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Author Topic: new double dragon caos (jia)  (Read 20819 times)

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Offline bibi2010

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Re: new double dragon caos (jia)
« Reply #30 on: August 06, 2010, 06:33:31 am »
It of double dragoon renegade I it do not find for ningun side probably they have left the project of side not if you sabeis something

Offline ARGOROK

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Re: new double dragon caos (jia)
« Reply #31 on: August 06, 2010, 11:13:49 am »
The translator that bibi uses is really crappy, I can understand more or less something of the meaning that he says,but the sentences don?t have any sense for those that can?t speaks spanish, if he stills like that the administrators will penalize her/him, sadly but true, he said that he/she can?t find the double dragon renegade MOD in this page, also he/she said if someone know something about that MOD that he/she thinks that MOD is cancelled,on the other hand this MOD looks good I?m waiting its release
« Last Edit: August 07, 2010, 08:46:38 pm by ARGOROK »

Offline jesus

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Re: new double dragon caos (jia)
« Reply #32 on: August 06, 2010, 12:19:58 pm »
Sorry bibi2010, but i do not know anything about your game, i can not help you :( 

Offline maxman

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Re: new double dragon caos (jia)
« Reply #33 on: August 06, 2010, 05:59:02 pm »
Maybe s/he could speak Spanish, maybe for Spanish speakers can give a reply to him/her and make him understand. I see bibi2010's English translation is getting crappy. This is kinda nonsense.
Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)
Captain Commando (in progress)
Unelmia: Dreamers' Fate (collaborating with contress/taskmaster) (in progress)

Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline Bloodbane

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Re: new double dragon caos (jia)
« Reply #34 on: August 07, 2010, 07:14:28 pm »
 Hmm... ARGOROK, maybe you can suggest bibi good translator.
OpenBoR Manual

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

Offline ARGOROK

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Re: new double dragon caos (jia)
« Reply #35 on: August 07, 2010, 08:38:21 pm »
Hmm... ARGOROK, maybe you can suggest bibi good translator.
OK Bloodbane that wasn?t a critic to bibi2010 I mean it, that was only a constructive critic, I don?t want that the administrators penalize her/him, DC warned him/her once in other topic.
Maybe you can use the babel translator bibi2010 it is very good if you can?t spell the english very good, this can be found with google

Tal vez puedas usar el traductor babel bibi2010 es muy bueno si no sabes muy bien como escribir el ingles, puedes encontrarlo en google.
« Last Edit: August 07, 2010, 08:40:29 pm by ARGOROK »

Offline Bloodbane

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Re: new double dragon caos (jia)
« Reply #36 on: August 07, 2010, 08:40:23 pm »
 No worries. I was thinking a solution for bibi. Whether he's penalized or not, his communication problem has to be solved.
OpenBoR Manual

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

Offline ARGOROK

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Re: new double dragon caos (jia)
« Reply #37 on: August 07, 2010, 08:43:37 pm »
I know my friend, I respect you so much maybe you don?t know it but so is, I hope I can help bibi with that problem

Offline jesus

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Re: new double dragon caos (jia)
« Reply #38 on: August 08, 2010, 06:30:42 am »
 I have a new problem Bloddbane (maybe you can help me one more time :))... i have noticed that the enemies sometimes can hit me although they are not at the same position Y (is a small error, but i can notice it), do you know which can be the problem?

Offline Bloodbane

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Re: new double dragon caos (jia)
« Reply #39 on: August 09, 2010, 07:43:45 pm »
 It's Z axis actually, the other axis aside of X. Y axis is the vertical axis for jumping or flying.

 As for your problem, I think it's caused of grabdistance. Despite its name, it also controls attack width in z axis. Its effect is overridden by z parameter in attackbox.

attack{#}   {x}   {y}   {right}   {down}   {damage}   {power}   {block}   {noflash}   {pausetime}   {z}

 By default, grabdistance is 36 and that z parameter is 36/3 = 12.
 Double Dragon uses small sprites so you should set smaller grabdistance for your enemies. Yes, set it to enemies which can't grab at all.
OpenBoR Manual

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

Offline jesus

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Re: new double dragon caos (jia)
« Reply #40 on: August 10, 2010, 12:17:47 pm »
 ok, i fixed it :cheers!:

Offline jesus

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Re: new double dragon caos (jia)
« Reply #41 on: August 11, 2010, 07:01:28 am »
 How could it be a good fit for the IA?

 How can I change the music in the middle of one level to another after the song of a boss?
« Last Edit: August 12, 2010, 12:19:40 pm by jesus »

Offline Bloodbane

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Re: new double dragon caos (jia)
« Reply #42 on: August 12, 2010, 07:09:28 pm »
 IA? Intelligence Artificial?

 As for music change, you can change the music in middle of level. Just declare music like this:

music  {path} {offset}
at       {scrollpos}
OpenBoR Manual

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

Offline jesus

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Re: new double dragon caos (jia)
« Reply #43 on: August 15, 2010, 04:46:36 am »
Thanks Bloddbane, like always your help is very good :)
Yes, when i said IA, i mean AI (artificial inteligence).
I have some new problems (i need some more help)...
Truely i do not know how to program in C (i think that it is the language used to make scripts), and i trust that some buddy can help me in some of  these three cases, maybe someone can resolve one case at least (if it is a simple script):
  1) I would achieve that the player enter at the beginning walking instead of spawn suddenly.
  2) How can do anything as simple as the player walks automatically?
  3) Last case, is it possible hide load of data using scipts?

Offline Bloodbane

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Re: new double dragon caos (jia)
« Reply #44 on: August 16, 2010, 12:00:13 pm »
Quote
Yes, when i said IA, i mean AI (artificial inteligence).

 :laughing: I know. I was just joking. But I still don't understand your question

Quote
How could it be a good fit for the AI?

 Anyways,

Quote
1) I would achieve that the player enter at the beginning walking instead of spawn suddenly.

 You need to play with SPAWN animation which will be played when player is spawned. To avoid this animation being played when player is respawned after losing life, set RESPAWN too.
 Now, if you want different SPAWN animation for different levels, you might need script.

Quote
2) How can do anything as simple as the player walks automatically?

 I wish the script is that simple too. I haven't tried it unfortunately but there is a way with script to make it.

Quote
3) Last case, is it possible hide load of data using scipts?

 Huh? hide what? and what for?
OpenBoR Manual

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

 



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