Welcome, Guest. Please login or register.

What openbor you prefer: Double dragon,battletoads or final fight !? by lirexpatrio
[December 07, 2012, 07:15:27 pm]


what are your favorite games OpenBOR?! by lirexpatrio
[December 07, 2012, 07:09:46 pm]


Post Some Awesome Videos by maxman
[December 07, 2012, 05:51:39 pm]


Can @cmd playmusic "aaaa" 1 also increse music sound ? by BeasTie
[December 07, 2012, 05:24:38 pm]


Streets of Rage: Silent Storm by mtrain
[December 07, 2012, 03:45:05 pm]


Site will be down for maintenance on 12/8/2012 thru 12/10/2012 by Damon Caskey
[December 07, 2012, 07:42:42 am]


Cancelled SOR 3d Remake by riccochet
[December 07, 2012, 03:58:33 am]


Dungeon Fighter: B.O.R. by msmalik681
[December 07, 2012, 03:24:27 am]


[TUTORIAL] How to create 4 Games of OpenBOR in 1 CD (650 MB) by magggas
[December 06, 2012, 09:46:25 pm]


custknife by Bloodbane
[December 06, 2012, 09:34:09 pm]


blockfx help by B.Kardi
[December 06, 2012, 04:09:14 pm]


street of age 4 hd by corradlo
[December 06, 2012, 01:41:36 pm]


ClaFan - Classic Fantasy ver 1.17 by soniczxblade
[December 06, 2012, 05:01:20 am]


Bug Archive by Bloodbane
[December 06, 2012, 02:00:44 am]


"Bio-Doom" and "Gears of Doom" by BulletBob
[December 05, 2012, 10:07:21 pm]


Contra Locked 'N' Loaded v2 by Bloodbane
[December 05, 2012, 09:39:43 pm]


Downloadable OpenBoR Manual by BeasTie
[December 05, 2012, 08:31:24 pm]


Having trouble testing changes by B.Kardi
[December 05, 2012, 03:05:53 pm]


DragonBall Absalon by msmalik681
[December 05, 2012, 02:52:13 pm]


[Hi-Res] Swamp by Vibrant
[December 05, 2012, 10:47:14 am]


  • Dot Guests: 10
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.



Author Topic: BoR & OpenBoR Tricks  (Read 17929 times)

0 Members and 1 Guest are viewing this topic.

Offline SX

  • Administrator
  • Hero Member
  • *****
  • Posts: 2700
    • LavaLit
BoR & OpenBoR Tricks
« on: March 05, 2007, 04:05:29 pm »
This thread was actually started by Mr.Q a year ago in old BoR Rev forum. I continue it after Mr.Q left it and now I'm starting similar thread here.

 First of all here's previous posted tricks:

 http://borrevolution.vg-network.com/forum/viewtopic.php?t=73

 Anyone is welcome to post tricks here but please use same format like the trick I'm posting here:

 Making Test Level

 Intro:This is a technique to make test level in OpenBoR. Test level is a level where you can test many things (not all however) without worry about time. You can use it to test enemy's attacks, background and traps. You can also use it for bug testing ;). Basicly it's a level where you can play there forever (unless you exit).
 I won't describe how to make background and other stuffs required to make a level. I only explain how to set a level to test level.
 Procedure:
 Prepare everything required to make a level (background, panels, etc) then make a level with them.
 To make it test level, you have to give this settings:
 
Code: [Select]
settime         0
notime          1
type            1 0 1
direction       both

 'type 1 0 1' is to make the level bonus level that allows special attacks but prohibits friendly attack. Only the first flag which is important, you can set the other 2 differently but use that for now.
 In case you don't know, bonus level is level where heroes are invincible and it will only end either because the timer goes to 0 or no more obstacles or items in the level.
 If that's the rule then how to set unlimited time for it? that's what 'settime 0' is for. With this setting, you can be in this level forever while the timer only show 00. Since the timer won't change at all, give 'notime 1' to hide the timer.
 'direction both' is so you can scroll back again after scrolling forward. Very useful if you are testing enemies or background.

 Is that enough? no! there's one more thing to set. Those setting won't make the test level not end on its own cause there's no obstacles or items in it. So we need an obstacle or item to prevent that.
 Make an entity like this:
 
Code: [Select]
name Empty
health 10
type obstacle
shadow 0

anim idle
delay 100
offset 1 1
frame data/chars/misc/empty.gif

anim fall
delay 100
offset 1 1
frame data/chars/misc/empty.gif

 BTW empty.gif is just 1x1 pixels gif with transparent color. BoR has it.

