Cool! This is starting to interest me , now.
Keep up the good work!
Very nice so far- question: what other features do you have planned for future releases?
Yes , you can add script directly in to an entity.txt file....
You place them between @script and @end_script
anim attack1
loop 0
delay 8
bbox 30 5 27 79
offset 37 90
@script
if(frame == 0){
void self = getlocalvar("self");
if(playerkeys(getentityproperty(self, "playerindex"), 0, "movedown"))
{
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
}
}
@end_script
frame data/chars/mai/P12_A075
offset 35 92
delay 3
bbox 32 10 43 76
attack4 61 16 62 20 15 0 0 0 8 15
frame data/chars/mai/P12_A076
offset 35 82
bbox 27 6 52 72
frame data/chars/mai/P12_A077
attack 0
offset 36 90
delay 7
bbox 30 5 27 79
frame data/chars/mai/P12_A075
offset 34 91
bbox 15 5 31 80
frame data/chars/mai/P12_A078
#Musasabi no Mai
anim freespecial1
landframe 8
loop 0
delay 7
offset 53 113
bbox 15 13 19 52
@script
if(frame == 0){
void self = getlocalvar("self");
if(playerkeys(getentityproperty(self, "playerindex"), 0, "attack3"))
{
setentityvar(self, 4, 2);
}else{
setentityvar(self, 4, 0);
}
changeentityproperty(self, "tosstime", getentityproperty(self, "tosstime") + 28);
}
@end_script
frame data/chars/mai/P12_A11F
offset 29 122
frame data/chars/mai/P12_A120
offset 35 150
frame data/chars/mai/P12_A121
offset 33 122
frame data/chars/mai/P12_A11E
offset 52 129
@script
if(frame == 4){
void self = getlocalvar("self");
int x = getentityvar(self, 4);
int dir = getentityproperty(self, "direction");
if(dir == 1)
{
changeentityproperty(self, "velocity", 7+x, 0, -8+(x/2));
}
else
{
changeentityproperty(self, "velocity", -7-x, 0, -8+(x/2));
}
}
@end_script
delay 5
frame data/chars/mai/P12_A030
frame data/chars/mai/P12_A031
frame data/chars/mai/P12_A032
@script
if(frame == 7){
void self = getlocalvar("self");
updateframe(self, 4);
}
@end_script
frame data/chars/mai/P12_A032
offset 30 80
delay 7
frame data/chars/mai/P12_A11E
offset 21 80
frame data/chars/mai/P12_A020
delay 15
offset 27 57
bbox 15 13 19 52
frame data/chars/mai/P12_A026
delay 8
offset 22 71
bbox 15 13 19 52
frame data/chars/mai/P12_A01E
It defaults to their grabdistance. That defaults to 36 if not declared , if memory serves.
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.
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.
I keep thinking about balance definition and it turns out whatever it is, it's different and not same per person's view. So if you want to make balanced calculation, please explain what exactly you mean by balanced.
Difficulty calculator is even tougher. Aggresive enemies aren't always hard, if you can perform counterattack, those enemies will be defeated easily and look like an idiot.
And moreover, difficulty is relative to players too. Players are us not the character in the mod here.
It defaults to their grabdistance. That defaults to 36 if not declared , if memory serves.
Lets say I set the z Depth to 40, does it measure (in a isometric view) from a point, 20 pixels in and 20 pixels out or is it more complicated than that?
I've just approved the tool.
Grab it HERE (http://lavalit.com:8080/index.php?action=tpmod;dl=item280)
If the editors work, I have no more reason of stopping the process of my wips!
Thanks!! :)
Do you mean this?
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=OpenBOR_Manual (http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=OpenBOR_Manual)
You can define scripts in data/levels/levelname.txt
It goes in the header like entities......
levelscript {path}
endlevelscript {path}
On top of that , they will automatically use level.c and endlevel.c if they are placed in the scripts folder.
You can not use blocks of script in any of the files you mentioned.
I cannot view the character while double click on the highlighted character name. The [Access violation at address] message always pop-up while I double click.
