Search results

  1. 16-bit Fighter

    Art Draws from 16-bit Fighter

    I modified a little my first post in order to make it clearer. Maybe I'll add the ability to reuse a character providing the wanted version is from another game (by instance SoR2's Blaze was already used but SoR1/3/4 could be used then). Perfect, guys! Non non non, Ned🤣 : - Both characters...
  2. 16-bit Fighter

    Art Draws from 16-bit Fighter

    😆 OMG I’m gonna really think my rules give headaches. Maki is from FF2 while Abigail IS from FF. It's not accepted. Try it again! 😅
  3. 16-bit Fighter

    Art Draws from 16-bit Fighter

    Hm I don't realized it could be complicated. The idea is to make an illustration of a scene that could happen in a beat'em up we know.
  4. 16-bit Fighter

    Art Draws from 16-bit Fighter

    Toi Bad! Not 1vs1 fighting games please! Not accepted by rules ATM also because they both are Heroes. Good Idea netherless 😆
  5. 16-bit Fighter

    Art Draws from 16-bit Fighter

    Hi everyone! I need a momentum to draw regularly AND make some of my draws public. The problem is I can't draw much, so I need a realistic way to do it. What I've imagined could be okay and imply your help. I'd like to draw each week one draw in which two beat'em up characters face each other...
  6. 16-bit Fighter

    SORX - Mixing Arcade+Rebellion modes

    Because of the unbalanced aspect I think separating is better. A polished Arcade mode like it is makes me feel the game is very well tought.
  7. 16-bit Fighter

    In Progress Streets of Rage X (Windows / Android)

    Great tests! The one that simulates SOR's one is my fav! 🥇 I thought about the cop call and the idea I had is the car runs with a speed effect background ala SFA and when it stops a background of the stage replaces the former one.
  8. 16-bit Fighter

    Projectile's palette according the parent's one

    Thank you very much @Kratus, it's perfect! And sorry for not reading your post the right way some days ago.
  9. 16-bit Fighter

    Projectile's palette according the parent's one

    @Kratus: It makes OB shut down. The log:
  10. 16-bit Fighter

    Projectile's palette according the parent's one

    I'd really prefer the onswpanscript to work instead of my current solution. Because it makes more sense and my script in the animation itself works only from the second frame, which makes me have to make the first frame having delay 1 if I want the problem not to be noticed. :( With the...
  11. 16-bit Fighter

    Projectile's palette according the parent's one

    Thank you but I edited my previous post just before your wrote yours. I said:
  12. 16-bit Fighter

    Projectile's palette according the parent's one

    Thanks but it still doesn't work. I don't know where I make an error. I renamed the tossParent function in toss in exchange for the previous toss function. The player can perform the move but the projectile is with the palette 0 no matter the number of char's palette. What should I check...
  13. 16-bit Fighter

    Projectile's palette according the parent's one

    Tested what you suggested but when the function is activated OB shuts down. The script, just in case I don't understand you: void toss(void Bomb, float dx, float dy, float dz) { // Tossing bomb void self = getlocalvar("self"); int Direction = getentityproperty(self...
  14. 16-bit Fighter

    Projectile's palette according the parent's one

    I'm stuck, nothing changes. And with the your script below, @O Ilusionista , OB shuts down from loading. [CODE=clike]void toss(void Bomb, float dx, float dy, float dz) { // Tossing bomb void self = getlocalvar("self"); int Direction = getentityproperty(self...
  15. 16-bit Fighter

    Projectile's palette according the parent's one

    Thanks guys but it doesn't work yet. There's no change with this script. When the char performs the function the program shuts down. Here is the log:
  16. 16-bit Fighter

    Projectile's palette according the parent's one

    I was wrong, sorry, I actually use the command toss, not projectile: void toss(void Bomb, float dx, float dy, float dz) { // Tossing bomb void self = getlocalvar("self"); int Direction = getentityproperty(self, "direction"); int x = getentityproperty(self, "x"); int y =...
  17. 16-bit Fighter

    Projectile's palette according the parent's one

    Thanks! I'm not familiar with parents so could you tell me how to make the connection between the two entities please?
  18. 16-bit Fighter

    Projectile's palette according the parent's one

    In my mod a char uses the projectile command and I'd like the projectile's palette to be according the char's one. I created an onspawnscript for the projectile's entity but nothing happens: void main () { void self = getlocalvar("self"); void parent = getentityproperty(self...
  19. 16-bit Fighter

    How to make an attack unblockable

    The damage parameter is 0.
  20. 16-bit Fighter

    How many types of enemy in a game?

    I'm kind of talking about the two parts because variety of the whole game has a impact on the number of possible combinations for each enemy group appearing in the screen. If there are four types of enemy in a screen, it's not exactly the same if the game has a enemy roster inclunding 10, 15, 20...
Back
Top Bottom