Aller au contenu

Karis

GamerLine
  • Compteur de contenus

    605
  • Inscription

  • Dernière visite

  • Jours gagnés

    32

Messages posté(e)s par Karis

  1. Le 30/08/2022 à 22:12, LovCAPONE a dit :

     

    Thanks for the reply @xxOToTOxx

     

    I already read the tutorial you linked me and it's only for FMV game à la Dragon's Lair. The tutorial @Karisrefered to seems to be a different one (or is it?).

     

    About the tool, actually what I wanted to do is first do an analysis of the actual problem (looking at existing gun games, etc.). Then code the tool that solves the problem and do a prototype game with @mazinger4life And as we go along we get feedback from you guys. When @mazinger4life  told me about this I was immediatly interested.

     

    So @xxOToTOxx when I'm done with the analysis, before actually staring to code I'll share with you (and anyone interested) my solution.

     

    Actually, there is no tutorial for the Gun games. They are converted one by one because they were all made differently (with variants).

    As the hitbox is still an issue for now, i did not created a generic engine to manage Gun Games. Of course if there is hope i will think about it.

     

    For your knowledge, all the HD versions of ALG were done using maths. In order to keep the hitbox as they were (cause there are thousands of hitboxes per game) i use the original 360*240 hitboxes and convert them in realtime to the resolution of the game.

    The formula is based on a central symmetry and includes the slight zoom i generally apply to remove the tiny black lines. A bit crazy but this is really precise.

     

     

     

     

  2. Good idea but, generally speaking, characters have several hitboxes to ensure precision.

     

    A character who's close from the front will generally have 5 hitboxes (head, torso, both arms, legs) where a character who's far only 1.

    For example bottles, in the tutorial each have 2 hitboxes: one for the neck and one for the rest.

     

    Bottles doesn't move but characters do and it might be difficult with those close guys.

  3. Il y a 15 heures, mazinger4life a dit :

    Hey Karis je discutais avec scott sur un le genre light gun games et il a dit c'est tres facile a faire avec singe si on comprends bien le langague LUA,l,algebre etc ,j'aimerais savoir ce que tu penses de ca ,si c'est fesable pour toi si oui pourrais tu donner un un fichier exemple comme BLANk pour situer les developpeurs ex changer les nombres dans le script par rapport au video choisi .

    Ben la difficulté pour ce type de jeu c'est surtout les Hitbox.

    Frame par frame il faut définir des carrés qui sont les zones où il faut toucher. Ce n'est pas difficile en soit, mais excessivement long.

     

    Par exemple dans Mad Dog, le niveau de a banque seul représente 2000 lignes à calculer une par une. Et faut pas se tromper.

     

    Il y a 8 heures, GodElite a dit :

    @Karis Not sure if it helps, but here's some BD13 guides (walkthrough and death guide):

     

    https://gamefaqs.gamespot.com/3do/584317-brain-dead-13/faqs/15299

     

    https://gamefaqs.gamespot.com/3do/584317-brain-dead-13/faqs/65190

     

    https://www.theworldofcdi.com/cd-i_encyclopedia/brain-dead-13-tips/

     

    Please everybody, let's help any way possible to preserve this game remastered in 4K in SINGE!

     

    Thx

    Il y a 12 heures, xxOToTOxx a dit :

     

    A mess in what sense, surely it's the same order as the original source CD-i disk material?

     

    Probably Yes. I mean the order is quite erratic anyway

     

    Il y a 12 heures, xxOToTOxx a dit :

     

    Or is the video just jumbled badly originally and hard to follow ?   i.e. blame the original video devs......

     

    Yes, hard to follow. That said they had physical constraints we have not (i mean they had to read a physical thing, so they probably needed some sequences close to each other).

     

     

    Il y a 12 heures, xxOToTOxx a dit :

     

    I guess it would be a great help to have the original game source so see the frame skips sigh.....

     

     

    I will find a way.

     

    Il y a 12 heures, xxOToTOxx a dit :

     

    I think the base issue with gun games is detecting what a **hit** is.

     

    Exactly.

    2 ways :

    - Detecting a Box

    - Detecting a color (better with anime style but works with ActionMax too) 

     

     

    Il y a 12 heures, xxOToTOxx a dit :

     

    If like ActionMax you can register a hit by the color of a pixel in a video frame then fairly straightforward, i.e. detect a while flashing circle is visible, and active, at the point of trigger pull at the gun co-ordinates.

