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Author Topic: OpenBoR Manual Updates  (Read 31445 times)

0 Members and 2 Guests are viewing this topic.

Offline Fightn Words

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Re: OpenBoR Manual Updates
« Reply #30 on: January 02, 2008, 09:58:45 pm »
Thank you for the quicksheet.

Allan.Cylakes

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Re: OpenBoR Manual Updates
« Reply #31 on: January 02, 2008, 10:58:38 pm »
It's very useful,thanks for upload.

Offline Mr.Q®

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Re: OpenBoR Manual Updates
« Reply #32 on: January 02, 2008, 11:19:18 pm »
Great idea! Does this quicksheet contains all of the latest utunnels features as well as the drain & shadow thing?
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #33 on: January 04, 2008, 01:37:44 pm »
 No Mr Q, not yet. I'm still searching for new features and some of them are 'buried' so I have to 'dig' to find them.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline CE

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Re: OpenBoR Manual Updates
« Reply #34 on: January 04, 2008, 05:17:40 pm »
You surely are doing a great job with it. :thumbs_up:
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #35 on: January 07, 2008, 01:25:43 pm »
OK I've updated the manual. Here's the details:

1. Updated 'atchain' to add 'combostyle'
2. Added 'combostyle' and 'antigravity' in entity header.
3. Fixed 'bounce' and 'grabwalk'.
4. Fixed 'attackone' and 'throwframe'.
5. Added {z} to other attackboxes.
6. Added 'itembox' in animation data.
7. Added 'gravity', 'maxtossspeed' and 'maxfallspeed' in level design.

No quicksheet for this though.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Fightn Words

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Re: OpenBoR Manual Updates
« Reply #36 on: January 07, 2008, 05:32:15 pm »
Thank you for the update Bloodbane! Nice work.

Offline baritonomarchetto77

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Re: OpenBoR Manual Updates
« Reply #37 on: January 08, 2008, 03:08:34 am »
Very good work bloody, as always  :cheers!:

Offline CE

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Re: OpenBoR Manual Updates
« Reply #38 on: January 08, 2008, 10:28:02 am »
Yeah, thank you.  :)
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #39 on: January 20, 2008, 01:56:58 pm »
 Alright, another update:

1. Added 'cansave' in Level sets:
2. Added 'shadowcolor' in LIFEBAR.txt
3. Updated 'com' in Entity's header
4. Added 'aimove' and 'gfxshadow' in Entity's header
5. Added 'stun', 'seal', 'drain' and 'forcemap' in Animation Data
6. Updated 'direction' in level design
7. Added 'light' and 'shadowcolor' in Level objects
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline bigmenace

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Re: OpenBoR Manual Updates
« Reply #40 on: January 20, 2008, 02:18:46 pm »
Great job in keepin the manual updated Bloodbane! Keep it up.

Offline CE

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    • DCEvolution.net
Re: OpenBoR Manual Updates
« Reply #41 on: February 02, 2008, 02:52:56 am »
Dreamcast-Scene.com just went through an update. The Wiki is now password protected to prevent further spambot attacks, and the site's content has been restored with a backup from November 2007. Unfortunately, the manual also has been set back to that date, but the site's admin is aware of that and will try to restore it to its last update from January 20 this year.
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

Allan.Cylakes

  • Guest
Re: OpenBoR Manual Updates
« Reply #42 on: February 02, 2008, 03:40:47 am »
How strange!why did the last updata still stay at 2007-11-21 & i couldn't find any information about that function of "ai-move".what's that used for?

Offline utunnels

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Re: OpenBoR Manual Updates
« Reply #43 on: February 02, 2008, 03:43:05 am »
See the topic above, it is because the site is in trouble so a backup is restored.

Offline CE

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  • Working on Rage of the Streets v2
    • DCEvolution.net
Re: OpenBoR Manual Updates
« Reply #44 on: February 02, 2008, 07:31:17 am »
I am confident that the manual will be back soon in its latest version.
http://dcemulation.org/index.php5?title=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://lavalit.com:8080/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

 



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