Metal Slug SB Fanthology by SuperBlinky

SilentMRG

Member
Hello everyone!

I did a quick search and didn't find anything about this project here, even though it's been around for a few years...
For those who aren't familiar with this amazing project yet: the goal, as I understand it, is to create several original campaigns alongside remakes of the classics.

Everything is being developed in GameMaker. However, I think OpenBOR could also come into play... You know, it would be cool if this project served as a showcase, much like SoR X.

Anyway, that's about it...


More information: Game Jolt - Share your creations
 
Hello everyone!

I did a quick search and didn't find anything about this project here, even though it's been around for a few years...
For those who aren't familiar with this amazing project yet: the goal, as I understand it, is to create several original campaigns alongside remakes of the classics.

Everything is being developed in GameMaker. However, I think OpenBOR could also come into play... You know, it would be cool if this project served as a showcase, much like SoR X.

Anyway, that's about it...


More information: Game Jolt - Share your creations

OpenBOR and GameMaker are nothing alike at all. About the only thing that would transition is the assets. If they've already gotten this far in GameMaker, the chances of them wanting to restart in OpenBOR are somewhere between zero and the market price of navel lint. Interesting project though. I'm curious where it goes.

DC
 
In my ignorance, I thought it would be easy to move everything from GameMaker to OpenBOR; I mean, adjust a few scripts here and there and everything would be ready to continue. It's a shame it's not that simple... =/
So, the project started in 2020 and received some updates until 2023, then the developer simply stopped, and only now, three long years later, has it returned in full force! =D
 
In my ignorance, I thought it would be easy to move everything from GameMaker to OpenBOR; I mean, adjust a few scripts here and there and everything would be ready to continue. It's a shame it's not that simple... =/

Yeah, it doesn't work like that at all. Every engine has its own workflow, structure, and assumptions about how a game is supposed to be built. Even if two engines used similar scripting for the coded logic portions - and GameMaker and OpenBOR definitely don't - the containers around that code are completely different.

OpenBOR, for example, is built with a lot of native behavior and physics already in place. The usual flow is levels loading models, models becoming entities, entities using built-in movement/collision/attack behavior, then script hooks letting you override or rewrite those behaviors as needed. GameMaker works from a different direction. Its basic structure is built around rooms, objects, events, layers, cameras, viewports, and its own scripting language. Rooms are a central part of how GameMaker organizes gameplay. They are not just maps - they are where the active instances and room-specific setup live.

That is not just a naming difference. OpenBOR does not really have "rooms" in the GameMaker sense, and GameMaker does not really have "levels" in the OpenBOR sense. An OpenBOR level is more like a stage definition: terrain, scrolling rules, spawn points, branches, and conditions for moving on. The level can say "spawn this enemy here" or "end the stage when this boss is defeated," but the models and entities do most of the actual work once they are in play. GameMaker rooms are closer to a runtime container. They hold the instances, layers, views, cameras, and setup the engine uses while that part of the game is running. You can make either engine produce the same gameplay result, but the path to get there is different. One is not just the other with different labels.

That same idea is true of pretty much every engine. Unity, Godot, Unreal, MUGEN, OpenBOR, GameMaker - they all have their own way of organizing assets, logic, scenes/levels, objects/entities, physics, animation, and runtime behavior. Some basic skills cross over - collision design, sprite making, animation timing, level engineering, enemy behavior planning, hitboxes, hurtboxes, and general game logic. Everything else has to be adapted to the engine you're using.

Pretty much the only things GameMaker and OpenBOR have in common are that they can both run sprites, and they both got their early start in the Netherlands. :)

DC
 
Thanks for the information, DC!
It's really going to take me days to process all of this...

Nazar%C3%A9_Confusa.jpg


But it's good to know these things! =)
 
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