     

    I answered too fast ;)

     

     

    Il y a 12 heures, xxOToTOxx a dit :

     

    If the video doesn't have such artefacts, and is based on an **area** within a specific group of frames (ala MadDog), then you need to manually create 'hitboxes' within frame slots. A laborious time consuming task to say the least, hat off to RDG for all the original gun games.

     

    Yeah, the guy is either crazy or he had access to those hitboxes at some point.

     

    Il y a 12 heures, xxOToTOxx a dit :

     

    Correct me if I am wrong here guys.

     

     

    You are totally right.

  4. Le 18/08/2022 à 01:54, xxOToTOxx a dit :

    Hey @Karis, good to see you around again.

     

    So, Karis is busy, but we have all these new developers eager to create games. So who is going to volunteer to tackle Brain Dead 13 ?

     

    All the video has been AI cleaned up and ready to grab from here:

     

     

    Who is willing to take up the challenge ? Create something many people are waiting for?

     

     

    I began the analysis and cut (not reasonnable). This video is a mess ;)

  5. il y a 27 minutes, BLADESCATER a dit :

     

     

    Mais le zéro  correspond  à  quoi après  skip normalement  la mort or je ne vois pas de mort avec le numéro 0 dans son code ?

     

    move[1] = {23, 1177, SKIP, 0}

     

     

     

    En fait pour SKIP c'est inutile puisqu'on ne meurt pas quoiqu'on fasse, donc n'importe quel chiffre va. 

     

    Mais voici les règles "avancées" de mort pour les autres moves (tout est dans le manuel):

     

    - Si tu met 0 alors il va jouer une mort aléatoire parmi les morts (utilisé dans Sucker Punch)

    - Si tu met -1 alors tu rends le move "optionnel", le joueur ne mourra pas s'il ne le fait pas (il y a quelques moves comme ça dans DL, par exemple quand Dirk s'avance sur le pont). Cela fonctionne en général pour les jeux sans input visuel (flèches), c'est un move "récompense morale".

    - Si tu met -2 alors tu rends le move "optionnel", le joueur ne mourra pas s'il ne le fait pas et en plus il scorera (l'ascenseur de DL, plus tu attends, plus tu scores) .

     

    Il est assez complet ce foutu programme ;)

     

    Et avec les actions complexes comme PATH, YESNO, WAY et WAYOUT tu peux faire des choses très complexes (SA est un bon exemple).

     

  6. Il y a 5 heures, BLADESCATER a dit :

     

    try change this line 

    move[1] = {23, 1177, SKIP, 0}

     

    to this 

     

    move[1] = {23, 1177, SKIP, 1}

    Non c'était dû à une ligne plus haut (la définition de son niveau 1 incluait une intro trop longue qui bypassait dans les coups.)

     

    Level[1] = {"Un nuevo aventurero", 8043,22102, 4, 0, 0, -1}

     

    Ici le 22102 était l'erreur. Ce chiffre ne représente pas la fin de niveau, mais la fin de l'intro de niveau.

     

  7. il y a 10 minutes, voskom a dit :

    In the Graphic options menu in the first item the only options that appear to me are Clear and None. I've selected Clear.

    When finish the level an the game only show the intro video. I'll try when I have 2 levels to see how it works.

    If you've got only one level that's normal yes, because the program switch to victory instead of Level Clear.

  8. Il y a 1 heure, voskom a dit :

    thanks karis, that was the problem. now the code would look like this:

    Level[1] = {"Un nuevo aventurero", 8043,9220, 4, 0, 0, -1} 
    
    
    function setupMoves(thisLevel, thisScene)	
    
    	if thisLevel == 1 then
    	
    		if thisScene == 1 then 
    
    			sceneStart = 1177
    			sceneEnd   = 2809
    			totalMoves = 6
    
    			move[1] = {1283, 1301, UP, 1}	

    Another cuestion, after finish the level clear level video or victory  video should be viewed?

       frameVictory = offsetMenus +3                    -- Frame for the picture shown when the game is completed.

       offsetClear = 75722                                      -- Positions of the video after clearing a level (can be a single frame).
       offsetClearend = 75842

    at finish the level and the game no video is displayed, it's my code:

     

     

    First let's be sure of this.

