Although the build 7556 is not the most stable (the 7612 is currently the best IMO), I think it's better than any v3 build mainly due to the controller fixes.I know engine 4 is still at early stage.
Is it a good time to migrate from OpenBOR Build 6.3.9.1 to this engine 4?
Will there be a alot of changes that I need to do in order to migrate my project?
Thank you
I've tried to run engine 4, but it started and then closed without any error log.Although the build 7556 is not the most stable (the 7612 is currently the best IMO), I think it's better than any v3 build mainly due to the controller fixes.
Indeed you may need to do some changes in your game because certain features work in a different way, usually I follow the OpenBorLog's information to do that.I've tried to run engine 4, but it started and then closed without any error log.
It seems like it only loaded 10% of my stuff then stopped. Do I have to modify my current project to make it work. FYI, my attacks are in still in this format
xxxx damage knockpower block flash pause z
Thank you
Where would you get that build? How would you get it? Am I missing something obvious hereAlthough the build 7556 is not the most stable (the 7612 is currently the best IMO), I think it's better than any v3 build mainly due to the controller fixes.
The build 7612 was not launched officially yet, I posted the link some time ago in another post.Where would you get that build? How would you get it? Am I missing something obvious here
Can you please inform me what kind of changes that I need to do from Build 6391 to build 7612.?Indeed you may need to do some changes in your game because certain features work in a different way, usually I follow the OpenBorLog's information to do that.
I don't recall all the changes are necessary, as I said, usually I use the log/tests as a guide to update the games.Can you please inform me what kind of changes that I need to do from Build 6391 to build 7612.?
Yes.Can build 7612 contain this attack format attack 595 518 482 513 5 100 100 0 10 40 ?
I suggest disabling/removing most content of your game and then enabling each one by one gradually.The thing is it shut down without any error log, so I don't know what I need to do :-(
After spending hours hunting it down, finally got it to work.I don't recall all the changes are necessary, as I said, usually I use the log/tests as a guide to update the games.
Yes.
I suggest disabling/removing most content of your game and then enabling each one by one gradually.
This way you can detect and isolate all the culprits and fix them.
@script
if(frame > 0) daimaoCancel();
@end_script
child_follow_recall_animation respawn
1 | child_follow_recall_animation <animation name> |
2 |
3 | # default |
4 | child_follow_recall_animation respawn |
none
for no recall animation at all. If the provided (or default) animation is invalid, Spawn will play instead. If there is no valid Spawn animation, nothing plays.anim freespecial20
fastattack 1
loop 0
bbox 519 433 134 384
offset 585 843
delay 5
frame data/chars/Dante/Taunt01.png
frame data/chars/Dante/Taunt02.png
frame data/chars/Dante/Taunt03.png
frame data/chars/Dante/Taunt04.png
frame data/chars/Dante/Taunt05.png
frame data/chars/Dante/Taunt06.png
frame data/chars/Dante/Taunt07.png
frame data/chars/Dante/Taunt08.png
frame data/chars/Dante/Taunt09.png
frame data/chars/Dante/Taunt10.png
frame data/chars/Dante/Taunt11.png
child_follow_recall_animation respawn
frame data/chars/Dante/Taunt12.png
I think that "child" commands does not work in animations, only in the character header.Why this code is not working?
Code:child_follow_recall_animation respawn
Recall Animation
1
child_follow_recall_animation <animation name>
2
3
# default
Animation to play during recall. Accepts any valid animation name, or
4
child_follow_recall_animation respawn
none
for no recall animation at all. If the provided (or default) animation is invalid, Spawn will play instead. If there is no valid Spawn animation, nothing plays.
Code:anim freespecial20 fastattack 1 loop 0 bbox 519 433 134 384 offset 585 843 delay 5 frame data/chars/Dante/Taunt01.png frame data/chars/Dante/Taunt02.png frame data/chars/Dante/Taunt03.png frame data/chars/Dante/Taunt04.png frame data/chars/Dante/Taunt05.png frame data/chars/Dante/Taunt06.png frame data/chars/Dante/Taunt07.png frame data/chars/Dante/Taunt08.png frame data/chars/Dante/Taunt09.png frame data/chars/Dante/Taunt10.png frame data/chars/Dante/Taunt11.png child_follow_recall_animation respawn frame data/chars/Dante/Taunt12.png
I spawned the NPC as the follow type, then used Dante's freespecial20, but the NPC wasn't doing anything.
How can I make this work?
Thank you
Uhh, I was hoping there was a function like this that can be used in the animation,I think that "child" commands does not work in animations, only in the character header.
