In Progress Barbarian + Axe of Rage

The project is currently under development.
I just want to show a cool when the player is dead and game over:
https://www.youtube.com/watch?v=23Txae-v_P0&feature=youtu.be
I tried to spawn the handskull entity according to the screen, but centered to the player entity, this can be nice too:
Code:
anim	death
	loop	0
	delay	24
	jumpframe 0 0 0
	offset	16 62
	sound	data/sounds/hahaha.wav	
	frame	data/chars/gorth/backfall1.png
	frame	data/chars/gorth/backfall2.png
	frame	data/chars/gorth/backfall3.png
	frame	data/chars/gorth/backfall4.png
	frame	data/chars/gorth/backfall5.png
	frame	data/chars/gorth/backfall6.png
	frame	data/chars/gorth/backfall7.png
	setmusicvolume(50, 50)
	spawnframe 7 0 0 0 1
	@cmd spawn01 "handskull" 0 0 0
	delay	700
	setmusicvolume(100, 100)
	frame	data/chars/gorth/backfall7.png

I tried to lower the music volume to hear the "Follow me" of the skeleton better but it doesn't seem to be the correct command (music volume is initially set to 100).
Second problem here, the dropv  speedx doesn't work in the "Web of Death" attack:
Code:
anim	freespecial #Web of Death
	delay	10
	offset	18 73
	bbox 3 14 28 61
	sound	data/sounds/hii.wav
	hitfx	data/sounds/blood.wav
	frame	data/chars/gorth/webdeath1.png
	attack1 20 16 38 24 10 1 0 0 0 0
	dropv 	3 60 1
	frame	data/chars/gorth/webdeath2.png
	sound	data/sounds/slash.wav
	attack1 0 0 0 0 0 0 0 0 0 0
	attack1 20 25 38 27 10 1 0 0 0 0
	dropv 	3 60 0
	frame	data/chars/gorth/webdeath3.png
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/gorth/webdeath4.png
	sound	data/sounds/slash.wav
	frame	data/chars/gorth/webdeath5.png
	attack1 20 0 38 29 10 1 0 0 0 0
	dropv 	3 60 0
	frame	data/chars/gorth/webdeath6.png
	attack1 0 0 0 0 0 0 0 0 0 0
	sound	data/sounds/slash.wav
	attack1 20 25 38 27 10 1 0 0 0 0
	dropv 	3 60 0
	frame	data/chars/gorth/webdeath7.png
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/gorth/webdeath8.png

 
Nice game over effect :)

About DEATH animation, if you already spawned something with spawn01 function, there's no need to use spawnframe at all.
Centering to screen can be done from script that spawns it or from the spawned entity itself. I need to search if I have coded something for the former.
And are you using script to control music volume? I don't see @cmd there so I'm not sure  ???.

kimono said:
Second problem here, the dropv  speedx doesn't work in the "Web of Death" attack:

Hmm... that's strange.
 
O Ilusionista and msmalik681: Thanks for your feedback guys. Maybye if the skeleton hand appears directly above the dead player, that would be nice too.
Gorth knows in that way that he's invited to go directly to Crom's Hell :).

Bloodbane: I tested with cmd setmusicvolume(50, 50) in Gorth anime death but the wolume doesn't change too. I'm ok if you can take a look with the speedx of the dropv in Gorth
anim freespecial #Web of Death. I will apply the changes after to all other characters, thank you for your precious help :).

Here's the current link of the game for testing purpose:
https://drive.google.com/file/d/1qSEOkVdlCplCl18BZyy2FWua2BekTYjf/view?usp=sharing
 
Thank you for the trust :).
I've downloaded the mod and examined it.