    When you want a level clear you also need to tell it in the game options menu.

    I don't remember what is the default but probably "clear" is not in it.

     

    So in the menu (9) you go to the second page (right) this is "graphic options". The first item is "Extra menus". Here you define which video you show (get ready/Level Clear/ Extra Death and all combinations). You need to set it to "Level Clear". Your choice is saved when you exit so you don't need to make it each time of course. 

    Note that some choice might not be available depending on what you typed on your code (the program will swap any choice if the lenght is too short).

     

    Can you check this ?

     

     

     

  9. il y a 46 minutes, xxOToTOxx a dit :

    Hey @Karis, good to see you around again.

     

    So, Karis is busy, but we have all these new developers eager to create games. So who is going to volunteer to tackle Brain Dead 13 ?

     

    All the video has been AI cleaned up and ready to grab from here:

     

     

    Who is willing to take up the challenge ? Create something many people are waiting for?

     

     

    I really would like to take it !!!

    But...

     

    It's probably do-able now with PATH, WAY and WAYOUT but quite a task. What would help would be to have a detailed walkthough.

  10. il y a 2 minutes, mazinger4life a dit :

    Karis quand un jour tu verras le fmv martial arts tu seras éblouis 😃

    Mais j'espère bien ;)

    Pour répondre à une autre de tes questions oui j'ai un autre jeu fini à 70%, mais je manque trop de temps. Fin d'année j'espère

    Vieux dessin animé classique, pas trop difficile cette fois

     

     

    Il y a 2 heures, BLADESCATER a dit :

    YA UNE MEILLEUR FACON DE REDIGER POUR LES MOUVEMENTS FAIRE COMME CELA ET PLUS BESOIN DE COMPTER ET DE NUMEROTER LES MOUVEMENTS 

    EXEMPLE DE CODE

    GRACE A CELA TU PEU INSERER LES NOUVEAUX MOUVEMENTS SANS TE SOUCIER DE RENOMMER LES AUTRES TU PEUX AUSSI EN SUPRIMER SANS TE SOUCIER DU RESTE 

     

     

    if thisLevel == 1 then 

                if thisScene == 1 then 
                sceneStart = 117                                        
                sceneEnd   = 1743    
                n = 1    
                        
        
                move[n] = {169, 185, MULTI, 1, LEFT, 3}; n=n+1
                move[n] = {342, 352, DOWNRIGHT, 1};
                    move[n] = {448, 458, UP, 1}; n=n+1        
                     move[n] = {468, 478, DOWN, 1}; n=n+1
                   move[n] = {579, 589, UPRIGHT, 1}; n=n+1
            
                    totalMoves   = n-1       --  totalMoves   =   est deplacer a la fin des mouvements et est toujours =  n-1 quelque soit le nombres de mouvements
                    end

     C'est vrai que ça marchherai oui. C'est un peu matheux pour beaucoup mais c'est ok

  11. Il y a 5 heures, voskom a dit :

    Hi, I'm trying to create an FMV game with singe 2, but I've run into a problem.
    In the 1st scene of my level, I have a SKIP as the first movement, if I let the sequence pass without pressing any button, the video continues but the SKIP!!! image continues appearing and no button responds anymore and the Overlay images of the other movements are not shown either.
    If I press a button to skip the scene it is played again from the beginning, then it works correctly.

    I've more SKIP movements at the scene all works fine. 

     

    Level[1] = {"Un nuevo aventurero", 8043,22102, 4, 0, 0, -1} 
    
    ----------------------------------------------------------------------------------------------
    -- 4. Lista de movimientos para cada nivel, por escena (StartFrame, EndFrame, MOVE, Death#) --
    ----------------------------------------------------------------------------------------------
    
    function setupMoves(thisLevel, thisScene)	
    
    	if thisLevel == 1 then
    	
    		if thisScene == 1 then 
    
    			sceneStart = 0	
    			sceneEnd   = 2809
    			totalMoves = 6	
    			move[1] = {23, 1177, SKIP, 0}
    			move[2] = {1283, 1301, UP, 1}		
    			move[3] = {1755, 1771, RIGHT, 1}		
    			move[4] = {1854, 1870, BUTTON1, 1}				    
    			move[5] = {1953, 1969, DOWN, 1}				
    			move[6] = {2010, 2026, DOWNRIGHT, 1}

     

    Sorry by my bad english

     

    In fact you're not supposed to begin with SKIP as a first move, because the program has another way to do this. It should work but it's normal if it doesn't work here.

