I wish, I don't think Repgoblin's Palette felt, to messed up and a lot of map to bright some colors, but I'll give some spiders a better color.Mmmm.... Decent. The progress is good. You are learning little by little as you progress. Nice flash effect so far. You could give enemies some bright colors to match the atmosphere of your game like what NED suggested.
Some progress.
Some Flash Effects and a Health Bar.
Yep, It felt that wasn't a perfect sound while beating the opponents, what sound is better, so the sound was changed to CVS beat sound.Some progress.
Are these sounds taken from this Martial Masters Openbor Mod ?
anim follow1
delay 3
offset 360 272
drawmethod scale 0.52 0.52 # drawmethod scale {scalex} {scaley}
@cmd randDir
frame data/chars/misc/flash/L_flash/8200_0.png
frame data/chars/misc/flash/L_flash/8200_1.png
frame data/chars/misc/flash/L_flash/8200_2.png
frame data/chars/misc/flash/L_flash/8200_3.png
frame data/chars/misc/flash/L_flash/8200_4.png
frame data/chars/misc/flash/L_flash/8200_5.png
frame data/chars/misc/flash/L_flash/8200_6.png
frame data/chars/misc/flash/L_flash/8200_7.png
frame data/chars/misc/flash/L_flash/8200_8.png
frame data/chars/misc/flash/L_flash/8200_9.png
frame data/chars/misc/flash/L_flash/8200_10.png
frame data/chars/misc/flash/L_flash/8200_11.png
@cmd suicide
frame data/chars/misc/flash/L_flash/8200_11.png
anim follow1
delay 3
offset 360 272
drawmethod 128 128 0 0 0 1 0 0 0 0 # drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate}
@cmd randDir
frame data/chars/misc/flash/L_flash/8200_0.png
frame data/chars/misc/flash/L_flash/8200_1.png
frame data/chars/misc/flash/L_flash/8200_2.png
frame data/chars/misc/flash/L_flash/8200_3.png
frame data/chars/misc/flash/L_flash/8200_4.png
frame data/chars/misc/flash/L_flash/8200_5.png
frame data/chars/misc/flash/L_flash/8200_6.png
frame data/chars/misc/flash/L_flash/8200_7.png
frame data/chars/misc/flash/L_flash/8200_8.png
frame data/chars/misc/flash/L_flash/8200_9.png
frame data/chars/misc/flash/L_flash/8200_10.png
frame data/chars/misc/flash/L_flash/8200_11.png
@cmd suicide
frame data/chars/misc/flash/L_flash/8200_11.png
drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate}
- This command defines how current frame will be drawn. There is a more user friendly/shortcut version after the explanation.
- {scalex} is integer value, when set to 256, the frame will be drawn in original width, use different values to scale it. Negative value will flip the frame.
- {scaley} is integer value, when set to 256, the frame will be drawn in original height, use different values to scale it. Negative value will flip the frame.
- {flipx} is integer value, when set to 1, the frame will be flipped leftright.
- {flipy} is integer value, when set to 1, the frame will be flipped updown.
- {shiftx} is integer value, use to lean the sprite. Might not be quite useful, it is used by gfxshadow, just add it.
- {alpha} is integer value.
- 0 = No alpha effect.
- 1-6 = Alpha 1-6
- -1 = Use entity's alpha.
- {remap} is integer value. Will be overriden by {alpha}.
- 0 = No remap.
- 1-n = Like a map command in spawn entry, give the entity a colormap.
- -1 = Use entity's colormap.
- {fillcolor} is integer value, from 0 to 255, specify a color index in your palette. It can be used with alpha, fill current frame with this color.
- {rotate} is integer value to specify rotation angle(clockwise), from 0 to 359. If you use a value out of the range, it will be changed automatically, for example, 370 will be changed to 10, -20 will be changed to 340.
- {fliprotate} is binary value. When it is set to 1(should be only 0 or 1, not other values), the entity will change the rotate value when the direction is changed(entity's direction, if you use flipx for the frame, it is not affected), the rotate value will be 360-original, so
- This command affect all frames starting from current frame. If you want to stop it, use 'nodrawmethod' below.
