Resident Evil: Survive

In Progress Resident Evil: Survive - OPENBOR Game 3

No permission to download
The project is currently under development.
congratz man, great update,
The only thing that bothers me is the alignment of the walk and run animations of all characters and enemies, it's not really a bug, but it seems strange to me.
My suggestion is to always align the heads on the same x-axis, here's a demonstration of CINDY's walk and run animations if you want to test it:
anim walk
loop 1
delay 8
offset 30 97
bbox 0 0 57 100
frame data/chars/Cindy/walk_01.gif
bbox 10 0 45 104
offset 35 99
sound data/sounds/heels.wav
frame data/chars/Cindy/walk_02.gif
bbox 6 0 35 104
offset 30 100
frame data/chars/Cindy/walk_03.gif
bbox 0 0 36 104
offset 23 100
frame data/chars/Cindy/walk_04.gif
bbox 0 0 43 102
offset 26 99
frame data/chars/Cindy/walk_05.gif
bbox 4 0 48 97
offset 30 96
frame data/chars/Cindy/walk_06.gif
bbox 10 0 48 102
offset 38 98
sound data/sounds/heels.wav
frame data/chars/Cindy/walk_07.gif
bbox 8 0 41 103
offset 34 99
frame data/chars/Cindy/walk_08.gif
bbox 0 0 42 103
offset 29 100
frame data/chars/Cindy/walk_09.gif
bbox 0 0 35 102
offset 19 99
frame data/chars/Cindy/walk_10.gif
bbox 0 0 48 99
offset 23 98
frame data/chars/Cindy/walk_11.gif
anim run
loop 1
delay 9
offset 39 90
bbox 13 0 57 94
frame data/chars/Cindy/run_01.gif
bbox 18 0 52 89
offset 38 87
frame data/chars/Cindy/run_02.gif
bbox 0 0 45 93
offset 21 90
sound data/sounds/heels.wav
frame data/chars/Cindy/run_03.gif
bbox 19 0 56 92
offset 43 88
frame data/chars/Cindy/run_04.gif
bbox 19 0 62 91
offset 46 87
frame data/chars/Cindy/run_05.gif
bbox 11 0 49 87
offset 30 86
sound data/sounds/heels.wav
frame data/chars/Cindy/run_06.gif
 
I haven't gotten around to playing fully yet, but something I (and probably many others) would appreciate is for in the controls settings, Attack 1, Attack 2, Attack 3 and Attack 4 to be renamed to what they actually do (Melee, Weapon, H.Weapon, etc.) It's frustrating to set controls not having a clue what they do only to go in game and find out they're not remotely how you'd want them lol.

I might be crazy but in the brief test of controls I did, it seemed the character loses health when they use their melee attack now. I don't remember it being like that in previous builds? Breakout attack I expect to lose a little health, but not the melee. I may just be misremembering.

But yeah those are just some quality of life things. I'll try to actually do a full playthrough ASAP :) Congrats on the release in the meantime! Things seem to be coming along great.

Is Sheva still in the plans to be playable btw? It seemed from previous posts like the roster plans might've changed a bit.

EDIT (Didn't want to double post):

I have played some more. I didn't finish it as I rage/bored-quit on the same place as the last demo. Whilst I definitely like the game a little, it IS still plagued with a lot of my pet peeves and things that, for me, separate a GOOD beat 'em from a GREAT beat 'em up. Before I get into any bullet points though, I'll explain where I rage/bored-quit; the plant boss with the number in it's name (I think it was 41 or 48 or something). Whilst I appreciate the novelty of a boss having to expose a weak point to hit it, it just doesn't feel like it works here. It only exposes itself (rude.... xD) after a specific attack, which it used maybe twice in the over a minute I spent fighting it. The rest of the time it idled (meaning I could do literally nothing except jump and roll around the screen to amuse myself whilst I waited) or using it's acid attack. I could just tell I was gonna time out numerous times on the fight. It's attacks also aren't really telegraphed, meaning you're probably just going to get hit by them and miss the exposed opportunity. I will say it was better than the previous demo, however, as the attack where it exposes itself (ew... xD) felt like it had a fairer hitbox, or maybe I just got lucky.

The telegraphing issue is present for the majority of enemies and bosses actually. There's no wind-up to their attacks, they just throw it out at lightning speed before you have time to react. There are exceptions, such as... Lisa? She had at least one attack that was somewhat telegraphed (the others were unavoidably lightning fast instant knockdowns though).

