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Author Topic: Season of the Witch  (Read 5500 times)

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Offline BeasTie

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Re: Season of the Witch
« Reply #60 on: October 21, 2012, 09:43:33 pm »
That's the point there is no frame requirement. ;) just add it before the frame you want it to spawn

Example -

   frame   data/chars/Media/s2-3.gif
   @cmd   spawn01 "Nameofentity" 0 0 0
   frame   data/chars/Media/s2-4.gif
   frame   data/chars/Media/s2-5.gif

To stop it you must give the entity a set lifespan

eg.
Code: [Select]
lifespan 1
Or you must kill the entity with script (Bloodbane may have an answer for this)

Offline Bloodbane

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Re: Season of the Witch
« Reply #61 on: October 22, 2012, 12:19:31 am »
 IMO due to the nature of spawned entity, it's best to set lifespan as suggested above and let it 'die' on its own.

 In fact, that's how most spawned entities should be. Summonframe and unsummonframe are best used in special spawn such as spawning helper NPC or just follower.

 Adding Beastie's post, try this:

anim freespecial2
   energycost   50
        mponly  2
   delay   5
   offset   202 215
   bbox   188 113 24 106
        sound   data/chars/Media/a3.ogg
        custentity wind
        summonframe 3
        unsummonframe 17
        smartbomb 60 7 0 3
        frame   data/chars/Media/s2-1.gif
        sound   data/chars/Media/s2.wav
        frame   data/chars/Media/s2-2.gif
   frame   data/chars/Media/s2-3.gif
        frame   data/chars/Media/s2-4.gif
        @cmd  spawn01 "wind" 0 0 0
        frame   data/chars/Media/s2-5.gif
        frame   data/chars/Media/s2-6.gif
        @cmd  spawn01 "wind" 0 0 0
        frame   data/chars/Media/s2-7.gif
        frame   data/chars/Media/s2-8.gif
        @cmd  spawn01 "wind" 0 0 0
        frame   data/chars/Media/s2-9.gif
        frame   data/chars/Media/s2-10.gif
        @cmd  spawn01 "wind" 0 0 0
        frame   data/chars/Media/s2-11.gif
        frame   data/chars/Media/s2-12.gif
        @cmd  spawn01 "wind" 0 0 0
        frame   data/chars/Media/s2-13.gif
        frame   data/chars/Media/s2-14.gif
        @cmd  spawn01 "wind" 0 0 0
        frame   data/chars/Media/s2-15.gif
        frame   data/chars/Media/s2-16.gif
        frame   data/chars/Media/s2-17.gif

 I know that this is not what you want but it is for showing what the script can do ;).
 If you do it right, you'll see media spawning wind multiple times in this animation.
 
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Die_In_Fire

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Re: Season of the Witch
« Reply #62 on: October 22, 2012, 02:23:55 pm »
Cool! I would like to see a video with BloodBane's suggestion in action, and see how different looks from the normal esn23's idea!!  :cheers!:

Beastie, you should post that script on the "helpful links", It will be useful for me later  ;)

Offline BeasTie

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Re: Season of the Witch
« Reply #63 on: October 22, 2012, 08:39:48 pm »
Yep I'm on it :), I've uploaded it to lavalit, pending approval.  This way I have something easy to link too.

Been thinking for ages thou, we really could/should have some kind of simple script pack.  Anything that's ready to use, like these scripts of Bloodbanes.  Once people see how they're used it's as easy as using any other command.

Offline esn23

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  • Posts: 255
Re: Season of the Witch
« Reply #64 on: October 26, 2012, 10:30:51 pm »
hey guys here is what the life bars will look like in the game... This one is for Media

Offline nedflandeurse

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  • A.K.A. NED
Re: Season of the Witch
« Reply #65 on: October 28, 2012, 06:58:52 am »
cool one. :)
good retro feeling IMO.

