how do you move a sprite in openborstats?

NED

Well-known member
Hello,
I would like to know how do you move a sprite in openborstats when you're adding some sprite to an animation.

Sorry for the noobish question.
I'm actually a noob to openborstats.

also, is there a tutorial file explaining how to use openborstats.

thanks
 
As far as I know you can't manually move the sprite like an image editing software, only ''moving'' I can think of is offset position to sprite
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what exactly do you mean with moving? if it is add the sprite to an animation, you need to write the sprite´s path manually on the editor, but watch up, obstats likes jump spaces when writing on editor some times, though newer vercions work better on that/like standard notepad.
if you meant moving it´s offset, you can do that on the frame tab like danno show, just click on X or Y and use your mouse weel, that is the easy/fastest way i think, it works the same for attack boxes, bboxes, range.
openbor stats is a god send for keeping track and editing entities on an organized way, it has some otter functionalities, like a level editor and create entities but i dont advice you to use them at all, entity creation feature is buged i think, will crash the app at least on my end, and for level editor you better with obeditor, i find it useful when doing lots of platforms, it easy to move them to the right spot, clone them etc. but beware obeditor tends to mess your level spawn orders and such, if you use it, later manually/notepad reorganising of spawn order and the likes is a must.
 
the only way to "move" them is with photoshop or gimp

other-wise you rely on the offsets,

there is some mods out there where the sprites are full screen (480 320) PNG's with the character in the middle.

it think they did this to avoid "magiK" apperances, or to avoid using many offset number variations.
if you unpack this mods (mostly final-fight) types you can see that sometime they "move" within the huge blank space

it is very important to mind how you off-set a character, mostly because the wrong off set can make a character appear out of nowhere or "blink" into existance at certain point in your stages.... specially if you character has no spawn animation.
 
OK, so there is no way to actually move it in openborStats. with the mouse.

Thanks for the reply.  :)
I'm pretty good with offsets using photoshop.
But I was just thinking perhaps openbor stats can do what all mugen software did since around 1999/2000. MCM, MEE, FF series.
to actually move the character and the hitbox with mouse.
I think I will stick to photoshop. I have no choice.
But I will still experiment OBStats to see what I can do better with it instead of text editor.

Since we talk about Openbor stats.
Is there a way to preview an animation?  ???
It could be useful to avoid launching openbor every time I adjust the animation frames.
 
I do wish we had better editing software, but alas, they were all abandoned years ago. One of them is open source if I recall and sits idle in Github. It's just right now, there's no one with the right combination of programming knowledge, time, and personal interest to finish it.

O Ilusionista mentioned Fighter Factory is getting some OpenBOR support, but haven't heard much about it in the last few months.

DC
 
nedflandeurse said:
to actually move the character and the hitbox with mouse.

There is a program that allows you to manually draw hitbox. bodybox, offset and attack box's, It's called openbor editor. It's full of bugs too but for basic stuff It works, grab it here

http://www.chronocrash.com/forum/index.php?action=downloads;sa=view;down=200

https://www.youtube.com/watch?v=WwlZlF9XaDc

 
Damon Caskey said:
I do wish we had better editing software, but alas, they were all abandoned years ago. One of them is open source if I recall and sits idle in Github. It's just right now, there's no one with the right combination of programming knowledge, time, and personal interest to finish it.

O Ilusionista mentioned Fighter Factory is getting some OpenBOR support, but haven't heard much about it in the last few months.

DC

how possible do you think it is to fund a programmer to do this for us trough fiver or any other job-sourcing site?
I am game to cooperate with some money to have a good visual editor in place.

personally i don't go around shopping for those services because alone, i don't have the confidence & sufficient knowledge of what to look out for, but as a collective i'm pretty sure we can vet & approve of a right person/persons for the job.
 
oldyz said:

The only people in the community I know of with the technical capability are myself and Plombo. He's hasn't been a regular presence for about two years and I simply don't have the time.

If there's anyone to hire, it would have to be some new blood or some long lost members.

DC
 
danno said:
nedflandeurse said:
to actually move the character and the hitbox with mouse.

