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What openbor you prefer: Double dragon,battletoads or final fight !? by lirexpatrio
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Poll

wich priest do you prefer?

21 (72.4%)
8 (27.6%)

Total Members Voted: 29

Author Topic: Dungeon Fighter: B.O.R.  (Read 3890 times)

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Offline rafhot

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Re: Dungeon Fighter: B.O.R.
« Reply #30 on: November 17, 2012, 08:09:14 pm »
i voted in the dark one :P

Offline NickyP

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Re: Dungeon Fighter: B.O.R.
« Reply #31 on: November 17, 2012, 08:55:10 pm »
Yaaay! Pierwolf considered my plea to have the short haired Priest!  :cheers!:

Definitely voted for the first one!

Also, Pierwolf; do you ever plan to add extra multiplayer support, or is this definitively a two player mod?  :)

Offline Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #32 on: November 17, 2012, 09:24:29 pm »

Also, Pierwolf; do you ever plan to add extra multiplayer support, or is this definitively a two player mod?  :)

maybe in the future i will add 4 player support, but for now, it will be 2 players only.  :)
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline Bloodbane

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Re: Dungeon Fighter: B.O.R.
« Reply #33 on: November 17, 2012, 11:33:42 pm »
i know this method, i've already experimented it before, but doing this way means i've to do a separate npc for every dialogue. but more important, doing the way you suggest doesn't give the player the xp for talking with the npc (or give it too much, it depends how you set the score command).

 I don't think it's good idea to award XP for talking with NPCs. You should instead, have them say important stuff which give useful info for players (such as tips n trick unavailable in how to play, enemy's weakness & hidden paths) so players will talk to NPCs regardless of XP reward.
 Besides, as maxman posted, it's common in RPG games to talk to same NPC more than once.

 Another way is, you can also make some puzzles whose clues are known to only certain NPCs. This way players will talk to all NPCs they can find looking for clues.

 As for your trouble for making specific NPC, I have a solution for flexible NPC which can give dialogue based on level text setting. More, with this solution, you can even have 2 or more NPCs saying same dialogue.
 Let me prepare the script for you.
« Last Edit: November 18, 2012, 02:18:17 am by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline zankurous

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Re: Dungeon Fighter: B.O.R.
« Reply #34 on: November 18, 2012, 01:48:47 am »
Finally had the chance to play this demo and it definitely looks promising! I never thought I would come across a BOR mod which features such juggle-happy enemies! :)

Offline Bloodbane

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Re: Dungeon Fighter: B.O.R.
« Reply #35 on: November 18, 2012, 03:04:56 am »
 Alright, attached below is animation script to spawn dialogue.

 Here's an example on how to use it:
Quote
name      TrooperN
score      0 -1
health      100
speed      8
aimove      wander
type      enemy
hostile      none
gfxshadow   1
nodrop      2
falldie      1
defense      all 0
noatflash   1
nolife      1
animationscript   data/scripts/villager.c

alternatepal      data/chars/trooper/map1.png
alternatepal      data/chars/trooper/map2.png
alternatepal      data/chars/trooper/map3.png


anim idle
   loop    1
   delay   10
   offset  70 93
   bbox   57 28 27 66
   frame   data/chars/trooper/idle.png

anim walk
   loop   1
   delay   10
   offset  70 93
   bbox   57 28 27 66
   frame   data/chars/trooper/walk1.png
   frame   data/chars/trooper/walk2.png
   frame   data/chars/trooper/walk3.png
   frame   data/chars/trooper/walk4.png
   frame   data/chars/trooper/walk5.png
   frame   data/chars/trooper/walk6.png

anim pain
   delay   5
   offset  70 93
   frame   data/chars/trooper/idle.png
   @cmd   spawnDial 160 0 206 320
   frame   data/chars/trooper/idle.png
   delay   200
   frame   data/chars/trooper/idle.png
   
anim death
   offset  70 93
   delay   5000
   frame   data/chars/trooper/idle.png

 In this example, TrooperN is immune to all attacktypes. In his PAIN, you can see @cmd   spawnDial 160 0 206 320 which means dialogue will be spawned at center of screen (x =160), at 0 altitude, at z = 206 and in 320 pixels wide screen.
 If you have wider screen, change the parameters accordingly.
 There's no bbox in his PAIN to avoid getting 'talked to' again and there's 2 second delay before he finishes his PAIN animation. Well, he needs to breathe after talking and maybe drink a glass of water before he can talk again ;).

