O Ilusionista
Captain 100K
Pretty cool looking screen. Feels very retro to me.
kimono said:O Ilusionista: I like these old game covers. I hope I am able to surpass one day IK+ in term of fun and 32 years later lol.
The first screen of the story mod:
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A beginning of a great adventure against the Orochi Clan![]()
Damon Caskey said:Great stuff thus far kimono. One thing I'd kind of like to see is when fighters are defeated, they get up after a moment, then bow out and step back rather than lay there looking like they tried to steal a hamburger from George Foreman. I think it would just add a bit of realism and flavor to the setting you have going on.
DC
#define KEY_MOVE_DOWN openborconstant("FLAG_MOVEDOWN")
#define KEY_MOVE_RIGHT openborconstant("FLAG_MOVERIGHT")
#define KEY_MOVE_LEFT openborconstant("FLAG_MOVELEFT")
void main(){
int pIndex = getlocalvar("player");
void self = getplayerproperty(pIndex, "entity");
void vAniID = getentityproperty(self,"animationID");
int iDir = getentityproperty(self, "direction");
//Presses
int iUp = playerkeys(pIndex, 1, "moveup");
int iDown = playerkeys(pIndex, 1, "movedown");
int iLeft = playerkeys(pIndex, 1, "moveleft");
int iRight = playerkeys(pIndex, 1, "moveright");
int iAttack = playerkeys(pIndex, 1, "attack");
int iAttack2 = playerkeys(pIndex, 1, "attack2");
int iAttack3 = playerkeys(pIndex, 1, "attack3");
int iAttack4 = playerkeys(pIndex, 1, "attack4");
int iJump = playerkeys(pIndex, 1, "jump");
int iSpecial = playerkeys(pIndex, 1, "special");
//Holds
int iUpH = playerkeys(pIndex, 0, "moveup");
int iDownH = playerkeys(pIndex, 0, "movedown");
int iLeftH = playerkeys(pIndex, 0, "moveleft");
int iRightH = playerkeys(pIndex, 0, "moveright");
int iAttackH = playerkeys(pIndex, 0, "attack");
int iAttack2H = playerkeys(pIndex, 0, "attack2");
int iAttack3H = playerkeys(pIndex, 0, "attack3");
int iAttack4H = playerkeys(pIndex, 0, "attack4");
int iJumpH = playerkeys(pIndex, 0, "jump");
int iSpecialH = playerkeys(pIndex, 0, "special");
//Releases
int iUpR = playerkeys(pIndex, 2, "moveup");
int iDownR = playerkeys(pIndex, 2, "movedown");
int iLeftR = playerkeys(pIndex, 2, "moveleft");
int iRightR = playerkeys(pIndex, 2, "moveright");
int iAttackR = playerkeys(pIndex, 2, "attack");
int iAttack2R = playerkeys(pIndex, 2, "attack2");
int iAttack3R = playerkeys(pIndex, 2, "attack3");
int iAttack4R = playerkeys(pIndex, 2, "attack4");
int iJumpR = playerkeys(pIndex, 2, "jump");
int iSpecialR = playerkeys(pIndex, 2, "special");
int key_hold = getplayerproperty(pIndex, "keys"); // Player key hold
int key_press = getplayerproperty(pIndex, "newkeys"); // Player key press
// Holding Down + Forward command
if(iAttack){
if(key_hold & KEY_MOVE_DOWN && key_hold & KEY_MOVE_RIGHT && dir == 1 || key_hold & KEY_MOVE_DOWN && key_hold & KEY_MOVE_LEFT && dir == 0 ){
performattack(self, openborconstant("ani_freespecial9"));
}
}
}
void main()
{
void target; // Target entity for action.
int player_index; // Player index triggering event.
// Key status.
int key_hold;
int key_forward;
int iAttack;
// Get the player index and target entity.
player_index = getlocalvar("player");
target = getplayerproperty(player_index, "entity");
// Get key hold status.
key_hold = getplayerproperty(player_index, "keys");
// Holding the down key?
if(key_hold & openborconstant("FLAG_MOVEDOWN"))
{
// Check to see if current hold key has a forward match.
key_forward = dc_check_key_forward(key_hold, target);
iAttack = playerkeys(player_index, 1, "attack");
if(key_forward && iAttack)
{
performattack(target, openborconstant("ani_freespecial9"));
}
}
}
// Caskey, Damon V.
// 2018-08-13
//
// Return true if key status includes a "forward"
// direction key in relation to target entity facing.
int dc_check_key_forward(int key_status, void target)
{
int result;
// Default false.
result = 0;
// Which direction are we facing?
void direction = getentityproperty(target, "direction");
// Facing right?
if(direction == openborconstant("DIRECTION_RIGHT"))
{
// Does the current key status contain a match
// to the right direction key? If so result is true.
if(key_status & openborconstant("FLAG_MOVERIGHT"))
{
result = 1;
}
}
else
{
// Same as above, but for left.
if(key_status & openborconstant("FLAG_MOVELEFT"))
{
result = 1;
}
}
return result;
}
This game look amazing. It's the closest thing I seen with regards to what I want to create.
Combos and a grapple system is all that I would add
I can relate to this and I just started.I really wish I had the time to finish this one too.