nsw25 I have a jump height but must have missed jump distance however the mod I was looking at didn't mention jump distance...I could only find a height measurement.
Bloodbane Here is a copy paste of leo's text file I can only take credit for some as NSW really got the offset bbox and attacks working for me, the rest were just what I did from trying to understand other mods. What I struggled with he was great enough to put me on track although I should have added more animations because I only had like 3 to show him, been finishing them tho. But I was also taking each step idle, walk, attack one at a time so I could peer at my progress each step. I have tons from sword attacks with 5 or 6 frames and some that are 16+ frames.
nsw25 and
Bloodbane
Also at the bottom of the post is a video I made of many more attacks and reactions put into gif files )just to demonstrate animation) and to show what my eventual goal is with this mod. I hope to have a few combos, That is not all.....there are even more frames including some bear handed shots (unarmed like punches, kicks) which I thought would be okay to take on since the mod I choose used a text file for the weapon yielding player and one for the barehanded version of the character. Hoped to learn from that, This is a mod based on a fighting game that is intended to be a third person left to right slash/beat em up adventure mod. Like X-men, Tmnt etc Having said that I'd like it to have as similar as game play in terms a much higher volume of attack moves, as in the original Warzard arcade game including tempo of attacks, instead of just one or 2 repetitive attacks. I'd like to have boss characters for each level. and what really made me want to work on this project was the amount of art there is available as having the right sprites I learned from Bloodbane in GI Joe is completely essential. That and I was blown away by the original arcade game. Something else that I hope to make work somehow. I have the sprites for it too...Leo in the original game is transformed after the result of a magic attack from one of the npc enemy characters. I thought it would be great to play upon this concept in a few side levels where you play as the little mouse and it temporarily becomes similar to a platform game mario sonic type adventure game as the little mouse only has the animation for jump and run and maybe one or 2 attacks, perhaps at the end reaching the goad to transform back into Leo and thwn return into leo to continue the main game. I thought it would add variety to the game. I may have set the bar a little high as a first project. I realize that but I felt as if it took 2 years to do something unique it would be the most fun and rewarding. I got a long road to go I know but I really see this as an opportunity, I know I ask a lot of questions but I do try to keyword search on the forums and use the manual but it's no substitute for talking to people. Although I did learn to add my own title screen. So I really am trying my best to learn what I can on my own thanks guys here is my leo text video is below that is a pak files is needed please just let me know. I never wanted to learn how to make these huge open world 3d levels which is why I thin l Open bor is the best tool for me...I'm quite fascinated by is and thanks to KMFDM making a ps classic core so far it plays on my console just fine which is really exciting. To make something I would have played on the arcade 2- years ago that is just plain 2d side to side fun but that I can now play on my couch. Thanks for any and all help guys.
name leo
health 500
speed 17
running 40 4.5 2 1 0
jumpheight 4.5
type player
gfxshadow 1
atchain 1 2
makeinv 4
risetime 100
riseinv 1
candamage enemy obstacle
anim attack1
fastattack 1
delay 5
offset 126 154
bbox 97 57 60 106
hitflash slash
hitfx data/sounds/slash.wav
frame data/chars/leo/Slash00.png
attack 178 8 41 104 5 0 1 0 0 30
bbox 128 53 45 100
frame data/chars/leo/Slash01.png
delay 6
attack 163 53 173 40 5 0 1 0 0 30
bbox 141 49 62 115
frame data/chars/leo/Slash04.png
delay 5
attack 55 77 106 54 5 0 1 0 0 30
bbox 132 53 56 101
frame data/chars/leo/Slash02.png
delay 1
attack 0 0 0 0
frame data/chars/leo/Slash03.png
delay 5
attack 0 0 0 0
bbox 101 51 77 104