NOTE: Here are the new drawmethod commands, uTunnels changed some of the from the old logic (like using 0~1.0 instead of 0~256 for scale to make it more user friendly)
drawmethod scale {scalex} {scaley}
- If scaley is not specified, it is the same as scalex. For example, drawmethod scale 1.5 will scale the whole sprite by 1.5.
Thank you, I'll do my best.You can use the latest drawmethod with scale like this.
Code:anim follow1 delay 3 offset 360 272 drawmethod scale 0.52 0.52 # drawmethod scale {scalex} {scaley} @cmd randDir frame data/chars/misc/flash/L_flash/8200_0.png frame data/chars/misc/flash/L_flash/8200_1.png frame data/chars/misc/flash/L_flash/8200_2.png frame data/chars/misc/flash/L_flash/8200_3.png frame data/chars/misc/flash/L_flash/8200_4.png frame data/chars/misc/flash/L_flash/8200_5.png frame data/chars/misc/flash/L_flash/8200_6.png frame data/chars/misc/flash/L_flash/8200_7.png frame data/chars/misc/flash/L_flash/8200_8.png frame data/chars/misc/flash/L_flash/8200_9.png frame data/chars/misc/flash/L_flash/8200_10.png frame data/chars/misc/flash/L_flash/8200_11.png @cmd suicide frame data/chars/misc/flash/L_flash/8200_11.png
Or this original command:
Code:anim follow1 delay 3 offset 360 272 drawmethod 128 128 0 0 0 1 0 0 0 0 # drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate} @cmd randDir frame data/chars/misc/flash/L_flash/8200_0.png frame data/chars/misc/flash/L_flash/8200_1.png frame data/chars/misc/flash/L_flash/8200_2.png frame data/chars/misc/flash/L_flash/8200_3.png frame data/chars/misc/flash/L_flash/8200_4.png frame data/chars/misc/flash/L_flash/8200_5.png frame data/chars/misc/flash/L_flash/8200_6.png frame data/chars/misc/flash/L_flash/8200_7.png frame data/chars/misc/flash/L_flash/8200_8.png frame data/chars/misc/flash/L_flash/8200_9.png frame data/chars/misc/flash/L_flash/8200_10.png frame data/chars/misc/flash/L_flash/8200_11.png @cmd suicide frame data/chars/misc/flash/L_flash/8200_11.png
drawmethod:
The former is easier.
Look up in the manual here.
OpenBORManual - DCEmulation
dcemulation.org
Or here.
Well, there's nothing to compare with so we can't tell if they are perfect or not.is this offset of the effects not perfect? and the latest one called randir script just crashes, it doesn't work
and the latest one called randir script just crashes, it doesn't work.
void randDir()
{ // Beginning of the main use from this certain animation script
// Randomized facing, used for Flash
void self = getlocalvar("self"); // Get local calling entity in this particular script
int r = rand()%3; // Total number for random values is 7 since 0 is counted. It is optional to change the number desired.
if(r >= -3 && r < 0) // Between values negative three and negative one because the random value is less than zero
{ // Beginning of this condition
changeentityproperty(self, "direction", 0); // Entity faces left
} // End of condition
else if(r >= 0 && r <= 3)
{ // Beginning of another condition
changeentityproperty(self, "direction", 1); // Entity faces right
} // End of another condition
} // The end of its use

Hey everyone, so months ago back in December 2022 the first idea on this project called In The Night Of Valentin. Apart from way taking to long to scale the special move effects, in this game Kyo Kusanagi will knock down creatures and demons and randomly be transported to the survival fights, so in the plan game this idea of In The Night Of Valentin's Stage 3 was supposed to look like until In The Night Of Valentin is scrapped. I don't know if you guys like me to make another first game project with Kyo Kusanagi and Athena Asamiya, I'll might try to do it.
Here's how these looked like before it was Cancelled:
View attachment 3403 View attachment 3404 View attachment 3405