Presentation and initial doubts

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trodrigues

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Hello friends, I know oo OpenBOR has been many years, but as a player. Now, I learn how to create games on it, for it was a manual in EN with Kmilloz and already started my reading.
To facilitate learning thought in 5 different games and separated them by difficulty levels (this division is speculative since not know well the tool):

Disney -> a game with characters from the Disney classics, is to be a basic and simple game, players have just a simple attack, aerial attack, special attack and power, and that power the biggest difference between the players. This game focuses on my 4 year old son and want through the storyline teach moral values ​​and through gameplay encourage teamwork with each player having skills that can be used together. How is a game for children I do not like to put too much beyond the basic commands, then the powers would be activated with the click of a button.
For example, Simba, the lion king would power a roar that paralyzes the enemy, as Peter Pan, could fly, Alladin could have an attack in which he quicasse on multiple enemies (as Psylocke in X-Men: Mutant Apocalypse)
Star Wars -> this game I would use the sprites SNES, would have a medium difficulty level and would be a good looking game with the other, the players would have their attacks, air attacks, combos, special attacks on command. This is where I plan to learn the main concepts used in most games, such as choosing the option phase, some phases that use vehicles (spacecraft - Millenium Falcon) etc ...
YuYu Hakusho -> basically would like the above, but I like to put an attack button more (punch and kick yusuke, blows and sword to hiei, blows and sword to kuwabara, blows and whip kurama) and insert combinations them, including aerial combos.
Saint Seya -> this game I would like to learn how to work more with the energy bar of possibilities, such as conditional for use of power, exchange of sprites (players with different types of armor during the game)

Fantasy Medieval -> I am passionate about knights and dragons and a RPG Brazilian scenario country called Tagmar and would like to make a tribute to this game using all resources to learn from the previous games, an idea that I have ever is to create a wizard player that use spells as the game wizard Shadows Over Mystara, also like the warrior had the option of using various weapons.

Well, that's basically it, these are the games that would like to develop, but as I am beginner can be presumptuous to think that'll get.
To organize my work, I divided the developing parts and wanted to know if they are in the correct order and forgot something:
- Set the game's plot
- Set the basics of gameplay
- Choose the sprites of players
- Create (program) the players
- Apply sound effects of players
- Choose sprites, create and apply sound effects of minions
- Choose sprites, create and apply the sound effects of the boss
- Choose and mount scenarios
- Create scenes

Obviously I will need advice and help with any questions and would like to know if I can count on you for that?
And congratulations on the games that you do, ensure hours of fun for me and my son.
 
I'll try to get the Disney game:
- Name game: Kingdoms of Mind (in honor of the Heart game Kingdoms)
- Plot:
The bad feelings such as anger, pain, fear and hopelessness of the Disney villains grown, accumulated and created life in the form of a creature made of darkness. Some villains gathered to try to dominate the creature and use it for your purposes but the creature was stronger they became their leader, the villains have come to worship him, for admiration or fear.
The creature feeds on bad feelings and used his power to increase the strength of his subjects and thereby enable them to subdue every realm of the mind (each universe Disney) for you.

Mickey, Goofy and Donald began a resistance against the creature but his power was already huge, she wished now out of the realms of the mind and go for the real world, to make your total control, for that he would need a mortal body to serve as the receptacle of his power.
Then he opens portals and sends his minions to the real world in search of a victim who bear the power, end up finding by chance a child who was in a coma and decide to use it. With the realms of the mind being dominated one by one and the power of evil creature is growing only a matter of waiting for the right conditions to make the magic that will bring her to our world.

Mickey, Goofy and Donald are also sent to the real world to find a child able to fight this evil.

- Gameplay:
The game needs to be simple and intuitive as it is aimed at children, should avoid complex commands on the keyboard to become limited to directional commands, attack button, jump and power.

Animations must be:

Standing - Walking - Leap - Attack 1,2 and 3 - Jump + attack - power, wounded - dead

I'm on the right track?

The animations are correct?

How much sprites recommended for animation?

Something missing?

The next step is to get the sprites, right?
 
Friends , did the first test to look for the sprites of players.

I made the distribution having as one of the characters of the first game marvel alliance , you think the amount of sprites is good ?
The animations will not be bad ?

I would like to add to an " voice " coming out of the mouth of Simba to use the king's roar , you would have indications of how I search for sprites with these effects ?

My next steps are to use the openborstats to separate sprites and create animations .

Then I'll have to put the boxes and attack damage , damage values ​​. So far I think I can do, but the next steps would be the sound and put the character in a file pak to test I do not know how . could help me ?

I'm on the right track ?

Think I should have separate sprites from other players?
Simba%20sheet_zpsfboywkqy.png
 
Hello,

Actually you don't need to create a PAK to test your working mod.

Just leave your mod content (chars folder, etc) in a folder named "data" alongside the engine basic files (OpenBOR executable, Paks folder, etc) and create an empty file named bor.pak in the "Paks" folder. That way when you'll launch the engine it will load the content of the data folder.

As for the actual game creation, when you'll have some sprites ready, personally I advise you to test how things works with the engine progressively, at first. Create an empty level, create a character with basic animations, without bothering with damage and boxes yet, and test if this basic stuff works. Then you can add sound, boxes, etc and test the results. It's good to plan everything but sometimes it's better to experiment first. Then you'll have in mind how the engine works, and therefore thinking and planning will be more efficient.
 
Piccolo Hello , thank you for the tips .

Well , maybe you should test even before the animations .

I just got lost on the create the folder with the data, could help me ?

Is there a mod model ready to start a game? Because I do not do no idea how to start a level.

Thanks for the reply
 
One of the usual thing to start a mod and get used to the engine is to unpack an existing mod and change/include/remove things.

You can do this with a program that I think is included in the "Neo Edit Pack" available in the downloads section of the site (tools subsection). Unpacking a mod will give you a data folder, containing all the mod's files. It is that data folder that you should place in the engine folder.
 
Hello Piccolo, thanks for the help so far.

I used to extract the paxplode MFA2 game data , looked at the folders and I imagine the next step to do is the following:

Create a folder with the name Simba , separate sprites sheet , save them in the created folder and use the openborstats program to put them in order to form the animations .

Then I came a doubt , how do I it appears in the selection menu ?

Another thing , I saw that in your mod you used a kind of standard file with a specific phase and some NPCs , you could make it available ?

Like organization and prefer not to overwrite on a ready mod.
 
For each created entity you need to add a reference to its model file in the models.txt file (at the root of your mod data folder).

For exemple :
Code:
load simba data/chars/simba/simba.txt

If the entity type is set to player, then it will be selectable.

trodrigues said:
Another thing , I saw that in your mod you used a kind of standard file with a specific phase and some NPCs , you could make it available ?

I don't really get what you're talking about here. Could you elaborate ?
 
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