White Dragon
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OpenBOR v3.0 Build 4287 (Windows/Wii/Android)
https://sourceforge.net/projects/openbor/files/OpenBOR_v3.0_Build_4287.rar/download
News from 4183:
- added prop for playerproperty():
"combokey",
"combostep",
"hmapl",
"hmapu",
"inputtime",
"joining",
"mapcount",
- added added systemvariants: "nogameover", "nohof"
if active example changeopenborvariant("nohof",1);
for this set you won't display the halloffame screen! and "nogameover", is for gameover.
Why not gameover and hof? For bonus level or custom HUD!!
- added in set: disablegameover 1 to disable showing gameover for that set (txt file) (disablehof 1 to disable hall of fame)
- incremented fonts: 8 -> 10
- new animations: hitwall and hitplatform
- added "hitwall" entityproperty. it returns 1 while you hit a wall (the instant) while the character is in the air. when land it returns 0
- new systemvariant "fps" to retrieve the framerate
- play/rec mode (script version)
usage:
to rec: recordinputs(1,"","myrec.inp");
to play: recordinputs(2,"","myrec.inp");
to stop: recordinputs(0);
to free: recordinputs(3);
useful for attract mode for example.
for example write in levelscript:
recordinputs(1,"","myrec.inp");
if(playerkeys(0,1,"esc")) { recordinputs(0); }
play at level..
press "esc" to terminate the rec.
then change recordinputs(1,"","myrec.inp"); in recordinputs(2,"","myrec.inp"); to test and play the recorder gameplay!
how you see recordinputs() use a first value param.
0 to stop the rec/play
1 to rec
2 to play
3 to free (dont worry when you use 0 you free the buffer too). the 3 param is not really useful.
example recordinputs(1,"","myrec.inp"); is to rec
use getrecordingstatus() to get the gameplay status 0 or 1 or 2
NOTE: you need for a deterministic game and so is not allowed a custom seed.
If you change anything in your mod or change the engine version you need to re-record the gameplay!!
I raccomanded you to disable all keys during the gameplay with new playerproperty(pindex,"disablekeys") excluded keys to stop the gameplay.
then reactivate the Keys.
to disable keys just changeplayerproperty(pindex,"disablekeys",openborconstant("FLAG_START")+openborconstant("FLAG_ATTACK")); for example
to re-enable keys just: changeplayerproperty(pindex,"disablekeys",0);
- improved rand32() func
- added "destx", "destz" in entityproperty(). destx and destz are the the destination position for A.I. after a think. It's useful for custom AI (example to reach a ladder)
- added backpains
usage:
int entity.txt file set:
backpain 1
then use animations like:
backpain#
backfall#
backdeath#
- improvements display_ent for on platform entities
- added nohithead CMD.
usage:
set nohithead 1
in entity.txt and even if you set an height for the entity, if it hit a platform with nohithead param set to 1, the entity will not block with head by a platform.
But this platform will be walkable however.
"nohithead" is valid in script too, in entityproperty().
- improved chackwall/checkhole. now accepts 3 params: checkwall(x,z,y) and checkhole(x,z,y)
checkwall(x,z)/checkhole(x,z) is still valid
- Added "+" command to CMD and CANCEL:
example usage: CMD a + a2 for example now is valid!
other examples:
u + f a
u + f -> a
"->" symbol useful just for better reading
- added shadowbase flag:
gfxshadow 1 = default gfxshadow
gfxshadow 1 0 = default gfxshadow
gfxshadow 1 1 = no shadow changes on platform/basemap (old builds)
gfxshadow 1 2 = 2D-like shadow (like platform games)
gfxshadow 1 3 = combination 1+2
handable via script with new "shadowbase" prop in entityproperty
- fixed bug floating entity on basemap
- display shadow on basemap correctly
- added checkbasemap(x,z) in script
- added generatebasemap(index,xpos,zpos,xsize,zsize,ymin,ymax) in script
- added basemap in level#.txt like wall/hole just set:
basemap xpos zpos xsize zsize ymin ymax
- added new anim hitobstacle
- hitobstacle/hitplatform/hitwall will be activated iff while falling
- added entity parameter: hitwalltype. if set this param the hitwall animation will be actived iff hitwalltype == wall type
- added "hasplatforms" prop in entityproperty if the entity has platforms in his animations (useful to not use checkplatform func)
- added landedplatform to entityproperty. this is the platform entity that you are on
- added hitheadplatform to entityproperty. this is the platform entity that you hit with head
- added walkoffmove {int} {int} like jumpmove to move player during a walkoff
- added systemvariants: numholes, numwalls, numbasemaps, numlayers
- added "type" for wall/hole in script and in level#.txt as optional param used to attribute a terrain type for custom interaction
example: wall splat ONLY on wall with type 2
- added the height param for holes (with backward compatibility),
- added inholescript event (active when you fall in a hole) useful to change animation for example.
