Shadows of Death

Complete Shadows of Death 1.2

No permission to download
Project is completed.
Davpreec: Thanks for this playthrough, that was fun ;). You can make if you wish an other one with this Froggy Edition, in the name of the person who made a Twitch on this game.
What's new?
- A training room where the trophies will take place
- A brand new stage 6 with 2 other forms of the Death to beat
- A crystalball that spawns 3 ShadowBilly (thanks Bloodbane for the script)
- Billy can cancel with the front arrow (shoulder charge) ou back arrow (step back) in all moves
- A multiplayer ending (thanks CosmoBuggi for lending your voice)
- Some new obstacles

- Known problems: I'm experimenting some difficulties to exchange the weapons on the floor.

The download link:
https://drive.google.com/file/d/1fBcfJD6BvySwBlVgNE5rXbGulVyiCC1d/view?usp=sharing

Are you tough enough to defeat the Death 3 times? ;)
 
kimono No problem as always buddy i will try the new version later :D
Here it is ;) https://www.youtube.com/watch?v=SDx74l6ioUQ&ab_channel=davpreec
 
Thanks Davpreec for this playthrough! You've made a good use of the shoulder charge / step back combined together ;) .
I see that you experimenting some difficulties at stage 6 with the shadowskull: maybye it's better to kill the minions first and the fight will be easier once you know the patterns of the boss
I need to make the shadowskeleton harder tough (the hallf squeleton, second form of the Death).
By the way, you missed one hidden life when you destroy the punching bag at stage 0 :D.
 
This mod is some of the most interesting one I saw since the beginning of "BOR"
For one particular aspect.

Giving the feeling you're not playing "just" an actual openbor mod.

Keep it up guys!
 
nedflandeurse: Thank you ned, I like to add some rpg like concept as an item shop and unlockable trophies for a replay value.
What I wish to make is changing the Hall of Fame screen in adding the total time to finish the game and the possibility to fill with initials for speedrunners.
 
kimono said:
nedflandeurse: Thank you ned, I like to add some rpg like concept as an item shop and unlockable trophies for a replay value.
What I wish to make is changing the Hall of Fame screen in adding the total time to finish the game and the possibility to fill with initials for speedrunners.
great plan!!
 
I'm still working hard on this game and thank you Bloodbane and Kratus for your precious help :).
The game is almost finished, you can just see one trailer before the end:
https://www.youtube.com/watch?v=dc9lKBiX7CY
 
danno: Thank you, I'm near the end, just some details to fix and I can release it with an instruction booklet :) .
Kratus: I will use the chronometer as soon as I can add it to the Hall of Fame too :D .
 
Thank you for all your kind words and I will try to not disappoint you all :) .
I'm almost at the end of this game, I'm just searching how I can make a boss enemy
Code:
chasez
the player by moving up and down and shoot but not left and right if you have an idea on how to do this? :)
 
Chasez will make the enemy chase the player on the Z axis, but it will still move left and right.

There are some ways you can do what you want:
- Using a findtarget() to find the nearest target and move the entity up and down (you would need to use a "nomove" on the header), which could be more expensive
- using a onmovexscript to simply set the X velocity to zero (which could be lighter to use).
 
This is what I use as onmovezscript to avoid the bullets to move outside the boundaries (I can't remember right now why subject_to_minz weren't working):

Code:
void main()
{ // Limits z movement to certain z coords
    void self = getlocalvar("self");
    int z = getentityproperty(self,"z"); //Get character's z coordinate
	int minZ = openborvariant("PLAYER_MIN_Z");
	int maxZ = openborvariant("PLAYER_MAX_Z");
	
    if(z < minZ){ // Reached z limit
	  changeentityproperty(self, "position", NULL(), minZ);
    }
	if(z > maxZ){ // Reached z limit
	  changeentityproperty(self, "position", NULL(), maxZ);
    }
}

Maybe its because I was changing the Z position once they reach the limits, and this can't be done by simply using subject_to_minz

Code:
void main()
{ // Limits z movement to certain z coords
    void self = getlocalvar("self");
    int z = getentityproperty(self,"z"); //Get character's z coordinate
	int minZ = openborvariant("PLAYER_MIN_Z");
	int maxZ = openborvariant("PLAYER_MAX_Z");
	
    if(z < minZ){ // Reached z limit
          changeentityproperty(self, "position", NULL(), minZ+5);
    }
	if(z > maxZ){ // Reached z limit
       changeentityproperty(self, "position", NULL(), maxZ-5);
    }
}

On your case, I think you can use this as onmovexscript:

Code:
void main()
{ // Set X velocity to 0
    void self = getlocalvar("self");
    changeentityproperty(self, "velocity",0, NULL(), NULL());
}

Try and see if its what you need (I haven't tried it myself). If it is, I suggest you use a code forward when calling this
 
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