 Don't forget to load it in models.txt of course:
 
Code: [Select]
know Empty data/chars/misc/empty.txt
 After that entity is ready, spawn it in the test level like this:
 
Code: [Select]
spawn Empty
coords 500 195
at 0

 If your test level is long, another spawn might be required:
 
Code: [Select]
spawn Empty
coords 500 195
at 1000

 This is important so if OpenBoR 'kills' the previous 'empty' entity, another 'empty' will hold the level so it won't end on its own.

 That's the basic setting. You can add anything you want in the test level. Remember! heroes are invincible here so you can relax if enemy beats them here.

 If you're bored or simply want to end playing the level, hit 'start' or 'escape' to end it.

by BloodBane
« Last Edit: March 06, 2007, 11:47:49 am by SumolX »

Offline SX

  • Administrator
  • Hero Member
  • *****
  • Posts: 2700
    • LavaLit
Re: BoR & OpenBoR Tricks
« Reply #1 on: March 05, 2007, 04:06:15 pm »
I had been hard coding this trick when there was a simpler way all along

 Launchers

 Intro:This rather simple trick allows you to create moves that launch opponents in the air for juggles.
 Procedure:
 Using the "jumpframe {frame}   {height}" command within a pain animation allows you to pop entities up in the air.  The beauty of using jumpframe versus hard coding "movea" commands is that the engine does the work for you and it animates alot smoother.  Based upon your game settings it allows you to set up a solid juggle system.

Code: [Select]
jumpframe {frame} {height}

~If this command is present, the entity will perform a jump once frame {frame} is reached.

~Only one jumpframe command counts- you can't jump more than once in an animation by putting
                 more in, even if the entity lands before the next jump starts.

~The style of jump depends on the characer performing the jump and the {height} value:

Height is 0: Player: The jump is very low, but the character moves forward.
Enemy: The jump is high and vertical.

Height > 0: Player: The jump is {height} high, and vertical.
Enemy: The jump is {height} high, and moves forward.


 by Zamuel
« Last Edit: March 06, 2007, 11:48:07 am by SumolX »

Offline SX

  • Administrator
  • Hero Member
  • *****
  • Posts: 2700
    • LavaLit
Re: BoR & OpenBoR Tricks
« Reply #2 on: March 05, 2007, 04:09:07 pm »
Hier are my little research about counters  :twisted: 

Block+counter for characters and enemys

Intro:
First one must be state that anim follow is not independent animation
and is only as replacement of frames in orginal anim .
Some animation (as idle , walk, pain) cannot make any attack and
all attack bboxes are in this animation ignored by engine.
So if you try put counter that supose hit enemy in (egz) block you finish
with character perform his counter but not hit enemy as block cannot
make attack (you block ,couter was trigered and anim follow was playing)

Procedure:
Now a little egzample:

1. I try to set counter in anim block for fighter in my D&D:

a) counterframe 0 3 0
followanim 1
nothing - character was only blocking
b) counterframe 0 1 0
followanim 1
character only perform counter when is attack by enemy with blast but his counter (uppercut) was not hurt target
c) counterframe 0 1 0
followanim 1
(anim follow make charakter roll back/duck/jumpback desapear)
and that is one of solutions

2. I realy want to have counter in block that hits enemys:

a) counterframe 0 1 0
followanim 1

in anim follow you must make charakter to shot/throw something (shoot/knife is defrent entity and his anim idle is meam to hurt enemys)

b) do everything as in 2a but shot/knife make from empty.gif and now you can have character performing uppercut/hard blow and so on
(shoot be hitting enemy but be looks like as character)

3.If you set counter in any anim that by default hurt enemys/players
  as attack1/2/3 special1/2 (and so on) anim follow be hitting enemys   without problems as long as condition are meat
 
Code:

Quote
counterframe: The first argument is the number of the frame in which the counterattack is available. The user must be hit in this frame in order to counter.

second argument: The conditions under which the counter will be used:
1: The counter will always be used.
2: The counter will be used as long as the attacker was an enemy (Or a player if an enemy uses it).
3: The counter will be used as long as the attacker was an enemy, the attack was not unblockable, hits the user from the front, and was not a FREEZE attack.

thrid argument: This is a flag which controls damage.
0: The entity which performs the counterattack will not take any damage from the attack.
1: The entity which performs the counterattack will take damage, even if the counterattack is successful.


followanim 1 this is the follow animation to use if the counter conditions are met. This one goes to FOLLOW1
.

