O Ilusionista
Captain 100K
*X-Men theme intensifies*
Pocket Dimensional Clash 2 will receive some mutants
Pocket Dimensional Clash 2 will receive some mutants
The red flash when the character has low HP. How is this done?
dying {remap} {health1} {health2}
- If this entity’s health drops to or below {health1}, they will flash between their normal pallete and the {remap} pallete.
- If their health drops to or below {health2}, they flash even faster.
Thanks buddy. Yes, that is the rise attack and I like to add it to all games I do.4. After the character falls to the ground, Up + Attack can be used to clear the siege.
I often use the "dying" setting @DCurrent mentioned above, but for bosses (I haven't added on this game yet).5. The red flash when the character has low HP. How is this done?
anim faint
loop 1
delay 16
bbox 62 55 29 40
offset 79 95
drawmethod tintmode 6
drawmethod tintcolor 255_0_0
frame data/chars/alfred/idle01.gif
nodrawmethod
frame data/chars/alfred/idle02.gif
frame data/chars/alfred/idle03.gif
frame data/chars/alfred/idle04.gif
frame data/chars/alfred/idle03.gif
frame data/chars/alfred/idle02.gif
Palette cycling when close to death is a native engine function. Personally I never liked it, even as a little kid, but it's a long standing video game trope, so who am I to argue? Here's the manual entry for it:
Of course you can always write a customized version with script that uses different timing or more dynamic effects like tinting. @O Ilusionista can clarify how it works in his game.
DC
Thanks buddy. Yes, that is the rise attack and I like to add it to all games I do.
on my games, they are always invincible and unblockable (both for players and bosses) but as soon the riseattack ends, you lose the 3 seconds of invincibility you earn when you rise from a knockdown.
I often use the "dying" setting @DCurrent mentioned above, but for bosses (I haven't added on this game yet).
For this game (well for all games I am codign right now), I am using the Faint animation with a drawmethod on the first frame and I turn it off on the next frame:
Both in Avengers and Power Rangers projects, I used this tink on the first frame of each 2 frames. But I realized the result is better with just the first frame (and its easier to copy and paste to other characters). And I've optmized the process by reusing the IDLE animation, but with a bigger delay, to simulate exhaustion.
In which system? Unless I am mistaken, keyboard default keys would still be active if you remap them.1, After setting the keys, it still retains the basic functions of ↑, ↓, ←, →, enter, esc, which is not a necessary function, but it's convenient.
Yeah, I wanted to try a method which could offer two ways for players to use the movements.2, Out of the moves there are two kinds of keystrokes, quite convenient, single direction + special key is suitable for glass rubbing on the mobile phone.
I can tone it down a bit, but I do want to be a bit strong to give an idea of an intensive heat.1, In the cave level of Golden Axe, the red filter is too strong.![]()
The main problem of that boss is not much the time it stays on place, but it floating over the hole for quite some time (I need to exclude the hole area from the script funcion).2, Still in The Golden Axe level, the big spider boss is hard to deal with, how about lengthening the time it takes for it to land a bit?
Not all ultra (or hyper as I call it) damage will be the same, as the characters have different strengths (and I will give more focus on it on the next version).3, Some characters, the strength of Ultra combo is too low ...... For example, the lovely Felicia, her Ultra combo is an attack on a single body, easy to hit the air or small monsters.
That is weird, beucase the attackbox is there:4, Small problem, Reayon's attackboth can't hit the sandbag.


Yeah I am aware of this. I need to think about how I could bypass it...I found a glitch, benign bug: after first passing the game, player can satisfy the number of passes required to unlock Boss Rush and Hell Mode with the Bonus Game.

I am aware of this - this is random, so it depends of luck in fact. But I will change the code to not count the area over the hole.The spider queen moved to the bottom hole so often that I ran out of time here, don't think this happened in the previous demo?
hum.. Maybe its something with your graphics card, because I do use SDL since I started in OpenBOR - even having a RTX 3060 on my machine.2. When I choose sdl in the setting (video option) the screen just full white not sure why, no problem with open-gl though.

It's normal, you just need to learn to time your jump - and this version is even easier than the one you tested before.Hate to say I didn't make it to finish because I wasted too many lives by falling
My favorite Hypers are those of Chun Li, Ranmaru and Super-Skrull....Which is your favorite?...
Super Skrull and Gilius are my favoritesMy favorite Hypers are those of Chun Li, Ranmaru and Super-Skrull.
It's Tokusatsu heroesI would have said "character" A is Terry Bogard but I'm probably wrong. ^^
Which is your favorite?