Thanks for your words, but don't expect to play this game before 5-6 years (it's a minimum to complete the first playable character + few enemies + system + 1 level)crimefighters3 said:Sorry about the slams.Game does look awesome though.
Thanks Kusanagi83. My game have wrestling themes, but it's not a wrestling game. (I cannot code such a thing, for me this is nearly impossible)Kusanagi83 said:big great job friend ¡¡¡ Your game will be the best wrestling mod on the openbor platform, if you want me to make you a different ring design, you can ask me bro. ;D You're doing a great job. greetings .
Bloodbane said:So in your case, try this:
Code:@cmd finish 50 2 2.2 2.2 1 0
@cmd finish 50 2 0 0 0 0
anim freespecial76# Super Deadly twister (SUPER grab)
# damageonlanding 0 1#l'enemi peut faire des indirect damage
forcedirection -1
fastattack 1
loop 0
jugglecost 1
jumpframe 29 4.5 -1.9#28 2.0 -0.9#8 2 -0.9#7 2 -0.9#5 2 -0.9#5 2.5 -1
landframe 33#35# dus#14 dus#13#12
attackone 0
quakeframe 33 9 7#13 9 7#3
offset 96 177
bbox 0 0 0 0
delay 20#2#3
hitfx data/sounds/empty.wav
# hitflash noflash
grabin 1 40
attack30 99 79 61 41 0 0 1 1 0 0#grab hit (TRICHER!!)
nokill 1
frame data/chars/rachel/grab.gif
# @cmd slowmo 1
offset 55 239#96 177
delay 10#2
@cmd slamstart
@cmd position 39 48 -1 -1 -1#0#spr X Y Z flip
attack30 0 0 0 0 0 0
frame data/chars/rachel/suptwist00.gif#grab.gif
offset 55 239#96 177
delay 20#9
@cmd position 39 48 -1 -1 -1#0#spr X Y Z flip
sound data/sounds/knee.wav
#hitflash flash
frame data/chars/rachel/suptwist01.gif
delay 6#7
@cmd position 39 48 -1 -1 -1#0#spr X Y Z flip
attack31 0 0 0 0 0 0
frame data/chars/rachel/suptwist01b.gif
delay 20#9#10
@cmd position 38 48 -1 -1 -1#0#spr X Y Z flip
sound data/sounds/knee.wav
#hitflash flash
frame data/chars/rachel/suptwist02.gif
offset 55 245#239### + haut correc 1
delay 9#10
attack30 0 0 0 0 0 0
frame data/chars/rachel/suptwist03.gif
offset 55 255#239### + haut correc 2
delay 12#11
frame data/chars/rachel/suptwist03a.gif
delay 7#8
frame data/chars/rachel/suptwist03b.gif
delay 10#18
@cmd position 39 48 -1 -1 -1#0#spr X Y Z flip
frame data/chars/rachel/suptwist04.gif
delay 18#11#12#6
sound data/sounds/land.wav
frame data/chars/rachel/suptwist05.gif
delay 3
# quakeframe 1 3 1#36 3 5#shake ajout
# sound data/chars/rachel/kiai2.wav
attackone 1
hitfx data/sounds/empty.wav
hitflash noflash
attack30 73 143 40 57 0 0 1 1 0 0#grab hit (TRICHER!!)
frame data/chars/rachel/suptwist05.gif
delay 7#9
frame data/chars/rachel/suptwist06.gif
delay 7#9
@cmd position 39 48 -1 -1 -1
frame data/chars/rachel/suptwist07.gif
delay 55#75
@cmd position 37 48 -1 -1 -1#0#spr X Y Z flip
sound data/sounds/strangle1.wav
frame data/chars/rachel/suptwist08.gif#ARME
delay 1
sound data/chars/rachel/kiai4.wav#eei.wav#kiai4.wav
frame data/chars/rachel/suptwist09.gif#TWIST START
delay 6#7
@cmd position 35 48 -1 -1 -1#0#spr X Y Z flip
sound data/sounds/a2.wav
frame data/chars/rachel/suptwist09.gif
delay 1
@cmd position 35 48 -1 -1 -1#0#spr X Y Z flip
frame data/chars/rachel/suptwist10.gif
delay 7
sound data/sounds/snap2.wav#snap4.wav
frame data/chars/rachel/suptwist10.gif
offset 55 255#239#96 265#96 177##shake 0!!!!!!!!!!