localvars: self, index
- added to script:
checkholeindex(x,z,y) -> (y param optional) -> returns index of hole
checkwallindex(x,z,y) -> (y param optional) -> returns index of wall
- added localvar "index" in onblockwscript (wall index == wall ID)
- added checkplatformabove({x}, {z}, {y}) - Returns entity pointer of the platform above {y}.
- added checkplatformbetween({x}, {z}, {y_min}, {y_max}) - Returns entity pointer of the first platform between {y_min} and {y_max}.
- added the vertical/diagonal support for bg/fg layers usage:
vbgspeed value dir
vbgspeed param is similar to bgspeed (both used in level#.txt)
use vbgspeed+bgspeed combo for diagonal levels
- added vbgspeed to levelproperty()
- added script function finishlevel() to force to finish a level via script
- added allowselect players on savefile
- improved skipselect: now you can use multiple skipselect in a set
improved setspawnentry:
- added type (entity type like player, enemy, npc, etc..)
- added parent
- commented the "drawing water" log
- adjust entities position on platforms and general fix for platform display and shadows.
- fixed the continue bug on load
- fix bug save inexistent level
- fixing allowselect save bug
- fixed the boss icon remapping
- fixed song title (position bug)
- fixed platform bug on walkoff
- fixed duck animation bug
- other fixes to make a more stable engine
Wii version:
updated libOGC v1.8.12 (library) to support new wii remotes
Windows version:
updated SDL2 from 2.0.3 to 2.0.5
[attachment deleted by admin]
https://sourceforge.net/projects/openbor/files/OpenBOR_v3.0_Build_4287.rar/download
News from 4183:
- added prop for playerproperty():
"combokey",
"combostep",
"hmapl",
"hmapu",
"inputtime",
"joining",
"mapcount",
- added added systemvariants: "nogameover", "nohof"
if active example changeopenborvariant("nohof",1);
for this set you won't display the halloffame screen! and "nogameover", is for gameover.
Why not gameover and hof? For bonus level or custom HUD!!
- added in set: disablegameover 1 to disable showing gameover for that set (txt file) (disablehof 1 to disable hall of fame)
- incremented fonts: 8 -> 10
- new animations: hitwall and hitplatform
- added "hitwall" entityproperty. it returns 1 while you hit a wall (the instant) while the character is in the air. when land it returns 0
- new systemvariant "fps" to retrieve the framerate
- play/rec mode (script version)
usage:
to rec: recordinputs(1,"","myrec.inp");
to play: recordinputs(2,"","myrec.inp");
to stop: recordinputs(0);
to free: recordinputs(3);
useful for attract mode for example.
for example write in levelscript:
recordinputs(1,"","myrec.inp");
if(playerkeys(0,1,"esc")) { recordinputs(0); }
play at level..
press "esc" to terminate the rec.
then change recordinputs(1,"","myrec.inp"); in recordinputs(2,"","myrec.inp"); to test and play the recorder gameplay!
how you see recordinputs() use a first value param.
0 to stop the rec/play
1 to rec
2 to play
3 to free (dont worry when you use 0 you free the buffer too). the 3 param is not really useful.
example recordinputs(1,"","myrec.inp"); is to rec
use getrecordingstatus() to get the gameplay status 0 or 1 or 2
NOTE: you need for a deterministic game and so is not allowed a custom seed.
If you change anything in your mod or change the engine version you need to re-record the gameplay!!
