Search results

  1. hechelion

    speed units?

    Hi. I am trying to synchronize some animations and I would like to know what the speed number means in a player and / or enemy entity. For example: speed 5? 5 pixel per game cycle? I do not think, it would be too fast. 5 pixel per second? I do not think, it would be too slow. the manual only says:
  2. hechelion

    Enemy keep projectile status after rise attack

    Hi, I found the next problem and a possible solution: Openbor versión 6330. OS: Ubuntu 18.04 When you throw and enemy and him rise with a riseattack, him keep the projectile status, that mean the enemy don't hit players but hit other enemies. I check in the source code, when a enemies rise...
  3. hechelion

    Report: riseattacktype 3 is not working.

    Hi. I think I found another bug. according to the documentation I create an enemy with the animations rise, riseattack, riseattack1 and a character with riseattacktype = 3, attack1 and attack4 If I take down the enemy with attack4, he executes a riseattack instead of a rise. Looking at...
  4. hechelion

    Solved Level design bug?

    Strange, I come using different palettes between different layers (panel - background) and animated entities(type panel and none) and I do not have that problem. second, if it were an error product of different pallets, then, the error should always be presented, not only when you move the...
  5. hechelion

    OpenBOR v3.0 Build 6330 (Android/PSP/WII/WINDOWS)

    White Dragon, I solved the problem but not the mystery. As I said before, if you remove the line #define shutdown borShutdownEx from globals.h then OpenBOR stop to work in linux  (why? I don't know). I tried to restore that line (and only that one) in build 6325 and now Openbor works great...
  6. hechelion

    OpenBOR v3.0 Build 6330 (Android/PSP/WII/WINDOWS)

    Thanks for the reply. The error appears in the "Commits on Jul 09, 2018". I was manually adding the changes and found that deleting this line: Globlas.h -> 71) #define shutdown borShutdown makes Openbor stop working on Linux If I apply all the changes of July 9, except delete that line, then...
  7. hechelion

    OpenBOR v3.0 Build 6330 (Android/PSP/WII/WINDOWS)

    First, thank for all the work. I'm a Linux user and I've been compiling linux versions for a while. Today I just compiled this version, as always (the compilation does not throw any problems), but when trying to execute the binary file, it does not run and throws the following error...
  8. hechelion

    How to change player spawn point in middle of a level?

    Short version: How to change player spawn point in middle of level (after the player dies.)? I think is with "respawn#.c" but I don't know the code to change the spawn point for player. Long version: I have this level and I has limit the walking area with walls If the player dies when the...
  9. hechelion

    param Z in coords is relative to level and NOT to screen.

    Hi. Again with another bizarre issue. I'm doing a level whose size is bigger than the screen, both on the X axis and on the Y axis. And after some problems with the spawn coordinates, I discovered that: The documentation say: But, after try with a height level double the screen height, I...
  10. hechelion

    Doubts about PNG 32 bit

    Hi. I read a lot of comments that Openbor supports 32 bit PNG and GIF but I can not get them to work well. Today I was doing tests and it was impossible for me to use a 32bit PNG or GIF for the levels panels and for the sprites of the characters. 32bit PNG or GIF only work for baground...
  11. hechelion

    I have a problem when kill a obstacle in a WALKOFF animation.

    Hi, I'm new in this forum and new with openbor. With a few friends we are make a game, but I have this rare isue. Hi, I'm new in this forum and new with openbor. Problem: After kill a entity "obstacle" in a WALKOFF animation, the entity don't die and loose the hit box. OS: Ubuntu 16-04...
Back
Top Bottom