Bloodbane said:I didn't use the striker code you posted, I just created enemies with very short lifespans.
Nah, matter not
The rule for striker is simple, come, act then leave. As long you can achieve this, it's alright!
In fact, most strikers from beat'm ups have very short lifespan.
Oh, I didn't suggest lifespan for strikers cause we can't tell what will players do when they manage to grab striker. Maybe they hold them forever, who can tell?
If a mod doesn't have grab ability, you don't have to worry about that.
cada1982 said:Great performance mersox.
I have a suggestion: You know when they are "humans" they got a lot of damage, but when they morph they recover all "Hp". You should do that when morphing.
Alpha giving them the morphers is just great, in Mighty Morphin Power Rangers The Movie (SNES) they collected "thunders" to then transform and become rangers.
By the way, is Green Ranger gonna be a "Boss"?
Enter the "Options" menu. Set "SE Test" to "C1". Set "Voice Test" to "E8". Set "Music Test" to "82". Press B to enter the "Visual Selector" menu. This allows you to view the cinematics. Press Start to exit the "Visual Selector" menu. Select "Exit" at the "Options" menu to enter the animation test menu. Exit that menu and start a new game. A menu will appear, allowing you to select a starting level and toggle damage on and off.
Thanks man. I was able to keep the proper morphing order, thanks for noticing.maxman said:I really love when each different character morphs in a proper order like in the PR series. Your style for the morphing is way sexier than the SNES/Genesis morph graphics. You did a lot of seriousness on it. Superb job, indeed!![]()
O Ilusionista said:Very cool, I like how they morph
BeasTie did something similar but I haven't tried it yet: http://www.chronocrash.com/forum/index.php?topic=1085.msg11132#msg11132
mersox said:2.- Scripting the Deserted Planet stage.
So for the deserted stage (#5 in the Genesis game) I was thinking of trying something different. Instead of clearing the stage of enemies, the goal is to reach the end of the stage and destroy a statue in a limited amount of time, say minute and a half. If you don't finish the stage by then, the planet blows out, the players die and they have to restart the level from the start regardless of how many lives they have.
This involves some thinking and scripting. If I'm not mistaken, the timer in OpenBOR works like the one in Final Fight: it resets each time you clear an area of enemies. For this stage I need the timer to be more like the one in Super Mario Bros: there's no way to reset the timer and if it's over you have to start the whole thing from the beginning.
Any takers? Also keep in mind that I'm using build 3742. Scripting done in newer versions might not work on the game.
BeasTie said:Yeah this was problematic, I need someone better at script to take a look and see how it should work. Also I think it would get more complicated for a 2-4 player game like this.
Bloodbane said:Hmmm.... looks simple, you simply need to make your own scripted timer + display. After this timer runs out or hit 0, jumptobranch is executed to jump to failed scene or level to play in failed branch.
Default timer must be turned off for this purpose.
We have made something like this GIJoe mod some time ago
maxman said:Hey. That Billy looks like he's edited from one other character. Different from the regular Billy of the SNES version. He looks good.
name Timer
type none
lifespan 56
anim spawn
delay 5500
offset 12 35
frame data/chars/misc/empty.gif
@cmd jumptobranch "Failed" 1
frame data/chars/misc/empty.gif
Bloodbane said:Oh yes about that timer, actually timer script is very very simple like this:
name Timer
type none
lifespan 56
anim spawn
delay 5500
offset 12 35
frame data/chars/misc/empty.gif
@cmd jumptobranch "Failed" 1
frame data/chars/misc/empty.gif
This invisible timer will wait for 55 seconds before forcing level end and jump to a branch named Failed.
If you don't mind the invisibility, this is sufficient. But if you need to display remaining time, this timer needs to be updated.
Bloodbane said:Did you set order aa ?
Tomy (White Ranger) will be available after beating the Green Ranger, right?
Cyrus Annihilator said:another great video!
Will the players be able to block? It would be extremelly usefull in a stage full of holes like that.
Tomy (White Ranger) will be available after beating the Green Ranger, right?
maxman said:mersox, I can tell you. You really know what/how to do with your update on it. First, the previous video you showed earlier was when Kimberly receives the power from Alpha in that city stage and she speaks. Now, in that video you gave us update of, I see Zack receiving the power from him and speaks too. It's very clever that one of the Power Rangers who is kinda a little farther away from Alpha and retrieving the power from him, starts to speak for morphing.I like that.
Also, in that bridge stage, it seems that you used a respawn txt with script for each player/ranger to respawn at a specific location in the bridge for them especially after they fall from the bridge. Pretty clever indeed.Kudos to Bloodbane for help! (Cheers!)
When I see the Putties being back thrown, I feel like I see it as a BOR type enemy being thrown. Is it okay to change the height of being thrown for enemies? Sorry about it. I just don't want to ruin yours but it's my opinion to think that the back thrown part looks like a BOR type. But I think the front throw is okay since it's from a throw script. It's up to you to think what's best for you.
Good work.
Tomy (White Ranger) will be available after beating the Green Ranger, right?
Now that you mentioned it, Cyrus, I am wondering if the 5 rangers become defaulted characters and after defeating the Green Ranger, he'd probably be an unlockable character. Plus, after completing the game, maybe White Ranger might be unlockable too. Who knows. It's just my guess for now.