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Simpsons treehouse of horror
nsw25
Australia

Posts: 44
Joined: Sep 2013
Likes Received: 0 in 0 posts

Most Recent Status: getting ready to release my Openbor original game for sale !

09-23-2013 05:59 PM Simpsons treehouse of horror
Post: #1
Hi guys, i stumbled across this site recently. I am a member on Chronocrash (Lavalit) and am currently making a game called Simpsons Treehouse of horror for Openbor.

Some sprites have been taken from MUGEN and were done by 'Warner' then all the others were made by myself as well as coding and game creation.

I would love to know your feedback so i can try to make it better. Game is about 85% complete. There is so much i would like to do and add but my ability is limited.

Game can be downloaded here

http://www.mediafire.com/download/9qerk5...mpsons.rar

Thanks

http://www.thatcherproductions.org


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Doom
Argentina

Posts: 1,451
Joined: Mar 2012
Likes Received: 101 in 90 posts
SpriterCoder


09-23-2013 06:15 PM RE: Simpsons treehouse of horror
Post: #2
Hi! Welcome to the forum bro !! Yuush
Thanks for sharing ... when I get home I download ... Hope my fake smile works again
Hope to see you often around here ... Have a nice day



http://cavernofcreativity.com/Atlas/Thre...?pid=13388


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DarkBloodbane
Indonesia

Posts: 548
Joined: Dec 2012
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MotivatorCoder
Most Recent Status: It's Ramadhan and I'm fasting. It feels great! :D

09-23-2013 10:49 PM RE: Simpsons treehouse of horror
Post: #3
Welcome to the forum nsw25! Big Grin

"The more often enemy attacks, the more open they are to counterattacks"

OpenBoR Manual:

http://dcemulation.org/index.php5?title=OpenBORManual


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Ermax619
Micronesia

Posts: 1,325
Joined: Apr 2012
Likes Received: 84 in 77 posts
SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

09-24-2013 01:33 AM RE: Simpsons treehouse of horror
Post: #4
Welcome to Atlas, nsw25! Enjoy your visit. Have a nice day

Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


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Doom
Argentina

Posts: 1,451
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SpriterCoder


09-25-2013 06:09 PM RE: Simpsons treehouse of horror
Post: #5
We love it! Yuush
My son and I ... Hope my fake smile works again
Many thanks bro! Eyes on fire



http://cavernofcreativity.com/Atlas/Thre...?pid=13388


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nsw25
Australia

Posts: 44
Joined: Sep 2013
Likes Received: 0 in 0 posts

Most Recent Status: getting ready to release my Openbor original game for sale !

09-25-2013 09:51 PM RE: Simpsons treehouse of horror
Post: #6
(09-25-2013 06:09 PM)Doom Wrote:  We love it! Yuush
My son and I ... Hope my fake smile works again
Many thanks bro! Eyes on fire

glad you liked it. What was it you liked about it ? who did you like playing as the most ? what was best level ? is there anything you think needs to be changed or added ?

http://www.thatcherproductions.org


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Ermax619
Micronesia

Posts: 1,325
Joined: Apr 2012
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SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

09-26-2013 07:26 AM RE: Simpsons treehouse of horror
Post: #7
You have improved your skills, nsw25. Big Grin Good job. You are doing a lot better with some originals especially the Simpsons cast. I love your work on the originals and I know it's a hard work you did. Appreciated! However, not to offend you, but I may give you some feedback if you don't mind. Here up with the story mode and a little bit of the Manor mode (Burns).

- I find that Homer's Jumpland funny. He looks like he falls down on the ground after he jumps. That's funny. Also, for his normal jump, it looks like he already jumps high but I see him jump normally or high. I'm not so certain about the jumpheight for him. Otherwise, I think it's okay. For Jumpdelay, I see that Homer looks like he started jumping from the ground instead of readying to jump. If you like that kind of jump delay with that, he may need to have his delay speed a little faster. I haven't tried/seen Homer sprites in game on Mugen.

