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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 3314 times)

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Offline maxman

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Re: Dungeon Fighter: B.O.R.
« Reply #75 on: December 02, 2012, 04:48:03 pm »
Awesome vid, Pier! Great features! I like how you make NPCs talk at countless times as is. Good RPG feeling 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Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)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 Bloodbane

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Re: Dungeon Fighter: B.O.R.
« Reply #76 on: December 03, 2012, 01:14:13 am »
 Great work Pierwolf! that's how talking to NPC should be in RPG style games.

 One suggestion I could give you is to hide map icons such as dungeons and towers and show them only after related quest are unlocked. The spawnscript required to do this is same with the ones used for locking/unlocking branches :).
 Though you need to use setlayer 1 for icons and setlayer 2 (at least) for branch so the latter overlaps the former.

 Forgot to say this, great idea on adding strikers!
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Pierwolf

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Re: Dungeon Fighter: B.O.R.
« Reply #77 on: December 03, 2012, 03:11:11 pm »
Great work Pierwolf! that's how talking to NPC should be in RPG style games.

 One suggestion I could give you is to hide map icons such as dungeons and towers and show them only after related quest are unlocked. The spawnscript required to do this is same with the ones used for locking/unlocking branches :).
 Though you need to use setlayer 1 for icons and setlayer 2 (at least) for branch so the latter overlaps the former.

 Forgot to say this, great idea on adding strikers!

thanks to you bloodbane, for the villager script!  :cheers!:
a quick question: there is some way in order to make the comic spawn from the npc, instead that from the edge of the screen? i think i have to play with the void command, and change the "int Edge" line, but i'm not enterely sure how to make it   :nervous:
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline Bloodbane

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Re: Dungeon Fighter: B.O.R.
« Reply #78 on: December 03, 2012, 10:12:14 pm »
 That function is designed to spawn something relative from leftscreen edge. RPG games usually spawn dialogue in center of screen that's why I suggested that function.

 Well if you want to spawn dialogue relative from NPC, try these ones:
Code: [Select]
void spawnX(void vName, float fX, float fY, float fZ)
{
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fY: Y location
      //fZ: Z location

void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int  iDirection = getentityproperty(self, "direction");

clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

if (iDirection == 0){ //Is entity facing left?                 
          fX = -fX; //Reverse X direction to match facing.
}

      fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.

vSpawn = spawn(); //Spawn in entity.

changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
   
return vSpawn; //Return spawn.
}

void spawnDial2(float fX, float fY, float fZ)
{//Spawns dialogue next to caller
// Spawned dialogue matches entity's alias
 //fX: X location adjustment
 //fY: Y location
 //fZ: Z location

   void self = getlocalvar("self"); //Get calling entity
   char Name = getentityproperty(self,"name");

   spawnX(Name, fX, fY, fZ); //Spawn dialogue
}


 HTH
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Yagami Brando

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Re: Dungeon Fighter: B.O.R.
« Reply #79 on: December 04, 2012, 03:28:09 am »
By the way - is that your final decision to play as left-right moving cursor in the cities?
Maybe walking around as a character (like in your Knights and Dragons mod in taverns) and talking to people would be better.
"In a battle, there is no such word as under-handed."

Offline msmalik681

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Re: Dungeon Fighter: B.O.R.
« Reply #80 on: December 07, 2012, 03:24:27 am »
this project looks amazing you have put a lot of work in to it and it really shows !

 



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