Offline maxman

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  • I'm a slowpoke in speed.
Re: Season of the Witch
« Reply #66 on: October 28, 2012, 08:08:33 am »
Not bad on the look of the lifebar though.
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 esn23

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  • Posts: 255
Re: Season of the Witch
« Reply #67 on: December 03, 2012, 03:56:34 am »
okay guys i managed to code my first char and im a little nervous to try her out....  Here is the char i just wanted you guys to once over it to see if you can see if i made any errors.. I tried to implement all that you said

# Do not forget to name your character.
# Health is optional.

Code: [Select]
name Media
health 100
mp 100
speed 30
type player
shadow 5
gfxshadow 1
jumpheight 4
makeinv 7
dust    dust
noquake 1
throwdamage 24
running 17 4 1 2 0
palette data/chars/Media/pal.gif
load data/chars/Media/wind/wind.txt
load data/chars/Media/circie/circie.txt
load data/chars/Media/lightning/lightning.txt
animationscript    data/scripts/script.c


diesound data/chars/Media/die.ogg


parrow    data/chars/Media/1p.gif -20 -160
icon data/chars/Media/icon.gif
com d f a freespecial
com d u a freespecial2



remap data/chars/Media/pal.gif data/chars/Media/pal2.gif
remap data/chars/Media/pal.gif data/chars/Media/pal3.gif
remap data/chars/Media/pal.gif data/chars/Media/pal4.gif



anim waiting
      loop 1
delay 10
offset 0 0
      frame data/chars/Media/select.gif

anim idle
loop 1
delay 10
offset 116 215
bbox 108 145 28 78
frame data/chars/Media/st01.gif
frame data/chars/Media/st02.gif
frame data/chars/Media/st03.gif




anim select
        loop 0
offset 116 215
bbox 108 145 28 78
delay 15
sound data/chars/Media/select.ogg
frame data/chars/Media/select1.gif
        delay 15
        frame data/chars/Media/select.gif


anim burn
loop 1
offset 42 81
        delay   3
        frame data/chars/misc/burn/woman/burn1.gif
        frame data/chars/misc/burn/woman/burn2.gif
        frame data/chars/misc/burn/woman/burn3.gif

anim shock
loop 1
offset 42 81
        delay   3
        frame data/chars/misc/shock/Media/meds1.gif
        frame data/chars/misc/shock/Media/meds2.gif
        frame data/chars/misc/shock/Media/meds3.gif
        frame data/chars/misc/shock/Media/meds4.gif



anim walk
loop 1
delay 7
offset 216 215
bbox 100 136 24 83
frame data/chars/Media/wlk1.gif
frame data/chars/Media/wlk2.gif
frame data/chars/Media/wlk3.gif


anim dodge
delay 11
offset 119 220
frame data/chars/Media/roll1.gif
frame data/chars/Media/roll2.gif
frame data/chars/Media/roll3.gif
frame data/chars/Media/roll1.gif

anim run
loop 1
delay 11
offset 98 214
bbox 105 151 29 64
frame data/chars/Media/dshwd.gif


anim runattack
  loop 0
delay 5
offset 98 214
bbox 105 151 29 64
        frame data/chars/Media/dshwd.gif
move    5
        attack 108 148 39 65 10 0
frame data/chars/Media/dshwd.gif
move    8
        attack 108 148 39 65 10 0
frame data/chars/Media/dshwd.gif
        move    8
        attack 108 148 39 65 10 0
frame data/chars/Media/dshwd.gif
        move    8
        attack 0 0 0 0
        frame data/chars/Media/dshwd.gif
        move    8
        attack 108 148 39 65 10 0
        frame data/chars/Media/dshwd.gif
        move    8
        attack 108 148 39 65 10 0
        frame data/chars/Media/dshwd.gif
        move    8
        attack 108 148 39 65 10 0
        frame data/chars/Media/dshwd.gif