- The effect from Bartman's butt crack (or whatever the name you call it) to enemies (haven't tried out on NPC's yet), is funny. However, I am not certain if it's used in the Simpsons show (but it's Warner's taste of making him like that) or something. It affects enemies in their distances. When Bart does that to the enemy that's close to him, the enemy gets knocked out to the ground (until health gets depleted). Also, while the enemies are far away from him, they freeze for seconds until they move. I'm not asking you to remove it. I'm okay with him doing it. I find the effect on the enemies crazy.

- Homer and Krusty's own icons are aligned well except for Bartman. You need to move up a pixel high for Bart's icon to be in the same alignment as those two.

- In the vehicle level, I notice there's a jump sound when pressing the jump button. Also, the zmax for the panel of the stage in the vehicle level is too high down for any vehicle to drive/ride on. Hope there's no jump sound for pressing it, even the zmax may need to get fixed a little.. It's the highest I could reach.

   

- In stage 10 or whatever the stage number is, it seems that there is no wall command set for the box from the background because there's a part where any char can stand on the box.

       

- I observed Vampire Burns's back color is messed up. There's something wrong with the color palette for his back/shade. His blue palette has a dark red shadow on his back shaded. Plus the green one has black. You need to change the color palettes for the shadows.

       

- The effect of any attack from Vampire Burns to an enemy is weird and nonsensical for enemy's anim death that's being sliced. But the slicing downward from Burns to enemy is fine. Makes sense when seeing it.

- Some stages may need to have wall commands.

Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


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nsw25
Australia

Posts: 44
Joined: Sep 2013
Likes Received: 0 in 0 posts

Most Recent Status: getting ready to release my Openbor original game for sale !

09-29-2013 08:18 PM RE: Simpsons treehouse of horror
Post: #8
Thanks for the feedback. glad you like my original sprites Have a nice day I havent coded the sprites made by Warner to play as they do in MUGEN as i want to give them and my game a unique feel.

i added the fall to homers landframe beacuse i think its funny and is effective as a knockdown attack

Bartmans butt crack special is not how i want it in final product. i want it to stun all enemies on screen (not affecting obstacles and not affecting enemies off screen) i was told vaguely a way how to do it but dont understand so its just a smartbomb attack for now (same issue with Mr Burns special in burns manor mode)

i dont know how to work with editing pallettes. looked at tutorials many times and never understood it so unfortunately cant fix Vampire Burns remap errors.

I got rid of jump sound with the vehicles. im not happy with how the vehicle levels are, something just feels boring and sloppy with them but i dont know how to make it better.

i dont know how to make wall commands for those boxes on level 10... maybe ill just remove them from the level or make them an obstacle sprite. i would like my levels to be more uniquely shaped and interactive instead of flat surfaces, just limited in skills but not imagination Have a nice day

http://www.thatcherproductions.org


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Trexrell44
United States of America

Posts: 1,104
Joined: Feb 2012
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MotivatorSpriterCoder
Most Recent Status: need to sleep. than do best selene vid and immediately help yin there after.

09-30-2013 07:43 PM RE: Simpsons treehouse of horror
Post: #9
This is pretty cool. I always like the old school Simpsons arcade beat em ups and this one is shaping up pretty well. Good Job.



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Ermax619
Micronesia

Posts: 1,325
Joined: Apr 2012
Likes Received: 84 in 77 posts
SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

10-03-2013 06:14 AM RE: Simpsons treehouse of horror
Post: #10
The wall command works like placing a character with coords, but you may need to deal with a pixel number on position, 4 corners of sides, width, and height of the platform from/for a walkable area.

Wall {x} {y} {upperleft} {lowerleft} {upperright} {lowerright} {width} {height}



The first two (x and y) parameters are the main offset for placing. You place them just like you place any entity with coords but they have to be around on the walkable area between the zmin and zmax on panel (e.g. under levels.txt, under one level name, you see z 180 260 234). If your stage is set with z, like, 180 260 234 (zmin zmax BGHeight) you need to put an offset of wall around on them. Do not place the wall outside of the walkable area.