     

    The problem is above:

    Level[1] = {"Un nuevo aventurero", 8043,9220, 4, 0, 0, -1} 

    The bold number above is NOT the end of the level. It is the end of the intro of the level

    By entering 22102 the program wil play the intro between 8043 et 22102, thus ignoring the moves. 9220 is the correct figure to include your skip at the beginning of the level and then you can begin the move list  with UP

     

    If you press he will skip and then you will have the moves. So you SKIP as move 1 is not repsponsible, but anyway, each level has an included SKIP.

    So try it my way.

     

    il y a 1 minute, mazinger4life a dit :

    Dans certaines situations ou il serait impossible de faire 3 lignes du meme movement a cause de la limitation du temps donc c'est la que le multi vaut son pesant d'or 😃

    Oui c'est un bon exemple

  12. Il y a 3 heures, BLADESCATER a dit :

     

    peux tu donner un exemple de commande pour MULTI ET LOOP

     

    exemple pour

    DOUBLE       move[1] = {95, 115, DOUBLE, 1} 

    MULTI           move[2] = {169, 185, MULTI, 1, LEFT, 3}     ici faire  3 fois  gauche  entre les framess 169 et 185 en cas d échec  vous verrez la séquence de mort numéro 1  noter que pour multi la mort n est pas place au même endroit que pour les autre mouvements

    LEFT peut être changer par les autres commandes  exemple BUTTON1 , BUTTON2, UP, DOWN ............

                           LOOP            ??????????????????????????

     

    MULTI c'est exactement ça oui

    en 1 le début du move

    en 2 la fin du move

    en 3 le type de MOVE (MULTI)

    en 4 la mort si échec

    en 5 sur quelle touche on fait MULTI

    en 6 le nombre de fois

     

    move[2] = {169, 185, MULTI, 1, LEFT, 3} 

    icii c'est bien 3 fois à gauche

  13. Il y a 12 heures, mazinger4life a dit :

    Yes tout marche mais j,ai remarque les png des loops etaient pas dans mon dossier overlay de ton update de hier je pense que il y a truc avec mega,mais en tout cas ca marche maintenant.juste un petit detail ,peut tu  mettre les png des loops en Hi res ou bien agrandir parce que on dirait cest la version lowre ils paraissent petit a lecran sur un jeu en 1080p en tout cas bon travail

    Cool au moins, mais MEGA est zarb parfois oui

    Je regarderai pour les agrandir oui

    Il y a 2 heures, BLADESCATER a dit :

     

    peux tu donner un exemple de commande pour MULTI ET LOOP

     

    exemple pour

    DOUBLE       move[1] = {95, 115, DOUBLE, 1} 

    MULTI           move[2] = {169, 185, MULTI, 1, LEFT, 3}     ici faire  3 fois  gauche  entre les framess 169 et 185 en cas d échec  vous verrez la séquence de mort numéro 1  noter que pour multi la mort n est pas place au même endroit que pour les autre mouvements

    LEFT peut être changer par les autres commandes  exemple BUTTON1 , BUTTON2, UP, DOWN ............

                           LOOP            ??????????????????????????

    En fait si: la mort est en position 4 toujours.

  14. Il y a 7 heures, mazinger4life a dit :

    Les nouveaux  moves tel que loopright et loopleft ne fonctionne toujours  pas,mais double marche bien.

     

    Ah une nouvelle recherche à faire. Ils fonctionnent ici. Quel est le comportement du jeu ?

     

    Et MULTI ? Au passage MULTI est bien mieux que DOUBLE

     

    Edit j'ai fait des tests dans une config rechargé. Tout semble fonctionner (MULTI et LOOP).

