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Neora 2.07 (PDK + DLL)
#31
I've been trying to adjust the MP regeneration through the regen.inc, and nothing seems to be working. The program I use to adjust the file is Notepad++. Do I need a specific program to open it?
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#32
Ew... YES!
If you're ever used this framework you should know you need Masm32 (comlpilator) + RadASM (IDE).
Neora works the same way, any sources like blahblah.inc must be compiled thro Masm to make proper DLL.

Changing inc files without making future DLL files won't affect on anything!

You can also read this thread 'bout how to set that stuff up.

Well, if i only can use perfect english then maybe realize something like video tutorial.
But i guess it will be too weird english video guide, so i pass :p
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#33
I really love Neora so far, keep up the amazing work!

I have a question for you though :P

I can't seem to be able to make the platform itr to work:

Code:
<frame> 130 BlackFly
  pic: 28  state: 3006  wait: 100  next: 131  dvx: 550  dvy: 550  dvz: 550  centerx: 80  centery: 60  hit_a: 1  hit_d: 300  hit_j: 0
  itr:
     kind: 33  x: 0  y: 0  w: 150  h: 60  dvx: 5  dvy: -5  z: 100
  itr_end:
<frame_end>

<frame> 131 BlackFly
  pic: 29  state: 3006  wait: 1  next: 132  dvx: 550  dvy: 550  dvz: 550  centerx: 80  centery: 60  hit_a: 0  hit_d: 0  hit_j: 0
  itr:
     kind: 33  x: 0  y: 0  w: 150  h: 60  dvx: 5  dvy: -5  z: 100
  itr_end:
<frame_end>

<frame> 132 BlackFly
  pic: 30  state: 3006  wait: 1  next: 133  dvx: 550  dvy: 550  dvz: 550  centerx: 80  centery: 60  hit_a: 0  hit_d: 0  hit_j: 0
  itr:
     kind: 33  x: 0  y: 0  w: 150  h: 60  dvx: 5  dvy: -5  z: 100
  itr_end:
<frame_end>

<frame> 133 BlackFly
  pic: 31  state: 3006  wait: 1  next: 130  dvx: 550  dvy: 550  dvz: 550  centerx: 80  centery: 60  hit_a: 0  hit_d: 0  hit_j: 0
  itr:
     kind: 33  x: 0  y: 0  w: 150  h: 60  dvx: 5  dvy: -5  z: 100
  itr_end:
<frame_end>

I tried following the *translated* instructions but it doesn't seem to work, I just pass through my ball and it's not moving
Edit: Don't know if it's a bug(but it looks kind of silly), but when using the slow tag, ennemies are slowed down even when in their falling frames.
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#34
GentleSlayer I think you can try setting the h in the itr larger than 60, because it happened to me before and I solved it by setting it to larger than the centery:

I have discovered a problem in the stage mode. so I have an object with the following itr:

Quote:<frame> 0 flying
pic: 0 state: 3000 wait: 1 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 39 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: -317 y: -300 w: 714 h: 1000 injury: 11 zwidth: 999
itr_end:
<frame_end>

so I was in the beginning of stage 5-1 (the stage was not edited and with bound: 900) and I spawned this ball on the left, near the left border of the bg. The attack works normally. But as I moved towards the right of the stage and spawn the ball, the attack range of the ball changed and sometimes even fail to perform attack. I may do more test to find out the problem but this is all I got so far
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#35
Thanks for your tip hkmnhkmn, it works fine now :P

For your problem maybe it's because of where the ball is opointed, are you using x: in the frame where the character uses the move?
Because that is relative to the character's position, so you can use dx: (from Neora) to set the absolute x
value of the ball (once it's opointed by the char).
Otherwise I think that if half of more of the itr is out of bounds (on the x axis), the the itr just doesn't exist. Pretty much like balls that I tried to opoint out of the x boundaries wouldn't appear.
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#36
you mean setting the opoint's x: or where to fix the problem? Because it doesn't seem to work whatever x: I changed :( and this is so frustrating because I did a lot of tests on this bug and I didnt find much about it. This bug only exist in stage mode and when the itr's of the ball is larger than x: -1xx y: -4xx w: 3xx h: 3xx
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#37
I don't think that the size of the itr is the problem, I have this :

    DC-Code:
<frame> 300 Finder1-1
   pic: 6  state: 3005  wait: 150  next: 350  dvx: 0  dvy: 0  centerx: 215  centery: 230  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 8  x: -250  y: -10655  w: 900  h: 50  dvx: 301  injury: 0  zwidth: 500
   itr_end:   
<frame_end>


for a combo attack and it's working perfectly in stage mode, no matter where I am on the stage(4 of these itrs at the same time).
Maybe it's because of your zwidth? 999 seems a bit big when 500 covers all of the z range.
Just to make sure, add the fall, bdefend, dvx, etc values, even if it's 0.
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#38
Archer think I found a bug, do not know if it's just me, the "effects" 1xxx, 2xxx, 3xxx, 4xxx, 5xxx, 6xxx, 7xxx and 8xxx only work with Player 1, with the second player does not work
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#39
Quote:I tried following the *translated* instructions but it doesn't seem to work, I just pass through my ball and it's not moving
Sorry!
I didn't make the platforms neither ever used it to really know how it works. For now.
Traslation made from someone guy's instruction whos already gone.

Quote:Edit: Don't know if it's a bug(but it looks kind of silly), but when using the slow tag, ennemies are slowed down even when in their falling frames.
Well, looks like the original PDK-maker made speed limit for total object work without any carry about source of acceleration.
If you have an idea how to change it (depending on what? frame number..or?), maybe i'll make it works different.
Just don't know which way will be better for "slow" feature improovement.

Quote:Archer think I found a bug, do not know if it's just me, the "effects" 1xxx, 2xxx, 3xxx, 4xxx, 5xxx, 6xxx, 7xxx and 8xxx only work with Player 1, with the second player does not work
You should update your Neora version.
Everything is fixed since 2.03
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#40
I don't know why, but the stage mode isn't working for me, but yeah, it cool how PNG now works.
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