Transfering from Unity / Godot

It really depends. Those templates are ancient and use a lot of bad examples (i.e. gif instead of .png, individually trimmed sprites, etc.), but they are simple. There's also a serious of Templates made by @Bloodbane I recommend you check out.

Or just start from scratch.

DC
 
It really depends. Those templates are ancient and use a lot of bad examples (i.e. gif instead of .png, individually trimmed sprites, etc.), but they are simple. There's also a serious of Templates made by @Bloodbane I recommend you check out.

Or just start from scratch.

DC
That's what I figured. Although I'm planning on doing the most "middle" version of OpenBOR (not too old, but not very latest).

Thanks for all the information, I'll look into Bloodbane's, his username does ring a bell too.
 
That's what I figured. Although I'm planning on doing the most "middle" version of OpenBOR (not too old, but not very latest).

Thanks for all the information, I'll look into Bloodbane's, his username does ring a bell too.
If you are not using V4, it’s better to use the last version of V3. Save yourself some trouble and don’t use “a middle version”.

You can pick up some template or even some game you like (preferably some without script so you don’t get confused on those too early if you are not familiar with them). And just remove every other enemy and player leaving just one of each. That’s how I started, with one enemy, one player, and some experimenting stages and music I wanted to play. Once I finished a combat system I started to add more stuff.
 
If you are not using V4, it’s better to use the last version of V3. Save yourself some trouble and don’t use “a middle version”.
Yeah I meant by Middle Version, the V3 variants as it is what I'm "mostly familiar" with.

You can pick up some template or even some game you like (preferably some without script so you don’t get confused on those too early if you are not familiar with them). And just remove every other enemy and player leaving just one of each. That’s how I started, with one enemy, one player, and some experimenting stages and music I wanted to play. Once I finished a combat system I started to add more stuff.
I have picked some templates I am planning to work into, although I also have some paks I downloaded years ago working on PS Vita that I like to work into.

As you mentioned, that's also how I want to start. One Enemy, One Player and just a flat stage so that I know my progress, then add more. I'll take note of that. Thank you!

Yeah I think I have pretty much planned on paper, it's the Sprites where I need to focus alot.
 
I've read that Stats does delete or modify stuff making things broken. I
I never had a case of deleting files, just changing or corrupting some stuff. I was a die hard used of Stats, but now CMT can do pretty much everything Stats do but better.
The only advantage Stats has is the inline manual files (so you can see what each thing means as you type it). But you can look at the manual for reference - or you can use bWWd's python script to have it handy - you can add two executables in your CMT options, so my manual is set as CTRL+1.

About Bloodbane's templates, they are here: Tutorial - How To Start On OpenBOR
 
I never had a case of deleting files, just changing or corrupting some stuff. I was a die hard used of Stats, but now CMT can do pretty much everything Stats do but better.
The only advantage Stats has is the inline manual files (so you can see what each thing means as you type it). But you can look at the manual for reference - or you can use bWWd's python script to have it handy - you can add two executables in your CMT options, so my manual is set as CTRL+1.
I'll look into that, although I usually just check for reference online most of the time, that could come in handy. Thank you.

Now speaking of bWWd, I've actually come across his He-Man mod, which makes me a motivated with how the Sprites are used.
About Bloodbane's templates, they are here: Tutorial - How To Start On OpenBOR
And thanks for this, too. I've come across PalApply just a few moments ago as well thinking I might need it. I've come across his Templates also.
 
Just a random question I'd like to address since I'm planning to do these in the future.

● Are we able to add more than 1 Meter in the HUD? Like HP and Mana/Stamina is already there but I want to add a third Gauge for Supers. Basically like how Tales Of Games does with HP, TP and Overlimits having 3 Stocks. I can't seem to find any reference to this.

● Has anyone ever done something like Mystic Artes or the ones in Project X Zone where there's an Artwork of the Character performing a Special Attack showing up on the screen?

NickyP did that with his Project FGC but I was wondering if it can be done with an Animation instead? What I used to do is Spawn it directly on the Canvas. Something like this :
Although I'm planning on making it more like Tales Of, Persona 5 or Fire Emblem style so not to consume the entire screen.


● I've seen some Scripts where we can change the position of the Main Menu's Start Game, Options and How to Play, but are we able to make a custom UI for it? Say I want to make the Start Game to have a Background Image like so. Screenshot_20240203-063725_Edge Gate  Versus Arena.jpg

I'm sorry if I'm asking too much, I like to think ahead of my plans because I want to dedicate myself into the project for many years to come. Thank you everyone for the time responding to the thread.
 
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Never start a question with can, or is it possible. It's always yes. Of course the method may not be what you're thinking of.

Are we able to add more than 1 Meter in the HUD? Like HP and Mana/Stamina is already there but I want to add a third Gauge for Supers. Basically like how Tales Of Games does with HP, TP and Overlimits having 3 Stocks. I can't seem to find any reference to this.

