Canceled Let's do a He-Man/She-Ra collaboration!

Project is halted prior to completion and will not receive further updates.
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Great work!

I want to add some hold attack animations for enemies so you needto smash the button so enemy let you go similar to turtles arcade game, i think its a matter of having cancel on about 2 frames in looped pain animation ? Or it wont reset cancel on every loop so it would cancel only on first loop not next ones ? Anyway if cancel wont work i will use script to escape from that pain anim.

Nope. Cancel is used to change animation not to store repeated button mashes. You have to use keyscript for this.
 
I just tried that attack for enemies and i have to use bind for it so im not decided yet, i think this resolution works best, i dont want sprites to be too small
h5UlSDs.png
 
I think some old graphic cards dont support weird resolutions but i dont know how its with openbor, i will keep this one i think and will make separate version for my phone for me
eRjzIJy.png
 
I guess I will have to stick to the phone version to play on my pc, as my resolution is 1280x800

I thought as playable he-man, she-ra, man at arms and teela... Never thought about sorceress  :P
 
Code:
I guess I will have to stick to the phone version to play on my pc, as my resolution is 1280x800

I thought as playable he-man, she-ra, man at arms and teela... Never thought about sorceress  :P

and stratos too :P he is my favorite and the other who uses his head to smash things, in brazil he was called ariat but dont know his real name
 
This project reminds how much I used to love He-Man as a kid.
'The Real Ghostbusters' and then later on 'TMNT' took over and became my new obsession.

I been digging around for where we can get good copies of SFX and MUSIC, besides ripping DVD's.  There's some sites with samples etc, but most are bad quality.

I found this site thou, he-man.org  - They have a section that has all the He-Man audio cassette's (remember those cool cassette books we had from the 80s!)

They are pretty good quality, will have to listen through them all, but good chance we can get  large sections of music and good quality SFX from some of them.

Some of them could even be used for cutscenes and storyline for your game.

Like this one tells the story of Castle Greyskull and the origins of He-Man & MOTU (only a few minutes long)
http://he-man.org/audio/item.php?id=2039

Anyhow, just an idea...


EDIT: Well I listened through some, maybe not much in them as expected.

How 80s is this thou lol - http://he-man.org/audio/item.php?id=2047
 
This project is the one I'm most excited about, so I can't wait for the demo, not to mention a finished game. Just brilliant. :)
 
Good, when making game like this , then first i make things i want to see the most myself, then i ask what stuff people would like to see because if i do things that i like then work goes faster instead of requests for others, this is how i keep motivation going so when ill do everythiung that i want then listening to suggestions and requests will keep the motivation alive.I will make Teela eventually cause shes obvious character but i think next character will be man-at-arms, i made sorceress to have woman template for future female characters, he-man is template for most if not all male characters, bodybuild was identical with most of the characters, just features and colours were different so when animating i could reuse the same animations and just make slight changes.
VmWYzlh.png
 
It would be a good spawn animation if nothing else. If you have pits and/or platform areas, it could also be a huge advantage for her compared to the others - she just flies over them.

DC
 
I gave her projectiles, but maybe i will limit the traveling distance, i have to record video cause its hard to tell progress from pics
By the way why is that when i hit enemies with projectiles spawned by script then i wont get any points ?
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By the way why is that when i hit enemies with projectiles spawned by script then i wont get any points ?

How did you spawn them?

Anyways, you can use didhitscript in projectile's text and give score to player who shot it yourself :)
 
This is how i spawn the projectile in walking/idle
Code:
			@script
                void self = getlocalvar("self");
               int iPIndex = getentityproperty(self,"playerindex"); //Get player index
                       int x = getentityproperty(self,"x");
    int a = getentityproperty(self,"a");
 int z = getentityproperty(self,"z");
        void p1 = playerkeys(iPIndex, 0, "attack");
        void e;
       if ((frame == 5 || frame == 11 || frame == 17)&&(p1)&&(getentityproperty(self, "direction")==0)){
       clearspawnentry();
	setspawnentry("name","zof");
	changeentityproperty(e, "position", x-90, z, a+137);

               changeentityproperty(e, "direction", 0);
			changeentityproperty(e, "velocity", -6, 0, 0);
				e = spawn();
       	}
       	       if ((frame == 5 || frame == 11 || frame == 17)&&(p1)&&(getentityproperty(self, "direction")==1)){
       clearspawnentry();
	setspawnentry("name","zof");
     	changeentityproperty(e, "position", x+90, z, a+137);

                changeentityproperty(e, "direction", 1);
			changeentityproperty(e, "velocity", 6, 0, 0);
			 	e = spawn();
       	}
	@end_script
 
@bWWd: ah, that's script to spawn zof in animation if ATTACK button is held.

Entities spawned by players won't immediately give score when they hit something, simply because they don't know if they should do that.

You should set player as zof's parent then in zof's didhitscript give score to its parent (player that is).
 
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