1- that was good advice. I got this crime buster char he only has 2 frames of pain, I'll see what I can do.Hey friend, long time no see
Since you are at the beginning of the project, there are some things you could correct now that would make your life easier when the project grows:
1- the stun animation (when stars appear on enemies' heads) is very strange, because it only has 2 frames. They don't look like they're dizzy, they look like they're having an epileptic seizure. You can use at least 3 frames because KOF has a lot of content.
2- I noticed that there is a lack of standard in the transparency of the effects - sometimes the fire is not transparent, sometimes it uses transparency. In my opinion, this is very bad and gives off, right away, that "bor clone" vibe, like those games that mix 69879879234234 styles into one.
As you are just starting out, these are things that you can fix now and that will save you headaches in the future.
Good luck!
Then we can't know who is boss.yes, like in the video when the boss dies, it's not because of the slowness and the phase ends
Nice progress!yes, like in the video when the boss dies, it's not because of the slowness and the phase ends
So have you set boss 1 in Dural or whoever the name of the boss is?
Also, can you show us the level text with the boss ?
# Street
music data/music/fase1.ogg
settime 99
spawn1 40 140
spawn2 30 170
spawn3 20 200
spawn fundo1
coords 0 271
at 0
wall -546 206 359 373 707 653 53 73
wall 229 210 359 442 544 623 31 219
#--group1-----
group 0 3
at 0
wait
at 10
spawn ray
health 100
coords -63 255
at 0
spawn carol
health 100
coords -63 255
at 0
spawn lesus
coords -66 252
health 100
at 0
spawn ajax
health 100
coords -121 239
at 0
spawn caine
health 100
coords -63 255
at 0
spawn ray
health 100
coords 515 212
at 0
#---group2----------
group 0 3
at 0
wait
at 80
spawn lesus
item life30
health 100
coords 350 190
at 0
spawn ajax
health 100
health 100
coords -30 160
at 0
spawn carol
coords -66 252
health 100
at 0
spawn kei
coords -121 239
at 0
spawn caine
2pitem life50
health 100
coords -63 255
at 0
spawn ray
3pitem life50
health 100
coords 543 266
at 0
spawn gorimaru
item life50
coords 515 212
at 0
#---group3----------
group 0 3
at 0
wait
at 281
music data/music/boss.ogg
at 0
spawn zein
@script void main() {
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW11"));
} @end_script
health 300
2phealth 350
3phealth 400
coords 515 255
at 0
spawn boss1
flip 1
boss 1
coords 208 220
at 1
spawn lesus
2pitem life50
health 100
coords 350 190
at 0
spawn ajax
health 100
health 100
coords -30 160
at 0
spawn carol
coords -66 252
health 100
at 0
spawn caine
health 100
coords -121 239
at 0
spawn ray
health 100
coords -63 255
at 0
spawn kei
health 100
coords 543 266
at 0
spawn gorimaru
2pitem life100
health 150
coords 515 212
at 0
2pspawn ajax
health 100
health 100
coords -30 160
at 0
3pspawn carol
coords -66 252
health 100
at 0
Nice progress!
Hope wa can see as much as possible the difference of gameplay between grapplers (more grabs) and strikers etc...
Also I recommand to edit the palette of enemies just like you did for iconic characters.
Exemple. "Kei" Orange/red head girl enemy is really an iconic character of Mugen. So you should not use her "normal" palette.
Just a suggestion...
Keep it up!
Glad to see some progress here !
Hello friend, the difference for now is Kyo, he hits but has more combos with enemies in the air, Shingo has a chance of critical attack on some hits, doubling the damage and Daimond has his famous grabs hehehe, I'm doing Benimaru, but he gave a The problem when doing it is closing the game, I think it's a palette problem, but when I redo it the same thing happens, as I didn't have time I didn't stop to look at it, Benimaru with the help of Bloodbane will slow down his electric attacks on enemies for a little while to simulate when you get shocked.Nice progress!
Hope wa can see as much as possible the difference of gameplay between grapplers (more grabs) and strikers etc...
Also I recommand to edit the palette of enemies just like you did for iconic characters.
Exemple. "Kei" Orange/red head girl enemy is really an iconic character of Mugen. So you should not use her "normal" palette.
Just a suggestion...
Keep it up!
Glad to see some progress here !
2pspawn ajax
health 100
health 100
coords -30 160
at 0
3pspawn carol
coords -66 252
health 100
at 0
spawn ajax
2pspawn 1
health 100
coords -30 160
at 0
spawn carol
3pspawn 1
coords -66 252
health 100
at 0
ok, thank you.Thanks
Now, let's see. This one:
Code:2pspawn ajax health 100 health 100 coords -30 160 at 0 3pspawn carol coords -66 252 health 100 at 0
These spawn declarations are incorrect. They should be like this:
Code:spawn ajax 2pspawn 1 health 100 coords -30 160 at 0 spawn carol 3pspawn 1 coords -66 252 health 100 at 0
Try these and see if boss 1 works.