The native HUD is simple by design. HP, MP, lives, score, the end. If you want to go beyond that, we have plenty of scripted examples.

I just posted a demo showing a customized HUD that displays the status of all on screen enemies and shuffles them around into neat rows.


@Kratus's Streets of Rage also has a custom HUD. There's a guard meter (shows up as a highlighted frame around life when reduced), energy meter, and a rage meter.


Has anyone ever done something like Mystic Artes or the ones in Project X Zone where there's an Artwork of the Character performing a Special Attack showing up on the screen?

Yep. Too many to name.

I've seen some Scripts where we can change the position of the Main Menu's Start Game, Options and How to Play, but are we able to make a custom UI for it? Say I want to make the Start Game to have a Background Image like so.

Off hand I can't recall a specific one, but it's easy to do.

DC
 
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Has anyone ever done something like Mystic Artes or the ones in Project X Zone where there's an Artwork of the Character performing a Special Attack showing up on the screen?
Pretty much doable. Its just a text entity which spawns another entity.
Its what I do on my Avengers game: the Super Effect over the character is a type text and I make it to call a hyper background (and I use script to unfrozen it, since type text freezes everything). And as you can see, we can have zoom too.


oh, btw, the stage animation you see here is all controlled by script too ;)
 
Never start a question with can, or is it possible. It's always yes. Of course the method may not be what you're thinking of.
Right, sorry. I was putting myself in the situation of "Can I", because I'm still fairly new to programming.
The native HUD is simple by design. HP, MP, lives, score, the end. If you want to go beyond that, we have plenty of scripted examples.

I just posted a demo showing a customized HUD that displays the status of all on screen enemies and shuffles them around into neat rows.

YouTube searches throw your previews on that, but I was looking for the most basic I can find, which is just another extra Bar under HP and Mana.

@Kratus's Streets of Rage also has a custom HUD. There's a guard meter (shows up as a highlighted frame around life when reduced), energy meter, and a rage meter.

Oh interesting. So they are separate meters right? I was looking at all the mods I could find and most of them only have 1 HP or 1 HP + 1 MP. I was planning on doing 1 Stamina Bar as the usual Mana, but another Bar that takes longer to charge as the Super Attack.

Yep. Too many to name.
I was planning on using a similar method as of spawning that Animation directly to HUD if that's possible, but as you mentioned it can happen, just depending on how I'll do it.
Off hand I can't recall a specific one, but it's easy to do.
Curious as to how people hasn't done that before. Maybe because OpenBOR's Main Menu is basically OpenBOR's Identity. I also want to keep it like that but just thinking still if it's possible.

Thank you!
 
Pretty much doable. Its just a text entity which spawns another entity.
Its what I do on my Avengers game: the Super Effect over the character is a type text and I make it to call a hyper background (and I use script to unfrozen it, since type text freezes everything). And as you can see, we can have zoom too.


oh, btw, the stage animation you see here is all controlled by script too ;)
I forgot to say I planned to remove the freeze part and just spawn it like a Hit Effect but moves with the camera instead of the Character's location, basically like a UI in Unity.

But alright, so it's a Text Entity. Besides a Text Entity, is there another way? Like I mentioned when spawning a Hit Effect but it is acting like a child of the "Camera" instead of the character? I can kinda see different approaches to my goals but I just don't know what they are called in OpenBOR.
 
YouTube searches throw your previews on that, but I was looking for the most basic I can find, which is just another extra Bar under HP and Mana.

There isn't one. I was just giving you examples on how you might create one yourself.

Oh interesting. So they are separate meters right? I was looking at all the mods I could find and most of them only have 1 HP or 1 HP + 1 MP. I was planning on doing 1 Stamina Bar as the usual Mana, but another Bar that takes longer to charge as the Super Attack.

The green frame inside HP is a guard meter. The stars are the Rage meter (what you'd call a Super meter). Optionally, just to the right of the life count is a vertical meter for special moves, but in this SS, the menu option is is set to SOR4 style were specials cause recoverable life loss instead. You really need to try this one. It's an incredible game. One of the best beam em' ups ever made. Period.

1706920438548.png


Curious as to how people hasn't done that before. Maybe because OpenBOR's Main Menu is basically OpenBOR's Identity. I also want to keep it like that but just thinking still if it's possible.

That's not really it. The truth is, making custom menus is tedious, time consuming, and just not something that interests most people. The default menu system works for just about any game design, so most creators are happy to leave it at that.

DC
 
I forgot to say I planned to remove the freeze part
you mean you would remove the freeze from everything? If so, you don't need to use a type text - a type panel will do the job and it will scroll with the camera.
if you want it to scroll with the character, you can use a type none
 
, which is just another extra Bar under HP and Mana.
Try Kunio-kun LA Remaster. Is here in the forum on downloads.