View attachment 9789
void inLevelLoop()
{
if(getglobalvar("zoomentity") != NULL()) {
Zoom();
}
}
void Zoom()
{
void ent=getglobalvar("zoomentity");
int zoom_x=getglobalvar("ZoomX");
int zoom_y=getglobalvar("ZoomY");
int zoom_value=getglobalvar("zoomValue");
void vscreen = openborvariant("vscreen");
int maxz=openborvariant("PLAYER_MAX_Z"); // I REMOVED THE + 1000 because it would happen when the game starts without quitting the game...
int px=getentityproperty(ent,"x") + zoom_x - openborvariant("xpos");
int py=getentityproperty(ent,"z") + zoom_y - openborvariant("ypos") - getentityproperty(ent,"a");
void zoom_scr = getglobalvar("zoomscreen");
if(!zoom_scr){
zoom_scr = allocscreen(openborvariant("hResolution"),openborvariant("vResolution"));
setglobalvar("zoomscreen",zoom_scr);
}
clearscreen(zoom_scr);
//draw what we need
drawspriteq(zoom_scr,0,openborconstant("MIN_INT"),maxz,0,0);
//setup drawMethod
changedrawmethod(NULL(),"reset",1);
changedrawmethod(NULL(),"enabled",1);
changedrawmethod(NULL(),"scalex",zoom_value);
changedrawmethod(NULL(),"scaley",zoom_value);
changedrawmethod(NULL(),"centerx",px);
changedrawmethod(NULL(),"centery",py);
//Draw the resized customized screen to main screen.
drawscreen(zoom_scr,px,py, maxz+1);
changedrawmethod(NULL(),"enabled", 0);
drawspriteq(vscreen, 0, maxz+1,maxz+1, 0, 0);
drawspriteq(vscreen, 0, maxz+2,openborconstant("MAX_INT"), 0, 0);
clearspriteq();
}
setglobalvar("zoomentity", NULL());
Hi Kratus! Thank you for your Build. I've downloaded it and now I wonder where is the .apk File? There is an OpenBOR.exe but on Android I need a .apk File for installation, I think. I also downloaded the 7556 Build here in this Forum opened the archive and there is the same a .exe File but no .apk. Now I wonder if I'm a little bit stupid or had I missed something. Please can you help me. I'd love to play OpenBOR on my Android 13 Handheld without freaking gyro input and hundreds of Screenshots.The build 7612 was not launched officially yet, I posted the link some time ago in another post.
But you can download it here.
In this file I added only the Windows build, but I will prepare a new pack with Linux/Android too.Hi Kratus! Thank you for your Build. I've downloaded it and now I wonder where is the .apk File? There is an OpenBOR.exe but on Android I need a .apk File for installation, I think. I also downloaded the 7556 Build here in this Forum opened the archive and there is the same a .exe File but no .apk. Now I wonder if I'm a little bit stupid or had I missed something. Please can you help me. I'd love to play OpenBOR on my Android 13 Handheld without freaking gyro input and hundreds of Screenshots.
Thank you so much for your answer and your work. Than I wait until your release.In this file I added only the Windows build, but I will prepare a new pack with Linux/Android too.
@DunnerKarl No problem buddy. Here's the file with the Windows/Linux/Android builds.Thank you so much for your answer and your work. Than I wait until your release.
Greetings from Germany
weapons DevilDante Dante # weapons {name1} {name2} {original name}
anim idle
....
dealy 5
weaponframe 1 1 # frame, weapon
frame data/chars/Dante/Idle01.png
frame data/chars/Dante/Idle02.png
frame data/chars/Dante/Idle03.png
name Phoenix
type npc
subtype follow
nolife 1
hostile enemy obstacle
candamage enemy obstacle
speed 40
running 45 4 2 1 0
turndelay 0 3 # MUST HAVE
bounce 1
noquake 1
gfxshadow 1 3
flash flash
bflash guard
dust dust01
nodieblink 1
falldie 2
alpha 1 # alpha transparency
lifespan 120
....
....
...
anim attack
range 100 600
rangez 0 120
summonframe 6 30 -120 0 0 # frame, XYA (-Y = Up), 0 = spawn from spawner
subentity AirBall
loop 0
fastattack 1
bbox 0000
offset 1047 556
seta 500
delay 8
frame data/chars/Summons/Phoenix/P_Skill1_01.png
frame data/chars/Summons/Phoenix/P_Skill1_02.png
frame data/chars/Summons/Phoenix/P_Skill1_03.png
frame data/chars/Summons/Phoenix/P_Skill1_04.png
frame data/chars/Summons/Phoenix/P_Skill1_05.png
delay 16
frame data/chars/Summons/Phoenix/P_Skill1_05.png
delay 5
frame data/chars/Summons/Phoenix/P_Skill1_06.png
......
.......
frame data/chars/Summons/Phoenix/P_Skill1_14.png