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  1. aL BeasTie

    Pak Explorer

    If you do an update the ability to open files from the PAK would be awesome. - like preview in a .zip file for example, just gets extracted to temp dir and opens the file from there
  2. aL BeasTie

    In Progress Super Hiryunoken

    Nice work, looks good so far.
  3. aL BeasTie

    DOS Games

    the video capture built into dosbox CTRL-ALT-F5 Start/Stop creating a movie of the screen. (avi video capturing) CTRL-F5 Save a screenshot. (PNG format)
  4. aL BeasTie

    Slam Scripts

    Yeah I wanted to have something to link to in the Scripts Index
  5. aL BeasTie

    DOS Games

    @NED Yeah pretty much what DC said. The codec used in dosbox seems particularly suited for this, you also set the dosbox video output to surface. In the config file , under [sdl] output=surface That's why I said keep the AVI rips small because this is fully uncompressed and they get...
  6. aL BeasTie

    DOS Games

    @Weoooo thanks for mentioning this! After I posted I was looking at all the West Adventure stuff I had already ripped, somehow I got motivated to finally finish ripping the rest of the sprites. The past weeks I've nearly completed all the enemy sprites and the last of the player sprites I was...
  7. aL BeasTie

    Slam Scripts

    Just after a fresh copy of the agreed upon slam scripts
  8. aL BeasTie

    Let's Talk About Score

    - You could implement pickups that give different scores/points and drop from enemies. They could be added to death animations, fall and pain etc. You could even give 'Medals' for killing a boss a certain way. - AND/OR Points could be awarded to player from the enemy animations, like death...
  9. aL BeasTie

    change in design

    Looks better with less intense colors
  10. aL BeasTie

    Scroll Property Elaboration

    I knew what the function did, but I was curious what could really be done with it. It seemed like a small function that could be powerfully used. I was using it a little in the doom mod but merely for static objects that were animated, like burning torches.
  11. aL BeasTie

    Stop enemies from converging?

    Yeah changing states after they are knocked down is what I've been doing. Like footclan enemies when knocked down in tmnt will randomly switch weapons or use evasive moves like backflip to get away from you. In another mod I'm trying to simulate something like a basic action turn based type...
  12. aL BeasTie

    Pizza Kidd

    The art style is pretty cool. This game has a steam page with a release planned for Dec 2023 https://store.steampowered.com/app/2105260/Pizza_Kidd/
  13. aL BeasTie

    Complete Bloody Paws Unleashed [Paid]

    Nice work, looks really solid. I hope you get lots of sales!
  14. aL BeasTie

    incomprehensible crash

    Check for any miss spelling of anim names etc.
  15. aL BeasTie

    Scripts Index

    So I just added a new link and I wanted to use this one as a good example of what the Scripts Index was intended for. So a member posted a good question and the thread is titled Alternatives to ANIM FAINT? Lucky for him danno was quick to respond with a ready to use script he had already made...
  16. aL BeasTie

    Different anims for walking left/walking right

    thanks for the suggestion, I saw BB had some exhibition mods but I haven't really had time to check it out yet. :) EDIT: I'm looking to do a complete system now, different directions for nearly every animation. PAIN, ATTACKS, DEATH etc.
  17. aL BeasTie

    special take player life?

    It would require some script to remove the credits when the special attack is performed. You can also make the special use MP instead of HP. For example adding energycost 100 to the animation would make it consume 100mp instead of the default method of using HP
  18. aL BeasTie

    Canceled The Suffering In Me

    Looks good, are the sprites original or edited? The video on the website, that shop sign Retro Jake's, lol, I work at a shop called Eddie's Retro, our sign looks much the same and the BUY, SELL TRADE xD
  19. aL BeasTie

    Stop enemies from converging?

    Been trying to experiment again and try to get my enemies not to do this so badly... The best I can get so far is enemies will still converge on the same spot, but with some of these settings they will move a little bit between attacks, so they will attack, move backwards or too the side a bit...
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