First, volume change function should be declared seperately and like this:
Code:
anim	death
@script
  if(frame==7){
    int Screen = openborvariant("hResolution"); // Get screen width

    spawn02("handskull", Screen*0.5, 0, 0);
  }
@end_script
	delay	24
	jumpframe 0 0 0
	offset	16 62
	sound	data/sounds/hahaha.wav	
	frame	data/chars/gorth/backfall1.png
	@cmd	setmusicvolume 50 50
	frame	data/chars/gorth/backfall2.png
	frame	data/chars/gorth/backfall3.png
	frame	data/chars/gorth/backfall4.png
	frame	data/chars/gorth/backfall5.png
	frame	data/chars/gorth/backfall6.png
	frame	data/chars/gorth/backfall7.png
	delay	700
	@cmd	setmusicvolume 100 100
	frame	data/chars/gorth/backfall7.png

Tested that and music volume was reduced briefly before it was restored at last frame.

Second, since you want handskull to be spawned at center of the screen, I changed the script into the above.
Handskull's offset may need adjustment though.

Third, the reason dropv setting doesn't work is because enemy nullifies the effect in his FALL animation with jumpframe 0 0 0. I've disabled that in enemy's FALL and dropv works as intended :).

HTH
 
Thanks Bloodbane, that's now works perfectly ;). That's stange jumpframe affect the dropv speedx but not the dropv height?
 
Hi CaptainUnderpants, I'm in contact with Tenshu, one of the creator of Barbarian+ and we share content.

I wish to make currently a Terror Bird Bonus stage where you kill a maximum of T.Bird during 30 seconds.
The demo for testing purpose:
https://drive.google.com/file/d/1b_IQ47539jYmIcPoDsDHrTw1g3SlOQcf/view?usp=sharing

My goal is the make the count of the T.Birds killed ( "X Terror Birds killed" mention) at the end of the bonus stage and the playable character sets the fire to roast them all.
I will call this Bonus stage "Chicken Fest".
 
Thanks danno, I will do it. The problem here is that the stage finishes when the first Terror bird is killed.
 
The second bonus stage is a bossfight against the Creature Pit (I draw it outside its hole):
I had a funny bug during the development when it had a walk anim, it takes the door and never see it again ^^.
I'll set some custom death anims and I hope that you like this creature :).
 
Perhaps lacks a bit of fluidity, but nothing really bad.
The result is pretty good!!
 
nedflandeurse: Thanks for your feedback, the Pit Creature is a little bit better now, I let you test
O Ilusionista: Thanks, I will add some cool features too, like the Sword and Buckler compass that indicates the exit in adventure mode.
Barbarian receives an update!
What's new in this 0.2a version:
- New enemies: Broda, Drax, Keymaster, Zagul. Every enemies receives a lot of new anims like jump, fall, rise, roll, new attacks... 
- A new tournament: Evil Forces where you meet these enemies (you need to finish the basic Tournament to unlock this one)
- 3 Bonus stages: kill 20 Terror Birds (or 20 Axe Goblins in Evil Forces Tournament), beat the Pit Creature
Bloodbane: Thanks for your great help on flying enemies and enemy kill count !
- Some cutscenes to explain the moves, one true ending for Gorth
The game in download:
https://drive.google.com/file/d/1r4NhKxsGfQXO0cS0MJTK6ZFkCbFpZ3ZV/view?usp=sharing

Davpreec, can you please make a playthrough of the Evil Forces Tournament?
I think that players will need some training for the Terror Birds and Axe Goblin Bonus stage, so a set of each one is available.

Known bug:
- Zagul (player version) stays in idle state after performing a roll (and I don't know why I haven't this problem for all other characters).
 
kimono Sure thing buddy i will do a playthrough for you later on tonight. And thanks for the update dude :)

Edit - Here it is https://www.youtube.com/watch?v=zj7cPWqK-Mc&feature=youtu.be&ab_channel=davpreec
 
O Ilusionista: Thanks O Ilusionista, my plans are to add all Barbarian 1+2 content and some Super Barbarian / Barbarian 3 unreleased stuffs:
barbarian4.png

Davpreec: Thank you for this video, I'm glad that I can count always on you ;).
I added a new ascending Strike, a simple anti aerial move that can cut the enemy in half:
 
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