

anim death
delay 5
offset 60 98
frame data/chars/longmoan/die1.png
frame data/chars/longmoan/die2.png
frame data/chars/longmoan/die1.png
@cmd spawnA "Mayat" 0 0 0 "Longmoan"
frame data/chars/misc/empty.png
@cmd suicide
frame data/chars/misc/empty.png
Does anyone have any ideas? I've tried a few things, like changing their type, disabling gravity, and even putting a bbox on them



Remember, we haven't finalized a standard for playable bosses yet. They don't necessarily need to have the same attack combos as the default cast.Personally, I'm still having trouble with this Minotauros and have added jump attacks, a block, and a functional dodge:
I am still studying alternative palettes but am not yet fully satisfied with them.
@shirakani: The bare minimum for playable bosses is a powerful attack, a run attack, a kick, a throw, jumps + jump attacks, and a dodge.
Indeed, it will be possible to add a non-knockdown attack, and a back attack is also a good idea.
It will always be possible to further refine them with a really cool special move![]()
Look at the limited number of sprites I have for him: the only movement he can do right now is walk down. No running or walk-up animations.Your minotaur's sprite shifts downward when walking. Will this be fixed?
Okay and thank you for the report: I will correct its offset.You misunderstood me. I meant that the walking sprite is not aligned with the character's idle sprite, causing the sprite to appear lower when walking than when standing. A similar error exists with the Spearman character.
Basically, I know two ways of doing it - one I use on Avengers and the other I use on PDC.One question : Ax Battler has a spawn1 64 60 on level 1. How would you make it move from offscreen left to right, knowing that this is how it works for all Golden Axe levels (see at 1:43)?
anim follow99
delay 300
offset 136 199
@cmd Screen 0
@cmd noJoin 1
frame data/chars/heroes/Clark/44938.png
delay 10
@cmd velo001 0.9 0 0
frame data/chars/heroes/Clark/44938.png # 1 10
frame data/chars/heroes/Clark/44944.png # 2 20
frame data/chars/heroes/Clark/44950.png # 3 30
frame data/chars/heroes/Clark/44956.png # 4 40
frame data/chars/heroes/Clark/44962.png # 5 50
frame data/chars/heroes/Clark/44968.png # 6 60
frame data/chars/heroes/Clark/44974.png # 7 70
@cmd looper 1 1 # looper {frame} {limit}
@cmd velo001 0 0 0
delay 2
@cmd Screen 1
@cmd noJoin 0
frame data/chars/heroes/clark/44974.png
spawn1 30 10
spawn2 26 30
spawn3 22 50
spawn4 18 70
spawn empty
@script
void main(){
int P1 = getplayerproperty(0, "entity");
int P2 = getplayerproperty(1, "entity");
int P3 = getplayerproperty(2, "entity");
int P4 = getplayerproperty(3, "entity");
if(P1){
changeentityproperty(P1, "position", -100);
performattack(P1, openborconstant("ANI_FOLLOW99"));
}
if(P2){
changeentityproperty(P2, "position", -100);
performattack(P2, openborconstant("ANI_FOLLOW99"));
}
if(P3){
changeentityproperty(P3, "position", -100);
performattack(P3, openborconstant("ANI_FOLLOW99"));
}
if(P4){
changeentityproperty(P4, "position", -100);
performattack(P4, openborconstant("ANI_FOLLOW99"));
}
}
@end_script
coords 0 0
flip 1
at 0
if(P1){
changeentityproperty(P1, "position", -100, 200, NULL());
performattack(P1, openborconstant("ANI_FOLLOW99"));
}