The [Runtime error] message always pop-up after I close the openborstats.
Is this because I do not have enough memory in my HDD to run the openborstats....
I haven't tried this yet MatMan, but one thing I would suggest is to add .png support if it isn't already there. Advanced modders generally prefer .png for its filesize and future
proofing.
Also, you'll want provision for file names with no extensions, as this is also supported by the engine and used in text files. Both of the following are supported:
"frame data/chars/andy0005.png"
"frame data/chars/andy0005"
Omitting the file extension has several advantages for modders, but it made the old editor useless for those who did, as it depended on extensions being provided.
DC
No. The extensions are still added internally.
DC
Not having to rename everything if you decide to change formats halfway through a project....
Just wait until you see what it is...
:wow!:
Nice offset pic. :thumbs_up: I really like it. Keep up the good work. :cheers!:
I have something in mind ........
anim idle
loop 1
delay 12
offset 120 137
followanim 4
@script
void self = getlocalvar("self");
int b = getentityproperty(self, "base");
int a = getentityproperty(self, "a");
if(a > b){
performattack(self, openborconstant("ANI_JUMP"), 0);
changeentityproperty(self, "animpos", 4);
}
@end_script
bbox 95 95 46 42
# drawmethod 436 436 0 0 0 -1 -1
frame data/chars/Omega/Idle0.gif
@cmd changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
frame data/chars/Omega/Idle1.gif
frame data/chars/Omega/Idle2.gif
frame data/chars/Omega/Idle3.gif
frame data/chars/Omega/Idle4.gif
frame data/chars/Omega/Idle5.gif
anim "animpos", 4);
}
@end_script
bbox 95 95 46 42
# drawmethod 436 436 0 0 0 -1 -1
frame data/chars/omega/idle0.gif
@cmd changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
frame data/chars/omega/idle1.gif
frame data/chars/omega/idle2.gif
frame data/chars/omega/idle3.gif
frame data/chars/omega/idle4.gif
frame data/chars/omega/idle5.gif
anim idle
loop 1
delay 12
offset 120 137
followanim 4
@script
void self = getlocalvar("self");
int b = getentityproperty(self, "base");
int a = getentityproperty(self, "a");
if(a > b){
performattack(self, openborconstant("ANI_JUMP"), 0);
Background/Bglayer:
I noticed that you can have multiple bglayers, does this mean that each bglayer gets overlayed above the previous one.
Panel:
Multiple panels essentially get indexed and then gets placed by the use of order.
FrontPanel:
Multiple front panels get laid next to the previous one and then repeats from the first one again.
Yo Mat, I've ran into a bit of a bug with a script..........
These are the coordinates at wich the character will spawn
relative to scroll posistion. The first number is the x coordinate,
the second number is the y coordinate of the screen. So to spawn
a character in the top left of the screen you need coords 0 160.
Between x coordinates 0 and 320 an enemy will fall out of the air
(objects and items suddenly appear). To have a character walk into
the screen you must use a x coordinate of about 350 (to let him
walk in from the right) of -30 (to let him walk in from the left).
Any more future plans for levels (just curious) or any other aspects?
I like the look of the stage design in OpenBorStats. This is better than using the old bor level ............I kinda liked Bored V8 but the thing kept crashing on me and it didn't support multiple bglayers.
Keep in mind that every screen at given position have its resolution/coordinates (320x240 / 480x272 etc) regardless of panel length or height:so try something more than 480
Read with understanding I have explained it already :QuoteKeep in mind that every screen at given position have its resolution/coordinates (320x240 / 480x272 etc) regardless of panel length or height:so try something more than 480
Wow, you're an updating machine aren't you? I'm definitely giving this a try when I get home tonight. Just wish I'd read this topic sooner.
Have you working with drawmethod/nodrawmethod?
Are the support for empty extensoin ben added ?
...............
SO does this mean the stage BGs and spawns will show up in that bottom window now?.....
Also, there must not be any spaces in your file path at all.lol, know that.
