Search results

  1. Okamijoe

    Solved Multiple transparency colors?

    Thank you for your time! I hope your future functionality will come to fruition some day :D
  2. Okamijoe

    Solved Multiple transparency colors?

    Wow, thank you, that's some helpful information! I'm gonna update my color palettes accordingly, I have a few questions though: - do you mean only the RGB 0,0,0 color - or should I change possible variations like RGB 0,1,0 or RGB 1,1,0 to RGB 1,1,1 as well? Or did you mean that a RGB value of...
  3. Okamijoe

    Solved Multiple transparency colors?

    Exactly! It may require a bit more time to organize the entity's color table, but I think it would be the most efficient method to keep the pak size small. Plus, you don't have to deal with multiple different sprite sets of the same character if there's something to edit later on.
  4. Okamijoe

    Solved Multiple transparency colors?

    Hi, I was playing around with color palettes and was wondering if it's possible to declare more than one transparency color in an entity's color table. You may be asking what in the world would I need that for? Here's my idea: By default, the very first color in the sprite's color table is...
  5. Okamijoe

    Solved Where to get backgrounds?

    There's a website called "The Video Game Atlas - Arcade Maps", there are lots of backgrounds to choose from on there. Good luck with your project! (y)
  6. Okamijoe

    Blockpain issue

    Thank you DC for your quick reply. I read the full documentation before posting, and tried for about 2 hours to get it working again. What puzzles me most is that it worked with build 7123 and even 6412 using the exact same code. I am aware that blockpain is just some visual feature and not the...
  7. Okamijoe

    Blockpain issue

    Hi, I ported my project to Version 4.0 (Build 7556), and for some reason blockpain stopped working like it did in Version 3.0. I'm not using any script for blocking, only the default engine functions. models.txt player.txt I made sure each enemy attack does at least 10 damage, the chip damage...
  8. Okamijoe

    Solved Throwing enemies into each other

    Alright, I'll try that. Thank you again for your time! 👍
  9. Okamijoe

    Solved Throwing enemies into each other

    @Kratus OMG. That was the reason! It works now! I'm sorry, I didn't realize that if(frame == 3) needed the throwframewait function in order to work, since I don't use that one in my mod. I thought it was just for applying the projectile status starting at frame 3 of the throw anim. Thank you...
  10. Okamijoe

    Solved Throwing enemies into each other

    @Kratus I'm sorry, I mistyped that part in my last post, here's what I really meant: I made sure the script was in the player's throw anim, the attackboxes are enabled in the enemy's fall anim, and that projectilehit was set in enemy text (header). So there was nothing done wrong in my mod, and...
  11. Okamijoe

    Solved Throwing enemies into each other

    @Kratus I tried the script with the older Build (7123 (commit hash: 7123), Compile Date: May 18 2021), but unfortunately it still doesn't work. I made sure the script was in the player's throw anim, the projectilehit in the enemy's fall anim, and that the attackboxes are enabled. Is there...
  12. Okamijoe

    Solved Throwing enemies into each other

    @Kratus I did lots of testing and here's what I found: The native throw system works correctly now with this new build! As for your bypass script, I have trouble to get it to work as intended. If I understand this correctly, the script is supposed to be used in the player's txt as a...
  13. Okamijoe

    Solved Throwing enemies into each other

    @Kratus Thank you for your help! Much appreciated!
  14. Okamijoe

    Solved Throwing enemies into each other

    @Kratus No, there's no script in place, here's my player's txt: So, I want to make sure I have a correct understanding how this is supposed to work: 1) This line has to be in the enemy's textfile and not the player's text file: 2) In order for this to work an attackbox must be declared in...
  15. Okamijoe

    Solved Throwing enemies into each other

    Hello, I did everything according to the manual, so I could throw enemies into each other as well as destroying objects. It worked fine using Build 6391. But after switching to Build 7123 it does not work anymore. The sprite will pass through enemies without hitting them, and obstacles will...
  16. Okamijoe

    Solved Shake Effect when being hit

    My kind of effect is nothing fancy, just some x-pos shake like the code example in my initial post. Anyway, thank you for your input!
  17. Okamijoe

    Solved Shake Effect when being hit

    Hello, here's a really basic question: I have not found any dedicated function to make an enemy entity shake when being hit, so I'm wondering which method would be the best to tackle this issue. As far as I know, there are two ways to do this: 1) Repositioning the sprite in it's graphics file...
  18. Okamijoe

    Solved Multiple SoundFX in the same animation

    I tested it and everything works as expected! Thank you again for your time and input! 😊
  19. Okamijoe

    Solved Multiple SoundFX in the same animation

    So, if I understand this correctly, I'll have to combine with the script from before: The first part makes the sample play at frame #4 and saves the channel The second part makes the sample stop at frame #13 when it's not being interrupted by enemy attack The other scripts for pain and fall...
  20. Okamijoe

    Solved Multiple SoundFX in the same animation

    This works perfectly! Thank you very much for your help! 🤩 @Kratus Edit: I encountered a small problem: If the animation gets interrupted by an enemy attack before it reaches the specified frame, it keeps on playing. Can the code be modified somehow so that last active sample will stop if the...
Back
Top Bottom