In Progress FEMTALITY (18+)

The project is currently under development.

I tried it out, what do you think?

One thing that is weird is when I juggle the enemy on the ground while lifted, it immediately goes from lift to peak, making it look strange.

Code:
anim    fall
    landframe    10
    dropframe  8
    delay    2
    offset    800 650
    bbox    700 380 252 290
    frame    data/chars/soldier/fall101.png ###lift
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     0
    sound    data/sounds/male_pain.wav
    delay    1600
    frame    data/chars/soldier/fall101.png
    delay    10
    bbox    700 380 252 290
    frame    data/chars/soldier/fall102.png ###peak
    delay    1600
    bbox    700 380 252 290
    frame    data/chars/soldier/fall103.png ###fall
    delay    20
    bbox    100 365 322 91
    offset    236 446
    frame    data/chars/soldier/fall2.png ###down

Looks pretty good. Now they just need a rise animation. Also, no need for long delays, just use an infinite delay instead. Any negative delay is infinite. I like -1000 as a standard. Like this:

Code:
landframe    10
    dropframe  8
    delay    2
    offset    800 650
    bbox    700 380 252 290
    frame    data/chars/soldier/fall101.png ###lift
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     0
    sound    data/sounds/male_pain.wav
    delay    -1000
    frame    data/chars/soldier/fall101.png
    delay    10
    bbox    700 380 252 290
    frame    data/chars/soldier/fall102.png ###peak
    delay    -1000
    bbox    700 380 252 290
    frame    data/chars/soldier/fall103.png ###fall
    delay    20
    bbox    100 365 322 91
    offset    236 446
    frame    data/chars/soldier/fall2.png ###down

HTH,
DC
 
You can use bouncefactor for either fall or non-fall animation, but I use it in fall animation because it checks how high the entity bounces after falling to the ground at first. It's useful but carefully play around with the timing delay of frames after actually landing while bouncing. If a delay time is long (or infinite, I think) for its animation frame to play while it's bouncing after its first land, it will switch to anim rise by the time it reaches to the ground. I suggest you add the falling state frame as the first frame of anim rise, so that'll look like it is already in his/her fallen state and then get up. You can use decimals too. The lower number the bouncefactor is, the higher the bounce goes. Vice versa.

I added bouncefactor recently and find it useful.

Code:
anim fall17 #Hadouken recoil/knockout

    delay    7
    offset    336 292
    jumpframe 0 3 -2.5 0
    landframe    3
    bouncefactor 2 # Bouncing longer than normal. Can be decimals
    frame    data/chars/ken/cvs2_ken_575.png # Lift / Fall
    delay 13
    frame    data/chars/ken/cvs2_ken_575.png # Lift / Fall
    delay    1000
    frame    data/chars/ken/cvs2_ken_576.png # Lift / Fall
    delay    3
    frame    data/chars/ken/cvs2_ken_579.png # Peak / Land (start bounce?)
    delay 6
    frame    data/chars/ken/cvs2_ken_580.png # Fall / Bounce
    delay 40
    frame    data/chars/ken/cvs2_ken_581.png # Fall / Bouncing
    #delay 30
    frame    data/chars/ken/cvs2_ken_582.png # Fall/Down / Second bounce but slight
    delay 4
    frame    data/chars/ken/cvs2_ken_583.png # Down
    frame    data/chars/ken/cvs2_ken_584.png # Down

Code:
anim rise17 #Rise after Hadoken

    delay    30
    offset    336 292
    #platform 300 292 0 0 69 69 4 17
    frame    data/chars/ken/cvs2_ken_584.png # Fallen state
    delay 7
    frame    data/chars/ken/cvs2_ken_116.png # Get up
#platform 300 292 0 0 69 69 4 48
    frame    data/chars/ken/cvs2_ken_117.png
    frame    data/chars/ken/cvs2_ken_118.png
    frame    data/chars/ken/cvs2_ken_119.png
    frame    data/chars/ken/cvs2_ken_120.png
    frame    data/chars/ken/cvs2_ken_121.png
    frame    data/chars/ken/cvs2_ken_122.png

Note that if you walk forward where the falling enemy or opponent is going, the camera scrolls and checks the enemy bouncing once or twice. It can be more than twice depending on the lower value of it. Just don't set exactly to 1 (or lower like 0.99 and down) 'cause it loops its bounce forever.

bouncefactor {r}

  • This command determines bounce effect after touching ground while falling to ground. It works even if entity is falling while playing non-FALL animation.
  • {r} is bounce ratio which controls bounce effect. If it's set to 1, entity will bounce forever. If it's set to 2, it will bounce longer than normal. Any bigger value has slight difference.
  • Normally this is used in FALL animation however it also works with other animations.
  • This command won't have any effect if 'bounce' (see above) is set to 0.
 
Took me a while to figure out how to make a fun ranged character in a Beat Em Up...

In the end I went for a kiting character design.

  • A1 is a Shotgun blast that propels yourself backwards. 3 times on ground, up to 5 times in air and can switch direction once
  • Shotgun blast will knockdown enemies at melee range
  • Otherwise, hold down A2 a fast gatling gun that shoots quick but damage isn't so high
  • Bullets only have 5% chance of interrupting enemies, otherwise enemies will take damage but not have pain animation

Going to release a test build soon on my patreon/subscribestar

Video has no NSFW content
 
Haven't seen much news on your projects @Aerisetta. How go things?

DC

Hey Thanks for asking!

I'm doing well...funny you should ask, I was just thinking the other day...I've basically become a full time OpenBOR game developer now hahaha who woulda thought

If you wanna see all my games, they're here, all 18+ though

I just rarely post here cause, well I don't really feel this is the appropriate place to be posting 18+ games

I was actually visiting the forums cause I was looking for any information about making OpenBOR playable in browsers (WebGL). It would help me expand my audience to iphone users, plus a lot more people will just play if I can get it playable on browser and don't need to download anything.
 
I just rarely post here cause, well I don't really feel this is the appropriate place to be posting 18+ games

That's no big. If it's an explicit photo or video, just put it in a spoiler tag. More traffic here helps everyone in the long run.

I was actually visiting the forums cause I was looking for any information about making OpenBOR playable in browsers (WebGL).

Sorry, nothing official. I know there's a site out there that hacks games and puts them in a browser, but it's unofficial, unsupported, and very unscrupulous. That said, there was some work being done for a direct, official port to Apple ecosystem. I'm not 100% sure what the status is though.

DC
 
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