DynamicillGames
New member
I want to get on making a OpenBOR game, but there are lots of tutorials that could fill up the procedures enough, but isn't there a tutorial that applies to starter users?
Damon Caskey said:O Ilusionista said:Yes, they do. Just keep in mind that OpenBOR doesn't uses .act files (it uses image files) and Fighter Factory can't save/load .gif files (I've requested to the author, which is friend of mine, to add it).
Just to help clarify, for models (entities) what OpenBOR does is read the color table from an image of your choice, defined with the palette attribute. If you don't define one yourself, then whatever image is used in that model's first frame command will be used instead. To define alternate palettes, you use the alternatepal attribute. When the alternate palette is selected, OpenBOR reads that color table instead.
Either way, once the color table is read in, OpenBOR applies it to all images used by that model. It's the exact same principal as .act files in Mugen.
Warning: There is also a remap attribute, but it works by remapping pixels to a different entry within the same color table. It's only for modules using the old global palette mode. Stay FAR away or you'll just confuse yourself.
Also, OpenBOR actually DOES use .act files for stages, but it's optional - not a requirement. Doing so allows you to switch color tables for the whole stage on the fly just like you would a model (see example below). Crawl before you can walk though - we'll get to that later.
Damon Caskey said:You don't have to know code to use OpenBOR - the script just lets you do more with it, and it also makes things a lot easier.
Basics are basic though, and they're plenty enough to get you going. Authors have produced some great modules that stand up to this day without a single line of script. Mr. Q. is probably the best example.
DC