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  1. 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 =...
  2. 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?
  3. 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...
  4. 16-bit Fighter

    How to make an attack unblockable

    The damage parameter is 0.
  5. 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...
  6. 16-bit Fighter

    How many types of enemy in a game?

    Thank you very much for answering guys! My concern is about the chances after a certain amount that more is less because the eyes and memory of the player struggle to make out who is who and to remember who does what. It's a matter of mental load. In Bloodbane's video, the number 5 seems to...
  7. 16-bit Fighter

    How many types of enemy in a game?

    Putting a lot of types of enemy is good way to avoid a boring play. But could there be too much types? I mean, the player needs to understand enemies patterns little by little through stages. So is there a sort of maximum types of enemy we can't go beyond otherwhise the fun factor could...
  8. 16-bit Fighter

    Solved A MP bar in two phases

    Thank you buddy for your tests and detailed explanations! :D I'll need time to understand well your code and maybe I'll ask questions about it. I should have written my own code last time to show other differences even though it's not big changes. My MP bar is 96px length and the second MP bar...
  9. 16-bit Fighter

    Solved A MP bar in two phases

    Yes, I'm aware of it. I am not sure to be able to determine how fast you parameter in this script, though. One cycle every 50ms, I guess. Okay, thanks. I wasn't familiar with the updated.c but it's good to know it can centralize this kind of parameters.
  10. 16-bit Fighter

    Solved A MP bar in two phases

    Thank you again @Kratus! I made some changes, in part because of my characters will probably not have the same Max MP nor the same MP recovery thant others' ones and thus I keep the char's mpset and remove your MP recovery code. But your code has a growing MP bar fluider than my current one...
  11. 16-bit Fighter

    Solved A MP bar in two phases

    Sorry for this and big thanks Bloodbane, it works fine! I think I'll change the colors but that's my problem. ^^ I'd just know how make the MP bar invisible in the selection screen though, please. Yes, for all players and thus I added a MP max parameter since players probably won't have the...
  12. 16-bit Fighter

    Solved A MP bar in two phases

    I'd like to create a MP bar system in two phases. In the first one, the background bar is black and the growing bar is blue (from 0 MP to 100 MP). Once the growing bar reaches 100MP and the end of the bar size in the same time, then the blue bar disappears and the background bar gets dark blue...
  13. 16-bit Fighter

    When should a game be announced?

    Your answer could help me to choose when annoucing my own mod. Since I tend not to finish my projects, I'd prefer not to get frustrated by revealing a new one that wouldn't be released at all. So I think now that in my case annoucing a project only when I'm almost sure that I can release a demo...
  14. 16-bit Fighter

    Art What I'm cooking - NED/Momotaro art

    I agree. I have the same inspiration but also US comics. Sadly, I tend to dislike if I see too much that a manga inspired style drawing is from a non-japanese drawer. Yes, you are beginning to see the end of the journey! I wish you courage to finish like you want!
  15. 16-bit Fighter

    Art What I'm cooking - NED/Momotaro art

    What a powerful composition! Really cool to see you back here! Your art style reminds me of Tony Valente's one, the French artist who makes the manga Radiant (I guess you already know ^^).
  16. 16-bit Fighter

    Doubt animation?

    When you have this kind of question, just check the manual before. ;)
  17. 16-bit Fighter

    Solved followanim at a specific set of frames?

    🤣 I like your enthusiasm and I hope you'll keep it as long as possible! Coding isn't funny for most people but making progress at it is very satisfying when it comes to programming what you really want.
  18. 16-bit Fighter

    Complete Double Dragon Reloaded alternate - Updated version!

    It's not a good news but it's always a good thing to take care of oneself. Focus on what you need at the moment and see you!
  19. 16-bit Fighter

    Solved followanim at a specific set of frames?

    Is base = 0 if the player is on an obstacle/platform/wall?
  20. 16-bit Fighter

    Solved A script to stop mprate while the char is running

    Big thanks Kratus, the script works fine now! It automatically colors specific things but if I want to color by myself to make people focus on a part of the code I want, it doesn't work because "blabla" appears in C code format.
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