Onto the bullet points:
- I think combo-enders should knock enemies down, especially if you're gonna have so many enemies on screen. I appreciate that getting surrounded by zombies easily goes with the 'vibe' of a survival horror game, but in a beat 'em up it just makes every single screen feel stressful and panicky.
- Somewhat related to the above issue, it is WAY too easy to get stunlocked and drain a full bar of health. This seems to be a common issue with OpenBOR creators (even veterans, surprisingly); they swarm the screen with enemies but then give almost every enemy a very fast jab attack, and then what happens is the player just gets cheap-shotted constantly when trying to move around, or gets stunlocked in the middle of a huge group. Granted, there's a breakout move, but because of how many buttons the game has, it's not always easy to hit/remember where it is.
- I'm annoyed at myself for forgetting enemy names, but the Combine-looking guy with the gun is a little... silly. A rapid fire machine gun that basically stunlocks you in place, draining tons of health, and he's able to immediately fire again when you've barely exited the pain anim, allowing him to spam you to death easily before you can reach him. And the worst offender; he can do it from off screen where you might not even know he exists yet. Ranged enemies should NEVER be able to attack from offscreen. It's just a cheap shot at that point.
- The zombie dog's jump attack commits another pet peeve sin of mine; a single attack that hits numerous times. It leaps and does a claw swipe, yet instead of only hitting once, the character gets repeatedly hit for the entire time the animation is touching them. It's not only unfair but unrealstic. Hits are defined by momentum. When the dog first swipes, sure, that's a claw being swung through the air, but once the claw is STATIONARY (momentum is over) then it should no longer count as an attack. If my cat's paw is stationary and I pat it, it's not gonna hurt me xD But if she swings that f*cker you bet it'll hurt then. Hopefully that makes sense.
- Another potential hitbox issues is the holes with tendrils coming out of them. I figure if I'm standing on the hole, the tendril should hit me. But it also hits me if I'm standing way ABOVE the hole (on the Z plane), which doesn't really make sense. I do appreciate it was probably difficult to make a trap like that and I doubt I could've made it work properly either, lol.
- The hitbox on the Hunter's jump attack feels a bit generous. I get hit long before his claws actually touch the sprite. They're not a huge problem, but it's just something I noticed. But at least (unlike the dogs) it IS just a single hit.

I will say that the amount of healing items and extra lives DOES mean that all of the above does not necessarily put you in danger of getting a Game Over, but it's more an issue of game flow and player frustration than a fear of dying. But I say this as someone who plays games to relieve stress and mow through enemies, not someone who loves hard games, and unfortunately it seems a lot of creators around here just wanna make games for hardcore players, which is a shame. In it's current state, the game feels like Hard mode, and you could probably safely keep it as it is AS a Hard Mode, but I think it'd really make the game more accessible to have a Normal (and if you have the time/patience, an Easy Mode) with smaller enemy groups, etc. for those of us who just play games to chill and don't care so much about overcoming a challenge :) And just to kind of clarify my mindset here: I've beaten Streets of Rage 4 on Mania, but I would not choose to play on Mania as my default. I actually play on Easy/Normal, even though I can comfortably beat the game on Hard/Hardest, 'cause it's just more fun that way. I think it's super important to have that variety. An insanely hard experience is not inherantly bad, if it is OPTIONAL for those who want it. It should never be the default, as it alienates some of the player base (not to mention make it so younger kids can't play with their parents, etc.).

I always worry that I will sound nit-picky or rude and the last thing I would want is to upset you or undermine your work, but to reassure you; I always say that I would not waste my time giving feedback if I thought the project had no potential. If I thought the game was trash, I'd just delete it and move on without a word. It's when a game has such good potential, but gets let down by some poor aspects, that I get passionate enough to offer feedback, because I can see the gold, it's just covered in a little mud :) And there is DEFINITELY some awesome potential here, and the fact you drew the stages and textured them yourself and I presume made a lot of the character sprites etc. your passion and talents are clear as day. So please don't think I hate it or think your work is terrible.

x
 
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@DCurrent thank you sir 🫡

@ZVitor I get the idea. I tried but didn't like the effect on sprites. Character's head feels like stuck to an invisible crane or clamp holding it. I personally like that recoil characters make while running, I think it feels more natural.

@Psykai wow too many observations, specially considering you have admitted to not finishing the game but still taking note. I'll try to reply the most I can because there are A LOT. So I'll try to be quick.

Can you give me an example of how rename buttons? Game still includes a manual with control settings even with character's special commands (which were supposed to be secret moves), plus the How to Play section has been updated with a more minimalist and intuitive button diagram. Additionally, that's the point of the first tutorial levels when you start a new game to get familiar with each action but most players don't care and press anything they want to beat it quickly.

Indeed knife/melee weapons now reduce health as a penalization. This was changed from the demo after watching too much players spamming knife attacks without punching enemies at all.

Yeah, Sheva is planned as playable character for RE5 themed update. Game includes an unlockable character viewer with all confirmed characters joining the roster eventually.

I get the importance of bosses' attacks getting telegraphed so players can get ready to react. In case you haven't reach those levels, Tyrant's AI has been improved and their attacks have a short pause before charging on players but I'm still expecting to make more improvements. About Plant 42 I totally understand it used to be way too difficult and frustrating so I decided to simply remove all enemies so players can only focus on it (this boss in fact changed many combat aspects about massive bosses). In order to improve it I removed all knockout attacks so players won't be bouncing throughout level, acid attack was shortened and makes less damage so players can't feel overwhelmed. To destroy the Plant and make it open its petals you simply have to approach the root, which is in fact its real body.