Enjoy  :twisted:


by BonusJZ
« Last Edit: March 06, 2007, 11:47:11 am by SumolX »

Offline SX

  • Administrator
  • Hero Member
  • *****
  • Posts: 2700
    • LavaLit
Re: BoR & OpenBoR Tricks
« Reply #3 on: March 05, 2007, 04:10:17 pm »
This is a one of my new features that i use in upcoming mod Violent Storm  :twisted:

 Beating enemys on the ground and more


 


Intro:
I allways loved way i use to treat punks in mighty Vendeta when they fall on the ground and i want to see this in my game - hier i presents anim of Terry but other charakters have others ground finishers

Procedure:
First make propher animation of attack for character and put it as one of freespecial ( in this egz Terry use U D A )
Second desite if you want hit enemy onese or more  - hier Terry deliver
one veeery hard punch - and set attack bbox very low ( hier only his fist in the frame that hit ground and attack is also set as KO)

Now poor boy Tom - you have to include bbox in his fall anim (last frames
is enough) . You gain also next new feature that give you option to pick him up from the ground ( his minor enemy so dont have riseattack wich can be attack/counter/dodge) and give him next lesson.

If you want use more hits when hi/her on the ground use egz. attack3(not animtion) and make propher enemy anim pain3 (as laing on the ground)

Now how you think Tom gets the lesson or hit him again :twisted:


 by BonusJZ
« Last Edit: March 06, 2007, 11:49:05 am by SumolX »

Offline SX

  • Administrator
  • Hero Member
  • *****
  • Posts: 2700
    • LavaLit
Re: BoR & OpenBoR Tricks
« Reply #4 on: March 05, 2007, 04:12:41 pm »
This trick can easily add some deeps to the game play of your mod: :D

Damage more enemies with grabattacks/grabfinishers

With this technique you can make all or only one of your grab attacks hit other players and is very easy to do.
First look on your grab attack and find moves that can easy blow more than one enemy (roundhouse kicks/very strong punches ...)
If you find one we can begin:

A) grabattack# txt:
1. copy all  that animation from character txt (ez.grabattack2 with bboxes /offsets/jumpframes) and put in new txt (best as copy of knife)
2. use option hitenemy 1
3. use health (not much - enough that enemy can break that - like 2)
4. set noremove to 1 or 0 (depends if you like that this attack can hit 1 or all enemy's - with out counting enemy that you hold)
5.remove first frame of animation (if jumpframe in is use take of -1)
6.replace all frames with empty.gif

B) player txt:
1. add command in this grabattack:
   custknife {name of grabattack.txt)
   throwframe 1 -1

And you are done - now tested.

There is one nice feature of this - if you don't replace all frames from grabattack.txt with empty.gif but instead put in header alpha 1/2/3/4/5/6
your grab attack be have nice shadow ala supers in Street Fighter Alpha

Also you can use this technique to add that shadow to all of yours specials/freespecials/hard attacks. :twisted:


by BonusJZ
« Last Edit: March 06, 2007, 11:49:25 am by SumolX »

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: BoR & OpenBoR Tricks
« Reply #5 on: March 06, 2007, 11:02:26 am »
 Thanks alot SamuraiX! :)
 BTW can you please make the words inside 'code' smaller?
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline SX

  • Administrator
  • Hero Member
  • *****
  • Posts: 2700
    • LavaLit
Re: BoR & OpenBoR Tricks
« Reply #6 on: March 06, 2007, 11:40:56 am »
Well thats about as good as its going to get.

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
Re: BoR & OpenBoR Tricks
« Reply #7 on: March 06, 2007, 12:08:44 pm »
Since we have level branches, you can use it to create a secret bonus level.

Add an end in your level list, and put the secret level behind end.

All you need to do is let an endlevel spawn. You can make an enemy, give it a escape effect in spawn animation(e.g., move fast off the screen and suicide, of set a short lifespan, remember new command lifespan?). Let this enemy spawn this endlevel item.

In that level, just make another endlevel item, come back to the previous level if you wish, or, you can make a level just like super mario\'s warp zone, select different branches.