#background data/Bgs/Cyber/BG-2.gif 0 0 0 395 0 0 8 1 1 1
QuoteAlso, there must not be any spaces in your file path at all.lol, know that.
......................
Again.... Also, there must not be any spaces in your file path at alloh wait... I just figured out what path you meant...... and this is the path here, but at home it's not in an extra folder:
What is your current file path in windows?
C:\Documents and Settings\Owner\Desktop\OpenBOR\Sega Genesis Mega BrawlerI'll fix that and get back to you.
C:\Documents and Settings\Owner\Desktop\OpenBOR\SGMB
C:\SGMB\Databut I may do it differently at home though. One last thing, the entities show the pink color behind them and I see no option to turn that off. do you have any plan to fix that in the future. doesn't make a big difference, just wanna know.
C:\Documents and Settings\Owner\Desktop\OpenBOR\SGMBso no. No spaces.
C:\SGMB\DataYeah, this would work.
This update is dedicated to DARK HAYABUSA who's English is not the best in the world but has made some of the most detailed backgrounds in the openBor community with his angel-o game.Thanks man! He did not think it would be bad!
Added staircase builder to the level editor (Right click anywhere on the map).Oh really?!!! :wow!: How is it like?
Gives a warning if a space has been found in the project directory.
Hi MaxmanI'm mentioning about each box in gray line (?) for staircase. What I mean is, you see the wall box. The top part is where you walk, right? The box with gray line blocks an entity from going. I realized it's from wall. Beginning first box small (maybe 5 pixels width and 10 length), second box 10 (x), 10 (y), third 15, 5. Can't explain in words. I fixed the stairway like that. I forgot how many pixels I put. I remember dragging on a frame on a platform and move around and make stairway.
I don't know what you talking about mate? Could you please re-iterate.
I'm mentioning about each box in gray line (?) for staircase. What I mean is, you see the wall box. The top part is where you walk, right? The box with gray line blocks an entity from going. I realized it's from wall. Beginning first box small (maybe 5 pixels width and 10 length), second box 10 (x), 10 (y), third 15, 5. Can't explain in words. I fixed the stairway like that. I forgot how many pixels I put. I remember dragging on a frame on a platform and move around and make stairway.I thought of something similar or rather on irregular ground, something like the Sonic Green Hill stage of sega genesis, but as far as check with some of the boys seems to be impossible with the current commands. :hmm:
P.S.: How about a diagonal walkway (walkable area)? Think of a stairway or escalator for example.
Just tested it (png) and works fine but I did just notice that when it has no extension then it doesn't give a small preview when in the editor mode.Just notice - thats a good one...
Uploaded a new version 0.41.
All that was really done was that I enabled the auto-scripter. It is not entirely complete but seeing that its unlikely that I will be doing any more openBor stuff I decided to release it as it is usable.
There's is one thing I'd like to see though. Is it possible that stats doesn't erase anything with number symbol(#) on it? I use it for reminders and things I'm not changing at that instant, and it messes me up when it's deleted.I toldly agree with that, i forget to mention it and indeed it's a little problematic.
If anyone's interested in continuing developed of openBorStats then please let me know and I'll upload the source.
App was written in Delphi 7.
Adding a option not to sort the anim groups can easily be done but maintaining the comments will be a little tricky (scratch that, actually it will be very easy), I didn't design it to compensate for comments cause I didn't think that openBorStats was gonna become a editor.
I never bothered fixing that cause file-names and folders are also a limitation to openbor itself to some degree.
Each time when i click on entity which is displayed on the stage then it adds new coords to it and after some tries it displays error ,violation address 00404246 .
Is this normal ?
When i want to move it somewhere else and drag it from one place on stage to another then it adds "spawn" entity under it in txt file,such entity doesnt exist.
I want to disable front layers in stagesI changed a few things in the way stage loads in starting working on dragging and dropping of characters, must of broke something.
