ThanksAwesome work Kratus!
Congrats on your game in Top Hat Gaming's video.

ThanksAwesome work Kratus!
Congrats on your game in Top Hat Gaming's video.
Thanks for the suggestions, I liked both and will do some tests.Hello.
Can you make zan special (the one he throw a lot of energy balls) to not go through walls?
and can you make explosive barrels? (hit one, it starts to turn redish and then explodes after two or three seconds, put a little gas coming from it to know that is a explosive barrel)
I forgot to mention the star attack of Adam (that white wave he throws, it goes through walls too)Thanks for the suggestions, I liked both and will do some tests.
Yeah, I thought better and made it for all projectiles that didn't have this feature yet (most of them are "non-weapon" type, like lasers).I forgot to mention the star attack of Adam (that white wave he throws, it goes through walls too)
Cool.Yeah, I thought better and made it for all projectiles that didn't have this feature yet (most of them are "non-weapon" type, like lasers).
In addition, in the the video below I'm testing a zoom effect for rage too. It can be enabled/disabled in the extra menu.
Yeah, the zoom needs some adjustments. Currently I'm developing a code that does not depend on the engine cycle to run and avoid the v-sync or fps interference.Cool.
I like the zoom , but would be better with that little pause you put reduced in half, so it doesnt "obstruct" the flow of the gameplay.
I mean the zoom but with a quicker transition from zoom to normal camera again
Yes, I'm using it since the first SOR2X version. If I'm not wrong, I had some issues using "alternatepal" trying to change the character's and icons together.
Reading all the comments seems to me at least that for the first version of Sor x you are doing 1000000 things at once XD.Yeah, the zoom needs some adjustments. Currently I'm developing a code that does not depend on the engine cycle to run and avoid the v-sync or fps interference.
I already have this code applied in the "heal" bar, now everything is "timed" and the fps does not affect the recovery time, same as I applied in the "OK" bar too. There's only a few things to finish the adaptation of this code for the zoom feature.
During this process I can cut the pause effect by half.
Yes, I'm using it since the first SOR2X version. If I'm not wrong, I had some issues using "alternatepal" trying to change the character's and icons together.
But it's a good moment to try using it again, thanks for remembering. Is there any advantage related to memory or cpu?
Thanks for the help, I will try the "pallete" and "alternatepal" functions again. If I find any problem with icons, I will post here.In truth, you're using palettes whether you know it or not. Whenever there's a remap command, the engine uses some internal code to rework them into palettes anyway. I just can't imagine why you'd want to go with remap since palettes are simpler. Maybe I can help with the icon issue if I knew exactly what was happening.
DC
1000000 things at once lolReading all the comments seems to me at least that for the first version of Sor x you are doing 1000000 things at once XD.
I mean, as a player of the fangame its great obviously. More things added, improved, fixed, but please dont burn out.
i saw some projects stopped because of that and would be very sad if the same happens here. The more i expend time modyfing stages and learning some things (the very little things i know at the moment XD ) i cant imagine how fast you are doing so much things at once, stages,characters,fixes, adding new options. Or illusionista too, working on different projects at the same time , i mean , its like a fucking full time work plus the work you all does for living.
Thanks for the help, I will try the "pallete" and "alternatepal" functions again. If I find any problem with icons, I will post here.
By reading the manual, it seems really simpler than "remap" function.
Wow, I should have learned this before, thanks @DCurrent. Now I understand what I did wrong, due to your explanation in this post.It's so much simpler and quicker. There's no worrying about color references, pixel matching, or any of that. If you want to make a new color set of a model, you open up the color table, change some RGB values, save it as a new palette file and you're done. Palette and alternate pal can also accept .act files, so you don't even have to bother saving a palette image if you don't want to.
I like to keep one image with swatches in it as my base, and then build .act files off that, just because they are smaller (772 bytes for an 8bit color table). See image and attached palettes for example.
View attachment 1072
DC
Did you mean the latest SOR2X version? Yes, in this game you have the original sprite shadow and the OpenBOR reflected shadow, but I fixed it in SORX and now there's no double shadow anymore.Why do the characters have double shadow? Just below the feet there is a black circle, and then the normal shadow
Thanks for the barrels, they look great.@pepodmc
The explosive barrel was added, plus I reworked most of the obstacle's death animation, like the broken statues and others.
I have all translation files ready to receive more languages, now it's a lot easier to translate than before.