I won't tell people how to play the game because that's not the point of this but weapons are mostly recommended for bosses since they can't be directly punched, that's why they don't feel any pain, to balance things on both sides. About being surrounded I understand what you're pointing out, that's why breakout attack is SO IMPORTANT, the problem is that players simply don't use it because they ignore its existence. Even in that case I considered all options available and that's why I also included the slide, dodge and run attack, to give players options and enjoy the game in many ways. They simply don't want to use them.

I understand enemies react or move way too fast, similar to bosses, and I have tweaked many of their attacks to allow players react. Keep in mind this is my very first Openbor game, there were no experiments or low effort edits before, this is my very first introduction to Openbor so consider those mistakes as left overs from my trial/error era. Every update not only includes new characters but also animation improvements to the old ones to balance gameplay. All I want is deliver the best Resident Evil Openbor game possible
 
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how is the progress on the resident evil openbor game
Season 3 based on Resident Evil 3: Nemesis is scheduled for September, 28. A cinematic teaser will be released next month, so stay tuned to the channel updates.

Jill Valentine with her RE3 costume and Carlos have been finished and are fully playable. Nikolai and Mikhail are still pending. Raccoon City levels have been completed in a 80%
 
I've got a problem while I was working on Nemesis boss txt file. The log says invalid animation name. The problem is that I've checked them all and can´t seem to find the problem:

PART 1
name Nemesis_enemy
subtype chase
running 20 4 2 1 1
health 500
speed 6
type enemy
candamage player npc
hostile player npc
lifebarstatus 250 5 1 0 0 1 1 0 0
lifeposition 129 232
nameposition 129 241
iconposition 97 230
shadow 4
gfxshadow 1 1
aimove chase
aggression 500
nodieblink 1
nopain 1
nolife 1
blockodds 1
icon data/chars/Nemesis/icon.gif
diesound data/chars/Nemesis/nemesis_death.wav

palette data/chars/Nemesis/palette_boss.gif

anim attack1
hitflash flash2
rangea 0 100
range 1 100
loop 0
delay 5
offset 93 152
bbox 57 7 79 150
frame data/chars/Nemesis/attack_C01.gif
sound data/chars/Nemesis/nemesis_melee3.wav
offset 102 156
bbox 59 16 86 145
frame data/chars/Nemesis/attack_C02.gif
offset 49 196
bbox 19 55 71 146
frame data/chars/Nemesis/attack_C03.gif
offset 48 159
bbox 21 26 70 139
sound data/chars/Nemesis/nem_se_rocketswish.wav
frame data/chars/Nemesis/attack_C04.gif
offset 49 128
bbox 26 0 66 133
attack2 77 0 98 108 15 10 0 0 7 0
frame data/chars/Nemesis/attack_C05.gif
delay 20
offset 48 117
bbox 27 0 76 123
frame data/chars/Nemesis/attack_C06.gif

anim attack2
hitflash flash2
rangea 0 100
range 1 100
energycost 5 1 0
loop 0
fastattack 1
delay 5
attack 0
offset 130 140
bbox 100 0 79 145
Frame data/chars/Nemesis/A2_A01.gif
offset 46 143
bbox 11 0 79 148
hitfx data/sounds/slash.wav
attack2 -51 14 203 92 16 0 0 0 6 12
Frame data/chars/Nemesis/A2_A02.gif
attack 0
offset 60 175
bbox 32 30 71 150
Frame data/chars/Nemesis/A2_A03.gif
attack 0
offset 43 165
bbox 6 19 79 150
Frame data/chars/Nemesis/A2_B01.gif
offset 50 147
bbox 12 2 79 150
hitfx data/sounds/slash.wav
attack2 -46 9 221 92 16 15 0 0 6 12
Frame data/chars/Nemesis/A2_B02.gif
attack 0
offset 54 151
bbox 19 0 72 156
Frame data/chars/Nemesis/A2_B03.gif

anim attack3
hitflash flash2
loop 0
delay 4
offset 66 153
bbox 28 0 74 159
frame data/chars/Nemesis/special_01.gif
offset 73 148
bbox 27 0 75 153
frame data/chars/Nemesis/special_02.gif
offset 61 145
bbox 17 0 79 150
frame data/chars/Nemesis/special_03.gif
sound data/chars/Nemesis/nemesis_melee4.wav
offset 91 145
bbox 48 0 79 150
frame data/chars/Nemesis/special_04.gif
offset 79 136
bbox 38 0 79 140
frame data/chars/Nemesis/special_05.gif
offset 71 151
bbox 21 24 79 130
frame data/chars/Nemesis/special_06.gif
sound data/chars/Nemesis/nem_se_syokusyuground.wav
offset 103 151
bbox 57 33 79 123
frame data/chars/Nemesis/special_07.gif
offset 99 151
bbox 57 28 79 128
frame data/chars/Nemesis/special_08.gif
offset 94 151
bbox 47 35 79 123
attack3 -10 0 206 156 20 5 0 0 10 0
frame data/chars/Nemesis/special_09.gif
offset 99 151
frame data/chars/Nemesis/special_08.gif
offset 103 151
frame data/chars/Nemesis/special_07.gif
offset 71 151
frame data/chars/Nemesis/special_06.gif
offset 79 136
frame data/chars/Nemesis/special_05.gif

