Stage Tutorial

GamerGuy69

New member
Hi, everyone. I'm a beginner, but I've had decent results ripping sprites and creating animations using OpenBORstats. However, stages are a different story.

For whatever reason, I can't create proper palettes for stages. Ideally, I'd like to take stages from Final Fight (found here: Sprite Database - Final Fight), and put them into OpenBOR. Problem is, the engine keeps crashing every time it tries to load the stage sprites. Obviously, I'm not doing something correctly.

Could someone please explain how, step-by-step, how to create proper palettes for these stages and implement them into OpenBOR? Any information is greatly appreciated.
 
Hi, everyone. I'm a beginner, but I've had decent results ripping sprites and creating animations using OpenBORstats. However, stages are a different story.

For whatever reason, I can't create proper palettes for stages. Ideally, I'd like to take stages from Final Fight (found here: Sprite Database - Final Fight), and put them into OpenBOR. Problem is, the engine keeps crashing every time it tries to load the stage sprites. Obviously, I'm not doing something correctly.

Could someone please explain how, step-by-step, how to create proper palettes for these stages and implement them into OpenBOR? Any information is greatly appreciated.
Hi friend. Please, can you post your level file? The crash may be related to other things.
Usually I recommend the PalApply in order to correctly apply a defined palette to multiple sprites, in some cases it even fixes wrong palettes that can cause crashes too.
 
Sure thing, thanks for the reply. I get an error message (from the log) saying, "No front panel loaded." So I assume that I haven't created the panel correctly. I have all the file named properly and all directories are accurate.
 
Thanks for the helpful feedback, everyone.

Just wondering, but how would I replace the default "punch hit" sound effect? I have some .wav files from X-Men the arcade game that I want to implement into my game.
 
Just wondering, but how would I replace the default "punch hit" sound effect? I have some .wav files from X-Men the arcade game that I want to implement into my game.
I would be better to open a new topic since this question has no link with the previous one.
But this question could be easily found on the manual:

hitfx {path}

  • {path} should point to a .wav file.
  • If this animation has an attack box which makes contact with a victim, this sound will play instead of the normal 'beat1.wav' sound.
  • Like the normal hitsfx, the higher the attack power, the slower this sound will play.
 
Hey, I actually figured out how to add custom stages from scratch! I use screen snips and GIMP to make panels and backgrounds... looks pretty decent.

If anyone has played Final Fight, then this query is for you: I'm able to recreate Wong/Andore's "charge" attack at you using OpenBORStats, but the problem is the end. How do you get the animation to not jerk backward when the final frame of the running animation ends? I'm not sure how to figure that one out yet. If anyone has any ideas, please let me know!
 
How do you get the animation to not jerk backward when the final frame of the running animation ends? I'm not sure how to figure that one out yet.

Let me guess, you animate the running/charging attack with sprites instead of using commands to move the enemy right?

Well, for any movement be it leaping, dashing or teleporting, it's best to use commands or scripts to move the entity.
 
Hey, I actually figured out how to add custom stages from scratch! I use screen snips and GIMP to make panels and backgrounds... looks pretty decent.

If anyone has played Final Fight, then this query is for you: I'm able to recreate Wong/Andore's "charge" attack at you using OpenBORStats, but the problem is the end. How do you get the animation to not jerk backward when the final frame of the running animation ends? I'm not sure how to figure that one out yet. If anyone has any ideas, please let me know!

Because you didn’t adjust the character’s position coordinates, I suggest using:

Code:
move number

number > 0: The character moves forward.like "move 5"
number < 0: The character moves backward.like "move -5"
The move command affects all subsequent actions in the current animation. You can add move a smaller number or even move 0 to create a buffer at the end of the animation, making it look smoother. like this:
Code:
anim    runattack
    loop    0
    delay    6
    bbox 25 40 35 40
    offset    40 85
    frame    data/chars/mack/runa1.gif
    attack    40 45 40 25 15 2 1 0 12 20
    delay    8
    move 3  #----------------------------------------------
    frame    data/chars/mack/runa2.gif
    attack    45 45 45 25 15 2 1 0 12 20
    delay    8
    move 2  #----------------------------------------------
    frame    data/chars/mack/runa3.gif
    offset    40 80
    delay    8
    move 1  #----------------------------------------------
    frame    data/chars/mack/runa3.gif
    attack    0
    delay 5
    frame    data/chars/mack/runa4.gif
 
Hi friend. Please, can you post your level file? The crash may be related to other things.
Usually I recommend the PalApply in order to correctly apply a defined palette to multiple sprites, in some cases it even fixes wrong palettes that can cause crashes too.
Hello.
well use it will help,you can try Graphics Gale or Photoshop to check it, remember pallette transparency is the first or last color.
https://graphicsgale.com/us/

I do that in photoshop as BMP then batch convertion with Gale to gif since Gale not ruin gif file for OpenBor. I convert into PCX with old Acdsee for Mugen , you would pick 2.42,2.43, or 2.44

AcdSee:
ACDSee - Download Old Versions for Windows
 
Back
Top Bottom