 Here's an example on how to set TrooperN in level text:

Quote
spawn   TrooperN
alias Talk017
coords 560 205 1
at 0

 This mean, when TrooperN is talked to (plays his PAIN animation, technically) he spawns Talk017 dialogue. Of course, Talk017 must be preloaded before.

 IMPORTANT NOTE: ALWAYS set alias to avoid NPC from spawning clone of himself/herself.

 HTH
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Shin Kazahara

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Re: Dungeon Fighter: B.O.R.
« Reply #36 on: November 18, 2012, 03:27:48 am »
this game is upon based
Korean games for Arado Senki!?
My OpenBOR MODs.
Denjin Makai ZERO(2009)
Hyper Final Fight : The Return Of Black(2010)

Offline Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #37 on: November 18, 2012, 12:37:23 pm »
your npc system seems cool! i will try and let you know! thanks bloodbane!  :cheers!:

this game is upon based
Korean games for Arado Senki!?

i don't know, i've never played the original dungeon fighter! i only use the sprites and the gameplay is blandly based on dungeon fighter live, the xbox version, that is the only one i've played.
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline maxman

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Re: Dungeon Fighter: B.O.R.
« Reply #38 on: November 18, 2012, 06:04:47 pm »
I have the Japanese version of Dungeon Fighter though. I downloaded it from Softendo. Arado Senki is a Japanese title for Dungeon Fighter. The game is low res but the Dungeon Fighter X-Box Live has taller ones than the low res.

Take a look at the attachments to see what Shin means and compare that low res Slayer in the attachment with the Slayer you have for your BOR. Look at the size difference?
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 Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #39 on: November 18, 2012, 06:19:21 pm »

Take a look at the attachments to see what Shin means and compare that low res Slayer in the attachment with the Slayer you have for your BOR. Look at the size difference?

actually they seem to me the same type of sprites, they even have the same size  :oops: or maybe i don't understand what you are talking about...  :dunce:

My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline maxman

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Re: Dungeon Fighter: B.O.R.
« Reply #40 on: November 18, 2012, 06:52:05 pm »
OK. Let me check it out if they look the same or not. The reason I thought about the comparison is because rafhot shared the sprite packs of DFO enemies here. I took a look at the sprites and thought they look tall by the look of the size. That's what made me assume about the size difference.

Just found out now. You were right. The size looks the same.

This is just to show you the height difference of them. Gunner, MJ, and Slayer.

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 Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #41 on: November 18, 2012, 08:10:33 pm »
ok, i think i've understood what you mean.

i know, the gunner is very tall, and the slayer is the smallest of the male characters; i can only suppose this is a precise graphic choice from the artists that work for DFO.
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #42 on: November 19, 2012, 03:11:01 pm »
OK, the gunner is done and ready.

i will wait another day, then i will start working on the Priest.
in the meantime, enjoy the video!  :cheers!:

GUNNER MOVELIST
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline Yagami Brando

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Re: Dungeon Fighter: B.O.R.
« Reply #43 on: November 19, 2012, 03:24:12 pm »
Absolutely awesome, as a former Gunner player I approve this totally :cheers!:
This mod is going to kick major butt, I'm all excited now, keep it going man ;)
P.S. are you not planning female characters for this mod? I think at least one (mage or fighter) should be there.
"In a battle, there is no such word as under-handed."

Offline NickyP

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Re: Dungeon Fighter: B.O.R.
« Reply #44 on: November 19, 2012, 03:42:15 pm »
If Pierwolf plans to add any female characters, I nominate Thief. She was crazy fun to play as, even though I mained a Priest!

 



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