Vendetta Super Recargado

Complete vendetta super recargado 3.0

No permission to download
Project is completed.
I think I made a mistake by not sending you a sprite with all the colors that the weapons use, anyway I passed the image to 8 bit and the colors fail, I understand that they change in the location of the palette when doing the conversion but I can't get the correct result, it's something that I always have problems with, I will send you a sprite with all the colors in 24 bit to see if you can help me, or if you know of any tutorial to recommend me, palettes are my biggest enemy.
View attachment 11282

I'm not good with color management either, but I can try.

1755556279090.gif

OK, seems to be done. you have a 256 gif here.
Seems like the upload didn't mess the palette. I downloaded my own picture here to be sure it kept the updated palette. :)
Please confirm me it's ok for you.
 
Last edited:
I'm not good with color management either, but I can try.

View attachment 11284

OK, seems to be done. you have a 256 gif here.
Seems like the upload didn't mess the palette. I downloaded my own picture here to be sure it kept the updated palette. :)
Please confirm me it's ok for you.
Thanks a lot Ned, I'm going to try it and then I'll tell you how it turned out. I'm also looking at the tutorials I found on the page. Thanks, friend.
 
Great progress! I take it Big Ramon was inspired by the other knife-wielding punk from the original arcade game appearance-wise? Anyway, I can't wait to download it when it's released (whenever that may be.)
 
Hi friends, I found a glitch in the game and I need a hand. I have the following script and I can't find the glitch. It runs fine, in frame 0 it disables control but in frame 9 it doesn't return control to the player. Any suggestions?
I know you're going to get upset because I wrote everything together, but I honestly don't know how to separate the question from the writing.


anim follow2
@script
if(frame == 0){
void self = getlocalvar("self");
void player = getplayerproperty(self,"entity");

if ( getentityproperty(player,"exists") ) {

if ( getentityproperty(player,"noaicontrol") == 0 ) changeentityproperty(player,"noaicontrol",1);
}
if(frame == 9){
if ( getentityproperty(player,"exists") ) {

if ( getentityproperty(player,"noaicontrol") == 1 ) changeentityproperty(player,"noaicontrol",0);
}
}
}
@end_script
loop 0
delay 5
offset 56 112
@cmd antiwall3 55 -15 -1
@cmd slamstartando
@cmd position 0 38 0 -1 0
frame data/chars/harry_2/at6.GIF
delay 35
bbox 0 0 0 0
@cmd position 1 33 0 -1 0
offset 57 112
frame data/chars/harry_2/grab1.GIF
delay 40
@cmd position 1 33 0 0 0
frame data/chars/harry_2/grab2.GIF
delay 15
@cmd position 2 33 1 0 0
sound data/chars/Hank/sonidos/puno_fuerte.wav
@cmd spawn01 "blood2" 40 65 5
frame data/chars/harry_2/grab3.GIF
@cmd position 1 33 0 0 0
delay 10
frame data/chars/harry_2/grab2.GIF
@cmd position 1 33 0 0 0
delay 5
frame data/chars/harry_2/grab1.GIF
@cmd position 1 33 0 0 0
frame data/chars/harry_2/grab2.GIF
sound data/chars/Hank/sonidos/puno_fuerte.wav
delay 15
@cmd spawn01 "blood2" 40 65 5
@cmd position 2 33 0 0 0
frame data/chars/harry_2/grab3.GIF
delay 20
@cmd position 1 33 0 0 0
frame data/chars/harry_2/grab2.GIF
delay 10
bbox 0 0 0 0
@cmd position 1 33 0 0 0
offset 57 112
frame data/chars/harry_2/at3.GIF
sound data/chars/Hank/sonidos/puno_fuerte.wav
@cmd spawn01 "blood2" 40 65 5
@cmd position 2 33 0 0 0
@cmd depost 0
@cmd throwbolo 20 4 -1 2.5 0 0
@cmd clearL
delay 40
frame data/chars/harry_2/at7.GIF
 
@monomartin It looks like you've disable aicontrol for player 1 but then enabled aicontrol for player 2

C-like:
if ( getentityproperty(player,"exists") ) {

if ( getentityproperty(player,"noaicontrol") == 0 ) changeentityproperty(player,"noaicontrol",1);
}
if(frame == 9){
if ( getentityproperty(player,"exists") ) {

if ( getentityproperty(player,"noaicontrol") == 1 ) changeentityproperty(player,"noaicontrol",0);
 
@monomartin It looks like you've disable aicontrol for player 1 but then enabled aicontrol for player 2

C-like:
if ( getentityproperty(player,"exists") ) {

if ( getentityproperty(player,"noaicontrol") == 0 ) changeentityproperty(player,"noaicontrol",1);
}
if(frame == 9){
if ( getentityproperty(player,"exists") ) {

if ( getentityproperty(player,"noaicontrol") == 1 ) changeentityproperty(player,"noaicontrol",0);
Thanks friend, I'm still looking for the fault.
 
Hi friends, I found a glitch in the game and I need a hand. I have the following script and I can't find the glitch. It runs fine, in frame 0 it disables control but in frame 9 it doesn't return control to the player. Any suggestions?
I have two questions:
1 - who runs this script? a player or a separated entity?
2 - Why you are checking if noaicontrol is active before changing it?

Also, I use this function on my animation script and it works:

C-like:
void DeControl(int Flag)
{// Activates or deactivates control for defined player
// Flag : Control flag
    void self = getlocalvar("self");

    if (self != NULL()){
      changeentityproperty(self,"noaicontrol",Flag);
      changeentityproperty(self, "velocity", 0, 0, 0);
      if (Flag == 0){
        changeentityproperty(self, "velocity", 0, 0, 0);
      }
    }
}

When you want to stop the player control:
@cmd DeControl 1

When you want to revert it back
@cmd DeControl 0
 
It runs fine, in frame 0 it disables control but in frame 9 it doesn't return control to the player. Any suggestions?

If you had written script with multiple {} brackets like this, it's recommended to add spacing to see which {} belong to which operator.

Here's your script with spacing:
C:
@script
if(frame == 0){
  void self = getlocalvar("self");
  void player = getplayerproperty(self,"entity");

  if ( getentityproperty(player,"exists") ) {
    if ( getentityproperty(player,"noaicontrol") == 0 ) changeentityproperty(player,"noaicontrol",1);
  }
  if(frame == 9){
    if ( getentityproperty(player,"exists") ) {
      if ( getentityproperty(player,"noaicontrol") == 1 ) changeentityproperty(player,"noaicontrol",0);
    }
  }
}
@end_script

Can you see the problem? you're checking if it's 10th frame while on 1st frame. IOW it's impossible.
I agree with Ilu, you don't need to if player exists cause this script is run by the player.
It should be typed like this:
Code:
@script
if(frame == 0){
  void self = getlocalvar("self");

  changeentityproperty(self,"noaicontrol",1);
}
if(frame == 9){
  void self = getlocalvar("self");

  changeentityproperty(self,"noaicontrol",0);
}
@end_script

Though I don't understand why you'd need this script in the first place. Player can't interrupt character's animation by default except in certain animation such as PAIN by pressing special. TLDR, you won't need this script.
 
Many thanks to O Ilusionista and Bloodbane for their help, now I understand the situation better. Let me tell you, in my game I realized that when an enemy grabs the player and the player does an up and attacks during the enemy's slam animation, the player manages to break free for a moment and executes the riseattack animation, for that reason I wanted to disable player control while the enemy grab lasts, I don't know if you understand what I'm saying.
 
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