Idea Openbor 5.0

Xander Silva

New member
In an OpenBOR update, it might be possible to add features to easily use 3D files, such as FBX and OBJ, for future 3D beat 'em up games and other things...

For example:

In the character:

anim idle
offset 150 150
object data/chars/Leon/idle.fbx --> instead of "frame" it would be "object"

In the level:

music data/music/station.bor
ambient data/bgs/RPD/room19.obj --> instead of "panel" it would be "ambient"
direction leftright
order a
notime 1
settime 0

What would your opinion be, since other engines are very complex to learn? If we already know how to make good games in OpenBOR, why not add these features to an engine we already know how to use???
 
OpenBOR is a dedicated bitmap engine, and that's why it's the best there is at what it does. It will never have model support - that's not an opinion. Model rendering is simply a fundamental, end to end opposite of how the engine works.

There are already plenty of capable tools out there to reliability make sprites from models, and several OpenBOR powered games that use model->sprite asset production.

Additionally, OpenBOR already IS 3D. The game world is not faked depth - it is true three axis and a fourth for base, projected using bitmap assets through a double Z layer pipe.

DC
 
I think its a terrible idea, to be honest.
Changing "frame" for an entire .fbx make no sense at all.
Also, if you still use .bor for your music, I advice you to take a time and study the engine more before jumping into those ideas, no offense.
 
Don't you think that letting us have stuff like animated decorations or slanted/italicized lifebars on the fly is better than having fbx and obj file support, Xander?

Also, with Godot, Unreal and Unity, there's no purpose to have OpenBOR support 3D models. That's even disregarding proprietary engines, like Katana and RE.
 
Don't you think that letting us have stuff like animated decorations or slanted/italicized lifebars on the fly is better than having fbx and obj file support, Xander?
you can already do this using script, there are some examples out there.

A simpler way to do this, like in Mugen (where we use a sprite or animation and the engine moves the mask to simulate the size of the bar), would be interesting, but that's not the right topic for us to discuss.
 
Back
Top Bottom