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  1. VirtusVerbis

    In Progress Project Saylor / Bitcoins of Rage (working title)

    Ok no problem, I'll tone it down a bit. I'm not here to sell anything, but I can see how it may come across that way. Sorry if I crossed any lines.
  2. VirtusVerbis

    In Progress Project Saylor / Bitcoins of Rage (working title)

    @DCurrent have you considered accepting bitcoin "lightning" payments for the chronocrash site? BTCPay Server
  3. VirtusVerbis

    In Progress Project Saylor / Bitcoins of Rage (working title)

    Okay "Overview" has been detailed out - hopefully that helps with context. = ) If anyone wants to talk more about Bitcoin or Strategy in this thread, I'm cool with that too.
  4. VirtusVerbis

    In Progress Project Saylor / Bitcoins of Rage (working title)

    @kimono that's a very good point. I haven't had a chance to provide any context and I really should. I'll add it to the Overview page so that folks can find it easier. Also thank you very much for the cool Bitcoin animation - will try to incorporate that in a future update. = )
  5. VirtusVerbis

    In Progress Project Saylor / Bitcoins of Rage (working title)

    Thanks for fixing it. When I read the instructions it showed: But if I click the "..." on my resource page, I see:
  6. VirtusVerbis

    In Progress Project Saylor / Bitcoins of Rage (working title)

    I thought I did already? Did I do it wrong? = ) Ok I see the difference. I couldn't see the final step for the "Change Discussion" (as per the instructions), so I thought the "Support" link was the proper one. Thanks for fixing it.
  7. VirtusVerbis

    In Progress Project Saylor / Bitcoins of Rage (working title)

    Creating a discussion thread for the meme game.
  8. VirtusVerbis

    How to setup juggling enemies against sides of the screen?

    Ok I think I missed this.... Thanks @Bloodbane 's post for the hint: Solved - Enemy character ascends to heaven
  9. VirtusVerbis

    How to setup juggling enemies against sides of the screen?

    Hi @Kratus , In your SORX mod, I noticed you can juggle enemies against the sides of the screen and have them bounce back. Is there a setting I need to enable for enemies to allow them to bounce off the sides of the screen? Be default they just fall outside/past the screen edges. It appears...
  10. VirtusVerbis

    Changing PNG existing color in palette to a different color

    Annnnnd the ANSWER = YES : have to turn on : colourmap(entity only) defines which colourmap will be used. 0 means no colourmap. -1 means the entity(if given) will use its current colourmap. like so: void main() { //setdrawmethod(entity, int flag, int scalex, int scaley, int flipx, int...
  11. VirtusVerbis

    Changing PNG existing color in palette to a different color

    Welp....after messing around with it for 4 hours I finally figured out what the culprit was. The tutorial the @DCurrent provided was helpful, as the template confirmed that the commands for 'palette' and 'alternatepal' do work, and more specifically that I was using it correctly. Turns out if...
  12. VirtusVerbis

    Changing PNG existing color in palette to a different color

    Thank you @DCurrent , I will review it.
  13. VirtusVerbis

    Changing PNG existing color in palette to a different color

    Okay sounds like I can't use alter.gif because the palette is different? If I want to use alternatepal, how should I setup the palette to make it work? I assume palette should be exactly the same for alter.gif and I simply use a different color index for the color change? Any mod you know of...
  14. VirtusVerbis

    Changing PNG existing color in palette to a different color

    Agree, that's what I want to do. I just don't know how to get alternatepal to work.
  15. VirtusVerbis

    Changing PNG existing color in palette to a different color

    Slightly separate but related question. I've been trying to add Alternate Palettes for a character. In the example template I'm using, the following works fine for Kula (in the char model.txt): But if comment it out and replace it with the following, then the char select screen no longer...
  16. VirtusVerbis

    Solved what are the best methods used to hide the HUD in game

    This totally works! Very awesome and now my cutscenes look pro. Thank you very much @O Ilusionista !
  17. VirtusVerbis

    How to create Player 'Model' specific cutscenes?

    Thanks for the suggestions. I got it working using the approach that @O Illusionista called out. I basically create a parent "selector" Entity with Type = none, then I use it to spawn a child Entity with Type = text. Inside the Parent "Selector" entity, I basically use a switch statement to...
  18. VirtusVerbis

    Solved what are the best methods used to hide the HUD in game

    @Bloodbane is there a way to temporarily hide the HUD during cutscenes and then turning it back on? Currently when my cutscenes play, the HUD is drawn / overlaps my cutscene (which I'm using entity type = text). You mentioned moving the HUD using negative values, I assume you mean via...
  19. VirtusVerbis

    Hide or remove Game Mode (Difficulty Set?)

    @Crimsondeath I can get WAV files to play using the "sound data/.../soundfile.wav" command you listed. I'm using: OpenBoR v4.0 Build 7555 (commit hash: b1676f9), Compile Date: Jan 9 2024 What I did was create a Entity where Type = Text. For example: name City_Cutscene type text...
  20. VirtusVerbis

    How to create Player 'Model' specific cutscenes?

    Ok I think I see what you mean and I'd rather it not run every tick (abusive). So your suggestion is to move the logic back down to the entity level and have the the spawned entity determine what animations to play. Makes sense! I will go try this. Thank you!
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