I dont know how to switch between drawing bbox and drawing attack box,different mouse buttonYeah, I was thinking of adding something like that and I will but I'm jumping between modding and deving and I'm trying to spend most of my time on modding. For now till I make a visible change for you guys, this is how it works. Taking a look at the attachment you'll notice the yellow high light, this is the area where you hold (for about a second or until you see the offset, bbox,attackbox,range disappear) ctrl go's into body box and hold shift for a second for setting an attack box.
With this tool making mods is a pleasure,do you think it would be possible to move enemies around on stages to change their offset preserving AT coords?The way im deving is through the way i'm modding. So if I'm doing things on characters I change things for characters in openborstats and when I start with stages (which is real soon) I will start updating the stage. I did start looking into making it drag and drop (preserving the coods etc..) but it was giving me a bit of a headache.
@script
void self = getlocalvar("self");
if (frame == 0){
changeentityproperty(self, "velocity", 0, 0, 0);
}
if (frame == 1){
changeentityproperty(self, "animation", openborconstant("ANI_ATTACK1"));
}
@end_script
@script
void self = getlocalvar("self");
if (frame == 0){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
if (frame == 1){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
@end_script
name spir2
type obstacle
shadow 0
health 1
nolife 1
noatflash 1
gfxshadow 1
candamage enemy obstacle
anim attack1
quakeframe 1 3 8
@script
void self = getlocalvar("self");
if ((getentityproperty(self, "direction")==1)&&(frame == 0)){
changeentityproperty(self, "velocity", 2.8, 0, 0);
}
if ((getentityproperty(self, "direction")==0)&&(frame == 0)){
changeentityproperty(self, "velocity", -2.8, 0, 0);
}
@end_script
loop 0
delay 3
offset 32 138
bbox 21 25 46 114
subentity dust
summonframe 0 0
hitfx data/sounds/beat2.wav
sound data/sounds/spir2.wav
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 19 19
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 19 19
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 19 19
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 16 15
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
frame data/chars/lorentz/sp3.gif
delay 100
frame data/chars/lorentz/sp2.gif
@cmd killentity getlocalvar("self")
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
anim fall
@script
void self = getlocalvar("self");
if(frame==0)
{
setglobalvar("spir2",1);
}
@end_script
jumpframe 0 5 -3
quakeframe 0 1 12
subentity pause
summonframe 0 240 270 0 1
loop 0
delay 30
offset 49 138
frame data/chars/lorentz/fall1.gif
frame data/chars/lorentz/fall1.gif
anim idle
@script
void self = getlocalvar("self");
if (frame == 0){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
if (frame == 1){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
@end_script
loop 1
delay 16
offset 42 136
bbox 23 25 46 114
frame data/chars/lorentz/idle.gif
anim spawn
@script
void self = getlocalvar("self");
if(frame == 0 + getglobalvar("spir2") == 1){
killentity(self);
}
if ((getentityproperty(self, "direction")==1)&&(frame == 1)){
changeentityproperty(self, "velocity", 0.9, 0, 0);
}
if ((getentityproperty(self, "direction")==0)&&(frame == 1)){
changeentityproperty(self, "velocity", -0.9, 0, 0);
}
@end_script
loop 0
delay 9
offset 42 136
bbox 0 0 0 0
frame data/chars/lorentz/w1.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w4.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w1.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w4.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w2.gif
bbox 21 26 46 114
frame data/chars/lorentz/w1.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w4.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w2.gif
#|edited by openBor Stats v 0.43
I want to disable front layers in stages
Something visible to show drag of bbox/attackbox
@script and @end_script error
Yo matman, I haven't looked at this topic in a while or kept up with Stats, but did you ever fix the errors with stats erasing lines with the # mark and script commands, if you even knew about'em?
X)
How goes .png and no extension support?
DC
I think so, bWWd posted a topic with a example and I tested that and did a fix for him which should hopefully fix all @script @end_script errors. However I don't use the @script @end_script at all but only use the @cmd system and I've had no problems with them at all.Will do. I'll download your latest version and see how it goes. :)
If you'r still having problems with any please send me the text file or even just the anim block and I'll fix it up.
