There are also `2p`, `3p`, and `4pspawn`, which are commands that allow you to summon more enemies when there are 2, 3, or 4 players, respectively.
Perhaps I could do the same if one or two allied NPCs are active.
Thanks for the feedback, and that's why gameplay videos of the entire game are important because they can highlight certain elements that need reviewing and optimization.
I'll see if it's possible to keep the allied NPC close to the player and prevent them from straying beyond a certain radius...
Good evening Zexika, and I'm delighted that you've embarked on an OpenBor project.
Do you have any in-game screenshots and a gameplay video to share so we can get an idea
of the direction you've chosen to represent this serie?
These are good ideas, and the on-screen effects should be used sparingly to make it easy and immediate for the player to understand
(so they know at a glance what they're dealing with).
Thanks Kratus for your support, it's perfect, problem solved!
I'm happy because I was able to create a simple and clean way to have custom intros in the levels, like this:
For characters :
anim follow1 # walking intro
delay 8
offset 60 98
@cmd dasher 0.7 0 0
frame...
Hello OpenBor experts, I'm currently encountering a bug related to the camera's automatic vertical scrolling.
When I exit the game and return to the character selection screen, the character is no longer positioned correctly.
I only experience this issue with this set and this level.
How can I...
Well done, great technical performance !
There's just a bit too much noise and interference on the screen:
a few scans and some snow would be enough, I think.
Are the ninjas so well hidden that they're not visible on the character selection screen?
What type of character do you plan to use overall, and what style of graphics will you use (KOF style or custom)?
Good luck and a great start to your game ;)
F.One, aka Forgotten One, aka the mysterious GA1 character?
I'll have to do it one day, for real ;)
Non-stop action and a well-paced rhythm, bravo! You've resurrected those good old sensations we used to get from the arcade machines of yesteryear.
We're reaching the final stretch with this tutorial stage under construction (and where I'd really like the hero to simply jump from the giant skeleton's hand). All the dragons have been redesigned, and the block button allows you to dismount from them (in addition to the attack + jump command):
A beautiful journey through this fantastical medieval Japan. It would be nice to have some more varied terrain, obstacles, and mini-scenes to break up the monotony of simply moving from left to right, and perhaps other gameplay elements as well.
The levels and characters are otherwise well chosen.
We're going for a completely different interpretation of the rabbit here, which is quite physically robust :) .
It's up to you to decide which logo best represents your work ;)
I can try to draw something for you in pixel art if you can give me some hints about what you want (something like a humanoid rabbit on two legs?).
Edit: A small, feisty white rabbit in Nekketsu format, size X1 and X3, 8 colors.
Honestly, Eve's original poses are mostly poorly designed (what was the point of giving her a guard and boxing moves?) and it's difficult to get the most out of them.
I tried giving her a kick and a peck, and she'll also need some other decent alternative poses.
Regarding this jumping kick...