AM »
Here comes Thor!

Holy Mother... This guy definetly strong as Hulk, though he's not so simple. He's got huge moveset and you could even forget about his Avenger power. But you need to master his abilites.
He's good, very good, although his To the Heaven Grab move be better, if it connects with Mjolnir Rise.
Help & Resources / Re: Declaring different death animations
« Last post by Ken on Today at 10:16:02 AM »
 I tried that too but it still didn't work, it worked for att1 att2 etc  but not freepspecial, looked every where but can't seem to find any solid information about it, I understand being rusty, it's been years since the last time I used OpenBor, I remember a post on Lavalit years ago about different death animations but alas it is no more

 It works on attacks and freespecials 2, 3, 4  but not freespecial  hmm must be a bug
General / Re: which game idea should i do next
« Last post by Kurisu on Today at 09:00:12 AM »
I always say you must do the game YOU want to see/play.

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