Hey DC. Could you please post a character where you know if cause a no png image load error (with some pictures aswell) as I just fixed a bug that might be related to the png bug.
In other news......Just added icon support in the main screen.
i dont know if you do requests but if you
........ could can you make a visual life bar creator?
Added "File in Use checker". Will scan the entire project directory and check if a file is being used in game. Then it can be copied or moved to another directory.
I thought that i fixed this bug, will re-open it and do a fix.
What happens is when you right click and add a new animation then sometimes it won't add it properly into memory and won't be saved as a result, however all other existing animations changes will be saved.
A work around for now is to first create your animations then save then close the character editor form and re-open it by dbl clicking the character. If the animations are there then you are safe in the knowledge that you won't loose anything.
I'm sorry to say but things have gone all seriously messed up in my life at the moment, so I won't be doing anything on OpenBorStats for a while.
i cant see the stage displayed with all chars on it, i can only see stage elements in the middle window but nothing appears in the last window(bottom one).Also offset.png is missing
Took that into consideration and I added a function that checks for those files....I think I got all of them, this is my list....
Spoilersearchforfile(datadir+'\bgs\logo.gif', 'openBor');
searchforfile(datadir+'\bgs\select.gif', 'openBor');
searchforfile(datadir+'\bgs\title.gif', 'openBor');
searchforfile(datadir+'\bgs\titleb.gif', 'openBor');
searchforfile(datadir+'\bgs\complete.gif', 'openBor');
searchforfile(datadir+'\bgs\hiscore.gif', 'openBor');
searchforfile(datadir+'\bgs\loading.gif', 'openBor');
searchforfile(datadir+'\models.txt', 'openBor');
searchforfile(datadir+'\levels.txt', 'openBor');
searchforfile(datadir+'\video.txt', 'openBor');
searchforfile(datadir+'\script.txt', 'openBor');
searchforfile(datadir+'\pal.act', 'openBor');
searchforfile(datadir+'\lifebar.txt', 'openBor');
searchforfile(datadir+'\menu.txt', 'openBor');
searchforfile(datadir+'\scripts\level.c', 'openBor');
searchforfile(datadir+'\scripts\endlevel.c', 'openBor');
searchforfile(datadir+'\scenes\ending.txt', 'openBor');
searchforfile(datadir+'\scenes\gameover.txt', 'openBor');
searchforfile(datadir+'\scenes\howto.txt', 'openBor');
searchforfile(datadir+'\scenes\intro.txt', 'openBor');
searchforfile(datadir+'\scenes\logo.txt', 'openBor');
searchforfile(datadir+'\scenes\select1.txt', 'openBor');
searchforfile(datadir+'\sprites\arrow.gif', 'openBor');
searchforfile(datadir+'\sprites\font.gif', 'openBor');
searchforfile(datadir+'\sprites\font2.gif', 'openBor');
searchforfile(datadir+'\sprites\font3.gif', 'openBor');
searchforfile(datadir+'\sprites\font4.gif', 'openBor');
searchforfile(datadir+'\sprites\font5.gif', 'openBor');
searchforfile(datadir+'\sprites\font6.gif', 'openBor');
searchforfile(datadir+'\sprites\font7.gif', 'openBor');
searchforfile(datadir+'\sprites\hole.gif', 'openBor');
searchforfile(datadir+'\sprites\shadow1.gif', 'openBor');
searchforfile(datadir+'\sprites\shadow2.gif', 'openBor');
searchforfile(datadir+'\sprites\shadow3.gif', 'openBor');
searchforfile(datadir+'\sprites\shadow4.gif', 'openBor');
searchforfile(datadir+'\sprites\shadow5.gif', 'openBor');
searchforfile(datadir+'\sprites\shadow6.gif', 'openBor');
searchforfile(datadir+'\sounds\1up.wav', 'openBor');
searchforfile(datadir+'\sounds\beep.wav', 'openBor');
searchforfile(datadir+'\sounds\beep2.wav', 'openBor');
searchforfile(datadir+'\sounds\get.wav', 'openBor');
searchforfile(datadir+'\sounds\fall.wav', 'openBor');
searchforfile(datadir+'\sounds\jump.wav', 'openBor');
searchforfile(datadir+'\sounds\timeover.wav', 'openBor');
searchforfile(datadir+'\sounds\block.wav', 'openBor');
searchforfile(datadir+'\sounds\go.wav', 'openBor');
searchforfile(datadir+'\sounds\land.wav', 'openBor');
searchforfile(datadir+'\sounds\money.wav', 'openBor');
searchforfile(datadir+'\music\complete.bor', 'openBor');
searchforfile(datadir+'\music\gameover.bor', 'openBor');