delay 3
@cmd position 36 48 -1 -1 -1#0#spr X Y Z flip
@cmd hurt 60
frame data/chars/rachel/suptwist11.gif#TWIST POSE (finish)
offset 53 255#239#94 265#92 177##shake -2
delay 3
frame data/chars/rachel/suptwist11.gif
offset 57 255#239#98 265#100 177##shake +2
delay 4
frame data/chars/rachel/suptwist11.gif
offset 54 255#239#95 265#94 177##shake -1
delay 4
frame data/chars/rachel/suptwist11.gif
offset 56 255#239#97 265#98 177##shake +1
delay 4
frame data/chars/rachel/suptwist11.gif
offset 55 255#239#96 265##shake 0
delay 20#45
frame data/chars/rachel/suptwist11.gif
delay 7#9
@cmd position 35 48 -1 -1 -1#0#spr X Y Z flip
frame data/chars/rachel/suptwist12.gif
delay 5#6
@cmd position 38 48 -1 1 -1#0#spr X Y Z flip(derrière)
frame data/chars/rachel/suptwist13.gif
### @cmd slowmo 1
#TRANSITION TO INSTALL
offset 96 177#96 195#96 177
delay 8
# @cmd leaper -3 4.8 0#-3 4.5 0#----------(x y z)good script pour un 2eme hop possible
frame data/chars/rachel/suptwist13a.gif
#FLY/SLAM PART55 239#
offset 96 177
delay 13#8
@cmd position 2 0 0 0 1
# @cmd leaper -3 4.8 0#-3 4.5 0#----------(x y z)good script pour un 2eme hop possible
frame data/chars/rachel/suptwist13b.gif
offset 96 177
delay 12
@cmd position 3 0 0 0 1
frame data/chars/rachel/suptwist14.gif
delay 17
@cmd position 4 0 0 0 1
frame data/chars/rachel/franke05.gif
delay 14
@cmd position 5 0 0 0 1
frame data/chars/rachel/suptwist15.gif
@cmd position 7 0 0 0 1
frame data/chars/rachel/suptwist16.gif
delay 50
@cmd position 9 0 0 0 1
frame data/chars/rachel/suptwist17.gif
#HOLD PART (hit ground)
delay 1
@cmd position 10 24 1 0 1
# @cmd spawn01 "slmbx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
frame data/chars/rachel/suptwist18.gif#rebond
delay 1
@cmd spawn01 "slmfx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
sound data/sounds/fallbrk.wav#fall.wav
@cmd spawn01 "dus" 0 0 1
frame data/chars/rachel/suptwist18.gif#rebond
delay 8
sound data/sounds/hardp.wav
frame data/chars/rachel/suptwist18.gif#rebond
delay 11
frame data/chars/rachel/suptwist19.gif#rebond
delay 20
frame data/chars/rachel/suptwist20.gif#hold
delay 8
frame data/chars/rachel/suptwist21.gif
delay 12
frame data/chars/rachel/suptwist22.gif
delay 1#--------------last pour release bind of P2 (1 frame)
@cmd position 10 24 1 0 1
frame data/chars/rachel/suptwist22.gif
delay 1#--------------last pour release bind of P2 (1 frame)
@cmd depost 0
@cmd finish 50 2 0 0 0 0#50 2 2.2 2.2 0 1##50 2 2.2 2.2 1 0#50 2 -2.2 2.2 1 1#50 2 -2.2 2.2 1 1
frame data/chars/rachel/suptwist22.gif
delay 35
frame data/chars/rachel/suptwist22.gif
#get up
delay 16
frame data/chars/rachel/suptwist23.gif
delay 10
### @cmd slowmo 0
# @cmd slowmo 0
frame data/chars/rachel/j01.gif
Bloodbane said:I'm going to try stabbing in the dark here. I know a case where velocities parameters don't apply after finish function but flip parameter does apply; it occurs when opponent is released below ground before finishing. But it doesn't seem to happen here
Does this problem occur with all opponents?
