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: 163
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.



Author Topic: Tagmar - OpenBOT  (Read 2278 times)

0 Members and 2 Guests are viewing this topic.

Offline BeasTie

  • Hero Member
  • *****
  • Posts: 760
Re: Tagmar - OpenBOT
« Reply #15 on: March 06, 2012, 07:27:45 pm »
Anything you need check here - http://dcemulation.org/index.php5?title=OpenBORManual

Not sure about all your questions but will try.

 
Quote
1 - I can not align the sprites properly, while walking, the character is in a position on the screen if it appears an attack elsewhere, which more accurately and quickly position them properly?
Not sure what you mean, but you need offsets set in every animation.  Also you cannot work from sprite sheets the images must be split into idividual frames.

 
Quote
2 - I need to put a blue box in each sprite animation?
If you want to be able to hit/atttack it has to have it.  If all frames in the animation will have the same box then you only have to declare it before the first frame and it will carry over to each frame.

 
Quote
4 - If I put another red box in the same animation, will be a blow that causes two hits combo?
You can thou there must be a non attack frame in between the two attack frames, unless it's changed with engine updates.

Quote
and perhaps include some elemental invocations do not know if you can include some negative state paralyzed as the enemies or slow, does anyone know if it's possible?

There is some different attacks that have been built in,

Code: [Select]
shock {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}

~A shock attack box which can hit bboxes.
~Unless otherwise specified, this works exactly like an 'attack' command.
~If this attack hits an enemy or player, they will play their SPAIN or SHOCK animation.

burn {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}

~A burn attack box which can hit bboxes.
~Unless otherwise specified, this works exactly like an 'attack' command.
~If this attack hits an enemy or player, they will play their BPAIN or BURN animation.

freeze {x} {y} {right} {down} {damage} {time} {block} {noflash} {pausetime} {z}

~A paralyzing attack box which can hit bboxes.
~Unless otherwise specified, this works exactly like an 'attack' command.
~The target will be frozen solid for {time}. They will be unable to attack, move, use specials, etc. If they have an fmap, they will change to that pallete.
~{time} is measured in seconds.
~Any attacks to a frozen target will cause knockdown. Freeze attacks on their own do not knock enemies down (Unless they were frozen to begin with).

steal {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}

~An attack box which can hit bboxes.
~Unless otherwise specified, this works exactly like an 'attack' command.
~If this box hits a player or enemy, it will drain life from the target and give it to the attacker.

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: Tagmar - OpenBOT
« Reply #16 on: March 08, 2012, 12:15:02 am »
Quote
My idea of ​​his attack is:
 an attack, hit with stick
 Attack 2: Attack of ice
 Attack 3: Attack of the wind

 sequence with a 1, 2, 3 or 1, 2, 2, 3

 I would have to disagree with this. There's no need to give everyone combo. OTOH why don't you give this instead:

Attack button  : Fireball
Attack2 button : Ice attack
Attack3 button : Wind attack
Attack4 button : Thunder attack

 All attack button has no combo.
 The idea is this wizard relies on various spell instead of combo.

Quote
How freespecial I wanted to use:

 freespecial 1: something like magic shield that creates a globe of protection making it immune to attacks.

 freespecial 2: teleportation spell (serves as elusive to thinking about using this in place of the animation block.)
 
 freespecial 3: fireball
 
 and perhaps include some elemental invocations do not know if you can include some negative state paralyzed as the enemies or slow, does anyone know if it's possible?

 Temporary immunity and slow state for enemies are doable. I'm not sure which is the best way. You need script for this.

 For teleport spell, you can make a very very basic one which only requires 'move' command. Or an advanced one which allows wizard to control where's he's going to be teleported.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline trodrigues

  • Jr. Member
  • **
  • Posts: 14
Re: Tagmar - OpenBOT
« Reply #17 on: March 08, 2012, 10:36:20 am »
Hello beastie is BloodBane,

 Thanks for the tips and suggestions! I really have no experience to mess with scripts and in the case of the teleport, I'll just use the same command moves. In the case of invulnerability, to eliminate it, the magic shield will be blocking the animation wizard. In the case of the combo, I think I will heed the suggestions otherwise. But, just start moving in after finishing the wizard warrior.