The second four (upperleft lowerleft upperright lowerright) parameters are offset for platform (if you make one), but mainly, you need to deal with corners of sides and the corners are x-values. You can basically start with 0's on upperleft and lowerleft while trying to do 50 on both upperright and lowerright, for example. Like this:

Quote:wall 43 200 0 0 50 50 20 15

The last two parameters are the width and height. Width is a the first of the last parameters before the last parameter. Height is the last parameter. When you're doing the width/depth, you need to deal with a platform base. When you see it's adjusted with 0 or nothing, you don't see it unless you increment the number for visual purpose (using openBorstats can let you see if you increase the depth number). The platform lengthens up from the main offset and corners of x-values you set. Try to put 10, 15, 20, or whatever number you're gonna put for the depth/width. Let's try 20, or 15.

When you're working on the height, you need to think of how high your characters can jump on the platform you set, and make your platform taller to be jumped by the character. You increase the number on the last parameter of the wall command by heightening the platform. Try to put the number 5, 10 or 15 on it. See how tall the platform is.

You can either copy the example I showed you above on the wall platform or copy this:

Quote:wall 43 200 0 0 50 50 18 15


Continuing with my feedback:

I just completed stage 1 under Burns's manor mode and I found a crash. You may need to take a look at this if you want to fix it.

Total Ram: 1062649856 Bytes
Free Ram: 150122496 Bytes
Used Ram: 1851392 Bytes

debug:nativeWidth, nativeHeight, bpp  1024, 600, 32

0 joystick(s) found!

0 joystick(s) found!
OpenBoR v3.0 Build 3979, Compile Date: Aug 23 2013

Game Selected: ./Paks/My Mod.pak

FileCaching System Init......    Enabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video.............    480x272 (Mode: 1, Depth: 32 Bit)

Loading menu.txt.............    Done!
Loading fonts................    1 2 3 4 5 6 7 8 Done!
Timer init...................    Done!
Initialize Sound..............    
Loading sprites..............    Done!
Loading level order..........    Done!
Loading model constants......    Done!
Loading script settings......    Done!
Loading scripts..............    Done!
Loading models...............

Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'Flash2' from data/chars/misc/flash2.txt
Cacheing 'qflash' from data/chars/misc/flashs/qflash/qflash.txt
Cacheing 'nflash' from data/chars/misc/flashs/nflash/nflash.txt
Cacheing 'energy' from data/chars/misc/energy.txt
Cacheing 'energy2' from data/chars/misc/energy2.txt
Cacheing 'fbomb' from data/chars/misc/fbomb/fbomb.txt
Cacheing 'lenny' from data/chars/misc/lenny/lenny.txt
Cacheing 'carl' from data/chars/misc/carl/carl.txt
Cacheing 'burn' from data/chars/misc/burn/burn.txt
Cacheing 'dust' from data/chars/misc/dust.txt
Cacheing 'Block' from data/chars/misc/Block.txt
Cacheing 'blood' from data/chars/misc/blood.txt
Cacheing 'maifire' from data/chars/misc/maifire/maifire.txt
Cacheing 'bloodburst2' from data/chars/misc/bloodburst/bloodburst2.txt
Cacheing 'pause' from data/sprites/pause.txt
Cacheing 'pausea' from data/sprites/pausea.txt
Cacheing 'cyclone' from data/chars/misc/cyclone/cyclone.txt
Cacheing 'balloon' from data/chars/balloon/balloon.txt
Cacheing 'bomb' from data/chars/misc/bomb/bomb.txt
Cacheing 'pastry' from data/chars/homer/pastry/pastry.txt
Cacheing 'dart' from data/chars/bartman/dart/dart.txt
Cacheing 'pie' from data/chars/krusty/pie/pie.txt
Cacheing 'wbox' from data/chars/misc/wbox.txt
Cacheing 'text1' from data/text/text1/text1.txt
Cacheing 'Homerw' from data/chars/Homer/Homerw.txt
Cacheing 'bartmanw' from data/chars/bartman/bartmanw.txt
Cacheing 'Homer' from data/chars/Homer/Homer.txt
Cacheing 'bartman' from data/chars/bartman/bartman.txt
Cacheing 'krusty' from data/chars/krusty/krusty.txt
Cacheing 'krustyw' from data/chars/krusty/krustyw.txt
Cacheing 'maggie' from data/chars/maggie/maggie.txt
Cacheing 'leela2' from data/chars/leela/leela2.txt
Cacheing 'burns2' from data/chars/burns/burns2.txt
Cacheing 'Peter_G' from data/chars/peter/peter2.txt
Cacheing 'car' from data/chars/car/car.txt
Cacheing 'radio' from data/chars/radio/radio.txt
Cacheing 'kbike' from data/chars/kbike/kbike.txt
Cacheing 'Skull' from data/chars/misc/Skull.txt
Cacheing 'Skull2' from data/chars/misc/Skull2.txt
Cacheing 'donut' from data/chars/misc/donut.txt
Cacheing 'Meat' from data/chars/misc/meat.txt
Cacheing '1up' from data/chars/misc/1up.txt
Cacheing 'Gold' from data/chars/misc/gold.txt
Cacheing 'Time' from data/chars/misc/time.txt
Cacheing 'duff' from data/chars/misc/duff.txt
Cacheing 'apu' from data/chars/apu/apu.txt
Cacheing 'snake' from data/chars/snake/snake.txt
Cacheing 'clear' from data/stg/clear.txt
Cacheing 'ned' from data/chars/ned/ned.txt
Cacheing 'willie' from data/chars/willie/willie.txt
Cacheing 'mh' from data/chars/mh/mh.txt
Cacheing 'wiggumb' from data/chars/wiggum/wiggumb.txt
Cacheing 'troy' from data/chars/troy/troy.txt
Cacheing 'ralph' from data/chars/ralph/ralph.txt
Cacheing 'dr' from data/chars/dr/dr.txt
Cacheing 'mj' from data/chars/mj/mj.txt
Cacheing 'hans' from data/chars/hans/hans.txt
Cacheing 'patty' from data/chars/selma/patty.txt
Cacheing 'selma' from data/chars/selma/selma.txt
Cacheing 'stu' from data/chars/stu/stu.txt
Cacheing 'nelson' from data/chars/nelson/nelson.txt
Cacheing 'granpa' from data/chars/granpa/granpa.txt
Cacheing 'grampa' from data/chars/granpa/grampa.txt
Cacheing 'pimp' from data/chars/pimp/pimp.txt
Cacheing 'gums' from data/chars/gums/gums.txt
Cacheing 'snowball' from data/chars/snowball/snowball.txt
Cacheing 'news' from data/chars/news/news.txt
Cacheing 'bee' from data/chars/bee/bee.txt
Cacheing 'fry' from data/chars/fry/fry.txt
Cacheing 'wolf' from data/chars/wolf/wolf.txt
Cacheing 'npp' from data/chars/npp/npp.txt
Cacheing 'krunchy' from data/chars/krunchy/krunchy.txt
Cacheing 'jimbo' from data/chars/jimbo/jimbo.txt
Cacheing 'guard' from data/chars/guard/guard.txt
Cacheing 'Box' from data/chars/misc/box.txt
Cacheing 'Crate' from data/chars/misc/crate.txt
Cacheing 'Trash' from data/chars/misc/trash.txt
Cacheing 'Table' from data/chars/misc/table.txt
Cacheing 'Chair' from data/chars/misc/chair.txt
Cacheing 'Fence' from data/chars/misc/fence.txt
