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  1. 16-bit Fighter

    Solved Random script giving an unexpectly expected result

    Thank you very much for the answer and the lesson! Indeed I use a 3.0 build. My game shuts down with a 4.0 build. I'll probably open a new thread to try solving this problem if I definitly don't manage by myself.
  2. 16-bit Fighter

    Solved Random script giving an unexpectly expected result

    Thanks @hechelion ! Sorry, my level of scripting isn't good enough to understand well what you wrote and I don't know how to but the lines you suggested. I put in a header 'srand(seed)' in the level 1 but nothing changed. I'm still stuck, then.
  3. 16-bit Fighter

    Solved Random script giving an unexpectly expected result

    I created an none object meant to load randomly an item among four possible ones. It's very strange for me what happens and I'll give as much as details possible to explain. The issue is the result is the same when I start for the first time a stage. It changes following the stage but in each...
  4. 16-bit Fighter

    Tintcolor when jugglepoints reaches 0

    Thanks for your answer! Well, I didn't use drawmethod before. Maybe I'll dive into this problem later but at least I already have something that allows me to see in a good way when an enemy isn't juggleable anymore.
  5. 16-bit Fighter

    Tintcolor when jugglepoints reaches 0

    @Kratus : Thank you and congrats for finding how to do it! But I'm frustrated, in my tests I strangely have the same result as the previous scripts. The damaged char is white without interval. I did make the changes for both scripts (and renamed old scripts), by example when I change the...
  6. 16-bit Fighter

    Tintcolor when jugglepoints reaches 0

    @Kratus : Thank you, it works like a charm‼ 👏 Still, the specific effect I'd like is a blink in white (I don't how to say and I tried probably too approximatively in my first post). I mean the entity who is taking the damage would get white at less twice in row before recovering his colors. IOW...
  7. 16-bit Fighter

    Tintcolor when jugglepoints reaches 0

    Could you tell me a function in didhitscript to make the hit char tints in white (I mean like for 0.5 sec he gets white and gets normal and gets white and gets normal and so on) when his jugglepoints reaches 0 (and therefore he's not juggleable anymore) please? I think my script below starts...
  8. 16-bit Fighter

    Any Sengoku 3 enemies sprites rips around?

    I think so unless there are too many effects to find isoltated sprites.
  9. 16-bit Fighter

    Solved How to make the score right-justified?

    In seven letters: perfect‼ Big thanks @Kratus !
  10. 16-bit Fighter

    Solved How to make the score right-justified?

    Thanks a lot Ilu! I don't use to use text object, then I'll dive into it and get back to this thread.
  11. 16-bit Fighter

    Solved How to make the score right-justified?

    Ah you discovered a solution, cool! Could you give me the tip please? I didn't find it in AUBF's 2021 version.
  12. 16-bit Fighter

    Solved How to make the score right-justified?

    It's merely a visual aspect for a HUD. Is there a way to make the score right-justified please?
  13. 16-bit Fighter

    In Progress Avengers United Battle Force

    @O Ilusionista : Have you ever met this bug ? It happened to me when the Scarlet Witch acted while an enemy spawning from front. 😅
  14. 16-bit Fighter

    In Progress Avengers United Battle Force

    Oh I really didn't realize it's from the bouncefactor, the decrease is very subtle. Great example of serendipity though!
  15. 16-bit Fighter

    In Progress Avengers United Battle Force

    The last challenge seems simple but original!
  16. 16-bit Fighter

    Solved Weapon acting a little like the char

    I put modelflag 3 in both char and weapon and it works nicely. Thank you very much for your clear explanation @Kratus !
  17. 16-bit Fighter

    Solved Weapon acting a little like the char

    It's my first time I dive seriously into weapon and I have a problem. I hope I'll use right words. Sorry if I'm approximative. The char I work on whose the type is player can change into a weapon thanks to an input (D+D). And weapon mode can return into normal mode with U+U input. Everything...
  18. 16-bit Fighter

    How long a beat 'em up should be?

    I agree with you, it's not fair from this kind of players.
  19. 16-bit Fighter

    How long a beat 'em up should be?

    Thanks for your replies! It tends to strengthens my conviction that my game would better be divided into two games or chapters. I wasn't aware of this refund policy! Indeed it's not an advantage for beat 'em ups.
  20. 16-bit Fighter

    How long a beat 'em up should be?

    Hey gus, it's been a while since I posted something in the forum! I'm back in my project, then I need to come back here. ;) What are your opinions about how long a good beat 'em up should be? Does it depend on things (playing with someone by instance) ?
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