OpenBOR v3.0 Build 4432 (Windows/Wii/Android/PSP)

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Damon Caskey said:
White Dragon said:

Don't mistake doing my job as lead dev with a personal attack against you. Your work is fantastic, no one would deny that. I've said so over and over - you are a far better coder than I am. But there's more to development than being a good coder - you must pay attention to engineering too.

Unlike your basemaps (awesome btw), these sorts of additions are unnecessary and only serve to make future compatibility and maintenance more difficult.  In the example above, you could keep adding to that list forever and never cover all the scenarios an author might want. It's precisely why we have a didhitscript and similar events.

DC


O Ilusionista said:
Yeah, don't take it personally. We all loved what you you added to the engine and all other help, really. DC is just giving you a remind that maybe some additions need to be thinked about first.

Thanks, sorry ...
It is that I put passion in what I do  :)

jiam said:
Suggestion to create stairs, Create an option to create stairs similar to creating holes in the map, but stairs.

Then:
animation Stairs up
animation stairs down
animation stairs right
animation stairs left

Would it be expensive to add to the engine?  :P

For now just use my ladder script, If I put code for that, I need to change many code base...


O Ilusionista said:
Yes, I got it. But once she enter in the alterate model (idle animation), she will slide (iow not enter in walk animation) until you release the directionl. I tried to use velo001 0 0 0 to stop her, but no good. Take a look: ...

Try to use (in entity.txt):
modelflag 1 # 0 = Animation and weaponlist are copied, 1 = Animation aren't copied but weaponlist are still copied, 3 = Animation and weaponlost aren't copied


 
nsw25 said:
Just a heads up im noticing with latest version there seems to be a bug where 'facing' doesn't seem to be working

for example

Code:
name		trophy1
type		panel
speed		10
setlayer	5000
facing		1
subject_to_screen 1
lifespan	3
#alpha 6
palette		none


anim	idle
	delay	200
	offset	480 400
	sound	data/sounds/money.wav
	frame	data/sprites/trophy/trophy1.png	
delay 200
frame	data/sprites/trophy/trophy1.png

when the trophy is spawned sometimes it is flipped, sometimes it flips back to normal other times not.

It's strange.. BTW I have not sufficent info..
Please tell me latest working build (the engine code seems to be ok and I have no problems).
Do some test to understand what is the issue... and feedback!!
 
I managed to fix the Win 10 palette issue. It was very weird - the last color on the palette (not the last slot) was turning white. I've reorganized the colors and its fixed, but its kinda weird.

Also, can someone compile the Linux version?
Thanks.
 
I can't do any dev work at the moment since my laptop died. I have backups, but they are squirreled away on a server in my hometown and it takes time to transfer them all.

DC
 
Hello there from Rio de Janeiro! My name is Diego and I really appreciate your work, you've definitely made my life as a retrogamer much happier. I come here today to ask your insight about this issue: on build 4426 for PSP I seem not to be able to change screen sizes, which is a real nuisance on a small screen. Do you know if there's a way to solve that? Thank you for your time
 
Guys, its possible to remove the limit of the allowselect?
Right now, it allows something close to 50 characters (I don't remember the right number) but some mods can have way more than that.

Its that possible?
 
O Ilusionista said:
Guys, its possible to remove the limit of the allowselect?
Right now, it allows something close to 50 characters (I don't remember the right number) but some mods can have way more than that.

Its that possible?

allowselect has a 511 characters limit.
No 511 names but 511 characters for now.
If you want I can double it
 
the limit must exist because it affects the size of the save file. so we have to proceed with caution.
maybe I could do at the beginning 1024
 
Hum, I see. I think 1024 will help :)
btw, I got something strange: in some entities, if you use "frame none", the engine will display will display the default shadow, ignoring the gfxstyle and even the fact that frame none should not have shadows

Take a look:
xIDf4qn.png
 
I found some bug with this last build.
The jumspecial not work anymore.
If you press the the special when the hero is in the air, nothing happends.
I try with the Build 4287 and everything works ok.
 
There's a bug with shadow setting in levels. If say player plays a level with shadowcolor and shadowalpha set then enters next level without any of those set, then those settings will be carried to that next level
This bug also occurred if player goes to main menu and plays a level without setting shadowcolor nor shadowalpha
 
it works,
example:
shadowcolor 0_0_255
at    0
shadowalpha 6
at    0

and from 4432:
added shadowopacity {-2 or -1 or 0~255}

 
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