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Author Topic: Feature Archive  (Read 34796 times)

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Offline Bloodbane

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Re: Feature Archive
« Reply #15 on: July 10, 2007, 05:04:30 am »
 I'm not saying it doesn't work. It's working except that I can't tell when it start to change color. Oh well, just small problem.
 BTW my lifebar is 90 pixels long.
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"The more often enemies attack, the more open they are to counter attacks"

Offline MCW

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Re: Feature Archive
« Reply #16 on: July 10, 2007, 12:51:44 pm »
Have you use for % based?

What I mean is the color500 that use for the alpha tranparency have overwrite by the blackbox or shadow colour although you set the layer for backfill colour at the most front.

If you the classic based, the backfill colour does not follow the color500 either. Although it base the colour that you set form 25 to 400 but it does not accurate the colour from your setting correctly.

The backfill colour based on color500 colour or color25 to color400 should have optional setting.


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Offline Damon Caskey

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Re: Feature Archive
« Reply #17 on: July 10, 2007, 01:20:13 pm »
MCW, the backfill color setup IS optional by it's very nature.

If it's bugged and not doing what it is meant to do that's one thing, and I'll take care of it. But I'm not about to add a switch to a switch to a switch when the requested functionality is already there.

Whatever color you want to use as the background, that's what you set for 500. If you don't want the bar changing colors, then you just leave our the text file all together. If you want one specfic color for the lifebar in % mode then you just set the 25 - 400 colors all the same. You say they are not working right but that's just not the case. I am using and looking at them in another window even as I type this and the colors are an exact match. You are simply doing something wrong; likely your graphics program uses a 1 index rather then a 0 index with colors. If you are even so much as one number off, you won't get the right colors.

The shadow overidding the background is possible though; mine are identical so I wouldn't notice, and that I'll look into.

DC
« Last Edit: July 10, 2007, 01:30:18 pm by Damon_Caskey »
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Offline MCW

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Re: Feature Archive
« Reply #18 on: July 10, 2007, 03:18:39 pm »
The lifebar.txt

blackbox   64   64   64
whitebox   255   255   255
color25     255   0   0
color50     255   64   0
color100     255   128   0
color200     255   255   0
color300     0   255   128
color400     0   255   0
color500    255   0   255



_________________________________

The levels.txt

maxplayers 4
lbarsize 50 5 0 1 0 4 1 3 2
p1icon 2 2
p2icon 82 2
p3icon 162 2
p4icon 242 2
p1life 18 2
p2life 98 2
p3life 178 2
p4life 258 2
p1lifex 2 17
p2lifex 82 17
p3lifex 162 17
p4lifex 242 17
p1lifen 9 18
p2lifen 89 18
p3lifen 169 18
p4lifen 249 18
p1score 19 10 27 18 35 18
p2score 99 10 107 18 115 18
p3score 179 10 187 18 195 18
p4score 259 10 267 18 275 18
p1namej 19 10 19 2 19 10
p2namej 99 10 99 2 99 10
p3namej 179 10 179 2 179 10
p4namej 259 10 259 2 259 10
e1icon 2 219
e2icon 82 219
e3icon 162 219
e4icon 242 219
e1name 19 219
e2name 99 219
e3name 179 219
e4name 259 219
e1life 18 227
e2life 98 227
e3life 178 227
e4life 258 227
rush 1 1 Now_Beat 2 1 Max_Beat 2 1
p1rush 2 40 56 40 2 50 56 50
p2rush 82 40 136 40 82 50 136 50
p3rush 162 40 216 40 162 50 216 50
p4rush 242 40 296 40 242 50 296 50
timeloc 149 200 21 20 1




________________________________

I use this in previous version without the new lifebar feature and they work fine.
« Last Edit: July 10, 2007, 03:23:20 pm by MCW »


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Offline MCW

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Re: Feature Archive
« Reply #19 on: July 10, 2007, 04:06:44 pm »
If you want to confirm that shadow color layer override backfill color layer, just TRY this.

In the lifebar.txt

blackbox   255   255   255
whitebox   255   255   255
color25     255   0   0
color50     255   64   0
color100     255   128   0
color200     255   255   0
color300     0   255   128
color400     0   255   0
color500    255   0   255

_____________________________________

While you play the game, the backfill color have no color at all.

Sorry that I forgot to upload the lifebar.txt. Here is the file.



Attachment timed out.
« Last Edit: July 10, 2007, 04:34:13 pm by MCW »


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Offline MCW

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Attackone
« Reply #20 on: July 14, 2007, 09:25:12 pm »
The new feature attackone 0 that hit all the enemies only by the last frame of grabattacks.

What I try to tell is the grabattacks with combos only hit all the enemies by the final hit although it have 3 hit combos.


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Offline Damon Caskey

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Re: Feature Archive
« Reply #21 on: July 14, 2007, 09:48:12 pm »
Err, wha?

This post doesn't make any sense at all. Can you please rephrase yourself?

DC
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Offline SX

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Re: Feature Archive
« Reply #22 on: July 14, 2007, 11:44:49 pm »
I'm also having a tough time understanding your post.... Please do rephrase it.    :cheers!:

Offline MCW

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Re: Feature Archive
« Reply #23 on: July 15, 2007, 05:03:01 pm »
Err, wha?

This post doesn't make any sense at all. Can you please rephrase yourself?

DC
I'm also having a tough time understanding your post.... Please do rephrase it.    :cheers!:

 :'( Was my english worst? Lost confidence.....

attackone 0 effects only works on final hit of multiple hits in grabattacks.

Example:
Guy in FFDC.
Moves in anim grabattack1:
-High kick
-Middle kick
It is 2 hit, means multiple hits or combo.

While grabattack with many enemies around, the high kick can not hit all the enemies, only the middle kick as final hit can hit all the enemies.

« Last Edit: July 15, 2007, 05:06:36 pm by MCW »


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Offline Damon Caskey

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Re: Feature Archive
« Reply #24 on: July 15, 2007, 07:54:18 pm »
That makes much more sense. I'll give it a test.

DC
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Offline MCW

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Re: Feature Archive
« Reply #25 on: July 25, 2007, 07:02:26 pm »
That makes much more sense. I'll give it a test.

DC

 :) Have you test yet?

 ;) Or you have forgot to test?




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Offline Bloodbane

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Re: Feature Archive
« Reply #26 on: August 18, 2007, 12:50:02 pm »
 Attackone works like shown in my script demo mod but you are correct MCW, attackone doesn't work if grabattack uses follow animations.  The 'hit only on last combo' effect is actually bug that I've posted in Bugs Archive.

 Anyways, anybody can use 'dropv'? I've tried declaring it but no effect :(.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Damon Caskey

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Re: Feature Archive
« Reply #27 on: August 19, 2007, 04:11:43 pm »
I use it a bunch and it works great. The trick is to put it in the animation after you declare the attack box. It won't work otherwise.

DC
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Offline Bloodbane

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Re: Feature Archive
« Reply #28 on: August 20, 2007, 01:44:35 pm »
 Oh, it's supposed to be after. No wonder it never works. OK I'll try it.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline bWWd

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Re: Feature Archive
« Reply #29 on: August 20, 2007, 05:49:58 pm »
I cant have lifebar X size larger than 100 ,if i enter even 300 then its always 100 pixels long,but when i enter 60 then its 60.Short lifebars looks weird in widescreen is there any way to make them longer?

 



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