Welcome, Guest. Please login or register.

What openbor you prefer: Double dragon,battletoads or final fight !? by lirexpatrio
[December 07, 2012, 07:15:27 pm]


what are your favorite games OpenBOR?! by lirexpatrio
[December 07, 2012, 07:09:46 pm]


Post Some Awesome Videos by maxman
[December 07, 2012, 05:51:39 pm]


Can @cmd playmusic "aaaa" 1 also increse music sound ? by BeasTie
[December 07, 2012, 05:24:38 pm]


Streets of Rage: Silent Storm by mtrain
[December 07, 2012, 03:45:05 pm]


Site will be down for maintenance on 12/8/2012 thru 12/10/2012 by Damon Caskey
[December 07, 2012, 07:42:42 am]


Cancelled SOR 3d Remake by riccochet
[December 07, 2012, 03:58:33 am]


Dungeon Fighter: B.O.R. by msmalik681
[December 07, 2012, 03:24:27 am]


[TUTORIAL] How to create 4 Games of OpenBOR in 1 CD (650 MB) by magggas
[December 06, 2012, 09:46:25 pm]


custknife by Bloodbane
[December 06, 2012, 09:34:09 pm]


blockfx help by B.Kardi
[December 06, 2012, 04:09:14 pm]


street of age 4 hd by corradlo
[December 06, 2012, 01:41:36 pm]


ClaFan - Classic Fantasy ver 1.17 by soniczxblade
[December 06, 2012, 05:01:20 am]


Bug Archive by Bloodbane
[December 06, 2012, 02:00:44 am]


"Bio-Doom" and "Gears of Doom" by BulletBob
[December 05, 2012, 10:07:21 pm]


Contra Locked 'N' Loaded v2 by Bloodbane
[December 05, 2012, 09:39:43 pm]


Downloadable OpenBoR Manual by BeasTie
[December 05, 2012, 08:31:24 pm]


Having trouble testing changes by B.Kardi
[December 05, 2012, 03:05:53 pm]


DragonBall Absalon by msmalik681
[December 05, 2012, 02:52:13 pm]


[Hi-Res] Swamp by Vibrant
[December 05, 2012, 10:47:14 am]


  • Dot Guests: 5
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.



Author Topic: Night Slashers X - by BonusJZ  (Read 128035 times)

0 Members and 1 Guest are viewing this topic.

Offline baritonomarchetto77

  • Hero Member
  • *****
  • Posts: 1144
Re: Night Slashers X - by BonusJZ
« Reply #75 on: April 27, 2009, 05:00:57 am »
Very good work Bonus, this mod is the new reference for incoming works: excellent colors, gameplay, everithing is balanced and for the second time i felt like playing a commercial game. You know, i am not a "1 credit only" gamer, so i could not reach the end... but thats a problem of mine  :envious: ;D

Offline Fightn Words

  • Hero Member
  • *****
  • Posts: 3264
  • Confectionary Country of the Nin-Nin
Re: Night Slashers X - by BonusJZ
« Reply #76 on: April 27, 2009, 05:50:18 am »
Die In Fire, I just read your post- sorry I skipped over it before posting :doh!:- thanks for the advice. Yeah BurnKing, I definitely died- my guess is I died & the script kicked in not being able to take in to account my having zero health. Bonusjz has already said he'd look at it so my post was irrelevant.

Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: Night Slashers X - by BonusJZ
« Reply #77 on: April 27, 2009, 06:37:51 am »
No its random engine bug ... there is a check for amount health left  but if somehow this frame are skipped (when the check is performed) ... well i need to add more same scripts on following recover frames to prevent it (also successfully recovery restore 4 points of health)

But i see you was on 1cc and with pretty good score as for this boss fight so I'm really sorry FW  :-[

Quote
You know, i am not a "1 credit only" gamer, so i could not reach the end... but thats a problem of mine  envious Grin

Don't worry , for me its not matter how far you reach but how you was fighting .By the way yesterday I recorded my 2 player 1 cc AvP run - I add it on me youtube channel later ....

http://2dfighter.com/freeplay/2DF%20FreePlay%20Client.application?replay=53/2009/116/35286_21568_128852553821026250.2df&p1=motonari1029&p2=BonusJZ
« Last Edit: April 29, 2009, 08:24:53 pm by BonusJZ »

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: Night Slashers X - by BonusJZ
« Reply #78 on: April 27, 2009, 08:12:31 am »
bonusjz, since I haven't seen where and how you are running your check I can't tell if this will apply, but you might want to consider the on death and onfall script as possible remedies.

The ondeath runs before the engine actually applies death status, so you could (if you wish) potentially "bring them back to life" and perform the counter seamlessly, ignore the counter attempt, or whatever you want to do in that situation. Neither of these scripts rely on animation frames being just right, so they may do the job for you without having to slap individual checks over all the place.

