Demon Sluga

In Progress Demon sluga 2021-10-09

No permission to download
The project is currently under development.
I used the script ani001 to send faint to follow1, but the animation works only as faint, the entity to move cancel the animation and goes directly to the walk animation.
The idea is make a boss faint a new series of attacks.

Example:

anim faint
loop 0
delay 1
offset 0 0
frame data/chars/misc/blank.gif
@cmd ani001 "ani_follow1" 1
frame data/chars/misc/blank.gif

anim follow1
loop 1
delay 1
offset 0 0
frame data/chars/misc/blank.gif
frame data/chars/misc/blank.gif
frame data/chars/misc/blank.gif

Pd: I take this opportunity to put some screens of the new levels...

[attachment deleted by admin]
 
Hmmm.... I'm guessing that change animation function in ani001 must be using changeentityproperty. Try changing it to performattack instead. BTW the latter only has 2 parameters (1. entity to change animation 2. animation to change to)

Example:
      performattack(self, openborconstant("ANI_FOLLOW1"));

Cool screenshots! I see you changed your HUD :)
 
BeasTie said:
is that the planet earth image from old apogee games?

No, it was a picture I found in internet, reduce the scale and suit the palette for 256 colors.

Bloodbane said:
Hmmm.... I'm guessing that change animation function in ani001 must be using changeentityproperty. Try changing it to performattack instead. BTW the latter only has 2 parameters (1. entity to change animation 2. animation to change to)

Example:
      performattack(self, openborconstant("ANI_FOLLOW1"));

This goes to models, level, entity.txt?
Give me a example of txt. Please.
 
I don't know how your ani001 looks like so I just use example from Contra mod.

anim idle
loop 1
delay 1
offset 10 33
bbox 2 13 57 45
attack 2 13 57 45 3 1 1 1
frame data/chars/alsnake/head1.png
attack 0
        @cmd    attack0 "ANI_FOLLOW4"
frame data/chars/alsnake/head1.png

This is from giant worm boss in that mod.
I want him to start attacking regardless of player's range with attack0 function.

void attack0(void Ani)
{// Attack interruption if there's player
    void self = getlocalvar("self");
    void target = findtarget(self); //Find player

    if(target!=NULL()){
      performattack(self, openborconstant(Ani)); //Attack!
    }
}

I use performattack function to change state from idle to attacking state.
 
A little slow because of work, besides that I have reached the limit in terms of the models that I can take (just let me put ten models) so as scripts and using some engines achieve make a move to another model within the same level.

example:


[attachment deleted by admin]
 
This project really kicks serious a**!!
I like the concept and everything else!
Nice graphics too.

Will you use this motorcycle stage we can see on screenshot? (funny, it reminds me Some similar stage in a Kunio game on SFC)
I think it will be enhanced with better graphics later, right?

Anyway, keep it up, this si awesome!! :)
 
New bosses looks great!
Where did you get plane sprite from? I thought it was from Gunstar Super Heroes but after checking, it's different.
 
Thank you all for the comments!
I've been working on the bonus stages, that has led me to change a bit the style of play and this is what came out ...

[attachment deleted by admin]
 
Back
Top Bottom