Important Note:
To make draw_road_item work, you'll need to pre-load your sprites (trees, signs, etc.) in a separate script or at the start of the level using getspritexxx or by assigning them to global variables.
For example, in your oncreate or a similar setup:
void spr =...
Basically, you need to create a "dummy" 3D level. In your level text file, define it like this:
updated data/scripts/updated.c
Music Data/Music/big_apple.ogg 1
Order a
BGSpeed 0
Direction both
CameraType 0
NoTime 1
SetTime 0
NoJoin 1
NoPause 0
Scrollspeed 1
Type 2
spawn1 0 50
spawn2 100 150...
Dialogue System:
1. Intro (General view):
"Today, I’m showcasing the dynamic dialogue system I built for my OpenBOR mod. It’s not just static text—it’s a full-fledged story mechanic that completely changes the game's atmosphere."
2. Technical Features (Window slide-in):
"The first thing you'll...
Thanks for the rating! I agree, there was too much visual noise. In the latest update, I removed the VHS effect, extra stripes, and the CPU indicator to make the interface cleaner and keep the focus on the music. I kept only the essentials to maintain that retro vibe.
A custom music player implemented on the OpenBOR engine using C-Script. This is more than just a menu; it's a full simulation of a retro gadget, rendered from scratch using geometric primitives.
Key Features:
Dynamic Boombox: A fully animated boombox (rendered entirely via drawbox).
Mechanical...
Here is the final list of implemented features:
1. Access & Activation System
Secret Entry: The menu is accessible only via a classic "cheat code" (Up, Down, Left, Right) on the Title Screen.
Secure Transition: Utilizes a branching system (jumptobranch) to correctly transition the player to the...
Sound Test is a fully functional hidden music player implemented via OpenBOR scripts (C-Script). It allows the player to listen to the game's soundtrack outside of combat.
Here is a breakdown of its functional and visual features:
1. Activation System (CHEAT CODE)
Hidden Entry: The menu is not...
Hi everyone! I need some help. In my JumpAttack animations, the character still turns left and right when I press the directional keys, even though I have air_control jump_x_adjust set in the character header. How can I disable this turning? (OpenBOR v.4)
I also tried setting air_control none...