Recent content by Crimsondeath

  1. Crimsondeath

    Complete Neon Lightning Force

    Ok, I understand x.x, but is there a way to upload an update by myself? It's on "Post Update > Attach files"? By the way, I saw a gameplay where it happen a random crash x.x, I think it's because the OpenBOR version I'm using, the log didn't says anything about bugs or errors. The OpenBOR...
  2. Crimsondeath

    Complete Neon Lightning Force

    Thanks to everyone! I have updated the download link fixing the bug too. Thank godness Mediafire has a great feature which allows me to update the download link without creating a new one, so if anyone already shared the download link it must be updated to the last version too 😃 *Admin Edit:*...
  3. Crimsondeath

    Complete Neon Lightning Force

    Crimsondeath updated Neon Lightning Force with a new update entry: 1.5 Complete version Read the rest of this update entry...
  4. Crimsondeath

    Complete Neon Lightning Force

    Hi everyone! I've finally updated the download link from the old Alpha 1.5 build to the completed Version 1.5. The redesign is finally finished, now with full English support. This version brings together all the improvements made over the last months, and I'm really happy to finally call it...
  5. Crimsondeath

    Complete Neon Lightning Force

    @JRIDDEN : Great! If you wait the game release (25 of june, this month xd) you can use my mod for the base mechanics, many things were changed since the beta version released last year (in the game code mostly). If you are going to use it just add a subtitle to the game title, please to avoid...
  6. Crimsondeath

    Solved Control when an entity drops their weapon (?)

    Thanks Kratus this works great, the problem is solved now :D . I'm understanding now how "ondoattack" works (y).
  7. Crimsondeath

    Solved Control when an entity drops their weapon (?)

    Hi again, the weapons entities I use in my project have this property: name Atlas6 type none score 40000 5 shadow 5 weaploss 0 6 <---- weapon is lost and dropped on any hit. weapnum 6 atchain 1 paingrab 1 knockdowncount 15 Which is working great, but there are types of attacks that use...
  8. Crimsondeath

    Solved How to setup traps properly (?)

    Both solutions are great, I used the followanim with the invisible hitbox on the old version for everything, even for the chandeliers falling traps xd. But I take de bloodbane solution (I completely forgot that you could do that with frames 😓) , the mine is more reactive now, thanks :) .
  9. Crimsondeath

    Solved Return projectile to launcher

    Okay, this works great for me too, I used your script to reflect bombs, thanks :D Just one question about the numbers you put at the end of "#define ...": #define PLAYER_SHOT 16384 #define ENEMY_SHOT 32768 #define REFLECTED_SHOT 65536 Can I use any number? Or just specifics IDs? I'd like to...
  10. Crimsondeath

    Solved How to setup traps properly (?)

    Hi everyone, I've more or less got this part working, the issue I'm having is that the mines (or the traps in general) I've created don't activate immediately. I have to walk through them several times before they attack. Here's how the mine is coded, for example: name Mine type trap...
  11. Crimsondeath

    Solved Enemies at the edge of the screen

    I modified the second script, so now fits perfect for my game: void isOffScreen(){ // Check if an entity is offscreen // Douglas Baldan / O Ilusionista - 07.05.2021 void self = getlocalvar("self"); float health = getentityproperty(self, "health"); int XPosBefore =...
  12. Crimsondeath

    Solved Enemies at the edge of the screen

    This most commonly happens in 2 player games, There are areas where the enemy (or boss) leaves the screen due to attacks where they are thrown by the players (or dodge their attacks backwards): I don't know if it's possible to make enemies "not leave the screen" (or leave just a little), I...
  13. Crimsondeath

    Solved DOT Damage Absorb Problem

    Ok Thanks Kratus :D . I tested and works great for most attacks in the game, but there is a problem I discovered using it. Some attacks like Grab Attacks use script damage: finish.c code: To sum up, I use damageentity (damageentity(target, self, Damage, Knockdownpower, Type); ) for some...
  14. Crimsondeath

    Solved DOT Damage Absorb Problem

    Hi everyone, I have an issue with the DOT (Damage Over Time) command. I’m using a script that converts damage into MP. ... void damageabsorb() { void self = getlocalvar("self"); float damage = getlocalvar("damage"); float mp = getentityproperty(self, "mp"); float mpgain =...
  15. Crimsondeath

    Complete Neon Lightning Force

    Hi everyone, I recently finished implementing the English localization for Neon Lightning Force. In this video you can see how the English version appears during the opening sequence of the game, How to Play and all game mode menus 😁😁:
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