Recent content by afhc2x17

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    RIP Yoshihisa Kishimoto, father of Kunio-kun and Double Dragon

    (If this is not the right forum, sorry, please move it to where is right, Thank You) Source: Kunio-kun, Double Dragon Games' Creator Yoshihisa Kishimoto Dies I'm simply...saddened. Beat'em ups practically started thanks to Kunio-kun and Double Dragon. RIP Kishimoto-sama.
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    Merry Christmas everybody !

    Merry Christmas! Hope to see more modules and games made in the future!
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    About getting enemies to OTG players.

    Sorry for not answering or sharing a video, due to the nature of my mod, I can't share it because of the content. Well then, I don't know what is wrong with the mod, I think I will redownload the OpenBOR executable (currently using 4.0.7555) and try again. Thanks for your answer!
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    About getting enemies to OTG players.

    Yes, it is: anim attack9 loop 0 offset 66 128 range -50 50 bbox 40 103 53 32 delay 15 followanim 6 followcond 2 grabfinish 1 attackone 1 attack27 56 78 60 50 0 0 1 1 0 0 forcedirection 1 attack.ground.mode 2 frame...
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    About getting enemies to OTG players.

    Hi again, what I want is when an enemy is near a player in the end of the fall animation (or beginning of rise animation, anyone is fine by me), performs an otg attack. But for some reason, attack.ground.mode 2 (previously otg 2) doesn't connect with the bbox of the player during either fall or...
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    About getting enemies to OTG players.

    Hi, thanks for the answer! I saw an attack like this in a Double Dragon Alternate Mod with Kunio-type enemies, but it's a follow from a jumping attack. I will try to find some way to do it in the new engine. Thanks again!
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    About getting enemies to OTG players.

    Hi again, I'm now working on my old mod (personal one, can't share it here due to being +18, and not for violence) and I'm in a roadblock with an OTG script by @msmalik681 for use in a stomping OTG move. But I want to give that ability to enemies too, so I can't put it in keyscript.c. I need to...
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    Problem with projectiles...

    Well, in the Resources section the Engine is on that version. Now, it seems that the problem was resolved by going back to pshot and adjusting speed. Thanks anyway!
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    Problem with projectiles...

    The most recent release: v4 7556 (Sep 2023). I'm currently migrating the mod to the new engine (can't post it here, NSFW). Thanks for the answer!
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    Problem with projectiles...

    Hi again, sorry for lurking here and there, but I recently got back here and I need help with the new projectile system: I was trying to get my character to throw a "knife" projectile, but after launch, the projectile stays in the air until some enemy rushes and gets hit by it. Here's the code...
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    Sailormoon MOTD Natsume/Banpresto Style

    Welcome back! Want to see more sprites and moves!
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    OpenBOR 4.0

    Thank you for you hard work! As a Dragon said, Happy Rampaging!
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    OpenBOR 4.0

    Happy New Year and thank you for this new version! So far, I have only one problem with some misc entities in my mod (subject_to_gravity = 0 is not working now so I suppose I must declare every move_constraints flag for an entity (it's a misc entity for a heart effect that falls down to the...
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    GIF vs PNG?

    I think it's better to stay with only one format, because it can be confusing at times. But remember to apply the palette if you convert your files, just in case.
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    Solved A way to disable enemies grab abilities depending on the stage.

    The only one option that I know is to duplicate the enemies you want for the stages, and delete the grab moves from the copied enemies. I think it's too complicated for a script to detect the enemy and disable on the fly those moves.
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