I raccomanded you to disable all keys during the gameplay with new playerproperty(pindex,"disablekeys") excluded keys to stop the gameplay.
then reactivate the Keys.
to disable keys just changeplayerproperty(pindex,"disablekeys",openborconstant("FLAG_START")+openborconstant("FLAG_ATTACK")); for example
to re-enable keys just: changeplayerproperty(pindex,"disablekeys",0);
- improved rand32() func
- added "destx", "destz" in entityproperty(). destx and destz are the the destination position for A.I. after a think. It's useful for custom AI (example to reach a ladder)
- added backpains
usage:
int entity.txt file set:
backpain 1
then use animations like:
backpain#
backfall#
backdeath#
- improvements display_ent for on platform entities
- added nohithead CMD.
usage:
set nohithead 1
in entity.txt and even if you set an height for the entity, if it hit a platform with nohithead param set to 1, the entity will not block with head by a platform.
But this platform will be walkable however.
"nohithead" is valid in script too, in entityproperty().
- improved chackwall/checkhole. now accepts 3 params: checkwall(x,z,y) and checkhole(x,z,y)
checkwall(x,z)/checkhole(x,z) is still valid
- Added "+" command to CMD and CANCEL:
example usage: CMD a + a2 for example now is valid!
other examples:
u + f a
u + f -> a
"->" symbol useful just for better reading
- added shadowbase flag:
gfxshadow 1 = default gfxshadow
gfxshadow 1 0 = default gfxshadow
gfxshadow 1 1 = no shadow changes on platform/basemap (old builds)
gfxshadow 1 2 = 2D-like shadow (like platform games)
gfxshadow 1 3 = combination 1+2
handable via script with new "shadowbase" prop in entityproperty
- fixed bug floating entity on basemap
- display shadow on basemap correctly
- added checkbasemap(x,z) in script
- added generatebasemap(index,xpos,zpos,xsize,zsize,ymin,ymax) in script
- added basemap in level#.txt like wall/hole just set:
basemap xpos zpos xsize zsize ymin ymax
- added new anim hitobstacle
- hitobstacle/hitplatform/hitwall will be activated iff while falling
- added entity parameter: hitwalltype. if set this param the hitwall animation will be actived iff hitwalltype == wall type
- added "hasplatforms" prop in entityproperty if the entity has platforms in his animations (useful to not use checkplatform func)
- added landedplatform to entityproperty. this is the platform entity that you are on
- added hitheadplatform to entityproperty. this is the platform entity that you hit with head
- added walkoffmove {int} {int} like jumpmove to move player during a walkoff
- added systemvariants: numholes, numwalls, numbasemaps, numlayers
- added "type" for wall/hole in script and in level#.txt as optional param used to attribute a terrain type for custom interaction
example: wall splat ONLY on wall with type 2
- added the height param for holes (with backward compatibility),
- added inholescript event (active when you fall in a hole) useful to change animation for example.
localvars: self, index
- added to script:
checkholeindex(x,z,y) -> (y param optional) -> returns index of hole
checkwallindex(x,z,y) -> (y param optional) -> returns index of wall
- added localvar "index" in onblockwscript (wall index == wall ID)
- added checkplatformabove({x}, {z}, {y}) - Returns entity pointer of the platform above {y}.
- added checkplatformbetween({x}, {z}, {y_min}, {y_max}) - Returns entity pointer of the first platform between {y_min} and {y_max}.
- added the vertical/diagonal support for bg/fg layers usage:
vbgspeed value dir
vbgspeed param is similar to bgspeed (both used in level#.txt)
use vbgspeed+bgspeed combo for diagonal levels
- added vbgspeed to levelproperty()
- added script function finishlevel() to force to finish a level via script
- added allowselect players on savefile
- improved skipselect: now you can use multiple skipselect in a set
improved setspawnentry:
- added type (entity type like player, enemy, npc, etc..)
- added parent
- commented the "drawing water" log
- adjust entities position on platforms and general fix for platform display and shadows.
- fixed the continue bug on load
- fix bug save inexistent level
- fixing allowselect save bug
- fixed the boss icon remapping
- fixed song title (position bug)
- fixed platform bug on walkoff
- fixed duck animation bug
- other fixes to make a more stable engine
Wii version:
updated libOGC v1.8.12 (library) to support new wii remotes
Windows version:
updated SDL2 from 2.0.3 to 2.0.5
[attachment deleted by admin]