Best way to create anims on openbor

NED

Well-known member
For basic anims, most of the time it's easy to animate and easy to test by starting openbor.

But, now I'm working on some kind of super combo (featuring a 12 moves of at least 4 frames...) And it's particulary hard to animate, test again...

Is there a good way to to it better? Openborstats , obeditor other??

Thanks
 
i test ingame, just skip characters in models.txt to load only the one im working on and test stage and run openbor.exe gazillion times and once more.
i test some in openborstats but it doesnt support drawmethod scaling and rotating also jumpframes and it would be complicated with different gfravity settings so its best to test ingame.
 
unless someone suggests method that reloads characters every time you enter the stage so you can always run game in background then adjust and then reload the stage
 
Obstats has the 'Animate' function, right hand side when in the character editor, only works when you're in the 'frames' tab in char editor screen.

I recall DC mentioned some method he had to update changes while the engine was running, using script.  He used it to perfect slams.
 
BeasTie said:
I recall DC mentioned some method he had to update changes while the engine was running, using script.  He used it to perfect slams.

I can remember too... but since it's about scripts, Ill do it old school... :)
 
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