What happened to the video? I can't play it to watch.
I'm a point where I make just about any move soNot bad.
score {onkill} {multiplier}
- Changes the score earned by killing this entity. Both {onkill} and {multiplier} are {int}s.
- When the entity dies, the player who killed him/her/it will get {onkill} bonus points to their score.
- Any hits landed on this entity by a player which would increase the player's score is multiplied by {multiplier}.
- The default value is 5 for the multiplier. Setting {multiplier} to 0 makes it use default setting. Use -1 if you want to set 0 multiplier.
- When used with an item, {onkill} changes the amount of score added when the item is picked up and {multiplier} is not used.
name RyuTrial # Training dummy Ryu
type enemy
health 100
gfxshadow 1
speed 14
subject_to_screen 1
blockodds 1000
nolife 1
falldie 2
nomove 1 0
nodieblink 2
icon data/profiles/ryu.png 1
score 0 -1
Thanks that is rather useful.If you want to make the score to only 0 when you keep attacking the enemy, use score in the character header.
Example:
Code:name RyuTrial # Training dummy Ryu type enemy health 100 gfxshadow 1 speed 14 subject_to_screen 1 blockodds 1000 nolife 1 falldie 2 nomove 1 0 nodieblink 2 icon data/profiles/ryu.png 1 score 0 -1
Just in case you don't want the score to raise every time you attack especially in the training session/mode.
Definitely not bad ! some fiversity in hit shake / pause etc would be great!Sorry
Try again
So I got that figured out and will post a video showing what I did with the enemies in WHSJ.I wonder how the beat em up aspect of this game is going to play? so far It looks good 1 vs 1 and I understand it's been the boss fight scenario so far, practise with 3 or 4 enemies on the screen to aid in how your overall mechanics will work and if they need adjusting because the last thing you wanna do is completely design an entire game around boss fights and then add the beat em up aspect as an after thought if primarily it's going to be a beat em up.
I got all the resources ready but I'm focusing on the moveset for Ken and Ryu, Dan will have the correct pain and fall animations according to the appropriate attacks and once completed I will add the sounds, hit flashes etc.Definitely not bad ! some fiversity in hit shake / pause etc would be great!
Same for diversity of hit sounds.
Also, my question have you created all these custom animations ? This Ryu looks refershing because of many custom normal attacks.
or what is the exact source.
MechaGief will be a more command grab focus character like Mpower.I'm very curious to see what would be the equivalent for Sakura, Guile, Cammy, Zangief, Chun- Li.
For the demo, I'm looking at 5.How many characters will be playable?
Oh I gotta know, What stage is this?
USA stage 1.Oh I gotta know, What stage is this?