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: BoR & OpenBoR Tricks
« Reply #8 on: March 06, 2007, 12:34:58 pm »
Ah that looks better. Thanks!

BTW uTunnels I'm very courious about branch feature but I missed how to use it. Have you posted it in this forum?
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
Re: BoR & OpenBoR Tricks
« Reply #9 on: March 06, 2007, 12:45:34 pm »
Hah, it was your request, I think.

branch {name}

It can be add in everywhere of a level list, it works just like a label, all levels below it will use this name.

end

It can be add in everywhere of a level list, if this line reached, current set will end.

branch {name}

It is in endlevel item\'s txt file, specify which branch should be used.

Offline Fightn Words

  • Hero Member
  • *****
  • Posts: 3264
  • Confectionary Country of the Nin-Nin
Re: BoR & OpenBoR Tricks
« Reply #10 on: March 07, 2007, 12:04:27 am »
I'm curious about level branching- can you make more than two branches per level? Can these branches occur at places other than the end of the level? Cool feature by the way.

Offline BonusJZ

  • Hero Member
  • *****
  • Posts: 1091
  • Banned
    • YouTube Chanel
Re: BoR & OpenBoR Tricks
« Reply #11 on: March 07, 2007, 12:14:47 am »
Quote
I'm curious about level branching- can you make more than two branches per level? Can these branches occur at places other than the end of the level? Cool feature by the way.

I think for both questions - answer is yes

You put that in item (endlevel) so you can spawn it anyware in level and jump to any level/branch

Offline Fightn Words

  • Hero Member
  • *****
  • Posts: 3264
  • Confectionary Country of the Nin-Nin
Re: BoR & OpenBoR Tricks
« Reply #12 on: March 07, 2007, 03:42:18 am »
...So in theory you could make a Guardian Heroes type mod- awesome. I'm sure you've already considered the possabilities BonusJZ, and are probably already using this.

Offline Mr.Q®

  • The Godfather of Modding
  • Hero Member
  • *****
  • Posts: 737
    • Sing Lung Iquique
Re: BoR & OpenBoR Tricks
« Reply #13 on: March 09, 2007, 11:54:49 am »
Hah, it was your request, I think.

branch {name}

It can be add in everywhere of a level list, it works just like a label, all levels below it will use this name.

end

It can be add in everywhere of a level list, if this line reached, current set will end.

branch {name}

It is in endlevel item\'s txt file, specify which branch should be used.

Sorry man but this still sounds kind of confusing. can you set up an small levels.txt for showing how is it done? Thanx in advance.
Q (L) Reika, and BTW, no more mr. "Nice Guy".

Offline utunnels

  • Developer
  • Hero Member
  • *****
  • Posts: 2713
Re: BoR & OpenBoR Tricks
« Reply #14 on: March 09, 2007, 01:01:04 pm »
Let\'s look at levels.txt of Golden Axe III.

Code: [Select]
file data/levels/vast.txt #The Vast Field
branch b1
file data/levels/mound.txt #Ancient Mound
file data/levels/jungle.txt #Dim Jungle
branch b2
file data/levels/tender.txt #Tender Hamlet
branch b3
file data/levels/cave.txt #Cave of Crystal
file data/levels/street.txt #Bloody Street
branch b4
file data/levels/sand.txt #The Scorching Sand
file data/levels/mountain.txt #Death Mountain
branch b5
file data/levels/voyage.txt #A Voyage To Castle
file data/levels/city.txt #Cursed City
branch b6
file data/levels/eagle.txt #Ride The Whirlwind
branch b7
file data/levels/gate.txt #The Gate of Fate
file data/levels/castle.txt #Castle

Now all you need are 7 endlevel item. Name their branch from b1 to b7.

An example, you spawn b1 and b2 in [The Vast Field], now your character can choose b1 to route [Ancient Mound], or choose b2 to route [Dim Jungle].

You can put none endlevel item in [Ancient Mound], so it will be a normal level, you can defeat the enemies and go to [Dim Jungle].

Now spawn b3 and b4 in [Dim Jungle], right, you can choose between [Cave of Crystal] and [The Scorching Sand].

About command end, you can put it in any place of the level list(below the level you want to make a ending), the game will end there. ( you can use branches to jump over it, though)

 



 0%




mighty
SimplePortal 2.3.3 © 2008-2010, SimplePortal