frame data/chars/leo/Slash01.png
anim attack2
delay 6
offset 126 154
bbox 105 45 64 115
hitflash slash
hitfx data/sounds/slash.wav
frame data/chars/leo/Slash06.png
attack 5 74 121 32 5 0 1 0 0 30
bbox 128 53 45 100
frame data/chars/leo/Slash05.png
delay 8
attack 163 53 173 40 5 0 1 0 0 30
bbox 141 49 62 115
frame data/chars/leo/Slash04.png
delay 5
attack 44 69 101 45 5 0 1 0 0 30
bbox 128 53 61 100
frame data/chars/leo/Slash03.png
attack 59 78 56 51 5 0 1 0 0 30
bbox 128 53 61 100
frame data/chars/leo/Slash02.png
attack 0 0 0 0
bbox 128 53 45 100
frame data/chars/leo/Slash01.png
anim fall
drawmethod tintmode 4
drawmethod tintcolor 173_30_27
delay 7
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
nodrawmethod
delay 4
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
anim idle
loop 1
delay 10
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
frame data/chars/leo/Idle_01.png
frame data/chars/leo/Idle_02.png
frame data/chars/leo/Idle_03.png
frame data/chars/leo/Idle_04.png
frame data/chars/leo/Idle_05.png
frame data/chars/leo/Idle_06.png
frame data/chars/leo/Idle_07.png
frame data/chars/leo/Idle_08.png
frame data/chars/leo/Idle_09.png
frame data/chars/leo/Idle_10.png
frame data/chars/leo/Idle_11.png
frame data/chars/leo/Idle_12.png
frame data/chars/leo/Idle_13.png
frame data/chars/leo/Idle_14.png
frame data/chars/leo/Idle_15.png
frame data/chars/leo/Idle_16.png
frame data/chars/leo/Idle_17.png
frame data/chars/leo/Idle_18.png
frame data/chars/leo/Idle_19.png
anim pain
drawmethod tintmode 4
drawmethod tintcolor 173_30_27
delay 7
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
nodrawmethod
delay 4
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_00.png
anim rise
delay 4
offset 98 128
bbox 64 28 59 102
frame data/chars/leo/Idle_01.png
anim riseattack
jumpframe 0 2 4
landframe 4
fastattack 1
delay 5
hitflash slash
hitfx data/sounds/slash.wav
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_05.png
bbox 78 21 58 97
frame data/chars/leo/WALK_06.png
attack 64 29 106 67 10 1 1 0 0 30
dropv 3 6
frame data/chars/leo/WALK_07.png
attack 76 32 95 63 10 1 1 0 0 30
dropv 3 6
delay 20
frame data/chars/leo/WALK_08.png
delay 3
attack 0 0 0 0
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_05.png
anim run
loop 1
delay 4
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_00.png
frame data/chars/leo/WALK_01.png
frame data/chars/leo/WALK_02.png
frame data/chars/leo/WALK_03.png
frame data/chars/leo/WALK_04.png
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_06.png
frame data/chars/leo/WALK_07.png
frame data/chars/leo/WALK_08.png
frame data/chars/leo/WALK_09.png
frame data/chars/leo/WALK_10.png
frame data/chars/leo/WALK_11.png
frame data/chars/leo/WALK_12.png
frame data/chars/leo/WALK_13.png
anim runattack
jumpframe 0 2 4
landframe 4
fastattack 1
delay 5
hitflash slash
hitfx data/sounds/slash.wav
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_05.png
bbox 78 21 58 97
frame data/chars/leo/WALK_06.png
attack 64 29 106 67 10 1 1 0 0 30
dropv 3 6
frame data/chars/leo/WALK_07.png
attack 76 32 95 63 10 1 1 0 0 30
dropv 3 6
delay 20
frame data/chars/leo/WALK_08.png
delay 3
attack 0 0 0 0
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_05.png
anim walk
loop 1
delay 5
offset 89 117
bbox 67 18 59 104
frame data/chars/leo/WALK_00.png
frame data/chars/leo/WALK_01.png
frame data/chars/leo/WALK_02.png
frame data/chars/leo/WALK_03.png
frame data/chars/leo/WALK_04.png
frame data/chars/leo/WALK_05.png
frame data/chars/leo/WALK_06.png
frame data/chars/leo/WALK_07.png
frame data/chars/leo/WALK_08.png
frame data/chars/leo/WALK_09.png
frame data/chars/leo/WALK_10.png
frame data/chars/leo/WALK_11.png
frame data/chars/leo/WALK_12.png
frame data/chars/leo/WALK_13.png
anim jump
offset 98 128
delay 8
bbox 118 87 36 60
data/chars/leo/jump1.png
data/chars/leo/jump2.png
data/chars/leo/jump3.png
data/chars/leo/jump4.png
data/chars/leo/jump5.png
data/chars/leo/jump6.png
data/chars/leo/jump7.png
data/chars/leo/jump8.png
data/chars/leo/jump9.png
data/chars/leo/jump10.png
data/chars/leo/jump11.png
data/chars/leo/jump12.png
data/chars/leo/jump13.png
data/chars/leo/jump14.png
data/chars/leo/jump15.png
data/chars/leo/jump16.png
https://www.youtube.com/watch?v=d28WVx58W-8
#|edited by openBor Stats v 0.67