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  1. DCurrent

    Damaged state for entities and damaged pain animation

    That's a bit different. I thought you wanted normal -> damaged -> Destroyed. If you want different levels of damage it's just a little more complex. Certainly doable, but I'm turning in for the night. I'll try to write a in depth if no one beats me to it tomorrow. DC
  2. DCurrent

    Damaged state for entities and damaged pain animation

    There's a couple of techniques you could use. Just for simplicity, I would simply reverse it. Instead of scripting the damaged animation on hit, make the damaged version the default state, and script the undamaged animation on spawn. Then all you have to do is let it go back to normal once...
  3. DCurrent

    Solved Is there a way to modify the pause time of an attack using code?

    I wrote a 3.0 compatible system that does exactly this some time ago. One you set it up, it becomes fire and forget in that you use the pause set function the same way you would another attack property - if the attack hits, the target gets defined extra pause added, simple as that. I don't have...
  4. DCurrent

    New Release Preview - Stress Test

    Netcode is not in my plans - it's not my area of expertise and the engine was never designed for it at all. Though part of my work is making the codebase simpler and more uniform by getting rid of all the port cruft and swapping out a lot of bespoke variables for bitfields. That will help to...
  5. DCurrent

    Canceled LUST RUSH (18+)

    @Aerisetta, it's been over a year - please post any updates if you have them, otherwise I'll need to mark this project abandoned and canceled. Also, your YouTube account is showing terminated. :( DC
  6. DCurrent

    Canceled Lucia's Run

    I still have this on the back burner, but with engine work and other original projects going, I'm calling Lucia's Run officially canceled until further notice. The character may (probably will) show up elsewhere, since this is all part of a larger universe my projects are set in. DC
  7. DCurrent

    New Release Preview - Stress Test

    Most things I plan to have done in the next couple of weeks. The tool will probably be end of summer. DC
  8. DCurrent

    New Release Preview - Stress Test

    Oh that's not a new functionality, just a little script to assist with testing. :) DC
  9. DCurrent

    New Release Preview - Stress Test

    Super long sound effects stress test. Sounds previously truncated ~one minute, now they are effectively unlimited (up to 2GB each). DC
  10. DCurrent

    In Progress Avengers United Battle Force

    I always thought that was a funny match-up in the Data East game. Whirlwind... vs. The Avengers?! Like Ironman wouldn't b*** slap him for ten minutes to AD/DC. DC *Edit*: I can see him taking Thor though. Whirlwind yells Thor will be escaping. Thor hits ground laughing. Can't get up. Whirlwind...
  11. DCurrent

    Any TMNT game that uses Tournament Fighters sprites?

    @Nogarth @Mr.Q!'s Final Fight Forever also uses the turtle sprites. https://www.chronocrash.com/forum/resources/fight-forever.175/ DC
  12. DCurrent

    Metal Slug SB Fanthology by SuperBlinky

    Yeah, it doesn't work like that at all. Every engine has its own workflow, structure, and assumptions about how a game is supposed to be built. Even if two engines used similar scripting for the coded logic portions - and GameMaker and OpenBOR definitely don't - the containers around that code...
  13. DCurrent

    PalApply v2

    Way late to this, but the artwork here is amazing @Aerisetta! DC
  14. DCurrent

    Metal Slug SB Fanthology by SuperBlinky

    OpenBOR and GameMaker are nothing alike at all. About the only thing that would transition is the assets. If they've already gotten this far in GameMaker, the chances of them wanting to restart in OpenBOR are somewhere between zero and the market price of navel lint. Interesting project though...
  15. DCurrent

    Intro before stage or before game starts

    There are several ways to do intros, so it really depends on what you want exactly. Ca you provide more details? DC
  16. DCurrent

    Enemies walking away

    They don't want the smoke. 💪 In seriousness, it's possible there's something else they are going after. If you have any dummy entities, traps, or objects or a hostility setting out of place, they might be pursuing those. Usually what I do is set up a debug script that tells me who is where. If...
  17. DCurrent

    New Release Preview - Stress Test

    Thank you! I have much more where that came from. It was. The footage eventually gets to that point. I had been mountain biking all day in this... ...and just finished up early evening when a storm was coming. In my endless wisdom, I decided to take one more run on the 5Km ridge trail and...
  18. DCurrent

    New Release Preview - Stress Test

    I've been working on 64-bit pack support for OpenBOR, with the longer-term goal of producing a fully commercial-ready, sealed, and encrypted game app output. So far, I have the following completed: Completed Strict Image Types Support dropped for .bmp, .gif, .pcx, and interlaced .png formats...
  19. DCurrent

    How to make enemies avoid traps?

    When you say they are stuck out of bounds, are you sure they still exist at all? New engine versions use stricter defaults about killing and cleaning up off-screen entities. You might want to set up a debug to see exactly where they are. DC
  20. DCurrent

    cutscenes

    You just killed a kitten. Yes, of course you can do that. It's quite common in fact. You just design levels into cutscees, then use branches to activate them. There is both native and scripted branching, though obviously scripted branching gives you more control. The only tricky part is keeping...
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