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  1. Kratus

    The Hold and Release Key Triggers During Pause Menus or Text-Type Entities

    Ah, now everything makes sense, thanks for the explanation. This is exactly what I felt in my tests, like if the entity movement does not depend on the exact pixel coordinates and moves in fractions of pixels.
  2. Kratus

    The Hold and Release Key Triggers During Pause Menus or Text-Type Entities

    @DCurrent Yeah, I have other texts moving without an entity as reference. But for some reason, I don't why but entity movements are a bit smoother mainly in slower velocities than "jumping" pixels manually directly in the script. Another thing I like is that we don't need to worry with fps...
  3. Kratus

    The Hold and Release Key Triggers During Pause Menus or Text-Type Entities

    @maxman Like @DCurrent said, subscreens are the key in this case. For example, in the SORX damage text you mentioned, the fade effect is applied using drawmethod to a subscreen where the text is placed. //DRAW THE SCREEN AND DAMAGE clearscreen(getentityvar(self, "hitScreen"))...
  4. Kratus

    How to make the score right-justified?

    @16-bit Fighter Is this correct? If yes, this is the code I'm currently using in the SORX but modified for the right-alignment. Just import it to your updated.c and call the writeScore() function filtered by the openborvariant "in_level". Like @O Ilusionista posted, the "strwidth" function...
  5. Kratus

    Group enemies for 3 and 4 players

    I don't know exactly but I suppose it may be something like this group 6 6 at 120 spawn Galsia coords 550 230 0 at 120 spawn Galsia coords 550 230 0 at 120 spawn Galsia coords 550 230 0 at 120 spawn Galsia @script void main() { void self = getlocalvar("self"); int players =...
  6. Kratus

    In Progress Streets of Rage X (Windows / Android)

    Thanks buddy :)
  7. Kratus

    Group enemies for 3 and 4 players

    @tightninja Not exactly. In the code I posted the "5" is the group limit, it means how many enemies can be spawned at the same time. And the "8" is the spawn limit, it means the total enemies that will be spawned before this dummy disappears. Basically it works by spawning an invisible Dummy...
  8. Kratus

    In Progress Streets of Rage X (Windows / Android)

    At least the basic structure is finally completed. I replaced most of the Daors sprites with mine and Mr.Hunter edits to differentiate both Adams and make him more cohesive with the BKM style. Now working on the bike/weapon models. Credits to @Mr.Hunter by a lot of sprites.
  9. Kratus

    Group enemies for 3 and 4 players

    Like DC said, scripts are the best way in this case. I suggest using spawn scripts or inline like the method below with a dummy entity. This way, by using it in conjunction with other functions like spawn01, you can fully control many aspects of the spawns. spawn GroupX @script void main() {...
  10. Kratus

    Complete Faderhead's A Fistful of F*** You

    Tested this one too, working fine like the others.
  11. Kratus

    In Progress Ogre's Mayhem

    @Kevin98055 Same as the DD Tokki game, looks fine too.
  12. Kratus

    In Progress Nekketsu Kouha Kunio-kun Re

    @Kevin98055 Hi friend. I tested right now and it looks fine. The .rar password is DD Tokki
  13. Kratus

    Ghosts'n Demons: OpenBOR but not OpenBOR? What's going on?

    @Adam hunter Basically this is how an engine update works. I mean, since a new function is added and the developer decides to build a game using it, depending on the function automatically all other previous executables may not work. This is not related to "excessive" customization like it...
  14. Kratus

    What causes the stage not to end after the certain boss is defeated?

    No, it's the 7612 but with the experimental victory animation fix.
  15. Kratus

    What causes the stage not to end after the certain boss is defeated?

    Both are using the same engine build, you can use any of them. Then we found the culprit, there's an issue with the victory animation in the v4. I suggest trying the 7735 or higher, maybe there's a fix for it already applied.
  16. Kratus

    What causes the stage not to end after the certain boss is defeated?

    Hmm in this case specifically I believe it really has something to do with the engine. For confirmation, please use the SORX executable in your game and see if the issue persists, there's an experimental fix I applied just for test purpose.
  17. Kratus

    Enemy still grabbable after being knocked down??

    The folder is better, I can try to add him in another game.
  18. Kratus

    What causes the stage not to end after the certain boss is defeated?

    Friend, I've been using v4 for a long time and with a lot of scripts mainly related to bosses (like the double bosses script), it never happened to me before. I suggest testing a basic BOR template using the v4 and gradually adding some elements from your game, and then check if the issue persists.
  19. Kratus

    Enemy still grabbable after being knocked down??

    The only function I know that can force a grab using the native way is the dograb. Are you using it somewhere in the game? It's really very strange, I would need to see the game file to understand better.
  20. Kratus

    Enemy still grabbable after being knocked down??

    The code looks normal. Is the falling character in the video using some kind of custom animation instead of the rise/riseattack?
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