Resident Evil: Survive

In Progress Resident Evil: Survive - OPENBOR Game 3

No permission to download
The project is currently under development.
New gameplay video of Leon in the RPD level. I thank @Kratus for the Sandwich text script :)

I noted when he’s hitting the dogs, he’s hitting the air but the dogs are being damaged. Check attackbox on him, and the bbox on the dog.


About the bug, try adding “anim respawn” to the helicopter animation
 
You don't have anim rise. I had that before because I forgot to put it. I notice you have nopain 1 in the header but I don't understand how it's like that. I know it's supposed to not play anim pain.
 
Got it now. It was just like you said @maxman I forgot to include anim rise and thats why the playable entity got stucked. I also added respawn since the helicopter never got back into the screen.

About the nopain 1, it is indeed to avoid the entity to not feel any pain, but i personally didn't like it. Probably I'll add the pain animation with a blinking effect.

Aditionally I've finally updated the grenade launcher explosion into more cps2-like sprites. Thanks for feedback guys :)


Resident Evil Survive - 0004.png
Resident Evil Survive - 0008.png
Resident Evil Survive - 0015.png
Resident Evil Survive - 0017.png
Resident Evil Survive - 0018.png
 
Got it now. It was just like you said @maxman I forgot to include anim rise and thats why the playable entity got stucked. I also added respawn since the helicopter never got back into the screen.

About the nopain 1, it is indeed to avoid the entity to not feel any pain, but i personally didn't like it. Probably I'll add the pain animation with a blinking effect.

Aditionally I've finally updated the grenade launcher explosion into more cps2-like sprites. Thanks for feedback guys :)


View attachment 2206
View attachment 2207
View attachment 2208
View attachment 2209
View attachment 2210
Nice to see the project is alive !!
 
Got it now. It was just like you said @maxman I forgot to include anim rise and thats why the playable entity got stucked. I also added respawn since the helicopter never got back into the screen.

About the nopain 1, it is indeed to avoid the entity to not feel any pain, but i personally didn't like it. Probably I'll add the pain animation with a blinking effect.

Aditionally I've finally updated the grenade launcher explosion into more cps2-like sprites. Thanks for feedback guys :)


View attachment 2206
View attachment 2207
View attachment 2208
View attachment 2209
View attachment 2210
First screenshot. the umbrella logo is too visible. Usual problem we see in fan games when creators patch a logo they like (etc) on an existing already perfect BG sprite.
The logo (in this situation) should have less vivid colors and less contrast etc. by pasting it on this BG I would have gave it 30% transparency to mix it up well...

Other than that the choice of BG elements is great!
 
I'm working on a special unlockable level which will serve as a gallery/model viewer. I've set most of elements needed (setweap, and stuff) But I'd like to know if there's a script to attach the text images to the screen. I could simply place each text entity using their own offset but I'd like to use this function to act independent to their respective position in case I need to change the characters icons when selected.


My actual .txt for Jill's info. Just in case.

name jill_gallery_text
health 0
type text
shadow 0
setlayer 999999999

anim spawn
loop 0
delay 6
sound data/sounds/beep2.wav
offset 60 50
frame data/levels/computer/gallery_chars/spawn01.gif
frame data/levels/computer/gallery_chars/spawn02.gif
frame data/levels/computer/gallery_chars/spawn03.gif
frame data/levels/computer/gallery_chars/spawn04.gif
frame data/levels/computer/gallery_chars/spawn05.gif
frame data/levels/computer/gallery_chars/spawn06.gif
frame data/levels/computer/gallery_chars/spawn07.gif
frame data/levels/computer/gallery_chars/spawn08.gif
frame data/levels/computer/gallery_chars/spawn09.gif
delay 9999999
frame data/levels/computer/gallery_chars/jill_text.gif
sound data/sounds/beep.wav
frame data/levels/computer/gallery_chars/jill_text2.gif
sound data/sounds/beep2.wav
delay 6
frame data/levels/computer/gallery_chars/spawn09.gif
frame data/levels/computer/gallery_chars/spawn08.gif
frame data/levels/computer/gallery_chars/spawn07.gif
frame data/levels/computer/gallery_chars/spawn06.gif
frame data/levels/computer/gallery_chars/spawn05.gif
frame data/levels/computer/gallery_chars/spawn04.gif
frame data/levels/computer/gallery_chars/spawn03.gif
frame data/levels/computer/gallery_chars/spawn02.gif
frame data/levels/computer/gallery_chars/spawn01.gif
 
Nice gallery :)

But I'd like to know if there's a script to attach the text images to the screen.

