Kris Kagura said:
It's been a while since I last came here (i was confused by the forum's redesign) and i've kinda felt like experimenting with OpenBOR again.
It's good to see you back
Kris Kagura!
Dynamic Edge is on hiatus since I feel like working on a game that was as ambitious as it was becoming a chore.
No offense or disrespect, but comparatively speaking Dynamic Edge is not particularly ambitious. I say that only because you need to understand just jumping into something else you may find yourself playing module hopscotch. I'm guilty of this with dozens of unfinished projects.
I know that there are "platformer" games floating around for the engine, but i'm not sure how they work exactly. I might attempt making my own platformer in OpenBOR since it's been proven to be possible. Any tips on how to make one?
OpenBOR supports basic platforming out of the box. First thing, setting ZMin and ZMax for a level triggers 2D behavior. Example: Pressing down causes the player to Duck (assuming they have the animation), and use Duck attacks. Platforms are handled the same way you handle them in 3D. You use the platform command to set up platform dimensions for an object, and you are good to go. Same goes for walls and basemaps.
The main challenge is AI behavior. The native AI does not adapt itself to the typical 2D enemy tropes. Example: Enemies using native AI will not mindlessly patrol back and forth on a platform. They'll do whatever they can to approach you.
Bloodbane has quite a lot of experience setting up AI behavior in 2D environments. Check out some of his work and posts.
I don't want to work with C++ scripts since I'm unfamiliar with that sort of thing.
Firstly, OpenBOR's script engine is a C derivative, not C++. Second, you're going to run into issues that need script to solve, full stop. Don't be the person who spends weeks kludging up unstable hackarounds just to avoid a three line script function. Whatever it is you want to do, we can help out.
DC