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  1. 16-bit Fighter

    Solved A script to stop mprate while the char is running

    I almost manage what I want to do. Here is the script: void main() {//Change mprate if running and according to the number or enemies and number of MP void self = getlocalvar("self"); void ani = getentityproperty(self, "animationID"); //GET CURRENT ANIMATION int maxMp =...
  2. 16-bit Fighter

    In Progress Street Fighter 89 The Final Fight by Machok

    Super job! My bad, I didn't mean rate about running animation but delay! I think the current delay is too high considering Cody's speed.
  3. 16-bit Fighter

    Solved A script to stop mprate while the char is running

    By helping myself thanks to a script @Kratus gave me I'm trying to do a new one. But OB shuts down once the character selection is supposed to appear. The log tells me: Script function 'changeentityproperty' returned an exception, check the manual for details.Script function...
  4. 16-bit Fighter

    In Progress Street Fighter 89 The Final Fight by Machok

    Very good work again Machok! I suggest you to make Cody's running animation rate a little slower. IOW I think he runs slower than he moves.
  5. 16-bit Fighter

    In Progress Street Fighter 89 The Final Fight by Machok

    About the tornado, I think like Ned. The old one in the video fits. Maybe making it a little larger (not very easy to do) and add a loop to make it a little longer would be perfect. I don't know, Machok said this bug is fixed now.
  6. 16-bit Fighter

    In Progress Street Fighter 89 The Final Fight by Machok

    I forgot to mention that there is no unity through the musics. Sometimes it's from the arcade game, other times it's CD quality. Is it on purpose or do you have other plans for an update? Congrats to him and @NED BTW! Yes, good thing! I mean I don't remember if twice a same food appeared in...
  7. 16-bit Fighter

    In Progress Street Fighter 89 The Final Fight by Machok

    @machok I ended up playing the demo! Congratulations and thanks for the work! I particularly loved the stages's extentions, it is done very organically. It gaves a really good feeling to visit more the city and reflesh the original game. (y) It's full of FF passion and the great will to enhance...
  8. 16-bit Fighter

    Solved Problem about a OR condition

    Thank you! I thought it was possible to make it shorter.
  9. 16-bit Fighter

    Solved Problem about a OR condition

    I wonder why the first code works but not the last ones. I'd like to have a right line code with a simple condition with OR. if(vAniID == openborconstant("ANI_RUNATTACK")){ if(vAniID == openborconstant("ANI_RUNATTACK") || openborconstant ("ANI_FREESPECIAL7")){ if(vAniID ==...
  10. 16-bit Fighter

    Number of palettes for a char

    I like it too!
  11. 16-bit Fighter

    Number of palettes for a char

    The other option is to change the head but if one enemy is treated like that, I think the players would like the same treatment for all the enemies or almost (like in FF). It's a good idea to avoid risky choices. ^^
  12. 16-bit Fighter

    Number of palettes for a char

    Let's assume that we talk about good palettes. But I agree the task is a subtile ballance between quality, relevant choices, reasonable spent time and without making too many. 50 palettes seem to me abviously a number oversized, by example. I think I could make a little more than 10 well thought...
  13. 16-bit Fighter

    Number of palettes for a char

    Thanks guys, it's good to know your points of view! I guess there are more existing. So I'm still ready to read others. ^^ Then does it mean you dislike the number of palettes of some Rocket Viper's chars (Kim, Akuma and Maki have beteween 7 and 11 alternates one)? And can you appreciate more...
  14. 16-bit Fighter

    Number of palettes for a char

    It's not a technical question, it's just about your personal tastes. How many alternate palettes at most a char should have?
  15. 16-bit Fighter

    Solved An alternative animation to the block animation following the type of attack

    Sorry guys, now that I understand how nopassive block works I saw blockpain actually works in my mod. (y) The problem to me was that the enemy moves during his block anim and his blockpain anim is short and keeps moving. Moreover I made tests with a lot of same enemies. Thus the intended...
  16. 16-bit Fighter

    Solved An alternative animation to the block animation following the type of attack

    I made other tests and actually I've just realized how nopassive really works. The player needs to hit without hitting the enemy in order to make him play his block anim and then the player hits the enemy who really blocks and with his blockpain anim. But when one plays normally, the enemy...
  17. 16-bit Fighter

    Solved An alternative animation to the block animation following the type of attack

    Thanks for sending your mod, it's the best way to get an answer. I did use OP 6391. And with your mod it happens the same problem I had. With "nopassiveblock 1" Shermie doesn't block at all and without nopassiveblock she blocks but only with block anim, not with blockpain6 anim. It seems my...
  18. 16-bit Fighter

    Solved An alternative animation to the block animation following the type of attack

    @Kratus Thank you for showing your test. Unfortunately I actually have the last OP version and I checked it. Then I tried with a template mod (with the last OP of course) but it's the same result, only block anim is played. I also checked the maxattacks. I feel stucked... Enemy (I removed...
  19. 16-bit Fighter

    Solved An alternative animation to the block animation following the type of attack

    Thank you but I forgot to say I tried with "blockpain 1" too. Header: type enemy gfxshadow 1 dust dust bflash block score 0 1 fmap 4 aggression 0 jugglepoints 5 blockodds 1.5 blockpain 1 hostile player npc candamage player npc...
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