Cacheing 'Drum' from data/chars/misc/drum.txt
Cacheing 'Trolly' from data/chars/misc/trolly.txt
Cacheing 'icon' from data/chars/misc/icon.txt
Cacheing 'Delay' from data/chars/misc/delay.txt
Cacheing 'tube' from data/chars/misc/tube.txt
Cacheing 'trap' from data/chars/misc/trap/trap.txt
Cacheing 'burns' from data/chars/burns/burns.txt
Cacheing 'monty_burns' from data/chars/burns/boss/monty_burns.txt
Cacheing 'mega_blinky' from data/chars/megablinky/blinky2.txt
Cacheing 'ufo' from data/chars/ufo/ufo.txt
Cacheing 'dis' from data/chars/dis/dis.txt
Cacheing 'biker1' from data/chars/ufo/biker1.txt
Cacheing 'zoidberg' from data/chars/zoidberg/zoidberg.txt
Cacheing 'ape' from data/chars/ape/ape.txt
Cacheing 'kang' from data/chars/kang/kang.txt
Cacheing 'kang2' from data/chars/kang/kang2.txt
Cacheing 'kang3' from data/chars/kang/kang3.txt
Cacheing 'bender' from data/chars/bender/bender.txt
Cacheing 'bender2' from data/chars/bender/bender2.txt
Cacheing 'bender3' from data/chars/bender/bender3.txt
Cacheing 'necroma1' from data/chars/necroma1/necroma1.txt
Cacheing 'bloodburst' from data/chars/misc/bloodburst/bloodburst.txt
Cacheing 'Homer2' from data/chars/Homer/Homer2.txt
Cacheing 'krusty2' from data/chars/krusty/krusty2.txt
Cacheing 'bartman2' from data/chars/bartman/bartman2.txt
Cacheing 'MOe' from data/chars/moe/moe.txt
Cacheing 'leela' from data/chars/leela/leela.txt
Cacheing 'peter' from data/chars/peter/peter.txt
Cacheing 'victim' from data/chars/peter/victim.txt
Cacheing 'goon' from data/chars/goon/goon.txt
Cacheing 'lard' from data/chars/lard/lard.txt
Cacheing 'itchy' from data/chars/itchy/itchy.txt
Cacheing 'itchy2' from data/chars/itchy/itchy2.txt
Cacheing 'evil_maggie' from data/chars/maggie/evil_maggie.txt
Cacheing 'guard2' from data/chars/guard/guard2.txt
Cacheing 'lisa' from data/chars/lisa/lisa.txt
Cacheing 'santa' from data/chars/santa/santa.txt
Cacheing 'brian' from data/chars/brian/brian.txt
Cacheing 'martin' from data/chars/martin/martin.txt
Cacheing 'post' from data/chars/martin/post.txt
Cacheing 'scratchy' from data/chars/scratchy/scratchy.txt
Cacheing 'scratchy2' from data/chars/scratchy/scratchy2.txt
Cacheing 'blinky' from data/chars/blinky/blinky.txt
Cacheing 'chicken' from data/chars/chicken/chicken.txt
Cacheing 'brian' from data/chars/brian/brian.txt
Cacheing 'chris' from data/chars/chris/chris.txt
Cacheing 'mon2' from data/chars/mon2/mon2.txt
Cacheing 'hugo' from data/chars/hugo/hugo.txt
Cacheing 'evil' from data/chars/evil/evil.txt
Cacheing 'nelsonb' from data/chars/nelson/nelsonb.txt
Cacheing 'chickenf' from data/chars/chicken/chickenf.txt
Cacheing 'wiggum' from data/chars/wiggum/wiggum.txt
Cacheing 'bob' from data/chars/bob/bob.txt
Cacheing 'crim' from data/chars/crim/crim.txt
Cacheing 'zombie' from data/chars/zombie/zombie.txt
Cacheing 'bot' from data/chars/bot/bot.txt
Cacheing 'apple' from data/chars/martin/apple.txt
Cacheing 'Knife' from data/chars/misc/knife.txt
Cacheing 'Shot' from data/chars/misc/shot.txt
Cacheing 'Tree' from data/chars/misc/Tree.txt
Cacheing 'Star' from data/chars/misc/star.txt
Cacheing 'Light' from data/chars/misc/Light.txt
Cacheing 'desk' from data/shop/desk.txt
Cacheing '1g' from data/chars/extra/1/1g.txt
Cacheing '2g' from data/chars/extra/2/2g.txt
Cacheing '3g' from data/chars/extra/3/3g.txt
Cacheing '4g' from data/chars/extra/4/4g.txt
Cacheing '5g' from data/chars/extra/5/5g.txt
Cacheing '6g' from data/chars/extra/6/6g.txt
Cacheing '7g' from data/chars/extra/7/7g.txt
Cacheing 'burns' from data/chars/extra/burns/burns.txt
Cacheing 'CH' from data/chars/misc/ch.txt
Cacheing 'Meg' from data/chars/Meg/Meg.txt
Cacheing 'Barney' from data/chars/Barney/Barney.txt
Cacheing 'data/chars//.txt' from
Cacheing 'yoshi' from data/chars/yoshi/yoshi.txt
Cacheing 'data/chars//.txt' from
Cacheing 'power' from data/chars/power/power.txt
Cacheing 'Janet' from data/chars/Janet/Janet.txt
Cacheing 'Stewie' from data/chars/Stewie/Stewie.txt
Cacheing 'Chris' from data/chars/Chris/Chris.txt