     

    Ne pas oublier que pour loop il faut:

     

    -La commande dip_HoldtoLoop = 0 en fin de fichier game.cfg et default.cfg (normalement ils y sont mais peuvent avoir été effacés par une version 3.31 du programme). Cette commande, accessible par le menu options un peu comme pour celle de run, permet de remplacer le LOOP par un HOLD pour les gens qui jouent au clavier (même si le LOOP est jouable au clavier, c'est tricky)

     

    -Un PNG pour LOOPLEFT et LOOPRIGHT (ils sont dans le blank) a mettre dans Overlay:

    https://mega.nz/file/BfozgB4R#iHAB8ygG-Lc9tHBtqHhyhk7TEDtqLGmlD8O7iqe-Rcc

    https://mega.nz/file/1TB1XAjQ#3qrEGAYer2GPEFEFyMGHmhtcccO5Navwz3p43RxalUI

     

  15. il y a une heure, mazinger4life a dit :

    Send me your working singe folder with the essential files minus the game

    With your update in the blank files it says

    PROGRAM NAME:    BLANK
    VERSION:        3.3
    AUTHOR:            KARIS (2021)

    This file is part of BLANK

     

    in the game script

    is it correct

    move[1] = {216, 228, DOUBLE, 1}

     

     

    Ok maybe i found something. There was a problem with the globals file on Mega (i don't know why but those problems already occured in the past).

    So try this Script : https://mega.nz/folder/gWJmhbKJ#8t645GkjK8w-uHzu_Wu87w

     

    I also corrected the big link: https://mega.nz/folder/gfgHEYCA#RC4_1yJT7IAhI9YC5fMEnQ

     

    It should correct the problem.

  16. Le 12/08/2022 à 03:13, drewjbs a dit :

     

    Hmm..  In the meantime I will try to download a couple updated games and try to run from existing setup.. then maybe try a new clean install and see what happens.

     

    I think that's the best way yes. Games on Kangaroo (at least mine) are not up to date i think. All the links on the first page are 3.32 (last version)

    So, for a clean install this link https://mega.nz/folder/gfgHEYCA#RC4_1yJT7IAhI9YC5fMEnQ

     

    Note that i also renamed the menu;bat to frontend.bat in order to avoid overlapping with Scott's menu.

     

    And then each game link (from the first page of the thread. Try one and tell me if it works (note that gun games are different, not unified, so please try something else) 

    You will have all the things i added (Survivor Mode, Percent Mode, Life Bar Mode). New moves and updated Options Menu for all games.

     

    I there's any problem, i will figure it with Scott.

     

     

  17. Le 12/08/2022 à 03:48, drewjbs a dit :

     

    Ok so I made some progress. The games in question for me is Elder Scrolls and Oeil Pour Oeil. I got both to startup, Elder Scroll seems to be working as I played the first couple of minutes. Oeil Pour starts but crashes after the intro screen. Hoping this can be figured out. 

     

    I changed this line in both games' singe file (ex. the-elder-scrolls.singe)

    dofile("KarisFramework/Script/globals.singe")

     

    Since I already have the frameworks in the default location, I changed it back to the following

    dofile("./Singe/Script/globals.singe")

     

     

    I then downloaded the latest Hayate from Kangeroo site, the singe file also points to a KarisFramework folder. So putting the KarisFramework folder in the root of singe the game loads up as it should. So in conclusion if you have older sets of these games it uses the default location for the dofile tag. 

    The updated games reference a KarisFramework folder instead, which can be downloaded from the site.

     

     

     

    The files on Kangaroo are, to my knowledge not up to date.

    My script has changed a lot of things (new gaming modes, new moves, new features) and those features are not included.

    Also most imporrtant :script is the same for all the games now and is normaly located in Singe/Script

    All the games call globals from here and then global calls all the other files in Singe/Script

     

    So normally you should have this : https://mega.nz/folder/gWJmhbKJ#8t645GkjK8w-uHzu_Wu87w in Singe/Script and there is no reason it should not work.

    If you want to check versions. main should be 3.32a and the rest 3.32.

     

     

    il y a 11 minutes, mazinger4life a dit :

    When ready to have a look of my martial arts game 😄 let me know.We could make a good one like altered carbon.

    I would love it. Not sure i have time now. More like end of year (like last year) when the job is less demanding.

     

     

    Le 11/08/2022 à 20:25, Spaced Ace a dit :

    Which games do you have working? I have Dragon's Lair 1 & 2, Space Ace, Cliff Hanger and Time Gal working. Every other game I have installed will not work.

    It should work if you install this (last Singe exe from Scott + my script in 3.32, manual, blank files, bat... eveything is at the right place)

    https://mega.nz/folder/gfgHEYCA#RC4_1yJT7IAhI9YC5fMEnQ

     

    And then download the links on the first page (which are all 3.32) for the games. Each game directory has just to be placed inside the Directory above.

