Bbox question

PS_VITA

Active member
I read in the manual how to create a bbox and maybe it even explains where does it spawn but I'm spending to much time in trial and error of where exactly does it spawn from, is it the offset point of the sprite related to the attack or is it somewhere else?

 
ChronoCrash,

Collisions aren't really spawned, they just exist. But anyway... From top left corner of your source image, moving right (X) and down (Y). That's it.

Those won't be the real coordinates of course, but you'll never see or need to worry about them outside of script. OpenBOR works out all the math for you.

Also, there's a built in debug to help you out.

[YouTube]https://youtu.be/GpLQ--OATL0[/YouTube]

DC
 
Use a visual editor like photoshop or Gimp to see where you want to place the bbox on your sprite

QAFfSBi.png


 
Damon Caskey said:
ChronoCrash,

Collisions aren't really spawned, they just exist. But anyway... From top left corner of your source image, moving right (X) and down (Y). That's it.

Those won't be the real coordinates of course, but you'll never see or need to worry about them outside of script. OpenBOR works out all the math for you.

Also, there's a built in debug to help you out.

[YouTube]https://youtu.be/GpLQ--OATL0[/YouTube]

DC

Incredible, also my mind is blown that there's a way to even manipulate the z parameter meaning the attack could spread out in depth.

What exactly is the range collision,  that's the only part of the video I don't understand,  when Terry jumps and punches a green block was seen on the far right side of the screen. I was a little confused by that.

Thanks Danno and Damon.
 
Code:
anim freespecial8
	loop	0
	offset	77 170
      bbox	0 0 0 0  
      hitfx  data/sounds/beatt2.wav
	delay	7
      @cmd    antiwall4 20  "ANI_FREESPECIAL25"
	#frame	data/chars/billy/j22.gif
        frame	data/chars/billy/ja1b.png
      delay	8
      attack  90 112 60 40 10 1
      dropv 3.5 1.5
      frame	data/chars/billy/ja1c.png
      frame	data/chars/billy/ja1c.png
      attack  0 0 0 0 0 0
      delay	7
      frame	data/chars/billy/j22.gi

Guys I must be doing something wrong - even after I put zeros on all the bbox values  (for trial and error purposes)
I still see the dang thing - see the attached image and code above ( from the double dragon example I'm learning from could the bbox value be stored somewhere else?)

And as a bonus I will post an a random original sprite each time I make a post  that anyone can use.
 

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even if i deeply admire danno for developing on that quantum physics stile, i highly recommend to use openborstats for everything out side levels. everything entity related can be done on openborstats, from editing your entitys header and animations to use the visual display to alighn bbox and attackbox at will, and even keep them organized by type. download here http://www.chronocrash.com/forum/index.php?action=downloads;cat=104

damon can correct if i wrong but from my tests range collision is mesured acording to attack and bbox Z values(last parameter on both, attack and bbox), if not specified or left in 0 the default values are used instead, attack Z default 14 pixel each side, bbox Z default 1 pixel each side, keep in mind i am talking old legacy attack command here to learn the new one refer to the manual http://www.chronocrash.com/apps/wiki/obor/index.php?title=OpenBOR_Legacy_Manual
 
ChronoCrash said:
Code:
anim freespecial8
	loop	0
	offset	77 170
      bbox	0 0 0 0  
      hitfx  data/sounds/beatt2.wav
	delay	7
      @cmd    antiwall4 20  "ANI_FREESPECIAL25"
	#frame	data/chars/billy/j22.gif
        frame	data/chars/billy/ja1b.png
      delay	8
      attack  90 112 60 40 10 1
      dropv 3.5 1.5
      frame	data/chars/billy/ja1c.png
      frame	data/chars/billy/ja1c.png
      attack  0 0 0 0 0 0
      delay	7
      frame	data/chars/billy/j22.gi

Guys I must be doing something wrong - even after I put zeros on all the bbox values  (for trial and error purposes)
I still see the dang thing - see the attached image and code above ( from the double dragon example I'm learning from could the bbox value be stored somewhere else?)

And as a bonus I will post an a random original sprite each time I make a post  that anyone can use.

if you mean about the bbox displaying on pink, there is nothing wrong, you just have collision enabled on debug setings, just go there and disable it.
 
Gurtag said:
ChronoCrash said:
Code:
anim freespecial8
	loop	0
	offset	77 170
      bbox	0 0 0 0  
      hitfx  data/sounds/beatt2.wav
	delay	7
      @cmd    antiwall4 20  "ANI_FREESPECIAL25"
	#frame	data/chars/billy/j22.gif
        frame	data/chars/billy/ja1b.png
      delay	8
      attack  90 112 60 40 10 1
      dropv 3.5 1.5
      frame	data/chars/billy/ja1c.png
      frame	data/chars/billy/ja1c.png
      attack  0 0 0 0 0 0
      delay	7
      frame	data/chars/billy/j22.gi

Guys I must be doing something wrong - even after I put zeros on all the bbox values  (for trial and error purposes)
I still see the dang thing - see the attached image and code above ( from the double dragon example I'm learning from could the bbox value be stored somewhere else?)

And as a bonus I will post an a random original sprite each time I make a post  that anyone can use.

if you mean about the bbox displaying on pink, there is nothing wrong, you just have collision enabled on debug setings, just go there and disable it.

No, I'm such a newb  I tought the bbox was the attack box  I had been searching the entire manual (using control F ) for the attack and what the values do - but I could not find it because in the manual the attack word is written with a # symbol and no space in between.

attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}  ( so I assumed that it was some custom made on the example since it didn't appear in the manual) but anyways I figured it out now .

LOL have patience guys I'm getting there.
 
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