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Author Topic: Pokemon Rumble 2D Demo  (Read 4977 times)

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Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #15 on: July 09, 2011, 12:01:04 am »
I meant the pokeball shadow, would make the mod seem more like the original title.  ;)
First off, I had to try making the shadow red first, but this is how it ended up:

It's strange though, cause I know I have the offsets right. It must be universal. Since I don't know how to move the thing, I can try making my own, which is bound to the entity summoned by the player's (short)Spawn animation?

X)

Offline NickyP

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Re: Pokemon Rumble 2D Demo
« Reply #16 on: July 09, 2011, 03:01:45 am »
Yeah, thats how I made the mags in my PSO mod. You make the entity an NPC with subtype follow and nomove 1. It'll just follow the player.

May also want to give it a super quick death anim too, so that it doesn't just stay there when the player dies.

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #17 on: September 20, 2011, 01:11:35 am »
Bit of a dated reply, but this has been in the back of my mind. I've spent the better part of last week and some of today working on Cosmic Damage, but I may take some time to work on PR2D sometimes. If I remember, I'll try making a "marker" type NPC entity for players, but any ideas on getting remaps of this entity to spawn depending on players? Like Red for P1 and Blue for P2?

X)

Offline Bloodbane

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Re: Pokemon Rumble 2D Demo
« Reply #18 on: September 20, 2011, 10:33:19 pm »
 That's easily solved with script. In NPC's spawn animation, parent is checked to see which player it is then change map according to player's number.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #19 on: November 09, 2011, 09:02:24 pm »
Ok, so I took enough time off Megasonic to finally put in a marker for palyers, but I have a small problem. The Marker wont follow me until I walk away from it, which you can see in the attached shots below.

That's easily solved with script. In NPC's spawn animation, parent is checked to see which player it is then change map according to player's number.

Can this be done via @cmd or will I need to add a new line in script.c. Also, I just now noticed that you mean the marker's map is determined by the players number instead of the parent's palette but is there a way to do that?

X)

Offline Bloodbane

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Re: Pokemon Rumble 2D Demo
« Reply #20 on: November 10, 2011, 08:15:27 pm »
Quote
Also, I just now noticed that you mean the marker's map is determined by the players number instead of the parent's palette but is there a way to do that?

 Marker? oh the small blue dot is marker and that's the NPC.
 Yes you need another function for this, here you go:

void mapParNum()
{ // Change remap based Parent's Index
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");

    if(ParIndex==0){
      changeentityproperty(self, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(self, "map", 3);
    }
}

 You can change the function name and map number.
 Declare this function in NPC's spawn animation so it changes map before doing anything else.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #21 on: November 10, 2011, 09:24:26 pm »
Ok, thanks, I'll mess with it when I get home in a few minutes. Impact Wrestling is on.  :)

X)

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #22 on: November 12, 2011, 01:51:04 am »
Hey, I was gonna try this script at home before I came over here, but then I realized I have no idea how to go about declaring this right. Would it be something like this script here, but then switch it for the map script:
Quote
anim   walk
   loop   1
   delay   13
   offset   23 76
   bbox   16 13 21 67
@script
void self = getlocalvar("self");
int b = getentityproperty(self, "base");
int a = getentityproperty(self, "a");
if(a > b){
performattack(self, openborconstant("ANI_JUMP"), 0);
changeentityproperty(self, "animpos", 1);
}
   @end_script
   
   frame   data/chars/adamx/walk1.gif
   delay   19
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   frame   data/chars/adamx/walk2.gif
   delay   13
   frame   data/chars/adamx/walk3.gif
   frame   data/chars/adamx/walk4.gif
   delay   17
   frame   data/chars/adamx/walk5.gif
   delay   13
   frame   data/chars/adamx/walk6.gif

X)

Offline Bloodbane

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Re: Pokemon Rumble 2D Demo
« Reply #23 on: November 13, 2011, 03:03:32 am »
 Well, it should work but as I said before it should be declared in SPAWN animation.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #24 on: November 17, 2011, 08:41:14 pm »
I know I have to put it in the spawn anim, it's how exactly to declare it is what I'm asking about. I have no idea how it's suppose to but put there, unless it's like this:
Code: [Select]
@script
Anim Spawn
void mapParNum()
{ // Change remap based Parent's Index
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");
   @end_script

Offline Bloodbane

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Re: Pokemon Rumble 2D Demo
« Reply #25 on: November 18, 2011, 10:32:43 pm »
To declare it you type it like this:

Anim Spawn
@script
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");

    if(ParIndex==0){
      changeentityproperty(self, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(self, "map", 3);
    }
@end_script

 HTH
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #26 on: November 19, 2011, 12:28:08 am »
Oh, the whole thing? I thought it might've just been the first part like the other script, and then it works itself out. Thanks again.

x)

Offline Bloodbane

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Re: Pokemon Rumble 2D Demo
« Reply #27 on: November 20, 2011, 10:46:38 pm »
 I gave you the function version cause I thought you would copy it to an animationscript then call it like this:

anim spawn
...
     @cmd   mapParNum

 If you use this script in multiple entities, I suggest you do this instead.



Spoiler
[mumble]why did I name this function like this before?[/mumble]
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #28 on: November 25, 2011, 10:00:37 pm »
I think that's what I was asking about at first, I thought there was a certain way to call it, but yeah, I'll use that instead.

P.S. I'm just bouncing back from a PC breakdown again. Apparently you have a limit to how long it takes for you to register your PC online, but the barcode I have didn't work for it. Long story short, the time to do that online was expired and it could only be done by phone, but I guy came here hours ago and fixed that.

x)

Offline DJGameFreakTheIguana

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Re: Pokemon Rumble 2D Demo
« Reply #29 on: November 26, 2011, 10:41:19 pm »
Just applied the script to marker, and the color thing isn't working, plus, when I use spawn, the marker doesn't follow. When I walk far enough, it will appear over my head, but then it stands there again until I walk away again. Here's the code:
Code: [Select]
name Marker
type NPC
shadow 0
subtype follow
alpha 1
nolife  1
nomove 1

palette       data/chars/effects/Marker

animationscript data/scripts/script.c


anim idle
loop 0
delay 4
offset 113 127
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

anim Spawn
@script
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");

    if(ParIndex==0){
      changeentityproperty(self, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(self, "map", 3);
    }
@end_script
loop 0
delay 4
offset 113 127
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

anim Walk
loop 0
delay 4
offset 113 127
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif


X)

 



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