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 [rant mode on]
I spent almost all day programming the random boss system (which I thought would be a lot easier) and it was one of my worst experiences with OpenBOR. It looked like I'd broken OpenBOR in an unimaginable way - it was BUG after Bug ...

In the process, I discovered some very strange things. For example, the "BOSS" setting that you put in the spawn, as soon as the entity dies, is reset. If you put a DEATH animation and try to get the value of the boss, it has been reset. Which does not make the slightest sense.

I tried to use the bosses as if they were weapons of the others, but a series of bugs happened (for example, you do not have a specific animation when you change weapons, and if you try to force an animation via modelcopy, it just does not work). Stranger still: Weaponframe works, but changing Weapon by script made the engine ... mix the weapons! It was part of an animation, part of another, the wrong name (and it worked with weaponframe).

Even if you determine the "BOSS" via script, the engine does not accept that right. As soon as the entity dies, slowmotion does not happen and the engine does not close the stage. Even if you turn on slowmotion via script ... it does not turn itself off as it normally does.

It was simply A NIGHTMARE. A soul destroying experience.
In the end, I managed to do this via script, having to do workarounds to get it the way I wanted it (and it was not 100% yet).
Maybe I'm wanting more than the engine can offer.
[rant mode off]

=======NEWS========

- Fixed Quicksilver bios (and stats). He is NOT biological son of Magneto.

- Improved riseattacks from some characters, like Hulk.

- Items now has a spawn animation and won't pop up out of the blue.

- Some characters won't stay on the air that much anymore when hitting someone, like Beast's Rolling Attack and Wolverine's Drill Claw (which doesn't bounces off anymore).

- Wolverine's Avenger Power now won't fail a lot like before, since the first part of the animation had changed. Now he doesn't moves forward while executing the move, which won't push the target outside the screen. 

Comments

Anonymous

Thank you for all the hard work you put into all your games and never giving up!

Anonymous

Please do not be too disheartened DB, you are doing excellent work and we really appreciate it. Hopefully things will get easier now. Take care!

oilusionista

Thanks for the support. I was very pissed off when I've wrote it. Finally I have found a solution. But it was a nightmare to code.