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  1. 16-bit Fighter

    Solved Energycost working weirdly

    Thanks paulo for the explanation, I already solved the problem but I don't know how.
  2. 16-bit Fighter

    Solved A function to change the candamage types of an entity

    Thanks Bloodbane! Given how easy the solution was findable I kind of feel stupid. :oops:
  3. 16-bit Fighter

    Art What I'm cooking - NED/Momotaro art

    Is she from a 3D game?
  4. 16-bit Fighter

    Solved A function to change the candamage types of an entity

    I've tried to make a function to change the candamage types of an entity but OB shuts down when the function runs. The function: void candamage (void d1, void d2, void d3, void d4) // ajout { // changes the types the identity can damage void self = getlocalvar("self")...
  5. 16-bit Fighter

    Art What I'm cooking - NED/Momotaro art

    I lost your instagram, so it's great to see more of your drawings! I'm impressed by your skill to copy Toriyama's style. I particulary look forward seeing your comics. ;)
  6. 16-bit Fighter

    In Progress Street Fighter 89 The Final Fight by Machok

    Great work! Congratulations to the team!(y) This is an exiting expanded FF!
  7. 16-bit Fighter

    Main Menu Customization

    Thank you! I'll look into it!
  8. 16-bit Fighter

    Solved Slowing down in x axis a char's air attack with didhit.c

    Thanks Kratus! Do you know the name of this third parameter?
  9. 16-bit Fighter

    Solved Slowing down in x axis a char's air attack with didhit.c

    I customed a didhit script from SOR2X (Adam's one) for a char to be horizontally slowed down when hitting a char during his run attack that is an air attack. The attack's curve works fine in x axis. But the problem is I don't know what to do for the third parameter (I don't know its name and I...
  10. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    @msmalik681 Thank you very much! For now I won't use your script because I have a simpler solution but I keep it in my pocket for learning and a possible future. I realized that jumpframe 0 0 -2 allow to keep the velocity exactly like I want. About your suggestion to change the thread's title...
  11. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    Sorry, what I said can be confusing since my slide animation is a back dash like in Final Fight 3, I guess. In the freespecial10 above the player falls like an anvil. But if I add "jumpframe 0 2 -2" in it, the player double-jumps.
  12. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    @danno Cancelling by example a slide animation including a jumpframe seems to not work with the way you described. If there is no jumpframe in the following freespecial that cancels the slide animation, the player falls like an anvil. But if there is a jumpframe in this freespecial (the same as...
  13. 16-bit Fighter

    Canceled Saint Seiya Raging Cosmos

    I didn't talked about the colums. I meant the zone with stones on the carpet in the first picture seems to have get a sharp filter and then a blur filter. I think it's not aesthetic and it clashes with the rest of the background.
  14. 16-bit Fighter

    Canceled Saint Seiya Raging Cosmos

    Backgrounds look great! But the day blue sky clashes because it's too realistic. And the blur beffect around the stones in the carpet isn't welcome.
  15. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    Thank you, in this case, you're right, this way is the easiest one and it's useless to complicate the things. Nonetheless I may come back in this thread for other cases about mid-air cancels.
  16. 16-bit Fighter

    Mutation Nation Sprites

    Thanks for this sprite sheets! Do you know why?
  17. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    I'd like this sequence of inputs in keyscript and I don't want to drive the velocity. Here is a sketch to be more understandable:
  18. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    Thanks for telling me all these ways! I don't guess how to implement a sequence of inputs in keyscript even through your script example though.
  19. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    Thanks danno for the tip! But I actually need to cancel with an output like D F A, not just by pressing one button. How is it possible in the keyscript?
  20. 16-bit Fighter

    Solved Mid-air command cancel while maintaining velocity

    When cancelling in mid-air, the char falls like a stone. How to keep his velocity instead, please?
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