Hmmmm.... do you actually ask if there's a scripted way to spawn images relative to screen instead of position?
I have coded spawn function for that purpose:
C:
void spawn06(void vName, float fX, float fY, float fZ)
{
    //Spawns entity based on left screen edge and z axis
    //Auto adjust with camera's position
    //vName: Model name of entity to be spawned in.
    //fX: X distance relative to left edge
    //fY: Y height from ground
      //fZ: Z coordinate

    void self = getlocalvar("self"); //Get calling entity.
    void vSpawn; //Spawn object.
    int Direction = getentityproperty(self, "direction");
        int XPos = openborvariant("xpos"); //Get screen edge's position
        int YPos = openborvariant("ypos"); // Get camera position
        int Screen = openborvariant("hResolution"); // Get screen width

    clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

   if (Direction == 0){ //Is entity facing left?                  
      fX = Screen-fX; //Reverse X direction to match facing and screen length
   }

    vSpawn = spawn(); //Spawn in entity.

    changeentityproperty(vSpawn, "position", fX + XPos, fZ + YPos, fY); //Set spawn location.
    return vSpawn; //Return spawn
}

Ex: @cmd spawn06 "jill_gallery_text" 240 200 0 will spawn jill_gallery_text at x = 240 and z = 200 regardless of where the spawner is.
 
Nice gallery :)



Hmmmm.... do you actually ask if there's a scripted way to spawn images relative to screen instead of position?
I have coded spawn function for that purpose:
C:
void spawn06(void vName, float fX, float fY, float fZ)
{
    //Spawns entity based on left screen edge and z axis
    //Auto adjust with camera's position
    //vName: Model name of entity to be spawned in.
    //fX: X distance relative to left edge
    //fY: Y height from ground
      //fZ: Z coordinate

    void self = getlocalvar("self"); //Get calling entity.
    void vSpawn; //Spawn object.
    int Direction = getentityproperty(self, "direction");
        int XPos = openborvariant("xpos"); //Get screen edge's position
        int YPos = openborvariant("ypos"); // Get camera position
        int Screen = openborvariant("hResolution"); // Get screen width

    clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

   if (Direction == 0){ //Is entity facing left?                
      fX = Screen-fX; //Reverse X direction to match facing and screen length
   }

    vSpawn = spawn(); //Spawn in entity.

    changeentityproperty(vSpawn, "position", fX + XPos, fZ + YPos, fY); //Set spawn location.
    return vSpawn; //Return spawn
}

Ex: @cmd spawn06 "jill_gallery_text" 240 200 0 will spawn jill_gallery_text at x = 240 and z = 200 regardless of where the spawner is.

That's right! Do you mind if i ask how does it work? Scripts are way too intimidating for me. What values should I replace or where can i place all this stuff?
 
where can i place all this stuff?

Judging from your gallery, I can only guess that it works like this:
1. The gallery is empty at first and the icons are entities which can be attacked by clicking.
2. When clicked, the icon will spawn certain text entity.

If my guesses were correct, that means you need to declare animationscript in icon's text and replace the spawning mechanic with spawn06 function above. Do you know how to declare and use animationscript?
 
Judging from your gallery, I can only guess that it works like this:
1. The gallery is empty at first and the icons are entities which can be attacked by clicking.
2. When clicked, the icon will spawn certain text entity.

If my guesses were correct, that means you need to declare animationscript in icon's text and replace the spawning mechanic with spawn06 function above. Do you know how to declare and use animationscript?
That's correct. The gallery is just a background image and the icons are their own entity. When hit, they spawn the text image. Like i said, I could simply adjust the X and Y offset in each txt of every text image, but I'd like to use this script method in case I need to rearrange all the icon entities from gallery, allowing the text images to spawn on their own, no matter the spawner's (the icon entities) actual coordinates on screen.

- ACTUAL SPRITES:

panel.gif

jill_icon.gif Icon entity

jill_text.gif

If my guesses were correct, that means you need to declare animationscript in icon's text and replace the spawning mechanic with spawn06 function above. Do you know how to declare and use animationscript?
I don't know how to use it :( If you could explain its use step by step. I terribly suck at using script but i need this.
 
