Canceled Enter the Double Dragon (8bit style)

Project is halted prior to completion and will not receive further updates.
Pretty cool!

Some feedback:

- some enemies just blinks when die, without falling on the ground, after the upper?
- When you kill the enemy with the knee strikes, it flies too high on the sky.

aside that, its pretty cool!
 
thanks guys!

O Ilusionista said:
Some feedback:

- some enemies just blinks when die, without falling on the ground, after the upper?
Yeah I had that problem with Jeff, but I fixed, thanks!

- When you kill the enemy with the knee strikes, it flies too high on the sky.
actually I like this way, but I'll think about it  :)

quick question: how to disable hitflashes on block animation? :
bor_-_0045.png

 
you can just delcare an empty flash as the block flash.
Code:
blockflash {name}

~{name} is the name of an entity declared in MODELS.txt.
~If during this animation entity blocks an attack, this blockflash will be played instead of the normal hitflash for this entity. Normally used in BLOCK animation but it works in any animation if entity is in blocking status (set by script)
 
Yes:

1 empty sprite
1 empty sound
1 empty anim

These things can be very useful if you want to customize well you mod.
This is jus my advice.
 
BeasTie said:
you can just delcare an empty flash as the block flash.
wow thanks!! the solution was very simple. I overlooked that command, and I have read the manual so many times already!  :-[

maxman said:
Great video, my man! ;) Sorry for not commentin'.
glad you liked it!

EDIT: blockflash isn't working, just keep playing the default flash. I loaded it on models.txt, and put it on the blcok animation:
Code:
anim block
	loop	0
	blockflash flashbl
	delay  35
	offset  43  75
	bbox  38  43  18  24
	frame  data/chars/kunio/63.gif

and this is the flash:
Code:
name	flashbl
type	none
shadow	0
alpha   1

anim idle
	loop 0
	delay	100
	offset	1 1
	frame	data/chars/misc/empty.gif
 
Thanks a lot Maggas, I did it your way and works perfectly!
However... why the manual show this command??
Code:
Animation Header
blockflash {name}
~{name} is the name of an entity declared in MODELS.txt.
~If during this animation entity blocks an attack, this blockflash will be played instead of the normal hitflash for this entity. Normally used in BLOCK animation but it works in any animation if entity is in blocking status (set by script).
I tried and clearly didnt work. but your bflash works.
is this blockflash outdated or no longer supported?
 
I think it's outdated.

magggas, how do you know there's a bflash? I never knew anything about bflash though.
 
Oops. I didn't take a closer look at the bflash carefully. My bad. Die_In_Fire, you are right about it. It's in the manual.

I'll try out and check how bflash is like (maybe later). Thanks guys. :)
 
blockflash command is old and coded before bflash.
I used blockflash before and it works so if it doesn't work now, probably it's a bug
 
Bloodbane said:
I used blockflash before and it works so if it doesn't work now, probably it's a bug
since is fairly outdated and not working... should I inform the codders or remove that command from the Manual?
maybe we need a section called dead commands just for info and database

Tusubasa said:
This project is very big business. ;)
Congratulations, man.
Thanks!!! I just don't want to see any of this stuff on akelma  ;D

an already outdated screenshot:


 
I saw the new playable char, its a nice idea.
But why don't you try to make it more different?

Like this
bJAvJ1E.png

(lol...its Galsia from SoR?)

Alternate version
K9sbZNK.png
 
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