anim attack4
hitflash flash2
fastattack 1
loop 0
delay 6
attack 0
offset 97 147
bbox 57 0 79 150
frame data/chars/Nemesis/victory_01.gif
attack 0
offset 54 148
bbox 19 0 79 150
frame data/chars/Nemesis/victory_02.gif
attack 0
offset 81 153
bbox 44 13 79 144
frame data/chars/Nemesis/victory_03.gif
delay 20
attack 0
offset 75 153
frame data/chars/Nemesis/victory_04.gif
delay 6
attack 0
offset 48 188
sound data/chars/Nemesis/nemesis_melee5.wav
frame data/chars/Nemesis/growl_01.gif
offset 48 188
hitfx data/sounds/none.wav
attack3 77 0 375 198 20 0 0 1 10 100
frame data/chars/Nemesis/growl_02.gif
attack 0
offset 48 184
frame data/chars/Nemesis/growl_03.gif
offset 48 183
hitfx data/sounds/none.wav
attack3 77 0 375 198 20 0 0 1 10 100
frame data/chars/Nemesis/growl_04.gif
attack 0
offset 48 184
frame data/chars/Nemesis/growl_05.gif
offset 48 179
attack3 77 0 375 198 20 0 0 1 10 100
hitfx data/sounds/none.wav
frame data/chars/Nemesis/growl_06.gif

anim attack5
hitflash flash2
loop 0
delay 4
offset 158 150
frame data/chars/Nemesis/flame_01.gif
offset 67 143
sound data/chars/Nemesis/nemesis_melee3.wav
frame data/chars/Nemesis/flame_02.gif
offset 67 143
frame data/chars/Nemesis/flame_03.gif
offset 67 143
frame data/chars/Nemesis/flame_04.gif
offset 151 194
burn -28 0 376 205 40 5 0 0 0 200
sound data/sounds/flamethrower.wav
frame data/chars/Nemesis/flame_05.gif
offset 151 198
frame data/chars/Nemesis/flame_06.gif
offset 150 200
frame data/chars/Nemesis/flame_07.gif
offset 151 198
frame data/chars/Nemesis/flame_08.gif
offset 151 184
frame data/chars/Nemesis/flame_09.gif
offset 151 165
frame data/chars/Nemesis/flame_10.gif
offset 151 165
frame data/chars/Nemesis/flame_11.gif
offset 151 165
frame data/chars/Nemesis/flame_12.gif
delay 20
offset 90 165
frame data/chars/Nemesis/flame_13.gif

anim attack6
rangea 0 100
range 1 200
delay 6
loop 0
offset 43 141
bbox 57 7 79 150
frame data/chars/Nemesis/rise_03.gif
offset 45 129
bbox 57 7 79 150
frame data/chars/Nemesis/rise_02.gif
offset 38 107
bbox 57 7 79 150
frame data/chars/Nemesis/rise_01.gif
offset 43 107
bbox 57 7 79 150
Frame data/chars/Nemesis/minigun_01.gif
offset 57 129
bbox 57 7 79 150
Frame data/chars/Nemesis/minigun_02.gif
offset 51 141
bbox 57 7 79 150
Frame data/chars/Nemesis/minigun_03.gif
sound data/chars/Nemesis/minigun_wind_up.wav
delay 15
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
delay 6
sound data/chars/Nemesis/minigun_fire.wav
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
@cmd projectile 1 "Bullet2" 5 1 74 1 0
offset 46 140
Frame data/chars/Nemesis/minigun_05.gif
offset 46 140
Frame data/chars/Nemesis/minigun_04.gif
offset 51 141
Frame data/chars/Nemesis/minigun_03.gif
offset 57 129
Frame data/chars/Nemesis/minigun_02.gif
offset 43 107
Frame data/chars/Nemesis/minigun_01.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif

anim attack7
rangea 0 100
range 1 200
delay 5
loop 0
offset 40 141
bbox 57 7 79 150
frame data/chars/Nemesis/get_01.gif
offset 42 129
bbox 57 7 79 150
frame data/chars/Nemesis/get_02.gif
offset 38 107
bbox 57 7 79 150
frame data/chars/Nemesis/get_03.gif
offset 79 113
bbox 57 7 79 150
sound data/chars/Nemesis/nemesis_melee5.wav
Frame data/chars/Nemesis/A4_01.gif
offset 86 132
bbox 57 7 79 150
Frame data/chars/Nemesis/A4_02.gif
offset 86 145
bbox 57 7 79 150
Frame data/chars/Nemesis/A4_03.gif
delay 15
offset 53 140
Frame data/chars/Nemesis/A4_04.gif
delay 5
offset 53 140
Frame data/chars/Nemesis/A4_05.gif
offset 53 140
Frame data/chars/Nemesis/A4_06.gif
offset 53 140
Frame data/chars/Nemesis/A4_07.gif
offset 53 140
burn 127 21 237 87 40 10 0 0 0 150
sound data/sounds/flamethrower.wav
Frame data/chars/Nemesis/A4_08.gif
offset 53 140
Frame data/chars/Nemesis/A4_09.gif
offset 53 151
Frame data/chars/Nemesis/A4_10.gif
offset 53 168
Frame data/chars/Nemesis/A4_11.gif
offset 53 163
Frame data/chars/Nemesis/A4_12.gif
offset 53 161
Frame data/chars/Nemesis/A4_13.gif
offset 53 159
Frame data/chars/Nemesis/A4_14.gif
offset 53 151
Frame data/chars/Nemesis/A4_15.gif
offset 53 162
Frame data/chars/Nemesis/A4_16.gif
offset 53 153
Frame data/chars/Nemesis/A4_17.gif
offset 53 161
Frame data/chars/Nemesis/A4_18.gif
offset 53 140
Frame data/chars/Nemesis/A4_19.gif
offset 53 140
Frame data/chars/Nemesis/A4_20.gif
offset 53 140
Frame data/chars/Nemesis/A4_04.gif
offset 86 145
Frame data/chars/Nemesis/A4_03.gif
offset 86 132
Frame data/chars/Nemesis/A4_02.gif
offset 79 113
Frame data/chars/Nemesis/A4_01.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif

anim block
hitflash flash2
loop 0
delay 20
offset 158 150
frame data/chars/Nemesis/cover.gif

anim grab
loop 0
delay 1000
offset 77 142
bbox 47 0 75 147
frame data/chars/Nemesis/grab.gif

anim throw
loop 0
delay 5
offset 84 134
frame data/chars/Nemesis/throw_01.gif
sound data/chars/Nemesis/nemesis_melee5.wav
offset 67 153
frame data/chars/Nemesis/throw_02.gif
delay 30
offset 71 145
frame data/chars/Nemesis/throw_03.gif

anim upper
rangea 0 100
range 1 700
delay 5
offset 68 151
Frame data/chars/Nemesis/A3_01.gif
offset 41 149
Frame data/chars/Nemesis/A3_02.gif
offset 51 149
Frame data/chars/Nemesis/A3_03.gif
offset 52 174
Frame data/chars/Nemesis/A3_04.gif
offset 51 194
Frame data/chars/Nemesis/A3_05.gif
offset 51 140
Frame data/chars/Nemesis/A3_06.gif
offset 51 145
sound data/chars/Nemesis/nem_se_rocketshot.wav
@cmd projectile 1 "Missile" 5 1 135 1 0
Frame data/chars/Nemesis/A3_07.gif
offset 51 182
frame data/chars/Nemesis/A3_08.gif
offset 51 140
Frame data/chars/Nemesis/A3_06.gif
 
PART 2
anim special
hitflash flash2
loop 0
delay 5
offset 80 140
frame data/chars/Nemesis/attack_B01.gif
sound data/chars/Nemesis/nemesis_melee2.wav
offset 46 143
frame data/chars/Nemesis/attack_B02.gif
offset 51 172
attack2 63 16 105 115 15 0 0 0 5 0
sound data/chars/Nemesis/nem_se_rocketswish.wav
frame data/chars/Nemesis/attack_B03.gif
offset 60 173
delay 20
frame data/chars/Nemesis/attack_B04.gif

anim special2
rangea 0 100
range 1 50
escapehits 2
hitflash flash2
loop 0
delay 4
move -20
offset 61 145
frame data/chars/Nemesis/dodge_01.gif
offset 82 146
frame data/chars/Nemesis/dodge_02.gif
delay 20
offset 66 146
frame data/chars/Nemesis/dodge_03.gif
delay 4
move 20
offset 34 161
frame data/chars/Nemesis/runattack_01.gif
sound data/chars/Nemesis/nemesis_melee4.wav
offset 50 152
frame data/chars/Nemesis/runattack_02.gif
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
offset 51 165
attack2 92 40 173 50 50 5 0 0 5 0
frame data/chars/Nemesis/runattack_06.gif
delay 15
frame data/chars/Nemesis/runattack_06.gif
delay 4
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
delay 30
offset 50 152
frame data/chars/Nemesis/runattack_02.gif

anim jumpdelay
loop 0
delay 4
offset 43 141
frame data/chars/Nemesis/rise_03.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif

anim jumpattack
loop 0
delay 6
offset 43 198
frame data/chars/Nemesis/jump_01.gif
offset 58 151
frame data/chars/Nemesis/jump_02.gif
offset 61 120
frame data/chars/Nemesis/jump_03.gif
offset 58 151
frame data/chars/Nemesis/jump_02.gif
offset 43 198
frame data/chars/Nemesis/jump_01.gif