Loading 'Flash' from data/chars/misc/flash.txt
Loading 'Flash2' from data/chars/misc/flash2.txt
Loading 'qflash' from data/chars/misc/flashs/qflash/qflash.txt
Loading 'nflash' from data/chars/misc/flashs/nflash/nflash.txt
Loading 'energy' from data/chars/misc/energy.txt
Loading 'energy2' from data/chars/misc/energy2.txt
Loading 'fbomb' from data/chars/misc/fbomb/fbomb.txt
Loading 'lenny' from data/chars/misc/lenny/lenny.txt
Loading 'carl' from data/chars/misc/carl/carl.txt
Loading 'Burn' from data/chars/misc/burn/burn.txt
Loading 'DUST' from data/chars/misc/dust.txt
Loading 'Block' from data/chars/misc/Block.txt
Loading 'blood' from data/chars/misc/blood.txt
Loading 'maifire' from data/chars/misc/maifire/maifire.txt
Loading 'bloodburst2' from data/chars/misc/bloodburst/bloodburst2.txt
sound_load_sample can't load sample from file 'data/sounds/dragon.wav'!
Loading 'pause' from data/sprites/pause.txt
sound_load_sample can't load sample from file 'data/sounds/dragon.wav'!
Loading 'pausea' from data/sprites/pausea.txt
Loading 'pastry' from data/chars/homer/pastry/pastry.txt
Loading 'dart' from data/chars/bartman/dart/dart.txt
Loading 'pie' from data/chars/krusty/pie/pie.txt
Loading 'text1' from data/text/text1/text1.txt
Loading 'Homerw' from data/chars/Homer/Homerw.txt
Loading 'Bartmanw' from data/chars/bartman/bartmanw.txt
Loading 'Homer' from data/chars/Homer/Homer.txt
Loading 'Bartman' from data/chars/bartman/bartman.txt
sound_load_sample can't load sample from file 'data/chars/scratchy/die.wav'!
sound_load_sample can't load sample from file 'data/sounds/slash.wav'!
sound_load_sample can't load sample from file 'data/chars/scratchy/atk.wav'!
sound_load_sample can't load sample from file 'data/sounds/slash.wav'!
sound_load_sample can't load sample from file 'data/chars/scratchy/atk.wav'!
Command 'ound' not understood in file 'data/chars/scratchy/scratchy.txt'!
Loading 'scratchy' from data/chars/scratchy/scratchy.txt
sound_load_sample can't load sample from file 'data/sounds/kbike1.wav'!
Loading 'Krusty' from data/chars/krusty/krusty.txt
Loading 'Krustyw' from data/chars/krusty/krustyw.txt
Loading 'apple' from data/chars/martin/apple.txt