anim get
loop 0
delay 5
offset 122 218
        frame data/chars/Media/get.gif
frame data/chars/Media/get2.gif



anim attack1
loop 0
delay 3
bbox 116 161 65 67
offset 121 216
        sound data/chars/Media/a1.ogg
        attack 169 142 39 31 10 0
        frame data/chars/Media/at1-1.gif
        frame data/chars/Media/at1-2.gif




anim attack2
loop 0
delay 4
        bbox 116 161 65 67
offset 121 216
        sound data/chars/Media/a1.ogg
        attack 169 142 39 31 10 0
        frame data/chars/Media/at1-1.gif
        frame data/chars/Media/at1-2.gif


anim attack3
loop 0
delay 5
offset 122 216
bbox 126 166 37 54
sound data/chars/Media/a2.wav
frame data/chars/Media/at3-1.gif
frame data/chars/Media/at3-2.gif
attack 155 161 31 33 10 0
frame data/chars/Media/at3-3.gif
frame data/chars/Media/at3-4.gif


anim attack4
loop 0
delay 5
offset 121 214
bbox 118 167 50 52
sound data/chars/Media/a3.wav
frame data/chars/Media/at4-1.gif
attack 164 171 53 21 10 0
        frame data/chars/Media/at4-2.gif
attack 164 171 88 21 10 0
frame data/chars/Media/at4-3.gif
attack 164 171 53 21 10 0
        frame data/chars/Media/at4-4.gif
        frame data/chars/Media/at4-5.gif
        frame data/chars/Media/at4-6.gif
        frame data/chars/Media/at4-7.gif
        frame data/chars/Media/at4-8.gif
        frame data/chars/Media/at4-9.gif


anim attack5
loop 0
delay 5
offset 117 216
sound data/chars/Media/electricity.ogg.wav
frame data/chars/Media/at5-1.gif
shock 87 157 72 61 10 0
        frame data/chars/Media/at5-2.gif
        frame data/chars/Media/at5-3.gif
        shock 87 157 72 61 10 0
        frame data/chars/Media/at5-4.gif
        frame data/chars/Media/at5-5.gif
        shock 87 157 72 61 10 1
        frame data/chars/Media/at5-6.gif
        frame data/chars/Media/at5-7.gif
        frame data/chars/Media/at5-8.gif


# Escape move
anim special
energycost   25
        mponly  2
loop 0
delay 5
offset 202 215
        bbox 188 113 24 106
        sound data/chars/Media/a3.ogg
        smartbomb 20 7 0 3
        frame data/chars/Media/s1.gif
sound data/chars/Media/s1.wav
        smartbomb 20 7 0 3
        frame data/chars/Media/s2.gif
smartbomb 20 7 0 3
frame data/chars/Media/s3.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s4.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s5.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s6.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s7.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s8.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s9.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s10.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s11.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s12.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s13.gif
smartbomb 20 7 0 3
        frame data/chars/Media/s14.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s15.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s16.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s17.gif
smartbomb 0 7 0 0


anim freespecial2
energycost   50
        mponly  2
loop 0
delay 5
offset 202 215
bbox 188 113 24 106
        sound data/chars/Media/a3.ogg
        custentity wind
        summonframe 3
        unsummonframe 17
        smartbomb 60 7 0 3
        frame data/chars/Media/s2-1.gif
        sound data/chars/Media/s2.wav
        smartbomb 60 7 0 3
        frame data/chars/Media/s2-2.gif
smartbomb 60 7 0 3
frame data/chars/Media/s2-3.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-4.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-5.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-6.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-7.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-8.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-9.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-10.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-11.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-12.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-13.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s2-14.gif
smartbomb 60 7 0 0
        frame data/chars/Media/s2-15.gif
smartbomb 60 7 0 0
        frame data/chars/Media/s2-16.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s2-17.gif
smartbomb 0 7 0 0


