Gary P Smith
Member
I wondered whether anyone has any opinions about this. The playable character's co-ordinates aren't perfect but I think I did an okay job with the enemies.
In order to respect the forum rules, I will use a lighter expression: not good.I wondered whether anyone has any opinions about this. The playable character's co-ordinates aren't perfect but I think I did an okay job with the enemies.
oh that was your work? I thought it was a random edit on youtube.Yes, well I won't be making any more characters or games or playthroughs for the internet


Because their offset are wrong.I don't know why the enemies look like they're floating.
That could be the root of the problem: coordinates aren't universal, they are based on the image size.I made sure I copied the co-ordinates from the games the sprites came from
Yes, it does - it was even one of my suggestions to CMTand Fighters Factory Studio doesn't show co-ordinates. I was wondering if there's any way to find out the co-ordinates from the mugen folders.
And can you please stop putting annoying sounds on playable characters. They sounded like the show from the 1980s: Spitting Image.I changed the shadow graphics and used the ones in Rhythm of Destruction 2 instead and problem solved. The shadow sprites in Final Fight Boss and a few other Final Fight edits don't seem to have been properly cropped. There is a space on the sprite above the shadow, hence the characters looking like they're floating.
That is not the reason they look that they are floating, but a wrong offset.There is a space on the sprite above the shadow, hence the characters looking like they're floating.
Because their offset are wrong.
That could be the root of the problem: coordinates aren't universal, they are based on the image size.
Take a look at those images - they look to be the same but, in fact, they aren't, as the axis will be placed in a different position:
This is a trimmed version of the image (something we suggest you to not do):
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80x90px so the axis, represented by the pink dot, is set at "offset 42 90".
This is the original image I use:
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A 200x200px image. The pink dot looks to be set at the same place (between his legs and at the base of his feet) but this dot is place on a different location: "offset 100 145"
And why this happens? Because the offset counts from the top left corner of the image and this value is different for each image size.
This is why we advice to always use the same image size for all the sprites, so you can use the same offset (and can use the same bbox in many cases) for the images.
Ps: Maybe you might be wondering "if the image is 80px, why isn't its axis 40px instead of 42px, since the axis should be in the center of the image, that is, half the width value - the which would be 40px?"
This happens because the axis is placed in the center of the body, not in the center of the image itself - and the right arm (of the artist, that is, of the person viewing the image) is further from the body than the left. Even though, in the real world, this works differently, the subject would enter into a discussion about physics that would not divert us from the focus.
This is why the axis is placed where there is the pink point (center of the body) instead of where the blue point is (which would be the center of mass).
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Yes, it does - it was even one of my suggestions to CMT
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However, you must pay attention to one thing: In Mugen, we usually cut out all the empty space in the image, because the engine reads the image exactly the way it is inserted in the SFF (the file that contains the images) - the engine does not reads images directly from folders, like OpenBOR.
So these values will only work if you use the image in the same size as you see in the Mugen characters, however, as said above, we don't recommend doing this - I have some characters like that in the PDC, which were made when I started, and every time I have to change something about them it makes me bitterly regret having done it, lol.
There is a way to export all images of a character already aligned,
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but the tool will use all SFF images to calculate this value - so if you have images that have very different sizes, like this one
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The final image you will have will take this entire width into account, which is not practical.
you mean that the axis counts from the top left of the image? I am sure its already there.Can this be added to the obor wiki?
think I'm going to stick with just playthroughs of games already made with playable characters adapted from other openbor games.
What program do you use to edit characters and levels? Are you using only just NotePad without a visual editor like ChronoCrash Modders Tool? Do you read the OpenBOR manual or no? You only copy files of character images and texts through your game (like Mugen)? I don't wanna sound rude to you, but you have to find something way easier for you to design the very basics especially offsets (coordinates). (Offset only has 2 parameters: X for left-right straight, Y for up-down straight)I can't work out how to get the co-ordinates for sprites. I really am no good with these kinds of things. I think I'm going to stick with just playthroughs of games already made with playable characters adapted from other openbor games. My Sodom (adapted from a Final Fight edit) went down quite well. Thanks for the help anyway. If anyone knows of an openbor game where King of Fighters characters like Angel or characters from mugen are playable I'd be very grateful. Regards.
Q: I found an error in OpenBoR.
- Report bugs at the OpenBoR Sourceforge site to allow to track them easier. openbor (==Select Tracker[=*=]Bugs==)
- Use the system in the following manner:
- 9 - Highest = System Crash / Fatal bug
- 5 - Medium = Something is just not working correctly and effects the engine in a strange way.
- 1 - Lowest = cosmetics, small things.
- Lastly, Always upload a log file and enter each bug with your username and website (borgeneration/senileteam) and a where/how to be contacted if I don't know you personally.
ChronoCrash Modders Tool helps. Even Your Sodom sounds like a hairy fella?I can't work out how to get the co-ordinates for sprites. I really am no good with these kinds of things. I think I'm going to stick with just playthroughs of games already made with playable characters adapted from other openbor games. My Sodom (adapted from a Final Fight edit) went down quite well. Thanks for the help anyway. If anyone knows of an openbor game where King of Fighters characters like Angel or characters from mugen are playable I'd be very grateful. Regards.