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frames help

 
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BlastedEarth
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PostPosted: Mon Oct 05, 2009 4:04 pm    Post subject: frames help Reply with quote

Hi, I'm making a game which i call Blasted Earth. Is there a way to increase the number of attack frames? There's only three. I've read that thing about chaining but before the next chain starts the main character returns to stance. Also is there a way to make the main character attack just after he has dashed in? He always returns after it. Thanks!
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Deadmanintheocean
Not Quite.




Joined: 22 Aug 2009
Posts: 26
Location: Nowhere

PostPosted: Mon Oct 05, 2009 5:09 pm    Post subject: Reply with quote

Unfortunately, it's not possible. If you want it to be possible, then suggest it to James and download the nightly versions of the editor.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Mon Oct 05, 2009 5:12 pm    Post subject: Reply with quote

i see, thanks, i'll see if it works
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Oct 06, 2009 7:31 am    Post subject: Reply with quote

Right now each attack in a chain has its own attacker motion. This means that there is no way to have the attacker run out, do a chain of several attacks, and then run back.

In order to make the attacker motions chain more smoothly than they do now, I would have to do a lot more cleanup to the battle animation code.

It will happen, but I can't say how soon.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Wed Oct 07, 2009 6:02 am    Post subject: Reply with quote

wow il surely be looking forward to that, thanks....
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed Oct 07, 2009 4:53 pm    Post subject: Reply with quote

From a completely different angle, more attack animation chains and customisable animations should also happen eventually. But that's a bit more severe; I'd guess it needs a rewrite of the battle animation system.
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Charbile




Joined: 02 Apr 2005
Posts: 106
Location: Blythewood

PostPosted: Sun Oct 11, 2009 2:27 pm    Post subject: Reply with quote

I don't know what you guys are talking about!

I had a chance to mess around with the nightly a few days ago, and thanks to the lovely switch statement, slices, and whatever you did to get rid of the accursed "buffer overflow", it's fun-easy to BATTLESCRIPT!!! haha (I don't know why you ohr developers seem to dislike that word)
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Oct 11, 2009 3:09 pm    Post subject: Reply with quote

Charbile wrote:
.... it's fun-easy to BATTLESCRIPT!!! haha (I don't know why you ohr developers seem to dislike that word)


I am gradually warming up to it :)
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