anim freespecial3
energycost   100
        mponly  2
loop 0
delay 5
offset 202 215
        bbox 188 113 24 106
        custentity circe
        summonframe 9
        unsummonframe 17
        sound data/chars/Media/a3.ogg
        smartbomb 60 7 0 3
        frame data/chars/Media/s3-1.gif
        sound data/chars/Media/s3.wav
        smartbomb 60 7 0 3
        frame data/chars/Media/s3-2.gif
smartbomb 60 7 0 3
frame data/chars/Media/s3-3.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-4.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-5.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-6.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-7.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-8.gif
smartbomb 60 7 0 3
        @cmd  spawn01 "lightning" 0 0 0
        frame data/chars/Media/s3-1.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-1.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-1.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-1.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-1.gif
smartbomb 60 7 0 3
        frame data/chars/Media/s3-1.gif
smartbomb 60 7 0 0
        frame data/chars/Media/s3-1.gif
smartbomb 60 7 0 0
        frame data/chars/Media/s3-15.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s3-16.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s3-17.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s3-18.gif
smartbomb 0 7 0 0
        frame data/chars/Media/s3-19.gif
smartbomb 0 7 0 0
       
       



anim jump
loop 0
delay 7
bbox 95 100 31 113
offset 116 215
frame data/chars/Media/jmp1.gif
        bbox 65 112 83 45
        frame data/chars/Media/jmp2.gif
bbox 65 106 75 61
        frame data/chars/Media/jmp3.gif
        bbox 85 109 39 60
        frame data/chars/Media/jmp4.gif
        bbox 65 106 75 61
        frame data/chars/Media/jmp5.gif
        bbox 65 106 75 61
        frame data/chars/Media/jmp6.gif
        bbox 95 100 31 113
        frame data/chars/Media/jmp7.gif

anim jumpattack
loop 0
delay 7
bbox 73 115 80 51
offset 116 215
sound data/chars/Media/a1.ogg
        attack 0 0 0 0
        frame data/chars/Media/jmp3.gif
        attack 112 141 45 26 8 1
frame data/chars/Media/ja1.gif
       



anim jumpattack2
loop 0
delay 7
bbox 83 115 57 49
offset 116 215
sound data/chars/Media/a1.ogg
        attack 0 0 0 0
        frame data/chars/Media/jmp3.gif
        attack 111 135 39 31 8 1
frame data/chars/Media/ja2.gif


anim grab
loop 0
offset 116 215
bbox 99 132 30 87
delay 1000
frame data/chars/Media/grab.gif


anim grabattack
loop 0
delay 5
offset 121 214
bbox 118 167 50 52
sound data/chars/Media/a3.wav
frame data/chars/Media/at4-1.gif
attack 164 171 53 21 10 0
        frame data/chars/Media/at4-2.gif
attack 164 171 88 21 10 0
frame data/chars/Media/at4-3.gif
attack 164 171 53 21 10 0
        frame data/chars/Media/at4-4.gif
        frame data/chars/Media/at4-3.gif
        frame data/chars/Media/at4-2.gif
        frame data/chars/Media/at4-1.gif



anim grabattack2
loop 0
offset 116 215
bbox 188 186 55 100
delay 5
frame data/chars/Media/grb1.gif
bbox 0 0 0 0 0
shock   0 0 0 0 5 0 0 1 2 0
frame data/chars/Media/grb2.gif
bbox 0 0 0 0 0
shock   0 0 0 0 5 0 0 1 2 0
frame data/chars/Media/grb3.gif
        bbox 0 0 0 0 0
shock   0 0 0 0 5 0 0 1 2 0
frame data/chars/Media/grb4.gif
        bbox 0 0 0 0 0
shock   0 0 0 0 5 0 0 1 2 0
frame data/chars/Media/grb5.gif
        bbox 0 0 0 0 0
shock   0 0 0 0 5 0 0 1 2 0
frame data/chars/Media/grb6.gif
        bbox 0 0 0 0 0
shock   0 0 0 0 5 0 0 1 2 0
frame data/chars/Media/grb7.gif
        bbox 0 0 0 0 0
shock   0 0 0 0 5 0 0 1 2 0
frame data/chars/Media/grb8.gif
        bbox 0 0 0 0 0
shock   0 0 0 0 5 1 0 1 2 0
frame data/chars/Media/grb9.gif