I've seen some Scripts where we can change the position of the Main Menu's Start Game, Options and How to Play, but are we able to make a custom UI for it? Say I want to make the Start Game to have a Background Image like so.

I think I’ve already mentioned in a previous post. Take a look at Tmnt Shellshock by White Dragon.
 
There isn't one. I was just giving you examples on how you might create one yourself.
I figured, other than the tests you uploaded, there's no other results so I asked. I do intend on working on it myself but I wanted some clarification that it's possible, but it's more if "I can do it" 😅
The green frame inside HP is a guard meter. The stars are the Rage meter (what you'd call a Super meter). Optionally, just to the right of the life count is a vertical meter for special moves, but in this SS, the menu option is is set to SOR4 style were specials cause recoverable life loss instead. You really need to try this one. It's an incredible game. One of the best beam em' ups ever made. Period.

View attachment 7093
Yeah, I was totally confused at what I was looking at.
I know the usual SOR games' specials affect the health, with SOR4 being a recoverable Green HP, what confused me is the Guard Meter.
I'm sorry I'm still processing this one, but basically the Guard Meter is a separate Meter that's just inside the Health right? It doesn't need the HP Meter at all, I'm just wondering why it's not in a separate position.

I will try this one, but actually I was already eyeing on SORX2 even before.
 
you mean you would remove the freeze from everything? If so, you don't need to use a type text - a type panel will do the job and it will scroll with the camera.
if you want it to scroll with the character, you can use a type none
Yeah, basically I want just to spawn the "Special Protrait" Animation without stopping the time.
So a Type Panel is basically the equivalent of UI Canvas, right? In a way it can also be used like a HUD?
 
Try Kunio-kun LA Remaster. Is here in the forum on downloads.
Oh neat. I just need to see it in a game. Thanks. Wasn't expecting it in a Kunio-Kun game though. But yeah, that's pretty much what I want to see.

Edit : The 2nd Mana Bar seem to be just for the upgraded version of the Skill from the 1st Mana Bar. And there's a 3rd Bar I don't know for. I haven't tried the game yet, just judging on the gameplay. But I think as long as I have two functioning bars I can differentiate my Skill Requirements.
 
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I think I’ve already mentioned in a previous post. Take a look at Tmnt Shellshock by White Dragon.
I checked, it's not exactly that. I meant I wanted to give the Texts a Background Image. Like, giving each one a Background Image.

Start Game has a Background Image and an Icon on its side for example. View attachment 7092
Or like Options/Settings having a Background Image and a Gear.
 
Hello everyone, and Happy New Year!

I was planning on posting this 10 months ago but I can't log in the website.


I was able to test my Sprite Animations in OpenBOR, but since this is created in Adobe Flash (setting to 16bit and 8bit with No Smoothing) it doesn't look good. Well it looks good on its default size but I had to shrink them (both the Sprites Images themselves and the Size of the Player)

I decided to not use OpenBOR for this project. But still, I wanted to work on Pixel Animation sometime in the future so I'm still considering OpenBOR for the same Beat-Em-Up idea.

And speaking of, I'd like to ask if there ever exist an OpenBOR game that plays exactly like this :
This is basically the exact reason why I wanted to make my own Beat-Em-Up, a Versus Mode but Combos (or basically just Sonic Battle but it's a Beat-Em-Up with CPU Battle Mode). And I know it's prohibited to discuss a Final Fight OpenBOR mod, the combos in that game is kinda what I wanted to play/achieve also. Do we have any of those games created? I swear that's the kind of game I can keep playing for eternity.
 
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I was able to test my Sprite Animations in OpenBOR, but since this is created in Adobe Flash (setting to 16bit and 8bit with No Smoothing) it doesn't look good. Well it looks good on its default size but I had to shrink them (both the Sprites Images themselves and the Size of the Player)

Why do you think you had to downsize? OpenBoR supports literally any res you wanted to dial in. Here's an HD project, and it was made about 15 years ago on an ancient version of the engine.


And speaking of, I'd like to ask if there ever exist an OpenBOR game that plays exactly like this :
This is basically the exact reason why I wanted to make my own Beat-Em-Up, a Versus Mode but Combos (or basically just Sonic Battle but it's a Beat-Em-Up with CPU Battle Mode). And I know it's prohibited to discuss a Final Fight OpenBOR mod, the combos in that game is kinda what I wanted to play/achieve also. Do we have any of those games created? I swear that's the kind of game I can keep playing for eternity.

I hate to get grumpy when you have been gone so long, but I really feel like you haven't bothered to fully explore either the engine or the projects we have recommended upstream in the conversation. If you had, you would have found that we tons of projects with CPU partners galore and combos that make "Capcom Vs." series look the like shallow end of the kiddie pool, never mind anything Final Fight LNS does.


On top of that, there are Sonic Battle games too.


DC
 
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