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Author Topic: openBorStats Tool  (Read 10563 times)
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MatMan
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« on: June 20, 2009, 08:46:30 PM »

A useful application to help edit Entities, Characters and Levels in your openBor project.

Features include.

"Stage Viewer"
  Displays holes and walls.
  Can view multiple bgLayers.
  Background/bglayers handles x/y Positioning and x/y spacing.
  Basic Entity placements.
To view stages....
Just expand the levels in the main tree and dbl click on a level design file from any set (They'll be purple).

"Test Factory"
Easily test a entity in a Tiny prebuild basic package.
This can help you test if the character is working properly and if the character is preforming the way you want it to, giving a quick way of tweaking him.
Read the readme on how to use it (just a couple of left clicks and one right click).

"Text Pad"
A powerful and functional editor has been added to help simplify character editing using the traditional notepad route but with plenty of usefull features that can show you details such as loading a picture when clicking on a remap line.
You can double click or press ctrl+return on any line and it will give you a detailed description on what that command does and how to use it.
It supports models.txt, levels.txt, level design files and character files.
NB! Don't forget about the F9 F10 Keys.

"Organised Project"
The main menu has been replaced with  a more sophisticated tree system that can display information in a organised manner.

"Character editor"
A enitity editor has been added that can easily help you pickup any bBox type errors.

"Glossary System"
No need to know any commands used by openBor or where each command should go anymore.
The Glossary system shows you all possible commands that can be used no matter what part of the entity your editing.
Missing Glossary commands, no problem. Just add or modify one as you see fit in the System Editor giving you the ability to change features as openBor changes.

"Color Coding"
Many area uses different colors to help easily identify certain features such as if a anim block contains a script or not.

"Images"



« Last Edit: August 07, 2009, 02:28:07 PM by MatMan » Logged

CE
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Working on Rage of the Streets v2


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« Reply #1 on: June 21, 2009, 08:02:26 AM »

Sweet! - I attached the files to this post to have them mirrored
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http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
MatMan
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« Reply #2 on: June 21, 2009, 08:40:29 AM »

Shizam man, here v0.03 with even more details.

Additional details in the levels grid, just dbl click a entity.
« Last Edit: July 05, 2009, 12:05:36 PM by MatMan » Logged

CE
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Working on Rage of the Streets v2


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« Reply #3 on: June 21, 2009, 08:54:25 AM »

Great! - Attached the new version to this post:
Logged

http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
MatMan
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« Reply #4 on: June 21, 2009, 11:00:49 AM »

Question about attacks in an entity.

If I want 2 separate hits in an attack, would it look like.....
anim attack1
#Hit group number 1
  attack  11  23  35  12  6
  frame   data/chars/....
  attack  0  0  0  0  0   #Does this have to be entered?
  frame   data/chars/....
  frame   data/chars/....
#Hit group number 2
  attack  99  23  35  12  8
  frame   data/chars/....
  attack  99  23  35  12  8
  frame   data/chars/....


but if I write it like bellow, does it mean that its one long Hit group?
anim attack1
  attack  11  23  35  12  6
  frame   data/chars/....
  frame   data/chars/....
  frame   data/chars/....
  attack  99  23  35  12  8
  frame   data/chars/....
  attack  99  23  35  12  8
  frame   data/chars/....
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BonusJZ
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Banned


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« Reply #5 on: June 21, 2009, 11:15:17 AM »

Yes you need to separate attack with null to be able deliver more hits to the same enemy in one animation
In your second example the later attack only replace previous and you dont be able to do multiple hits on same enemy.

Check also fastattack command which can be usefull in some cases (short delays in anim)

« Last Edit: June 21, 2009, 01:22:25 PM by BonusJZ » Logged

MatMan
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« Reply #6 on: June 21, 2009, 12:47:14 PM »

Another update  Grin This time giving details about entities such as each anims delay, total damage etc... Just dbl click on a Entity in the Entity tab.

I'll need some confirmation regarding the total hit counts as of the few paks I was testing with confirmed correct details.
« Last Edit: July 01, 2009, 07:52:11 AM by MatMan » Logged

MatMan
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« Reply #7 on: June 22, 2009, 09:47:44 AM »

Another update...

Can easily edit files by just right clicking on an entity on the grid now.
Made sorting a little easier now, just hold in ctrl and left click on any column.

Added a Format Factory (although Factory might be to strong a word Cry)
Format factory allows you to easily format a Entity text file. This will replace spaces where it should be a tab etc... Useful when applications don't save the file correctly.
Right clicking on a Entity in the Main Entity tab and or level Tab will allow you to format the Text file.
« Last Edit: July 01, 2009, 07:52:26 AM by MatMan » Logged

Orochi_X
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Now! Count up your crimes.


« Reply #8 on: June 22, 2009, 10:16:10 AM »

Cool! This is starting to interest me , now.

Keep up the good work!
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* Orochi_X says : " Sore ga doushita? " looney
Damon Caskey
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« Reply #9 on: June 22, 2009, 10:18:49 AM »

Yeah, this was kind of a novelty tool at first but is starting to get pretty practical. Keep up the good work!

DC
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OpenBOR Wiki.

Coming Soon:
Fatal Fury Chronicals

MatMan
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« Reply #10 on: June 22, 2009, 10:20:09 AM »

Cool! This is starting to interest me , now.

Keep up the good work!

Glad you like it, let me know of any ideas you might have as I'm still new to the scene and got plenty to learn on what's needed to make life a whole lot simpler.
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MatMan
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« Reply #11 on: June 22, 2009, 05:20:24 PM »

And one more release for luck..

This includes a simple editor that can automatically located Entity elements for you.
« Last Edit: July 01, 2009, 07:52:41 AM by MatMan » Logged

Fightn Words
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Confectionary Country of the Nin-Nin


« Reply #12 on: June 22, 2009, 08:03:39 PM »

Very nice so far- question: what other features do you have planned for future releases?
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MatMan
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« Reply #13 on: June 22, 2009, 08:45:27 PM »

Very nice so far- question: what other features do you have planned for future releases?

I've pretty much run out of ideas so far. Thing is that I've developed as far as I've worked with  on the LoR project, which is coming along nicely by the way.

Yes I would love to develop a graphical Entity editor but that would take to long to start one from scratch and I got no idea on whats needed to develop obeditor or even what to use to compile it (really havn't look hard into it).

As it is, openBor pretty much has stopped all my other projects especially Total Text Container which I actually use for work and is pretty Nb but stuff it. openBor freaking rox.

How openBorStats came about was that I got tired of manually going through each Entity file and writing down the details I was looking for, to be able to create a well balanced calculation for the game, might even add a difficulty calculator but I'm thinking to far ahead cause I'll need to understand alot more of openBor as I haven't even climbed into scripting.

However my idea on it has started to evolve to a sort of a central hub (so name might have to change) where by I can easily navigate between Entities and modify them, now that I think of it (ding ding ding, just got another idea), through the use of parameters etc give it the ability to call up 3rd party editors at certain points that would be used to edit it, or a single click that would pak it up and start running a demo etc...

Simply put, the more I work with openBor the more I will update it. Just started a 8gb sprites download. Things are about to get interesting  cheers!
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MatMan
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« Reply #14 on: June 24, 2009, 04:16:15 PM »

Quick question about c++ scripts.

Do you or can you add scripts into the characters txt file. (ie data\char\malin\malin.txt) or do scripts go into a a separate file entirely and same is asked about the level files.
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