sergiomsousa
Member
Did you changed the file to .rar?
rar file is now available.sergiomsousa said:Did you changed the file to .rar?
// Let's grab the current animation here.
animation = getentityproperty(ent, "animationid");
// In a dark burning animation? Then we'll apply burn tint.
if(animation == openborconstant("ANI_PAIN11") || animation == openborconstant("ANI_FALL11"))
{
// Set transparency mode for tint, and apply tint color.
changedrawmethod(ent, "tintmode", EFFECT_TINT_BLRN_MODE);
changedrawmethod(ent, "tintcolor", EFFECT_TINT_BLRN);
// Nothing else to do, so exit the function.
return;
}
// In a dark burning animation? Then we'll apply burn tint.
if(animation == openborconstant("ANI_PAIN12") || animation == openborconstant("ANI_FALL12"))
{
// Set transparency mode for tint, and apply tint color.
changedrawmethod(ent, "tintmode", EFFECT_TINT_BLRN_MODE);
changedrawmethod(ent, "tintcolor", EFFECT_TINT_BLRN);
// Nothing else to do, so exit the function.
return;
}
// In a dark burning animation? Then we'll apply burn tint.
if(animation == openborconstant("ANI_PAIN11")
|| animation == openborconstant("ANI_FALL11")
|| animation == openborconstant("ANI_PAIN12")
|| animation == openborconstant("ANI_FALL12"))
{
// Set transparency mode for tint, and apply tint color.
changedrawmethod(ent, "tintmode", EFFECT_TINT_BLRN_MODE);
changedrawmethod(ent, "tintcolor", EFFECT_TINT_BLRN);
// Nothing else to do, so exit the function.
return;
}
Damon Caskey said:...
HTH,
DC
Damon Caskey said:Unfortunately, there is no negative effect built into the engine. That doesn't mean you need to hack it into your animations though - it's a breeze scripting palette cycles, so all you would need is to make the regular and negative burn palettes, then have the script cycle them during a burn.
Nowhere near as elegant as tinting, but still far and above animating it manually. I'd still prefer tinting because I like the aesthetic of it better, but that's a matter of personal taste.
DC
icon data/chars/RAY/icon.gif 1
iconmphigh data/chars/RAY/iconm.gif 1
iconmphalf data/chars/RAY/icon.gif 1
iconmplow data/chars/RAY/icon.gif 1
icondie data/chars/RAY/icond.gif 1
icon data/chars/RAY/icon.gif 1
icondie data/chars/RAY/icond.gif 1
nedflandeurse said:@Miru, why not.
IMO, 98% of oldschool fighting game characters are kind of ugly, but they are still all interesting to play.
I don't select a character for his appearance, I'm not into cute stuffs
Tull said:nedflandeurse said:@Miru, why not.
IMO, 98% of oldschool fighting game characters are kind of ugly, but they are still all interesting to play.
I don't select a character for his appearance, I'm not into cute stuffs
I agree, I never liked the cute characters. My favorite characters have always been the tough underdogs like Blanka, Gilius Thunderhead (this one was pretty popular in the arcades but you know what I mean), Zan Gilbert or Karnov, even though he isn't playable here. I'll wait for a final version before playing this, and by the way, I look forward to that game you were developing using material from that Korean online brawler (if you didn't drop the project), it's time to see new cast (be them cute or not) in action.
Miru said:I agree about the "Battle Mode" concept for the next revision of FHR, with all the FH-series characters (including Ryoko, Ox, and Chelnov) included (and maybe even the deleted "Joker" character if someone can finish up a set for him), plus the bosses and mid-bosses. I'd also like two new stages to finish up the AODK cast:
* Mid-Boss: Kisarah, Boss: Dawson McShane (Eternal Champions)
* Mid-Boss: Bobby Nelson, Boss: Burnie (Alien Challenge)