Loading models...............    Done!
Object engine init...........    Done!
Input init...................    No Joystick(s) Found!
Done!
Create blending tables.......    Done!
Save settings so far........    Done!


Loading 'burns2' from data/chars/burns/burns2.txt
Level Loading:   'data/levels/v1.txt'
Total Ram: 1062649856 Bytes
Free Ram: 116043776 Bytes
Used Ram: 24670208 Bytes

Loading 'Box' from data/chars/misc/box.txt
Loading 'Gold' from data/chars/misc/gold.txt
Loading 'fence' from data/chars/misc/fence.txt
Loading 'CH' from data/chars/misc/ch.txt
Loading 'victim' from data/chars/peter/victim.txt
Loading 'skull2' from data/chars/misc/Skull2.txt
Loading 'goon' from data/chars/goon/goon.txt
sound_load_sample can't load sample from file 'data/sounds/blank.wav'!
Loading 'clear' from data/stg/clear.txt

Level Loaded:    'data/levels/v1.txt'
Total Ram: 1062649856 Bytes
Free Ram: 114683904 Bytes
Used Ram: 26464256 Bytes
Total sprites mapped: 970

Level Unloading: 'data/levels/v1.txt'
Total Ram: 1062649856 Bytes
Free Ram: 127475712 Bytes
Used Ram: 26775552 Bytes

Done.
Total Ram: 1062649856 Bytes
Free Ram: 127471616 Bytes
Used Ram: 26775552 Bytes

Level Loading:   'data/levels/v2.txt'
Total Ram: 1062649856 Bytes
Free Ram: 126644224 Bytes
Used Ram: 26779648 Bytes

Loading 'Drum' from data/chars/misc/drum.txt

********** An Error Occurred **********
*            Shutting Down            *

Fatal: No cache entry for 'pinchy' within 'data/levels/v2.txt'

Total Ram: 1062649856 Bytes
Free Ram: 126263296 Bytes
Used Ram: 27410432 Bytes

Release level data...........Level Unloading: 'data/levels/v2.txt'
Total Ram: 1062649856 Bytes
Free Ram: 118067200 Bytes
Used Ram: 26886144 Bytes

Done.
Total Ram: 1062649856 Bytes
Free Ram: 118550528 Bytes
Used Ram: 26275840 Bytes

    Done!
Release graphics data........    Done!
Release game data............

Unload 'Flash' ............done.
Unload 'Flash2' ............done.
Unload 'qflash' ............done.
Unload 'nflash' ............done.
Unload 'energy' ............done.
Unload 'energy2' ............done.
Unload 'fbomb' ............done.
Unload 'lenny' ............done.
Unload 'carl' ............done.
Unload 'Burn' ............done.
Unload 'DUST' ............done.
Unload 'Block' ............done.
Unload 'blood' ............done.
Unload 'maifire' ............done.
Unload 'bloodburst2' ............done.
Unload 'pause' ............done.
Unload 'pausea' ............done.
Unload 'pastry' ............done.
Unload 'dart' ............done.
Unload 'pie' ............done.
Unload 'text1' ............done.
Unload 'Homerw' ............done.
Unload 'Bartmanw' ............done.
Unload 'Homer' ............done.
Unload 'Bartman' ............done.
Unload 'Krusty' ............done.
Unload 'scratchy' ............done.
Unload 'Krustyw' ............done.
Unload 'apple' ............done.
Unload 'burns2' ............done.
Unload 'Box' ............done.
Unload 'Gold' ............done.
Unload 'fence' ............done.
Unload 'CH' ............done.
Unload 'victim' ............done.
Unload 'skull2' ............done.
Unload 'goon' ............done.
Unload 'clear' ............done.
Unload 'Drum' ............done.

Release game data............    Done!
Release timer................    Done!
Release input hardware.......    Done!
Release sound system.........    Done!
Release FileCaching System...    Done!

**************** Done *****************

Fatal: No cache entry for 'pinchy' within 'data/levels/v2.txt'

I got the same error after I completed stage 2 in the Family Guy mode. So the main problem is, there is no cache entry for pinchy probably in models.txt I think.

In Barman's enemy type in tournament mode, it seems that Bartman doesn't have his juggling system on his kicks while swinging with a rope or a leather cord. Your enemy needs followanim and followcond for hitting multiple times to knockout.

Here's what I did with the enemy char of mine:

Quote:anim attack1

delay 5 #Speed for a frame to play in the centisecond(s)
offset 29 108
bbox 21 22 44 87
followanim 1 #Which anim follow will play
followcond 3 #Command to make entity perform FOLLOW# if attackbox in animation hits
attack 76 38 43 50 3 0 0 0 20 #When attacking entity with 'attack' along followanim and followcond, animation will play anim follow. If not yet hit, animation will still play till it finishes unless any attackbox will hit entity by going to follow anim
frame data/chars/chinnen/attack01.gif
attack 0 0 0 0 0 #attackbox has 0's but doesn't attack
delay 1 #Fastest delay for frame to play
frame data/chars/chinnen/attack01.gif #Same frame for fast speed and skipping to another frame
delay 5
attack 70 31 52 48 3 0 0 0 20
frame data/chars/chinnen/attack02.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack02.gif
delay 5
attack 54 17 64 44 3 0 0 0 20
frame data/chars/chinnen/attack03.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack03.gif
delay 5
attack 83 7 38 39 3 0 0 0 20
frame data/chars/chinnen/attack04.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack04.gif
delay 5
attack 79 17 38 71 3 0 0 0 20
frame data/chars/chinnen/attack05.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack05.gif
delay 5
attack 81 7 38 70 3 0 0 0 20
frame data/chars/chinnen/attack06.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack06.gif
delay 5
attack 76 38 43 50 3 0 0 0 20
frame data/chars/chinnen/attack01.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack01.gif
delay 5
attack 70 31 52 48 3 0 0 0 20
frame data/chars/chinnen/attack02.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack02.gif
delay 5
attack 54 17 64 44 3 0 0 0 20
frame data/chars/chinnen/attack03.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack03.gif
delay 5
attack 83 7 38 39 3 0 0 0 20
frame data/chars/chinnen/attack04.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack04.gif
delay 5
attack 79 17 38 71 3 0 0 0 20
frame data/chars/chinnen/attack05.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack05.gif
delay 5
attack 81 7 38 70 3 0 0 0 20
frame data/chars/chinnen/attack06.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack06.gif

anim follow1

delay 5
offset 29 108
bbox 21 22 44 87
fastattack 1 For hitting multiple times
attack 76 38 43 50 3 0 0 0 15
frame data/chars/chinnen/attack01.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack01.gif
delay 5
attack 70 31 52 48 3 0 0 0 20
frame data/chars/chinnen/attack02.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack02.gif
delay 5
attack 54 17 64 44 3 0 0 0 20
frame data/chars/chinnen/attack03.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack03.gif
delay 5
attack 83 7 38 39 3 0 0 0 20
frame data/chars/chinnen/attack04.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack04.gif
delay 5
attack 79 17 38 71 3 0 0 0 20
frame data/chars/chinnen/attack05.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack05.gif
delay 5
attack 81 7 38 70 3 0 0 0 20
frame data/chars/chinnen/attack06.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack06.gif
delay 5
attack 76 38 43 50 3 0 0 0 20
frame data/chars/chinnen/attack01.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack01.gif
delay 5
attack 70 31 52 48 3 0 0 0 20
frame data/chars/chinnen/attack02.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack02.gif
delay 5
attack 54 17 64 44 3 0 0 0 20
frame data/chars/chinnen/attack03.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack03.gif
delay 5
attack 83 7 38 39 3 0 0 0 20
frame data/chars/chinnen/attack04.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack04.gif
delay 5
attack 79 17 38 71 3 0 0 0 20
frame data/chars/chinnen/attack05.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack05.gif
delay 5
attack 81 7 38 70 3 0 0 0 20
frame data/chars/chinnen/attack06.gif
attack 0 0 0 0 0
delay 1
frame data/chars/chinnen/attack06.gif
delay 5

offset 47 120
bbox 32 40 34 81
attack 0 0 0 0
move 15
frame data/chars/chinnen/upper01.gif
bbox 31 32 39 89
frame data/chars/chinnen/upper02.gif
bbox 34 28 42 93
attack 61 1 46 48 9 1 0 0 0
frame data/chars/chinnen/upper03.gif
attack 0 0 0 0 0 0 0 0
move 0
frame data/chars/chinnen/upper04.gif
frame data/chars/chinnen/upper05.gif

It seems that you didn't change Leela's names for both enemy and player types I suggested in Chrono Crash. Why not swap Leela's names on types? Like, rename Leela under player txt and Leela2 under enemy txt. I think inside leela2.txt that has a player type, rename her from Leela2 to Leela, but don't change the txt name from leela2.txt to leela.txt if she is a player type. In leela.txt that has an enemy type, rename her from Leela to Leela2. It's because looking at her name Leela2 as a player (playable character) in the tournament mode bothers me especially in the Hall of Fame mode. It's not just about me,but the audience.

I had a thought about a reference for Sideshow Bob's stance. Maybe a Mario/Luigi stance (Billy Kane base). Just for difference.




In Burns's Manor mode, I see Peter Griffin's player icon at the bottom for that Peter enemy.

   

I think I've said a lot about the feedback. (I might have some more to tell.)

Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


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