That's great! It looks more perfect. How does it change color? I remember only changing color when I was attacked and bleeding..View attachment 16147
View attachment 16148
The original yellow life bar has been changed to a rainbow-colored one, as shown below.
This design replicates the life bar from the *Sailor Moon* arcade game.
I’m working on it using a script, but it’s not finished yet. I think I’ll be able to share it once it’s complete.That's great! It looks more perfect. How does it change color? I remember only changing color when I was attacked and bleeding..
Thank you. I have fonts I created myself as well as fonts intended for longer text; if we include the ones used for the "How-To" section and the credits, the total number of fonts would exceed two.The HP and MP bars looks great with gradients because that helps distinguish the project from a typical OpenBOR "mod" and makes it feel more like a complete, standalone title.
However, there is one thing that has the exact opposite effect: the number of fonts you use in various places. I counted—roughly—nine different fonts (color variations don't count as different fonts). That’s something that tends to give away the fact that it’s a fan game.
Try cutting that down to two fonts—or three at most, for very specific areas.
It seems that walking is more natural.View attachment 15363 View attachment 15366
This is Sailor Mars's new walking animation.
It used to be 4 frames, but now it is 6 frames.
I also made minor detail adjustments.
The skirt was completely redrawn.
Since I previously changed Muscle Boss's frame rate to 6 frames, it seems most characters will be updated to 6 frames as
Since the character animation had few frames, I redrew the moving parts to add more frames.It seems that walking is more natural.![]()
View attachment 16188
View attachment 16189
I am currently working on standardizing the fonts used in the game.
The inconsistency in fonts stems from the fact that the project was built upon a previous one leaving behind traces of the old style and also because I blended different styles myself.
I see. So, a "Mega Crash" can also be triggered by pressing Attack and Jump together.Minor suggestion @DD Tokki, though of course it's just an opinion - I would eliminate the "Mega Crush" button. I always found it a bit odd to have an entire button dedicated to a singular - and honestly kind of boring functionality. Why not just map the Mega Crush move to Attack + Jump? This would give you a more streamlined control scheme, and the engine can do it natively with ajspecial command.
DC
I see. So, a "Mega Crash" can also be triggered by pressing Attack and Jump together.
Sometimes I might be messing up the input; there are instances where pressing the buttons simultaneously doesn't work quite right, resulting in just an attack or a jump instead.
I should ask someone who uses a script or feature that ensures reliable inputs to find out the best way to press both buttons at the same time.
If you are trying to script it, you need to check the bits from both directions. The native ajspecial command maps to Attack + Jump for you. I've never had any issues at all with it, on controllers or keyboard. Can you provide any more details?
DC
maxattacks 999
maxattacktypes 999
maxfollows 999
maxfreespecials 999
colourselect 1
noaircancel 1
noslow 1
nodropen
ajspecial 1
lifescore 100000