delay 6##7#5
@cmd spawn01 "slmfxfst" -30 0 -3#--name x y z--(en arr plan)
@cmd position 10 0 0 0 1
attack 22 112 82 71 5 1 1 0 6 20
frame data/chars/rachel/franke09a.gif
sound data/sounds/fallbrk.wav#fall.wav
@cmd position 10 0 0 0 1
attack 0 0 0 0
frame data/chars/rachel/franke09a.gif
delay 10#1#7#5-------1 frame pour le 2eme son (hitsound)
sound data/sounds/hardp.wav
@cmd position 10 0 0 0 1
frame data/chars/rachel/franke09a.gif
delay 1#7#5--------------last pour release bind of P2 (1 frame)
@cmd position 10 -44 1 0 1
frame data/chars/rachel/franke09.gif
delay 1#7#5--------------last pour release bind of P2 (1 frame)
@cmd depost 0
@cmd finish 50 2 -2.2 2.2 0 1
# @cmd position 10 -44 1 0 1
frame data/chars/rachel/franke09.gif
#############################################-DEBUT DU PROBLEME-######################
#HOLD PART (hit ground)
delay 1
@cmd position 10 24 1 0 1
# @cmd spawn01 "slmbx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
frame data/chars/rachel/suptwist18.gif#rebond
delay 1
@cmd spawn01 "slmfx" 0 0 -3#6 0 -3#--name x y z--(en arr plan)
sound data/sounds/fallbrk.wav#fall.wav
@cmd spawn01 "dus" 0 0 1
frame data/chars/rachel/suptwist18.gif#rebond
delay 8
sound data/sounds/hardp.wav
frame data/chars/rachel/suptwist18.gif#rebond
delay 11
frame data/chars/rachel/suptwist19.gif#rebond
delay 20
frame data/chars/rachel/suptwist20.gif#hold
delay 8
frame data/chars/rachel/suptwist21.gif
delay 12
frame data/chars/rachel/suptwist22.gif
delay 1#--------------last pour release bind of P2 (1 frame)
@cmd position 10 24 1 0 1
frame data/chars/rachel/suptwist22.gif
delay 1#--------------last pour release bind of P2 (1 frame)
@cmd depost 0
@cmd finish 50 2 -2.2 2.2 1 1#50 2 -2.2 2.2 1 1
frame data/chars/rachel/suptwist22.gif
#############################################-FIN DU PROBLEME-######################
kimono said:nedflandeurse: Can you just prepare a small demo with a player and one enemy so we can try to set this grab attack?
Birnbaum said:kimono said:nedflandeurse: Can you just prepare a small demo with a player and one enemy so we can try to set this grab attack?
I agree with kimono, release a small demo maybe we could help you to fix some issues testing your game.
crimefighters3 said:Birnbaum said:kimono said:nedflandeurse: Can you just prepare a small demo with a player and one enemy so we can try to set this grab attack?
I agree with kimono, release a small demo maybe we could help you to fix some issues testing your game.
Please consider this ned you come too far to lose it all? Or let someone else finish it?![]()
crimefighters3 said:I wish you all the best Ned. If I could code I would definitely try and help. Yes taking a nice long break and winding down can help.
I'd suggest maybe toning some stuff down? You could always make a ex plus version at later stage? Such a beautiful and original game.
About this, it's hard to say, but with mugen, I want to sprite a move, I know the move will exist and will not be a waste of time.
I can code the move (it's like mother language). and if I cannot. I ask to the community, and I ALWAYS have support, so, projects can progress without having too much despair.
Eventually, I'll get back to this project, but I again have to get into Openbor "logic", because, it always sounds like foreign language to me.