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 openbor X-men 1980 arcade project

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O Ilusionista



Posts : 713
Join date : 2012-05-16
Location : Brazil

PostSubject: Re: openbor X-men 1980 arcade project   October 9th 2016, 10:33 pm

I think you should scrap everything, lol.
J/k buddy, I like it. Just thing you should reduce the ammount of enemies a tad. They gang on you easily. And put that random velocity code so they doesn't walks with the same velocity.

Put this in your animationscript file

Quote :

void rspeed()
// gives a random walk speed
{
void spd = getentityproperty(getlocalvar("self"),"speed");
void ri = rand()%1000+1000;
void ra = rand()%1000+1000;
float sp = spd + ( ri*0.001 + ra*0.001 )/10.0;
changeentityproperty(getlocalvar("self"), "speed", sp);
}

And just call this at the rise or spawn anim.
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rafhot



Posts : 175
Join date : 2012-05-20

PostSubject: Re: openbor X-men 1980 arcade project   October 9th 2016, 11:08 pm

i use a more simple one for random walks
Code:

 @script
    void self = getlocalvar("self");
    if( frame == 1){
      int r = rand()%30;
      if( r > 11){
        changeentityproperty(getlocalvar("self"), "speed", 1.1);
      } else if( r < -10){
  changeentityproperty(getlocalvar("self"), "speed", 1.6);
      } else if( r < 0){
      changeentityproperty(getlocalvar("self"), "speed", 0.6);
      } else if( r > 0){
        changeentityproperty(getlocalvar("self"), "speed", 1.8);
      }
    }
   @end_script

and this for my rise
Code:

 @script
    void self = getlocalvar("self");
    if( frame == 0){
      int r = rand()%30;
      if( r > 11){
        changeentityproperty(self, "animpos", 1);
      } else if( r < -10){
        changeentityproperty(self, "animpos", 2);
      } else if( r < 0){
        changeentityproperty(self, "animpos", 0);
      } else if( r > 0){
        changeentityproperty(self, "animpos", 3);
      }
    }
   @end_script

i will update to your script to test
also for enemies amount i need to split into p1, p2 p3 p4 i will do it too
also can i use blink super cool move air attack on my nightcrawler? Razz
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I-Skorp-I



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Join date : 2013-01-01
Age : 27
Location : Akron Ohio

PostSubject: Re: openbor X-men 1980 arcade project   October 10th 2016, 4:16 pm

Why don't you just use Beast,Psylocke or Cable as an unlockable playable character instead of ANOTHER Wolverine? seems like a wasted character slot.
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rafhot



Posts : 175
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PostSubject: Re: openbor X-men 1980 arcade project   October 10th 2016, 5:24 pm

the initial post is a bit outdated, i will use just one wolverine
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O Ilusionista



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PostSubject: Re: openbor X-men 1980 arcade project   October 12th 2016, 9:33 pm

ah I see. But that code provides just 4 random possible values, while the other one provides true random Smile
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rafhot



Posts : 175
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PostSubject: Re: openbor X-men 1980 arcade project   October 25th 2016, 5:53 pm

hi im looking for someone to sprite for me sauron from marvel savage land to be a boss into my xmen project, no need to be something much elaborated, just a green urien with a piderodactile head and some wings do the job

no need to have much frames also just few frames to be coded as a boss in my game

the other a little bit more hard to make but no require much frames also is mr. sinister who will have a lab inside savage land and will be another boss on that stage, if i could not find a way to get mr sinister sprites i will need to use mistque as a desguised sinister 1 frame to be the boss of the stage Sad


if someone here could help me with those 2 bosses i will be very happy Razz
thanks


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vellrrarth



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Age : 34
Location : Brazil

PostSubject: Re: openbor X-men 1980 arcade project   October 26th 2016, 7:30 am

i can try, but i have no much time to do it, so maybe it take too long
i have a plan to make mr sinister in my openbor game, and i have some sprites from the char apocalypse and some get in google, but not much to do a char

this is mý sinister, make using some sprites that i found here and in goole:
https://mega.nz/#!9otE2BDb!nrll54YWslN1x64zJ3UtPvkdeVw1_9_Tja_p9j8gR78
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rafhot



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PostSubject: Re: openbor X-men 1980 arcade project   October 27th 2016, 6:24 am

thanks! it will work fine for my project

anyone have something similar with sauron?

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rj10018576



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PostSubject: Re: openbor X-men 1980 arcade project   October 29th 2016, 11:41 am

I dont have any sauron sprites, but I do have a tip to help you. There's a fully sprited(but uncoded) Master Mold wip over at CrusaderCast by a guy named Fate & he's looking for a coder for that specific project who wont flake. He may let you use the Master Mold Sprites if you code his Master Mold for Mugen. He's pretty easy to get along with and replies to PMs. Just a tip.
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rafhot



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PostSubject: Re: openbor X-men 1980 arcade project   October 29th 2016, 2:35 pm

cool, when he begin edit that master mold i asked permission for him to use in this project, he allowed me bt many time has passed since that day so i may need to ask him again just to be sure, and i will
thanks


by the way
here is the third stage invading sentinel base
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vellrrarth



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PostSubject: Re: openbor X-men 1980 arcade project   November 1st 2016, 7:19 pm

here are sauron: https://mega.nz/#!l9lSSDqA!G4TK6o947QRDZYw7fHoXNIAdN09-8fBxow2FaAEn6Ag
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rafhot



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PostSubject: Re: openbor X-men 1980 arcade project   November 1st 2016, 7:21 pm

thanks again friend!

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vellrrarth



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PostSubject: Re: openbor X-men 1980 arcade project   November 1st 2016, 7:23 pm

Now i'll try Sebastian Shaw and the rest os hellfire goons
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rafhot



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PostSubject: Re: openbor X-men 1980 arcade project   November 1st 2016, 7:33 pm

great!
thanks!
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vellrrarth



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PostSubject: Re: openbor X-men 1980 arcade project   November 5th 2016, 10:35 am

Ok, Sebastian Shaw done:
https://mega.nz/#!B1tgGSyS!qD2SAlNFOA8o09ZDPT_YaoARq31PfKZivv-kDlBeay8
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