anim jumpland
hitflash flash2
loop 0
delay 6
offset 78 107
sound data/sounds/rocks.wav
attack2 0 0 170 113 20 5 0 0 10 50
frame data/chars/Nemesis/spawn_01.gif
offset 82 107
frame data/chars/Nemesis/spawn_02.gif
offset 75 107
frame data/chars/Nemesis/spawn_03.gif
offset 75 107
frame data/chars/Nemesis/spawn_04.gif
offset 75 107
frame data/chars/Nemesis/spawn_05.gif
offset 73 107
frame data/chars/Nemesis/spawn_06.gif
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif

anim burn
loop 0
delay 10
offset 116 110
sound data/sounds/burn.wav
frame data/chars/Nemesis/burn_01.gif
offset 187 110
frame data/chars/Nemesis/burn_02.gif
offset 154 110
frame data/chars/Nemesis/burn_03.gif
offset 116 110
frame data/chars/Nemesis/burn_01.gif
offset 187 110
frame data/chars/Nemesis/burn_02.gif
offset 154 110
frame data/chars/Nemesis/burn_03.gif
delay 8
sound data/chars/Nemesis/nemesis_damage1.wav
offset 93 110
frame data/chars/Nemesis/fall_02.gif
offset 59 144
frame data/chars/Nemesis/fall_03.gif
offset 82 25
frame data/chars/Nemesis/fall_04.gif

anim shock
loop 0
delay 10
offset 105 122
sound data/sounds/shock.wav
frame data/chars/Nemesis/shock_01.gif
offset 113 126
frame data/chars/Nemesis/shock_02.gif
offset 105 122
frame data/chars/Nemesis/shock_01.gif
offset 113 126
frame data/chars/Nemesis/shock_02.gif
delay 8
sound data/chars/Nemesis/nemesis_damage1.wav
offset 93 110
frame data/chars/Nemesis/fall_02.gif
offset 59 144
frame data/chars/Nemesis/fall_03.gif
offset 82 25
frame data/chars/Nemesis/fall_04.gif

anim fall
loop 0
delay 8
offset 75 113
frame data/chars/Nemesis/fall_01.gif
sound data/chars/Nemesis/nemesis_damage3.wav
offset 93 110
frame data/chars/Nemesis/fall_02.gif
offset 59 144
frame data/chars/Nemesis/fall_03.gif
offset 82 25
frame data/chars/Nemesis/fall_04.gif

anim idle
loop 1
delay 14
offset 48 153
bbox 13 0 72 158
frame data/chars/Nemesis/idle_01.gif
offset 48 152
bbox 13 0 72 158
frame data/chars/Nemesis/idle_02.gif
offset 48 151
bbox 13 0 72 158
frame data/chars/Nemesis/idle_03.gif
delay 30
offset 48 150
bbox 13 0 72 158
frame data/chars/Nemesis/idle_04.gif
delay 14
offset 48 150
bbox 13 0 72 158
frame data/chars/Nemesis/idle_04.gif
offset 48 151
bbox 13 0 72 158
frame data/chars/Nemesis/idle_03.gif
offset 48 152
bbox 13 0 72 158
frame data/chars/Nemesis/idle_02.gif
delay 30
offset 48 153
bbox 13 0 72 158
frame data/chars/Nemesis/idle_01.gif

anim pain1
loop 0
delay 8
offset 41 144
bbox 9 4 76 146
frame data/chars/Nemesis/pain.gif
sound data/chars/Nemesis/nemesis_damage1.wav

anim rise
loop 0
delay 10
offset 38 107
frame data/chars/Nemesis/rise_01.gif
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif

anim riseattack
hitflash flash2
loop 0
delay 5
offset 80 140
frame data/chars/Nemesis/attack_B01.gif
sound data/chars/Nemesis/nemesis_melee2.wav
offset 46 143
frame data/chars/Nemesis/attack_B02.gif
offset 51 172
attack2 63 16 105 115 15 0 0 0 5 0
sound data/chars/Nemesis/nem_se_rocketswish.wav
frame data/chars/Nemesis/attack_B03.gif
offset 60 173
delay 20
frame data/chars/Nemesis/attack_B04.gif

anim walk
loop 1
delay 13
offset 37 147
bbox 10 0 64 152
frame data/chars/Nemesis/walk_01.gif
bbox 17 0 76 144
offset 53 139
frame data/chars/Nemesis/walk_02.gif
bbox 25 0 75 147
offset 49 142
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/walk_03.gif
bbox 27 0 70 148
offset 47 143
frame data/chars/Nemesis/walk_04.gif
bbox 1 0 68 158
offset 36 153
frame data/chars/Nemesis/walk_05.gif
bbox 37 0 64 146
offset 56 141
frame data/chars/Nemesis/walk_06.gif
bbox 37 0 61 151
offset 54 146
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/walk_07.gif
bbox 10 0 69 154
offset 39 149
frame data/chars/Nemesis/walk_08.gif