searchforfile(datadir+'\music\menu.bor', 'openBor');
searchforfile(datadir+'\music\plane.bor', 'openBor');
If I'm missing any please let me know. Kudo's ;D
This feature is awesome It's just what I've needed for years, I just thought I'd let you know it moved a couple of music files like gameover but i think it's just because im using .ogg files now.The file in use checker will almost certainly allways move a couple of files it shouldn't but that's the reason why you can't delete the files and besides openBor tells you quickly if your missing a file.
I realise too I should of been using this for learning scripting.All I wanted todo initially was add something that could allow the basic user to be able to use script without needing to know how to script. What I really need todo is add a feature that hides shows the scripts that can't be used in your character file (such as Script Animation>>miscnames>>namefemalemedieval) so that it is less confusing as it is at the moment it has alot of commands that shouldn't be shown in the list (should still be in the script file though).
Just a question, is there the possibility to play animations? I mean in the character frame editor would be great to press the play button and see how the animation look likeIs in my todo list but just need to get it done.
when I try to test a character with test factory and press run it doesn t start and the log tells that could not load flash.txt... is that a common problem? how to solve it?You can set default paramaters such as knifes, stages etc within "openBorStats\Tools\Test" as that is the default settings that get used.
also the stage viewer doesnt visualize anything, do I need to install any net.framework java plugin or similar??You need to save the first image of each idle image's transparency color. OpenBorStats doesn't yet automatically detect the first color to use as the transparency color. (hopefully someday).
also the stage viewer doesnt visualize anything...You most probably have space's in a folder somewhere causing this problem....
Can I learn openbor modding with this tool well?Most definitely, with its in-build database of openBor commands and almost all of them containing descriptions (even more than the Manuel) and the way the application tries to filter commands showing only the appropriate commands depending what section your editing, for instance if your editing the heading section of a characters stats or editing a level file and then there is the visual aspect of the application that removes the need from jumping from a drawing application to see what the coordinates are suppose to be and some extra other usefull in-build tools like the mugen thingy and more.
For one, there is no "Play" button when editing animationsNot really a necessity but a nice to have.
no "change image"K?
And it's needlessly complicatedI believe Notepad has alot less buttons so consider using that.
with a drag and draw function for boxesopenBorStats has this functionality.
What's stopping you from putting any of those functionsWhat's stopping you?
......could save me lots of trial and error.That it does. I've done alot of testing and it's timing is pretty accurate aswell.
Not sure if I got the PTrans goin right yet thouI've really spent and wasted alot of time (and I mean alot) trying to get that blasted transparency to work properly (even StrongARM couldn't get it working properly) but there's just forever problems but I've left it as a option for this reason (I'm still using the old method) but it has been usefull when quickly viewing other games.
hehe, I know right? neither did I until Bloodbane showed me this script.
Any chance to see some basic tutorial how to use it?Maybe someday. Don't really see why though as the app is pretty straight forward (seems i'm wrong on this).
A little video 5minutes...
To learn OpenBOR its good to open some mods and change some values in commands inside characteYeah, bWWd is right. Take a old game and edit it, especially something that has miss-aligned bboxes (like original Dragons of Rage). Its the way I learned.
I think what's confusing people is this part of obstats.
