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  1. DCurrent

    Pretty Soldier Sailor Moon vs. Nightmare

    @DD Tokki I would love to see this progress, and I'm not even a Sailor Moon fan. I just feel it's a franchise that needs the touch of a competent developer like yourself. We've had lots Sailor Moon projects in the past, but the early ones were either tired BOR reskins or got too caught up in...
  2. DCurrent

    New Release Preview - Stress Test

    When I say OpenBOR knows the difference, I mean you can’t just change the extension and expect the file to work. That’s like changing the badge on a car - it’s still the same machine underneath. You have to change the extension and convert the file. If OpenBOR sees the wrong extension, it...
  3. DCurrent

    New Release Preview - Stress Test

    Yes, but there's a GUI in resources for that too. https://www.chronocrash.com/forum/resources/batch-file-renamer.16/ DC
  4. DCurrent

    In Progress Streets of Rage X (Windows / Android)

    I agree about not following in their shadows, but it's not like SORR invented the idea of a shop or achievements. That also said, SORX as-is already has FAR more customization options than SORR in the option menus. Other than juvenile silliness like light sabers, ban hammers, and nude Blaze...
  5. DCurrent

    New Release Preview - Stress Test

    Thank you! Less than you think - most of the RAM it did use is a leftover 60MB sound file from the long form sound effect test. :) DC
  6. DCurrent

    New Release Preview - Stress Test

    No. Extensions don't have anything to do with a file's contents, and OpenBOR knows the difference. Only non-interlaced, 8-bit color .png files will be accepted. You can batch convert every .gif in a module to .png with Photoshop in five minutes. If you don't have that, use @Plombo's PalApply...
  7. DCurrent

    New Release Preview - Stress Test

    Next test... This one is a little boring, but it’s what you can’t see that matters: the tail end of a 9+ hour stress test against OpenBOR’s script system, running inside an active playable stage. The goal was to abuse the engine with deliberately ugly script-side operations and see whether...
  8. DCurrent

    New Release Preview - Stress Test

    Testing projected collision debug. Now you can see collision depth on screen: DC
  9. DCurrent

    In Progress Streets of Rage X (Windows / Android)

    OpenBOR can do the predator invisibility no problem if you want to insert that. It's a double buffer sub-screen effect. You can probably do it yourself already, but if not let me know and I'll show you. DC
  10. DCurrent

    Can obstacles have more than 1hp?

    +1 to what @Kratus said. Obstacle types are optimized to be extra light on CPU time - other than the "fly off screen" option, they don't have pain and death animations without adding script or using different types. They do have a normal hitpoint count though, much as you want. Must be something...
  11. DCurrent

    I modified the night view sprite.

    Very nice color edit @DD Tokki! DC
  12. DCurrent

    My solution for No more loading bars nor loading text

    I should have look closer in my own answer. Good catch @Kratus! DC
  13. DCurrent

    In Progress Street Fighter Initial Impact

    I actually wrote a space library, though mine is pretty custom, so I can't just dump it here and it work for you. What I would suggest is **not** setting velocity every frame from the animation. Instead, place the behavior in the entity’s update logic and use an entity var to toggle it on or...
  14. DCurrent

    My solution for No more loading bars nor loading text

    I wouldn’t say “tricked” so much as doing exactly what it’s meant to do, but yes - this is a nice technique. One word of caution though: loading speeds are relative, and they won’t always be as fast for everyone else as they are for you. The engine is pretty darn quick most of the time, but on...
  15. DCurrent

    In Progress Street Fighter Initial Impact

    You can script this of course, but I am looking into adding a native friction later on. It won't be until after I get the other stuff done though, because we just don't need it for most projects. DC
  16. DCurrent

    Error code causing game not to start

    That's engine code @Bloodbane. If it was broken, the engine simply wouldn't compile and we wouldn't be able to release it. Plus, all it's doing is making a check to see if the target is far enough away and the entity has run animation or not. If it doesn't have a run animation - and most...
  17. DCurrent

    Error code causing game not to start

    This is engine code. It's the logic that AI uses for determining when to toward a target. In 3.x, the distance for AI running is hard coded to > 150 pixels from target DC
  18. DCurrent

    Anim Grabdown

    It's not hard coded for direction - it's hard coded to only hit the target you are grabbing. There is a property called "hitone" that will turn that off, but don't use it. That's not what it's for. You'll be right back on here in short order asking why you can only use the attack it twice, how...
  19. DCurrent

    Error code causing game not to start

    That usually means you just have a typo in one your animation names - exactly what the error says. Go over the model sheet carefully and check all your "anim <whatever>" DC
  20. DCurrent

    Solved Level and variable questions

    Sorry I didn't see this. Localvars are unique to the script instance. Instances are not the same as files. The script file is kind of like a model, and then the engine loads ad executes a instance - you can think of that like an entity. Level scripts load and run during a level, and they are...
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