anim throw
loop 0
offset offset 202 215
sound data/chars/Media/a3.ogg
        delay 5
frame data/chars/Media/s2-16.gif
sound data/chars/Media/throw.ogg
        delay 5
frame data/chars/Media/s2-15.gif
delay 5
frame data/chars/Media/s2-14.gif
        delay   5
        frame data/chars/Media/s2-15.gif
        delay   5
        frame data/chars/Media/s2-16.gif


anim pain
loop 0
offset 116 215
bbox 75 141 54 79
frame data/chars/Media/gh1.gif
bbox 51 140 54 79
frame data/chars/Media/gh2.gif
bbox 75 141 54 79
frame data/chars/Media/gh1.gif


anim fall
loop 0
offset 116 215
# attack 83 142 42 52 10 1
delay 10
frame data/chars/Media/fall1.gif
frame data/chars/Media/fall2.gif
        frame data/chars/Media/fall3.gif
        delay 30
frame data/chars/Media/fall4.gif


anim rise
loop 0
offset 116 215
delay 10
frame data/chars/Media/up1.gif
frame data/chars/Media/up2.gif
frame data/chars/Media/up3.gif
        frame data/chars/Media/up4.gif


anim land
loop 0
offset 214 287
delay 25
frame data/chars/Media/at2-2.gif
« Last Edit: December 04, 2012, 02:37:10 am by MatMan »

Offline Die_In_Fire

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  • Posts: 1140
  • Where eagles dare!
Re: Season of the Witch
« Reply #68 on: December 03, 2012, 04:40:02 am »
uhmm I don0t know, but at first glance I noted that your sound effects are .ogg. Obor sound effects have to be wavs (check the manual for specefications on what type of wav file).

even rarer was this:
Code: [Select]
[code]sound   data/chars/Media/electricity[b].ogg.wav[/b][/code]

Offline Bloodbane

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  • Posts: 7113
  • Dark Dragon
Re: Season of the Witch
« Reply #69 on: December 03, 2012, 09:55:29 pm »
 That sounds like esn has used global text replace and accidentally replaced wav with oggs.

 Anyways, the best way to check is simply by testing it with OpenBoR. I always do this especially when my head is stuffed and can't inspect text from clear view ;).
 By reading logfile or playing the character (if there's no crash) I can find what's wrong/right and know what to edit/fix.

 One thing I can point out is this:

Quote
palette data/chars/Media/pal.gif

remap   data/chars/Media/pal.gif data/chars/Media/pal2.gif
remap   data/chars/Media/pal.gif data/chars/Media/pal3.gif
remap   data/chars/Media/pal.gif data/chars/Media/pal4.gif

 Do not combine palette command with remap! They work differently.
 I don't know how your remaps work but best suggestion I can give to you is to remove palette line.
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"The more often enemies attack, the more open they are to counter attacks"

Offline maxman

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Re: Season of the Witch
« Reply #70 on: December 04, 2012, 05:48:42 am »
You know what's funny, Bloodbane? I use both palette and remap for one character (Tetsuo) and it works with palette. But I don't understand they don't come along or work together well and it's not right. Mine work(s/ed) but weird in not following the rule. (I will changed one character's colors later.)
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Offline Bloodbane

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Re: Season of the Witch
« Reply #71 on: December 04, 2012, 08:58:13 pm »
 I don't know how engine will prioritize between those commands. OTOH palette command is not mandatory, even if we use alternatepal. Engine will pick 1st defined frame's palette for it.
OpenBoR Manual

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

 



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