anim run
loop 1
delay 10
offset 65 135
bbox 42 0 76 140
frame data/chars/Nemesis/run_01.gif
bbox 53 0 80 143
offset 72 138
frame data/chars/Nemesis/run_02.gif
bbox 36 0 69 150
offset 53 145
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/run_03.gif
bbox 30 0 74 150
offset 57 145
frame data/chars/Nemesis/run_04.gif
bbox 34 0 80 146
offset 65 141
frame data/chars/Nemesis/run_05.gif
bbox 44 0 70 151
offset 57 146
sound data/chars/Nemesis/nemesis_footstep.wav
frame data/chars/Nemesis/run_06.gif

anim runattack
hitflash flash2
loop 0
delay 4
move 10
bbox 9 0 62 166
offset 34 161
frame data/chars/Nemesis/runattack_01.gif
sound data/chars/Nemesis/nemesis_melee4.wav
offset 50 152
bbox 26 14 63 143
frame data/chars/Nemesis/runattack_02.gif
bbox 28 27 84 144
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
bbox 28 35 86 135
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
bbox 28 32 89 138
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
bbox 28 30 79 140
offset 51 165
attack2 92 40 173 50 50 5 0 0 5 0
frame data/chars/Nemesis/runattack_06.gif
delay 15
frame data/chars/Nemesis/runattack_06.gif
delay 4
bbox 28 32 89 138
offset 51 165
frame data/chars/Nemesis/runattack_05.gif
bbox 28 35 86 135
offset 51 165
frame data/chars/Nemesis/runattack_04.gif
bbox 28 27 84 144
offset 51 165
frame data/chars/Nemesis/runattack_03.gif
delay 30
offset 50 152
bbox 26 14 63 143
frame data/chars/Nemesis/runattack_02.gif

anim spawn
loop 0
delay 6
offset 43 320
frame data/chars/Nemesis/jump_01.gif
offset 43 290
frame data/chars/Nemesis/jump_01.gif
offset 43 260
frame data/chars/Nemesis/jump_01.gif
offset 43 230
frame data/chars/Nemesis/jump_01.gif
offset 43 198
frame data/chars/Nemesis/jump_01.gif
offset 78 107
sound data/sounds/rocks.wav
attack2 0 0 170 113 20 5 0 0 10 50
frame data/chars/Nemesis/spawn_01.gif
offset 82 107
frame data/chars/Nemesis/spawn_02.gif
offset 75 107
frame data/chars/Nemesis/spawn_03.gif
offset 75 107
frame data/chars/Nemesis/spawn_04.gif
offset 75 107
frame data/chars/Nemesis/spawn_05.gif
offset 73 107
frame data/chars/Nemesis/spawn_06.gif
delay 30
offset 38 107
sound data/chars/Nemesis/nemesis_select.wav
frame data/chars/Nemesis/rise_01.gif
delay 6
offset 45 129
frame data/chars/Nemesis/rise_02.gif
offset 43 141
frame data/chars/Nemesis/rise_03.gif
offset 97 147
frame data/chars/Nemesis/victory_01.gif
offset 54 148
frame data/chars/Nemesis/victory_02.gif
offset 81 153
frame data/chars/Nemesis/victory_03.gif
offset 75 153
frame data/chars/Nemesis/victory_04.gif
offset 89 131
sound data/chars/Nemesis/nemesis_melee5.wav
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
offset 89 131
frame data/chars/Nemesis/victory_05.gif
offset 89 131
frame data/chars/Nemesis/spawn_08.gif
 
Aditionally I've made a playable version of Nemesis which includes GRABWALK but animation won't play at all. I've also declared this on character's header and nothing happens.
grabwalk 15
anim grabwalk
loop 1
delay 6
offset 64 151
bbox 26 0 63 157
frame data/chars/Nemesis/grabwalk_01.gif
offset 63 146
bbox 25 0 75 151
frame data/chars/Nemesis/grabwalk_02.gif
offset 49 149
bbox 26 0 75 154
frame data/chars/Nemesis/grabwalk_03.gif
offset 55 150
bbox 31 0 66 155
frame data/chars/Nemesis/grabwalk_04.gif
offset 58 157
bbox 26 0 65 165
frame data/chars/Nemesis/grabwalk_05.gif
offset 61 148
bbox 28 0 63 153
frame data/chars/Nemesis/grabwalk_06.gif
offset 54 153
bbox 26 0 69 158
frame data/chars/Nemesis/grabwalk_07.gif
offset 60 156
bbox 21 0 72 161
frame data/chars/Nemesis/grabwalk_08.gif

anim grabbackwalk
loop 1
delay 6
offset 64 151
bbox 26 0 63 157
frame data/chars/Nemesis/grabwalk_01.gif
offset 63 146
bbox 25 0 75 151
frame data/chars/Nemesis/grabwalk_02.gif
offset 49 149
bbox 26 0 75 154
frame data/chars/Nemesis/grabwalk_03.gif
offset 55 150
bbox 31 0 66 155
frame data/chars/Nemesis/grabwalk_04.gif
offset 58 157
bbox 26 0 65 165
frame data/chars/Nemesis/grabwalk_05.gif
offset 61 148
bbox 28 0 63 153
frame data/chars/Nemesis/grabwalk_06.gif
offset 54 153
bbox 26 0 69 158
frame data/chars/Nemesis/grabwalk_07.gif
offset 60 156
bbox 21 0 72 161
frame data/chars/Nemesis/grabwalk_08.gif
 