(http://s15.postimage.org/fkppm446f/obstats.jpg)
I think what's confusing people is this part of obstats.Really? I guess as a developer I'm kinda used to that type of thing as all programming apps has something like that.
'Entity Overlay'Tha main function of it is one word......."Alignment" I have been using it like crazy these last few weeks in making sure that all animations are aligned properly. So you select attack and then you overlay the same characters idle image over it and check if the feet position are aligned and then you move the offset of all frames there after appropriately.
functionality or is it simply an index/glossary of commandsIt also has functionality, such as if you double click on the "frame" command you can select a file from the pc and then it will convert it to the openBor file locator format or the "com" command which will give you a joystick to work with, etc.
comments in the codeComments are usefull but the only place I use comments is in the level file with things like bglayer and wall commands. Truth be told it literally would be 1 line of code to remove the delete command but then there will/could be a whole host of problems that will emerge all over and most of them won't be obvious and will cause data loss. it won't be hard to fix but time consuming and as its not something I don't really care about (would be nice to have), I'm not willing to spend the time on getting it to work properly.
That's one of the most useful parts! (glossary)This was one of the main things that I had in mind when I started converting openBorStats to a editor.
I think what's confusing people is this part of obstats.
(http://s15.postimage.org/fkppm446f/obstats.jpg) (http://postimage.org/image/fkppm446f/)
Is this meant to have any functionality or is it simply an index/glossary of commands etc. ?
Quote'Entity Overlay'Tha main function of it is one word......."Alignment" I have been using it like crazy these last few weeks in making sure that all animations are aligned properly. So you select attack and then you overlay the same characters idle image over it and check if the feet position are aligned and then you move the offset of all frames there after appropriately.
This has immensely improved my Mixmasters game ( the game has had alot done to it since the last release) but there are still a few enemies that I need to update but you can still see some improvements with the latest videos I have done ( compare ken with a older video).
Then you can use it also with "throw" moves and also attack moves that uses special effects (like echo's, blade glow etc) and see if each character frame is aligned with the effects frame.
I should add the P Trans command to it for easier alignment.
'System Editor' which seemed like there could be more functionality hereI have plans to do alot more with it, just need todo it.
. is at their knees rather then at their feet,yeah, now that you mention that I do recall it being there when I used to do doom editing.
I have a problem with the pink mark blocking me from going through.Going through what?
tried going through but can't because of that thing in code I circled in the attachment below??????????
I really need help on thisLove to help mate but I really don't understand what you talking about.
Looks like it's limited to 4100 pixels in width.I'm not sure why it would have any sort of limit but I'll have to take a look into it but until then, you might consider cropping the image into 3 or 4 parts.
The version I'm using for coding is 049.by the way, openBorStats is at v0.56 now.
Sorry man, I don't know what that dot is.It's just hard for me to explain since you don't understand what I'm trying to say. That dot in code, it is like a stop sign and you can't go to the end of the level.
Going through what?End of the level.
??????????I'm talking about the pink dot. It's not letting me walk through the end of the level.
Love to help mate but I really don't understand what you talking about.The pink dot. It's like a gate or a barricade you can't move on.
I'm not sure why it would have any sort of limit but I'll have to take a look into it but until then, you might consider cropping the image into 3 or 4 parts.I did the cropping but I haven't put them up for levels. I will try and see how it works.
by the way, openBorStats is at v0.56 now.Did you fix it? If so, I'll download it and make sure if it doesn't have a virus. The last time I downloaded was a few days ago and my antivirus removed it automatically.
I'm talking about the pink dot. It's not letting me walk through the end of the level.This sounds like its a openBor problem, not a openBorStats problem (as you don't actually get to play a character in there)
The pink dot. It's like a gate or a barricade you can't move on.Are you trying to add a temporary stop obstacle and once you kill everyone or break the obstacle then you can carry on walking?
I did the cropping but I haven't put them up for levels. I will try and see how it works.Let me know if it works.
