it's okay. Anyway, it was an opportunity to solve it myself.I forgot about playSound too. Sorry for that.
Great job, the game is looking great!!!
For the quality of the background, I applied the rowing sound.
Great job, the game is looking great!!!
How do you get enemies to bounce off the wall, instead of going through it? @
DD Tokki
void main()
{//Lock the screen edge (for enemies) if take any damage, like SOR4
void self = getlocalvar("self");
void vType = getentityproperty(self,"type");
void sType = getentityproperty(self,"subtype");
int dead = getentityproperty(self, "dead");
if(vType == openborconstant("TYPE_ENEMY")){
if(sType != openborconstant("SUBTYPE_NOTGRAB")){
if(!dead){
changeentityproperty(self, "subject_to_screen", 1);
}
}
}
}
void main()
{// Wall bounce on falling state
void self = getlocalvar("self");
int Vx = getentityproperty(self,"xdir");
int Vy = getentityproperty(self,"tossv");
int Vz = getentityproperty(self,"zdir");
int Fall = getentityproperty(self, "aiflag", "drop");
int height = getentityproperty(self, "y");
int limit = 20;
if(Fall==1){
if(height >= limit){
tossentity(self, NULL(), -Vx, 0);
//changeentityproperty(self, "velocity", -Vx*0.5, -Vz*0.5, Vy+1); // bounced
}
}
}
Thank you very much!!!Code:void main() {//Lock the screen edge (for enemies) if take any damage, like SOR4 void self = getlocalvar("self"); void vType = getentityproperty(self,"type"); void sType = getentityproperty(self,"subtype"); int dead = getentityproperty(self, "dead"); if(vType == openborconstant("TYPE_ENEMY")){ if(sType != openborconstant("SUBTYPE_NOTGRAB")){ if(!dead){ changeentityproperty(self, "subject_to_screen", 1); } } } }
takedamagescript data/scripts/edgeLock.c
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Code:void main() {// Wall bounce on falling state void self = getlocalvar("self"); int Vx = getentityproperty(self,"xdir"); int Vy = getentityproperty(self,"tossv"); int Vz = getentityproperty(self,"zdir"); int Fall = getentityproperty(self, "aiflag", "drop"); int height = getentityproperty(self, "y"); int limit = 20; if(Fall==1){ if(height >= limit){ tossentity(self, NULL(), -Vx, 0); //changeentityproperty(self, "velocity", -Vx*0.5, -Vz*0.5, Vy+1); // bounced } } }
onblocksscript data/scripts/wallbons.c
You can save these two as a script file and write them in the header.
Beautiful game, awesome masterpieceToday, we implemented a structure in which the grandmother character transforms.
There is also a way to call a weapon (transformed character), but it was changed to 'changemodel'.
thank youBeautiful game, awesome masterpiece![]()
They helped me a lot in making the story.Great work on the story!
Before releasing the demo, I wanted to add a story.Great story, very promising!
(As I said before)
Very good! Yes, in the source game she's not very well animated.View attachment 4993
The original Kisarah's skirt didn't move like steel, so I corrected the dots with my lack of skills.
I'll upload a test video after making Kisarah's special move.Very good! Yes, in the source game she's not very well animated.
I like the result of your edit. overall !!
I can't wait to finally see this character in action. I know it's not the main priority for now, and it's long to edit.