Hello there. New Member

D&DRogue

New member
So.

I was watching that 5 part documentary on the History of Beat 'Em Ups while at work. I was stopped dead in my tracks when I saw the segment on the BOR engine. To say I am intrigued would be a massive understatement.

I look forward to trying out your games, and working & sharing my project(s). I hope to make a D&D style one based on the Capcom arcade versions. Something to wash out the horrible taste of D&D Dark Alliance for the PS4.
 
 
I am very excited! Thank you everyone!

I apologize for my ignorance but I've some questions

1. I can use any 2d sprites right?

2. Are people making new ones like over in the MUGEN community?

3. Is the program easy to learn or will I have to have knowledge of coding & the like?
 
1. I can use any 2d sprites right?
You HAVE to use 2D sprites. OpenBOR is a sprite based engine: See Graphics Overview.

Are people making new ones like over in the MUGEN community?
Most creators use existing assets or edits, but some creators like @mersox and @bWWd do make their own. Either way it's a personal choice that has nothing what so ever to do with the engine itself.

Is the program easy to learn or will I have to have knowledge of coding & the like?
The engine handles all the basics like movement, collision, enemy/npc AI, displaying objects and such. You can make good games using just the native functions. However, to starting putting in advanced logic (ex. D&D dice roll, or reacting to certain characters differently than others, etc.), you will need to use OpenBOR's scripting engine. It's a derivative of C and uses the same rules.

DC
 
So.

I was watching that 5 part documentary on the History of Beat 'Em Ups while at work. I was stopped dead in my tracks when I saw the segment on the BOR engine. To say I am intrigued would be a massive understatement.

I look forward to trying out your games, and working & sharing my project(s). I hope to make a D&D style one based on the Capcom arcade versions. Something to wash out the horrible taste of D&D Dark Alliance for the PS4.
Welcome @D&DRogue! I hope you like the engine, I myself ain't no advanced coder and fell in love with this engine so I hope You like it too :giggle: and like some say, If they don't do a good game for our favorite franchise we do it ourselves! :LOL:
 
Most creators use existing assets or edits, but some creators like @mersox and @bWWd do make their own. Either way it's a personal choice that has nothing what so ever to do with the engine itself.

Any recommended examples of custom sprite games to get inspiration from?

Also, if i can ask, does engine require fixed size of sprites, or you can import something like 400px that is downsampled to 50px by engine (like what GZDoom engine does). Asking in case of possibility for the workflow "getting sprites from 3D pre-renders"
 
Any recommended examples of custom sprite games to get inspiration from?

@bWWd's He-Man is about as good as it gets for artwork. He built the sprites using 3D models. The animation is a little stiff but the sheer quality of it is hard to beat. @Bloodbane also does a lot of original work. His style is simple but very colorful and works perfectly with the style of games he builds. We've also had creators try out digitizing. None of them really knew how to handle the assets properly but it was still an interesting idea.

Also, if i can ask, does engine require fixed size of sprites, or you can import something like 400px that is downsampled to 50px by engine (like what GZDoom engine does). Asking in case of possibility for the workflow "getting sprites from 3D pre-renders"

There's no hardcode limits, so it really just depends on your hardware. Any PC from the last decade or so can fill the screen with high res sprites, 20+ affine (i.e. "mode 7") layers and special effect spam galore. Androids and consoles are a lot more limited but you can still do just about anything within reason. There's no runtime downsamping, at least not like you're thinking. OpenBOR optimizes assets as much as possible, but it does so with lossless compression. Everything is packed into a smart database automatically on load and all edges are auto trimmed, but otherwise the pixel data remains as is.

There is scaling, which of course visually down samples if you are shrinking the sprite, but that's a special effect. The original version is still in memory.

DC
 
Yeah my anims for he-man were made like back in 2014 and i just started with animations , im still learning, some of my stuff can be seen here but a lot was erased prpobably cause it was on russian image host and current situation:
 
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