Hmmm.... you should download Avengers Template for example of using animationscript.


Captain, Ironman and Hulk use animationscript called script.c in data/scripts folder. You should copy that script.c and library folder into your data/scripts. If you don't have that folder then make it.
Declare the animationscript with this line in gallery icon's header:
animationscript data/scripts/script.c

I assume text spawn is done in icon's PAIN. Replace text spawn with script using this line:
@cmd spawn06 "jill_gallery_text" 240 200 0

There's already spawn06 function in scripts library BTW.
 
Hmmm.... you should download Avengers Template for example of using animationscript.


Captain, Ironman and Hulk use animationscript called script.c in data/scripts folder. You should copy that script.c and library folder into your data/scripts. If you don't have that folder then make it.
Declare the animationscript with this line in gallery icon's header:
animationscript data/scripts/script.c

I assume text spawn is done in icon's PAIN. Replace text spawn with script using this line:
@cmd spawn06 "jill_gallery_text" 240 200 0

There's already spawn06 function in scripts library BTW.
I followed all steps and got this
Can't compile script 'jill_gallery_icon' data/levels/computer/gallery_chars/jill_gallery_icon.txt
Didn't find any spawn06 in scripts library BTW
 
Let me list the steps again:
1. Copy script.c into your data/scripts.
2. Copy library folder into your data/scripts.
3. Declare the animationscript with this line: animationscript data/scripts/script.c .
4. Declare the script with this line: @cmd spawn06 "jill_gallery_text" 240 200 0 .

Have you done all of them?
I created the library folder inside the scripts folder and placed the spawn.h

Have you copied other files in library folder to your library folder?
 
Let me list the steps again:
1. Copy script.c into your data/scripts.
2. Copy library folder into your data/scripts.
3. Declare the animationscript with this line: animationscript data/scripts/script.c .
4. Declare the script with this line: @cmd spawn06 "jill_gallery_text" 240 200 0 .

Have you done all of them?


Have you copied other files in library folder to your library folder?
Yeah, all done. I forgot to copy the rest of files from the library folder as well. 😅

I've loaded the text entity within the gallery to test it and it's working, since I placed the icon with other coordinates. Although the text offset needs adjustments. I tried to modify the second value but can't place this lower.

Resident Evil Survive - 0007.png

@cmd spawn06 "chris_gallery_text" 60 -100 0

Anyway, Thank You! I truly appreciate your support and patience, mister. It really means a lot.
 
Hi guys! I wanted to know something about enemies spawning on levels. I've used Openbor for quite some time and this has never happened to me ever. How can I solve it? Enemies are supposed to spawn at the beginning of level and, strangely, they spawn right when the player is just about to leave, which is odd since enemies coordinates are not set in that way.


My .txt file:
#Raccoon_City_14
music data/music/ambiance.ogg
notime 1
settime 0
nofadeout 1

spawn1 750 50 300
spawn2 800 25 300
spawn3 850 50 300
spawn4 900 25 300

panel data/levels/escape/raccoon_city_14.gif
background data/levels/database/back.gif
frontpanel data/levels/database/fpanel.gif

wall -96 326 -64 -12 424 186 122 302
wall 155 281 -64 -214 424 -48 122 302
wall 3677 327 -144 -12 424 444 192 353

order a
direction both
setweap 4

spawn Invisible
health 10
coords 400 240
at 0

spawn raccoon_city_09_branch
coords 728 225
at 0

spawn raccoon_city_13_branch
coords 500 251
at 3100

spawn Zombie
map 4
item Green_Herb
coords 655 235
at 100

spawn ZombieGirl
alias Zombie
map 6
item Green_Herb
coords 682 308
at 100

spawn Cerberus
item ammo
coords 700 239
at 100

I'm not using the standard:

wait
at 720

group 3 5
at 250

Since this level is supposed to be added for exploration purposes, there are some branch paths for the player to come back at any time. That's why it has direction "both".
 
Last edited:
Real nice looking project mate! I was wondering, as you said Jill is your fave, if you're going to add her Boss costume from 5, with the ponytail and blond hair. That would be awesome. Keep up the great work!
 
Back
Top Bottom