Did you fix it? If so, I'll download it and make sure if it doesn't have a virus. The last time I downloaded was a few days ago and my antivirus removed it automatically.No virus's mate. Avast has had false positives before with stats (I also recently did a full scan on my system).
it is possible to increase the maximum size of the blue and red boxes?Yup, go into the RES directory and copy all the files in the ".\Res\Box Large" to the ".\Res" directory. The png component that I use can't bloody well stretch png images so I have to use a fixed size.
Another good addition would be a ZOOM in/out function for model/entity editor,It does, check attachments. Although I don't think it can properly zoom out (negative value) it had a alignment bug or something, can't remember
X/Y coords shown in the editor won't displayYup, its irritated me more than once as well, need to fix that.
Ability to have more than one character or level editor screen open at once.Good idea and wouldn't take to much work. Will look into it.
Access to the 'Extra' text files like video.txt, menu.txt script.txt from main screen.Yeah, that main page needs allot of work, including adding/removing characters (with templates), set a entity as active/disabled etc.
Just ideas thou, not really important.Its what makes applications great.
Everytime I run the app I think how awesome it is that we have such a powerful tool available, any kind of editor was a pipe dream years ago. Thanks again for all the hard work dude.|Thanx ;D
I probably should of said thou ability to zoom in/out with the mouse wheel/scroll,Good idea.
but now I just noticed it does do that but only seems to let me do when first open a char, once i click something else cant seem to get it to re focus and scroll with mouse again.I must be misunderstanding something here cause I have never had it that one frame its at double size then the next selected frame it resets to normal size. Could you please add some pics of the problem.
http://www.youtube.com/watch?v=QHOBzuCbC8w&feature=relmfuYup but I have no idea on how to use it/start it etc. if you send me a detailed how to then I can look into it.
can this be hardcoded into the "test" program function?
My preference is to use a very small demo, and replace everything step by step.#
Cool tool you've made thanks
I'm not fully sure as to what you mean....
if you mean your editing the bbox/attackbox etc while you in the editor (tab) mode located at the top left middle then no ...
but dude, goto the Frames (tab) mode located at the top left middle and then you can just visually edit and see the bbox changes while changing them in real time and also you can change it using the mouse, press ctrl for bbox and shift for attack, don't hold them in or you can press dropdown button at the top right.
remember you need to be in the character editor mode.
As for the sound. no ideas. openBorStats has absolutely no sound functionality so it never touch's sound files.
I am wondering if I could add it to the OpenBOR compilation I have.
hello, i just started using openborstats i love it but how do i make .pak file? Extracting .pak file works but i don';t see a button to create .pak file. Thanks
Not really a big deal at all, but OBS doesn't count Duckattack as an animation. : P :laughing:Otherwise, you would need to use any Freespecial animation with a command for a Duck animation I guess. I wonder if it could work with either in script or non-script.
Added Duck attack to the system editor, so it will be there from the next version onwards.
I always thought that slide was duck attack.
If there is spaces in your directory names then images wont show up, stats should warn you when you first load the mod
So for example if your directory structure is like C:\OpenBOR\My MOD\data you need to change it too
C:\OpenBOR\My_Mod\data
palette {path}
~This is to set default palette for this entity. ONLY compatible with truecolor mode (see video.txt above)!.
~{path} is the location of the image whose palette will be used as default palette. The {path} is relative to OpenBoR.
~If truecolor mode is set but this command is not declared, the 1st image/frame of the entity will be used instead.
~Usually used in conjunction with 'alternatepal' below. But sometimes it can be used to change default palette entity is using
~If path is set to none, alternate palettes are ignored and allows each frame (see 'frame' in animation data below) to use its own palette
~Useful to create effect libraries without having to design public palette for all of those effects
You edit the walls in the text editor part of the level editor. There is no wall/hole editor thingy magingy.
What the level editor does is display the result of your input (hit refresh, the green circle button).
My recommendation is take an example from some game then paste and alter it.
That error is most probably related to the fact that you don't have a entity loaded into the character editor (dbl click on a entity on the main tree listing).