I've got a problem while I was working on Nemesis boss txt file. The log says invalid animation name. The problem is that I've checked them all and can´t seem to find the problem:
I saw that you are using attack types above attack4.
In this case I suggest checking your "maxattacks" and "maxattacktypes" limits in your models.txt file, otherwise you can have issues with the game.
 
I saw that you are using attack types above attack4.
In this case I suggest checking your "maxattacks" and "maxattacktypes" limits in your models.txt file, otherwise you can have issues with the game.
I did it but still happened. I've set maxattacks 90 and maxattacktypes 30
 
Last edited:
That's strange. Try this : make a backup of Nemesis enemy then remove ATTACK5, ATTACK6 and ATTACK7 from Nemesis enemy and see if this works.
Indeed, removing animations following attack4 the character spawned. I had to rename attack5, 6 and 7 as freespecials and character worked great! Weird

Aditionally, the playable version of Nemesis has grabwalk but character won't play the animation. He will simply grab enemies like a common static grab.
grabwalk 15
anim grabwalk
loop 1
delay 6
offset 64 151
bbox 26 0 63 157
frame data/chars/Nemesis/grabwalk_01.gif
offset 63 146
bbox 25 0 75 151
frame data/chars/Nemesis/grabwalk_02.gif
offset 49 149
bbox 26 0 75 154
frame data/chars/Nemesis/grabwalk_03.gif
offset 55 150
bbox 31 0 66 155
frame data/chars/Nemesis/grabwalk_04.gif
offset 58 157
bbox 26 0 65 165
frame data/chars/Nemesis/grabwalk_05.gif
offset 61 148
bbox 28 0 63 153
frame data/chars/Nemesis/grabwalk_06.gif
offset 54 153
bbox 26 0 69 158
frame data/chars/Nemesis/grabwalk_07.gif
offset 60 156
bbox 21 0 72 161
frame data/chars/Nemesis/grabwalk_08.gif

anim grabbackwalk
loop 1
delay 6
offset 64 151
bbox 26 0 63 157
frame data/chars/Nemesis/grabwalk_01.gif
offset 63 146
bbox 25 0 75 151
frame data/chars/Nemesis/grabwalk_02.gif
offset 49 149
bbox 26 0 75 154
frame data/chars/Nemesis/grabwalk_03.gif
offset 55 150
bbox 31 0 66 155
frame data/chars/Nemesis/grabwalk_04.gif
offset 58 157
bbox 26 0 65 165
frame data/chars/Nemesis/grabwalk_05.gif
offset 61 148
bbox 28 0 63 153
frame data/chars/Nemesis/grabwalk_06.gif
offset 54 153
bbox 26 0 69 158
frame data/chars/Nemesis/grabwalk_07.gif
offset 60 156
bbox 21 0 72 161
frame data/chars/Nemesis/grabwalk_08.gif

grabwalk_06.gif
 
I did it but still happened. I've set maxattacks 90 and maxattacktypes 30
I suggest the same as Bloodbane, try to erase every animation until the issue is gone. This way you will discover what animation is causing the problem.
 
Indeed, after attack4 the character spawned. I had to rename attack5, 6 and 7 as freespecials and character worked great! Weird
That's really strange, I tested both maxattacks/maxattacktypes in a BOR mod and it works fine.

Are these commands really added in your models.txt file, or maybe in another file like levels.txt? And make sure that both are declared together, declaring just one or another may not work.
 
That's really strange, I tested both maxattacks/maxattacktypes in a BOR mod and it works fine.

Are these commands really added in your models.txt file, or maybe in another file like levels.txt? And make sure that both are declared together, declaring just one or another may not work.
Yes they are! In fact i declared these during the very early days of development anticipating these type of conflicts and still surprised me
versusdamage 0
nodebug 1
maxfreespecials 25
maxattacktypes 90
colourselect 1
spdirection 1 1 1 1
 
Yes they are! In fact i declared these during the very early days of development anticipating these type of conflicts and still surprised me


versusdamage 0
nodebug 1
maxfreespecials 25
maxattacktypes 90
colourselect 1
spdirection 1 1 1 1
Yeah, I understand. But I still don't see the maxattacks in your code.
It should be like this.

versusdamage 0
nodebug 1
maxfreespecials 25
maxattacks 90
maxattacktypes 90
colourselect 1
spdirection 1 1 1 1
 
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