Re: Compile Android Build (other engine spinoff)

ABK

Well-known member
IT compiles fine android or windows but separately, anyway, i tinkered with godot engine again, trying torecreate one of my mods but with time i realize that theres nothing else like openbor.
Godot doesnt have Z axis ! so most of the games are flat 2d games, kinda like on atari2600(!, depressing when you realise that) but with colorful graphics without limitations and with shaders, audio effects and all but... yeah, that damn z axis missing just puts me off very hard.
I realized how many things im taking for granted in openbor, in godot for example you cant really just swap playable character like that mid game.
Its doable but would follow in a lot of workaround code.
Im wondering if theres even one engine comparable to openbor where X Y Z axises are present in 2D world.technically openbor is 3D physics without 3d models and 3d cameras.
 
bWWd said:
IT compiles fine android or windows but separately, anyway, i tinkered with godot engine again, trying torecreate one of my mods but with time i realize that theres nothing else like openbor.
Godot doesnt have Z axis ! so most of the games are flat 2d games, kinda like on atari2600(!, depressing when you realise that) but with colorful graphics without limitations and with shaders, audio effects and all but... yeah, that damn z axis missing just puts me off very hard.
I realized how many things im taking for granted in openbor, in godot for example you cant really just swap playable character like that mid game.
Its doable but would follow in a lot of workaround code.
Im wondering if theres even one engine comparable to openbor where X Y Z axises are present in 2D world.technically openbor is 3D physics without 3d models and 3d cameras.
Yeah, I'm compiling Windows and Android separately too.

As for the Godot, I didn't know that it does not have a Z axis!! Thanks for this info.
I also tried other engines but I didn't find any other that combines both praticity and power like OpenBOR. Unity can even have more features, but it will take more time to learn, and depending on the project it can require some knowledge of C# language.
 
Yeah, there are a lot of 2d engines, but most are just x,y axis , so its either left/right and jump or left/right/up/down and no jump ( also collission boxes are just flat , in openbor you have depth, it always had depth even in bor but it was one fixed depth, now its opened). It has 3d but its overkill to use it just cause of missing z axis in 2d mode.Even nes games had z axis but somehow theyre behind with godot.
As for unity, i heard it improved on 2d, not sure if it has z axis from get go on 2d or you have to code it yourself or kinda use 3d to get 2d again.
 
Godot doesnt have Z axis !
Not the right place for that and kinda offtopic, but yes, it does. You just use a 2D node inside of a 3D world - it would be exactly what OpenBOR does.
To be technical, you can only have Z if you are in a 3D world.
 
Splitting off so we can keep going down the rabbit hole. :P

I don't know spit about GoDot, but I always shake my head when see or hear about people trying to make belt scrolling sprite games in Unity. It's just silly and kind of a lemming mentality IMO. It's like 10 years ago when everyone dumped SQL databases for Mongo and ORM because that's what the cool kids were using and SQL was just "too hard" - now they're spending mega $$ on DB admins to clean up all the mess.

Use the right tool for the job. If you want to make a Devil May Cry clone, sure, fire up Unity and go nuts. You'd be a moron to try and do it in OpenBOR. Same goes for one to one fighters. Why reinvent the wheel in OpenBOR when there's Mugen? That's what those engines do best. But when it comes to 2D sprites in a 3D world, OpenBOR just wins. Yes it has tons of quirks due to grandfathered compatibility and it's way too hard-coded in the presentation department, but even with those issues OpenBOR is IMO leaps and bounds above any other side scrolling pseudo 3D engine. If it wasn't, I'd be the first person to hang it up and head over to whatever the better product was.

Actually, the biggest problem I think with OpenBOR doesn't have anything to do with the engine itself. It's the tools (or lack thereof). There isn't a single fully stable visual editor for OpenBOR, and I'm not sure there ever will be. We've had three promising attempts but AFAIK they're all abandoned.

DC

 
Damon Caskey

Use the right tool for the job
Totally agree, there's no better option than the "Beats of Rage" engine to develop a "Streets of Rage" game :)
I also tried to use Unity for 2D before OpenBOR, but it was only to know how it works and make some comparisons.