There is a program that allows you to manually draw hitbox. bodybox, offset and attack box's, It's called openbor editor. It's full of bugs too but for basic stuff It works, grab it here

http://www.chronocrash.com/forum/index.php?action=downloads;sa=view;down=200

https://www.youtube.com/watch?v=WwlZlF9XaDc

danno Thanks
I tried an older version in the past, but felt there are too many bug and eventually got a crash.
I will give it one more try, it looks very effective ! Thanks again!
 
I use a combination of programs for my projects, there's no 1 program that does it all yet, I am curious to see how vitualltek's program is coming along in regards to openbor but I doubt anything will be available to the public for quite awhile, I will make a 1 off donation to virtualltek but I'm not in a good financial position for regular donations at the moment.

Openbor editor
It's good for box placement like hitbox, bodybox, attackbox and offsets anything else you'll get a crash so I use it only for box placement

OpenborStats
Good for stage placement of objects, enemies, walls and platforms
A lot more stable but still crashes so I use it mainly for stages and some text editing

notepad++
My main text editor, really handy for scripts.

Adobe Photoshop
I use this for all pixel related sprites, design and palette stuff, everything visual

Audacity
For everything audio related, I really like this program

I messaged plombo years ago about possible updates to openborstats and piccolo's chrono crash modder tool is very promising but last I heard Piccolo was back on namek for a holiday
 
danno said:
OpenborStats
Good for stage placement of objects, enemies, walls and platforms
A lot more stable but still crashes so I use it mainly for stages and some text editing
I don't understand why I can't see stages in OpenborStats, even with the latest version...
 
danno
Yes, it's a good combiantion I think.
I'm still sticking to

photoshop and Notepad only
+ some audacity-like software for sounds

I tried a bit more obeditor.
I still don't get how to move a sprite around the offset. (the only availiable is to actually move the "cross" of offset, is it the only way?)


16-bit Fighter said:
I don't understand why I can't see stages in OpenborStats, even with the latest version...
Me neither actually
 
sometimes the tabs hide stuff  ;D

https://www.youtube.com/watch?v=BKXSkx16Xm4

nedflandeurse unfortunately you can't move the sprites in either program, only in image editors like adobe photoshop you can move the sprites.  think of the sprite as a wall and you move the offset around the wall and not move the sprite around the offset
 
danno
Thanks for the precisions.
I think I will continue with photoshop for offsets.
And use these openbor softwares for boxes and preview the animation! (then copy paste the values in text editor) I should try notepad++


EDIT:
I did a small break and tried again this Obeditor
Now, every mod I open I have this message.
"Not a valid project."
I think I remember why I never really "start" using this software in the past... :-\
 
nedflandeurse said:
I did a small break and tried again this Obeditor
Now, every mod I open I have this message.
"Not a valid project."
I think I remember why I never really "start" using this software in the past... :-\

un-tick auto load

eUDEe8I.jpg
 
danno said:
Openbor editor
It's good for box placement like hitbox, bodybox, attackbox and offsets anything else you'll get a crash so I use it only for box placement

OpenborStats
Good for stage placement of objects, enemies, walls and platforms
A lot more stable but still crashes so I use it mainly for stages and some text editing

notepad++
My main text editor, really handy for scripts.

Adobe Photoshop
I use this for all pixel related sprites, design and palette stuff, everything visual

Audacity
For everything audio related, I really like this program

I messaged plombo years ago about possible updates to openborstats and piccolo's chrono crash modder tool is very promising but last I heard Piccolo was back on namek for a holiday

This is my set of tools too, but in inverse order with OBOReditor and OpenBORstats.
I use OpenBORstats for basically everything. The only thing I do prefer to edit in OBeditor are:
- platforms
- walls and holes (sometimes I use Modders tool too)
- Entities placement in stages.

But I strongly suggest you to keep a backup when using OBeditor. If you stage has any script - either part of the level or a just a spawn script in some character - it will get corrupted.

OK, so there is no way to actually move it in openborStats. with the mouse.
A drag and drop? no. But you can use SET WITH POINTER (or mouse, I cant rememeber) and just click where you want to place it.
Its pretty easy once you get used to it.

It has some bugs, but they are less frequent than any other tool for me.
For exameple, it doens't supports Loops with loop start and end frames, like 'loop 1 3 4'.
Once you go to the visual preview and save, it will will change the like to "loop 1".
 

Thanks buddy for taking the time to explain your method as well.
Eventually I will find the motivation and energy to go back to coding. (again)
 
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