     

    Since version 3, all the games use exactly the same script and benefit from all the features (new gaming modes, advanced menus,...) 

     

     

     

     

  18. Il y a 3 heures, mazinger4life a dit :

    Welcome back Karis,for me and a another user double moves dont work and also loopright loopleft move dont work.

     

    Also i want to have your opinion about move frame between 10 and 15(dragon lair use 15 frame i think) but for a martial arts fmv is 10 frame is good or to short? cuz with 10 frame for a movement in kung fu fmv it make more sense ,more dynamic since the action is very rapid ,dragon lair 15 or 20 frame movement for a martial arts fmv its not the same tell me your opinion about this.

     

    If your a fan of martial arts fmv ,you might like my upcoming game 😃

     

    Yeah i don't understand why it's not working. I've taken the new singe.exe from Scott and installed it, and everything works perferct (including DOUBLE).

    I've contacted Scott and am waiting for an answer. I need more information to figure the problem.

    Also i need to understand the karisframework story. I've made a diff between the framework generated by the singe.exe and mine and there's only one slight difference (not important).

    I suspect the problem has something to do with the controls.cfg. Or maybe.

    Are you in 3.32 ? (open any file in Singe/Script to check this)

    And just to be sure, where is the new singe.exe (maybe  i took an old one) ?

     

    About the 10 frames, i'd say it's quick but still ok in 23,976 fps but a bit short in 29,97 fps (especially if difficulty is set hiigher than normal because it removes frames)

    I used as low as 8 frames in some cases but it's exceptionnal. Not frequent. That said, we don't pay for playing anymore so people can afford a bit more difficulty i think. 

     

      

  19. Hello i'm back. Sorry but the real job was demanding, plus vacations. apparently i've got some things to read.

     

    I can't remember changing the framework though.

    EDIT after checking closely my framework, i only found 1 minor difference with the actual one in line 429. This is only a value (and i don't remember changint it) so it shouldn't cause any problem. Don't understand the problem.

    Probably we need to discuss we Scott to align starts a bit ;) 

     

    It's nice to have Scott here by the way ;)

     

    So can someone update me with the actual situation ? I downloaded the new singe and tried it and everything seems to work fine here (including double moves). I probably missed something

  20. Il y a 5 heures, lordzor a dit :

    Sorry still no luck here.  I updated the main.singe with the replacement and played the game up to around 100000 points on normal.  No extra lives at all.  I do not see a addons.singe script anywhere so maybe that is the issue.  Was that part of the latest singe download from page 1?

     

    Update:  I found the addons.singe file in the DL2E directory and it appears to be correct to me.

     

    function startConf()

        SCOREMOVE = 500
        SCOREITEM = 4500
        BUFFITEM = 1000                                    
        BUFFITMOVE = 50

        if dip_Difficulty == 0 or dip_Difficulty == 1 then 
        
            EXTRALIFE = 50000

        elseif dip_Difficulty == 2 then

            EXTRALIFE = 70000

        elseif dip_Difficulty == 3 then

            EXTRALIFE = 100000

        end

        iNbItems = 0
        Obj = {false, false, false, false, false, false, false, false, false, false, false}
        
    end

     

    I checked the game.cfg file and dip_Difficulty = 0 is set.   But still no extra life at 50000.   

     

    Any ideas?

     

     

    As you guessed addons is per game. It allows me to add special rules for one game without affecting the other.

     

    First let's check your download (cause sometimes there are problems with Mega).

     

    On the first lines of main.singe you should read 3.32a

     

    Second i'll say maybe the conditions:

     

    To earn an additional life, there are several conditions :

     

    - Scoring more than required (ok, you've got this one)

    - Game Type : Normal (probably, you'vee got this one too). Logical because we don't want to award extra lives in Life bar mode (at least not this way) Percent or Survivor mode.

    - At least one life lost (maybe the problem is there): you can't (at least for now) have more life than the starting value.

     

    So if you start with 5 lives, do not die and score 50000, nothing happens. That's how it was designed because in some games, the bonus is calculated with lost lives and having more life at the end than at the start might cause troubles.

     

    If you want to test this fast, change the 50000 value in the file you showed above to 5000 (or even less), lose a life early and then score 5000: you will hear a special sound and your life should come back (or at least it woks here).

     

    Please Let me know.

     

     

     

×
×
  • Créer...