 In the case of the warrior, the command to make the move to ax up movez is the command?

 Hugs!

Offline trodrigues

  • Jr. Member
  • **
  • Posts: 14
Re: Tagmar - OpenBOT
« Reply #18 on: March 08, 2012, 12:58:51 pm »
Hello folks, I managed to vertical movement of the pitch of the ax, however, an error occurred, the colors of the sprite pitch were altered, it does not pitch in horizontal, vertical only in, but ambads animations use the same sprites.

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: Tagmar - OpenBOT
« Reply #19 on: March 12, 2012, 12:04:37 am »
 That's strange. Can we see your text? at least the one with movez you are referring here.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline trodrigues

  • Jr. Member
  • **
  • Posts: 14
Re: Tagmar - OpenBOT
« Reply #20 on: March 12, 2012, 10:13:07 am »
Hello BloodBane,

 I managed to fix the vertical movement using the command Movea this weekend. The problem of the colors I managed to solve only by declaring a separate palette for the ax. I think this problem happened colors because I'm doing this dwarf "over" dwarf K & D game Final Pierwolf.
 My question now is the following, we use the command attackbackward for blocking the player, this image does not have a lock box on the blue frame collision of the player, but once the player is playing it automatically jumps to animation where follow1 plays the sound of the lock and the character is a bit taken back by the force of the blow. My question is, once the enemy's blow reaches the blockage, there is a command to call the animation follow1 or it happens automatically?

 Thank you for your attention and help.

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: Tagmar - OpenBOT
« Reply #21 on: March 12, 2012, 11:07:31 pm »
 Yes, it happens automatically when attacked. I quoted this from Knight's text:

Quote
anim attackbackward
   shadowcoords 218 198
   loop   0
   delay   24
   counterframe 0 1 0
   followanim 1
   bbox   212 143 30 55
    offset     225 198
   frame   data/chars/knight/guard00.gif

 counterframe and followanim are the one 'responsible' :) for the automatic change. I have described this in basic tutorial. You can read it from my signature below.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline trodrigues

  • Jr. Member
  • **
  • Posts: 14
Re: Tagmar - OpenBOT
« Reply #22 on: March 13, 2012, 01:54:41 pm »
Thank BloodBane, I'm copying the code.
 Soon I'll be back to bother them with more questions.
 hugs

Offline k of evil

  • Jr. Member
  • **
  • Posts: 80
  • Learn, learn, learn to learn!
    • Brazil OpenBor
Re: Tagmar - OpenBOT
« Reply #23 on: March 31, 2012, 02:22:17 pm »
nice edits! you'll post more pictures?
easy - low happy - overpower feelings
normal - normal happy - normal feelings
hard - high happy - rage feelings

Offline trodrigues

  • Jr. Member
  • **
  • Posts: 14
Re: Tagmar - OpenBOR
« Reply #24 on: October 09, 2012, 04:01:36 pm »

Hello, I was a long time without touching the topic because I could not move in the programming part of the OpenBOR (I'm terrible for that) and ended up leaving the project aside. But yesterday a friend decided to take the program and leave me alone with the other functions.

I'll post here and later edited the sprites any doubt that this friend may have about programming.

Hugs!


















Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: Tagmar - OpenBOT
« Reply #25 on: October 10, 2012, 05:02:20 am »
 Cool edit!

 Just to let you know that you can use script to make Elf mage spawn his magic more and better ;) ;)
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline trodrigues

  • Jr. Member
  • **
  • Posts: 14
Re: Tagmar - OpenBOT
« Reply #26 on: October 10, 2012, 03:19:02 pm »

Thanks for the tip BloodBane, I will pass on to my friend responsible for programming.

You know any medieval fantasy game that has a dwarf without being king of dragons and shadows over Mystara? The dwarves are fat in those games and wanted one that was more muscular. I plan on editing the orcs king of dragons, but they have few moves.

Hugs!




















 



 0%




mighty
SimplePortal 2.3.3 © 2008-2010, SimplePortal