Resident Evil: Survive

In Progress Resident Evil: Survive - OPENBOR Game 3

No permission to download
The project is currently under development.
This is the problem:
Code:
spawn    raccoon_city_13_branch
coords 500 251
at 3100 # <----- the problem


spawn    Zombie
map    4
item    Green_Herb
coords 655 235
at 100


spawn    ZombieGirl
alias    Zombie
map    6
item    Green_Herb
coords 682 308
at 100

Setting at 3100 means, the spawned entity will have to wait until player has scrolled until scrollpos 3100. Since spawning order waits for previous spawns to be spawned first, this causes zombie, zombiegirl and other spawns to be spawned until scrollpos 3100 too even though they are set to spawn at 100.

To solve this, set high offscreenkill to raccoon_city_13_branch, something like offscreenkill 4000 and spawn it at 0 but way far to the right, like this:
Code:
spawn    raccoon_city_13_branch
coords 3600 251
at 0

If you wonder how to get 3600, it's simply 3100 (scrollpos) + 500 (x coord).

HTH
 
Real nice looking project mate! I was wondering, as you said Jill is your fave, if you're going to add her Boss costume from 5, with the ponytail and blond hair. That would be awesome. Keep up the great work!
Thanks a lot! user kevedd (and mexican fellow) from the Mugen Multiverse forum was creating a RE5 version of Jill. If he finishes the character at some point, yeah, I can add her as an alternate skin just like I did with her RE3 version

Original Creator post here: jill valentine - JILL VALENTINE MVC3 (RE5) WIP
 

Attachments

  • jill10.gif
    jill10.gif
    24.7 KB · Views: 10
Last edited:
This is the problem:
Code:
spawn    raccoon_city_13_branch
coords 500 251
at 3100 # <----- the problem


spawn    Zombie
map    4
item    Green_Herb
coords 655 235
at 100


spawn    ZombieGirl
alias    Zombie
map    6
item    Green_Herb
coords 682 308
at 100

Setting at 3100 means, the spawned entity will have to wait until player has scrolled until scrollpos 3100. Since spawning order waits for previous spawns to be spawned first, this causes zombie, zombiegirl and other spawns to be spawned until scrollpos 3100 too even though they are set to spawn at 100.

To solve this, set high offscreenkill to raccoon_city_13_branch, something like offscreenkill 4000 and spawn it at 0 but way far to the right, like this:
Code:
spawn    raccoon_city_13_branch
coords 3600 251
at 0

If you wonder how to get 3600, it's simply 3100 (scrollpos) + 500 (x coord).

HTH

It's fixed! Thank so much sir!!
 
Quick update. The game is almost finished, but I'm still making some tweaks to the graphics. Should I place the lifebars/icons up or down? I personally wanted to place them at the bottom of the screen in order to keep all backgrounds in sight and (spoilers: because of the final boss' gigantic proportions), but i don't think it might be too practical for picking items up.
 

Attachments

  • Resident Evil Survive - 0004.png
    Resident Evil Survive - 0004.png
    139.5 KB · Views: 48
  • Resident Evil Survive - 0004.png
    Resident Evil Survive - 0004.png
    118.7 KB · Views: 49
Quick update. The game is almost finished, but I'm still making some tweaks to the graphics. Should I place the lifebars/icons up or down? I personally wanted to place them at the bottom of the screen in order to keep all backgrounds in sight and (spoilers: because of the final boss' gigantic proportions), but i don't think it might be too practical for picking items up.
Beautiful. Nice that these sprites find a use.
testing the "final version" will tell me or not if I liek the actual gameplay.
Keep it up.

EDIT : (yes, bottom, of course)
 
Last edited:
Quick update. The game is almost finished, but I'm still making some tweaks to the graphics. Should I place the lifebars/icons up or down? I personally wanted to place them at the bottom of the screen in order to keep all backgrounds in sight and (spoilers: because of the final boss' gigantic proportions), but i don't think it might be too practical for picking items up.
bottom as long not distracting the visual
 
It's almost finished already? Wow. Didn't realize it was so close. When I saw the size of the roster I figured it would take a long time to make them all, and I feel like there's characters we haven't seen in action yet like Sheva? Were they cancelled or are you just keeping some characters mystery for now?

For the HUD, it looked better at the bottom to me :)

Looking forward to finally getting to play it :)
 
It's almost finished already? Wow. Didn't realize it was so close. When I saw the size of the roster I figured it would take a long time to make them all, and I feel like there's characters we haven't seen in action yet like Sheva? Were they cancelled or are you just keeping some characters mystery for now?

For the HUD, it looked better at the bottom to me :)

Looking forward to finally getting to play it :)
Yeah! I might release it this Winter if everything goes smoothly. Some characters like Sheva are still a work in progress right now but most of their animations have been completed. In other cases i had to take step backwards to remake them from scratch, like Helena, who is still a very old playable beta.

Thanks for your comments guys! You're the best community
 
Quick update. The game is almost finished, but I'm still making some tweaks to the graphics. Should I place the lifebars/icons up or down? I personally wanted to place them at the bottom of the screen in order to keep all backgrounds in sight and (spoilers: because of the final boss' gigantic proportions), but i don't think it might be too practical for picking items up.
bottom for me
 
Quick update. The game is almost finished, but I'm still making some tweaks to the graphics. Should I place the lifebars/icons up or down? I personally wanted to place them at the bottom of the screen in order to keep all backgrounds in sight and (spoilers: because of the final boss' gigantic proportions), but i don't think it might be too practical for picking items up.
Is It Possible To Make It Dynamic?

Like When You Walk To The Bottom Of The Screen, They Switch To The Top Of The Screen Or Even Transparent?

In Any Case, I Think It Looks Great At The Bottom.

I Can’t Wait Til This Is Finished! Very VERY Hyped For This!

Keep Up The Great Work!
 
That's the widest reunion of bottom people I've ever seen. x)

All jokes aside, yes, bottom makes more sense, considering the huge boss fight you've planned. Keep up the good work ! :D
 
Hi guys! It's been a while since I posted here due to work and school stuff but game is still on! While I was adding a water level I noticed some weird stuff happening and since this is my first try adding water stuff I'd like to know if there's a way to make it work properly.
the graphic appears at the {BGHeight}, which is defined with 'z' in LEVELS.txt. If no {BGHeight} is set, it will appear right under background.

  • the graphic appears at the {BGHeight}, which is defined with 'z' in LEVELS.txt. If no {BGHeight} is set, it will appear right under background.

Manual again seems a bit vague about this. My "z" setting within levels is this:

z 540 680


When loading my level water looks like this:


As you can see a tree border is seen on the top, which is supposed to be the limit water should reach. How can I solve this?
 
Can you copy your background settings and paste them here? no need level spawns etc, just background, bglayer, water, panel and fglayer.
 
Ah, that means your water is declared correctly cause it appears right below yellow sky.

Do you want the water to be placed higher than this? if yes, you might need to use bglayer instead and set parameter to make it ripple like water.
 
Back
Top Bottom