To speak the truth, Unity can do a nice job in 2D games, my first SOR2X test level was made there. But OpenBOR goes directly to the point and has everything you need for a beat'em up game (and other types too). Plus you have a powerful script system to code a lot of things.

But I understand your point, it's always better to choose a tool that 's directly focused on your purpose, like RPG Maker for "RPG games", Mugen for "VS fighting games", OpenBOR for "beat'em up games", etc.

Actually, the biggest problem I think with OpenBOR doesn't have anything to do with the engine itself. It's the tools (or lack thereof). There isn't a single fully stable visual editor for OpenBOR, and I'm not sure there ever will be. We've had three promising attempts but AFAIK they're all abandoned
I was thinking exactly about it some days ago. Currently I'm using Obeditor and CCMT, every one for a different purpose. I prefer CCMT, but it randomly closes and you need to restart if you edit a text file in an external editor.
Is there a source code that I can take a look at?
 
Kratus,

If it's the one I am thinking of, the author is Piccolo. I believe he's made it open source, but I don't recall where. He stops in now and then and even made some updates not too long ago, so hopefully he can let us know.

DC
 
so , what other engines did you guys tried besides openbor?
i used godot, stencyl rpgmaker , adventure game studio.
None was so fast in workflow as openbor, baiscally everything isnalready build, from enemy ai to all basic behaviours, platforms, slopes... its kinda amazong thatbit wors like it works because when trying other engines i encointered limitations very fast and hit a wall that cant be jumped over eqsily without serious coding skills.
the z axis is very rarely supported by 2d game engines, and if it is them cripple starts somewhere else.
I like that you can export to android in godot and openbor so easily, so im leaning towards these , nintendo switch exporr is coming soon aor maybe its in dailies already.

I dont even start with more complex stuff , simply dont have head and time to learn more advanced coding, till this day i use scrips i saved to thxt file that i copy/ paste when i need some features, sometimes i worknon my own whwn i really need something but a lot of stuff was covered by scripts of other guys here.
I wish openbor would be presented as 3d in 2d world game engine , not as beats of rage reskin of some sorts.scripting is very powerful, you can basically shutdown default ai and create your own.
 
bWWd said:
so , what other engines did you guys tried besides openbor?

I've dabbled in a bunch, the main ones being Unity, GameMaker, Mugen, and (shudder) Flash. I actually had a very basic side scrolling engine working in Flash when I came on OpenBOR by happenstance, and never looked back.

Before OpenBOR, I did a lot of RPG stuff. I used to run a persistent world (Quests of Quien) using the Neverwinter Nights Aurora engine, and to this day it's far and away the best RPG engine out there. NWN stomps all over RPG Maker, takes its lunch money, and bullies it on social media. If NWN2 hadn't been such a dumpster fire, I'd probably still be doing that.

DC

 
Damon Caskey said:
Kratus,

If it's the one I am thinking of, the author is Piccolo. I believe he's made it open source, but I don't recall where. He stops in now and then and even made some updates not too long ago, so hopefully he can let us know.

DC

Hey guys,

The code source for CMT is here : https://github.com/maitre-piccolo/chronocrash-modders-tools
 
Thanks Piccolo
I saw that you have a newer version, I will try it now

bWWd
so , what other engines did you guys tried besides openbor?
I tried a few before knew OpenBOR. The ones I used most are Unreal, Unity, GameMaker and Mugen.
I really enjoyed the Unreal+Maya experience, but 3D games takes considerably more time to finish than 2D if you are working alone.


Damon Caskey
Before OpenBOR, I did a lot of RPG stuff
I love Tatical RPG games, I hope one day I could create a game inspired on PS1 Brigandine, but I have no idea how to start in this type of game.
 
Back in the day I really wanted to make a RPG maker Dragonball Z game made lots of custom characters and shared them on a website used to call myself ninja of shadows anyway RPG maker 2000 was very restrictive could not make the game I imagined but I did have a demo for my "Bardock Saga" If I remade it for Openbor ti would be so much better.
 
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