DC
« Last Edit: April 27, 2009, 08:14:56 am by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: Night Slashers X - by BonusJZ
« Reply #79 on: April 27, 2009, 08:42:28 am »
Recover is possible only in default fall animation if health is >= 3 and only in highest peak of fall anim by pressing or holding jump button .
In other words some aifalgs are not disabled and entity is treated as projectile or still in grab etc.

Again for time being (till update) just pause game ,exit to menu ,chose load and replay last level with previous  lives ,credits, scores etc.
 
« Last Edit: April 27, 2009, 08:44:52 am by BonusJZ »

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: Night Slashers X - by BonusJZ
« Reply #80 on: April 27, 2009, 09:09:28 am »
Recover is possible only in default fall animation if health is >= 3 and only in highest peak of fall anim by pressing or holding jump button .
In other words some aifalgs are not disabled and entity is treated as projectile or still in grab etc.

Again for time being (till update) just pause game ,exit to menu ,chose load and replay last level with previous  lives ,credits, scores etc.
 

Where are you getting the player's recovery input? Is in it key#.c , @cmd, or @script?

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: Night Slashers X - by BonusJZ
« Reply #81 on: April 27, 2009, 09:15:55 am »
Recover input is performed with @cmd , aiflags changes also , back to idle trigger - in which character is frozen on screens - is performed by @script.

I have added more frame for @script plus bbox (if all fails) so even if this happen again (which never happen to me during many tests)  enemy should be able to hit you and everything back to normal (in short - right now 10 triger frames must fail opose to only 1).
« Last Edit: April 27, 2009, 11:27:39 am by BonusJZ »

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: Night Slashers X - by BonusJZ
« Reply #82 on: April 27, 2009, 09:26:05 am »
That probably should fix it.

You might also want to consider the use of key#.c and flags to do the job instead though. In your fall animation, you set flag:

Code: [Select]
dropframe 1
landframe  3

frame up
@cmd {X = 1}
frame peak
@cmd {X = 0}
frame down
frame laying


Then in a key# script:

Code: [Select]
if player# pressed jump
AND
X = 1
AND
HP >= 3
Then
X = 0
Set counter animation.

This would 100% guarantee the counter animation would work only when it is supposed to, and also force the player to actually time their press of Jump instead of holding it whenever getting knocked down.

DC


« Last Edit: April 27, 2009, 09:30:30 am by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: Night Slashers X - by BonusJZ
« Reply #83 on: April 27, 2009, 09:32:31 am »
That can be easily solved with playerkeys(iPIndex, 0, "jump"); but I want to make this move really usefull ....

« Last Edit: April 27, 2009, 09:36:07 am by BonusJZ »

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: Night Slashers X - by BonusJZ
« Reply #84 on: April 27, 2009, 09:41:14 am »
True, but I was under impression from previous posts you were all about strict timing and such on every move. Anyway, the key#.c model model was not about key timing; that can be taken care of lots of ways, it is more to get rid of bugs.

You'll find that you can never guarantee something always works as you intended when running frame based input checks. It might work 99% of the time, but that 1% will come up sooner or later. That's just the way things are in the engine. Only using event scripts ensures absolute 100% that you will get player input exactly when and how you want it.

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: Night Slashers X - by BonusJZ
« Reply #85 on: April 27, 2009, 09:50:20 am »
That was not easy decision - but in the end I chose easier to players road for first release. Its really not a problem to change it
« Last Edit: April 27, 2009, 10:03:44 am by BonusJZ »

Offline cleric

  • Jr. Member
  • **
  • Posts: 2
Re: Night Slashers X - by BonusJZ
« Reply #86 on: April 27, 2009, 11:15:17 am »
pleeeeeaaaaaase, optimise it for phat  :'(

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: Night Slashers X - by BonusJZ
« Reply #87 on: April 27, 2009, 11:37:55 am »
pleeeeeaaaaaase, optimise it for phat  :'(

Cleric, you can't "optimize" it for phat. You can port it, but it won't be the same game. Some elements (probably quite a few) would have to be cut.

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline vdalmonte

  • Jr. Member
  • **
  • Posts: 8
Re: Night Slashers X - by BonusJZ
« Reply #88 on: April 27, 2009, 12:47:57 pm »
That's incredible! We really needed something like this: Arcade-style survival horror!
By the way, I only tried once, so I'm not sure this is gonna show up again but I got stuck at stage 3 at the cemetary, prolly cos I didn't destroy all the tombstones...
We were all newbies once

Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: Night Slashers X - by BonusJZ
« Reply #89 on: April 27, 2009, 12:53:15 pm »
You don't need to destroys tombstones at all - zombies find the way out - just wait a little ;) .

But was that psp or pc version - but im pretty sure it not happen again
« Last Edit: April 27, 2009, 12:58:51 pm by BonusJZ »

 



 0%




SimplePortal 2.3.3 © 2008-2010, SimplePortal