O Ilusionista
Captain 100K
oh, so it works even with the legacy system? This is great!It works fine with the current CMT even if using the legacy attack box system
oh, so it works even with the legacy system? This is great!It works fine with the current CMT even if using the legacy attack box system
Wow, plural judgement boxes! Makes the attack judgement more in line with the player's intuition about the sprites - sir, is this a new feature in the OpenBOR new version, please? How many hitboxes can be set at once frame? As well, can the bboxes be set to plural as well? Sorry sorry, forgive me for brainstorm of jumbled questions.@DCurrent First time using multiple collision boxes, I'm enjoying it a lot
It works fine with the current CMT even if using the legacy attack box system (thanks @Piccolo).
Now my mind is crazy thinking about all the other collision boxes that could be improved
View attachment 10103
Yeah, working very well so far. I didn't use it before because was not supported by older CMT versions, but thanks to Piccolo's latest updates now everything looks fine.oh, so it works even with the legacy system? This is great!
This guy really did an amazing job. Thanks buddy
Yes, it's exclusive to v4.is this a new feature in the OpenBOR new version, please?
If I'm not wrong there's no limit in this aspect.How many hitboxes can be set at once frame?
This is really a good idea, but I don't know if it would be viable to be added on the SORX. To keep a pattern, I would need this feature done for every character and every animation, plus almost the entire game would need to be redoneThat's not bad, and you could use the engine's native proximity walking to make have them switch to shuffling closer and the new walking father. Might look really nice.
DC
It will surely handy for big moves special like this concept below@DCurrent First time using multiple collision boxes, I'm enjoying it a lot
It works fine with the current CMT even if using the legacy attack box system (thanks @Piccolo).
Now my mind is crazy thinking about all the other collision boxes that could be improved
View attachment 10103
Great job, I'm tempted to do some tests.
You’re giving out free hugs
I have a "Super Galsia" in preparation with Donovan's sunglasses, who takes an energy drink and gets a full range of hits.@Kratus, there's a plot prompt for the rebellion mode!
"Well, looks like Max just walked through the entire syndicate army, broke Abadade's over his knee, suplexed Shiva into next week, took Mr. X to defenestration nation, grabbed the throne for himself and bought off the last remaining government holdouts.
Oh, apparently he's also hired Blaze, Axel, Skate, and Adam for bodyguards.
We need a new hero... it's all up to you Galsia! You can do it!"
DC
Glad you liked the game, thanks friendThis project is really cool! Fell in love with SoR4 on my phone while commuting and found this gem. Though I don't seem to understand how the custom touch setup is supposed to be configured, as I personally find the D-Pad too large and in the wrong spot for my hands no matter the size/preset.
Thanks for the feedbackI would like to see some way to adjust button placements in app and save them
### BETA 32 ###
- Added SOR2 Sammy
- Minor fixes in the "suicide" command for Particle/P-1 robots.
- Minor fixes in some obstacle's pieces, now they are "subject to wall" effect.
- Minor adjustment in some attack types.
- Minor adjustments in Roo's back attack and default combo to match the original behaviour.
- Reworked Roo's default combo to match the original.
- Updated some webm videos.
- Minor fix in the guard break animation.
- Reduced the juggle capability while holding a weapon...