Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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Lol weirdly enough it's related to "Options" -> "Level / auto-play on load". If you disable it and restart CMT you'll see that this bug doesn't happen. I'll check why it's causing this.

EDIT: fixed in the code
 
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This can break some mods if space is not allowed, id make exceptions for paths so anything windows allows is allowed in CCMT
 
This can break some mods if space is not allowed, id make exceptions for paths so anything windows allows is allowed in CCMT
So you are sure this is allowed in OpenBOR itself ? I need to add special code just to allow that so I won't do it unless I'm sure the engine allows it.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.5.14

- Level Editor : added "Show by group" button, next to "Tint by group". This button allows you to filter which group is visible, and will hide all others @O Ilusionista



- Level Editor : fixed bug where entity offset and shadow could be wrongly placed when using "update" button after having changed "altitude"



- Library Panel : reload button will now also clear all caches @bWWd

Read the rest of this update entry...
 
This can break some mods if space is not allowed, id make exceptions for paths so anything windows allows is allowed in CCMT
I have to disagree with you buddy. Spaces in file are a bad behaviour, in any circunstance - not only OpenBOR.
For sure the tool (or the engine itself) should not allow such thing.


@Piccolo
The new show by group is amazing! It even listen how much enemies I have per group and it's position:
1705602751851.png

Well done, sir. Well done :)
 
@Piccolo I am sharing this tool with some friends, converting them from OpenBORstats to CMT :)
And they are liking it a lot, after I show them some pictures explaining what it does.

Like people go nuts once I show them how easy is to do bindings on this tool

So I think you could update the first topic, with a list and images of every cool thing the tool does.
If you want, I can help you with that.
 
Youre right openbor wont allow space as well so... good to know i was doing it wrong way.
Told you - most softwares uses spaces as parameters separator.

And I don't know how OpenBOR behaves in Linux with letter cases, because windows doesn't care about it, but Linux does.
 
@Piccolo I am sharing this tool with some friends, converting them from OpenBORstats to CMT :)
And they are liking it a lot, after I show them some pictures explaining what it does.

Like people go nuts once I show them how easy is to do bindings on this tool

So I think you could update the first topic, with a list and images of every cool thing the tool does.
If you want, I can help you with that.
Yeah honestly it's too bad I don't work with OpenBOR anymore because the binding GUI would have been nice to have :p I remember a lot of people back in the day struggled with even simple binding and wanted something like that. At least if I start working on my OpenBOR game project again, I'll have the tools ready haha

But this is also why in the meantime I'm not particularly suited to promote the features of CMT right now. Sure I can help with that but you know probably better what will attract users.

If we're doing a features overview, it's probably a good idea to create images only for features that are clear when static. And for the rest, a single video quickly showcasing all the main features in action.
 
Sure I can help with that but you know probably better what will attract users.

If we're doing a features overview, it's probably a good idea to create images only for features that are clear when static. And for the rest, a single video quickly showcasing all the main features in action.
Sure thing. I will think about it and post some ideas later :)
 
It is very important we spread this tool around. Internet gonna internet - it will be a long time before people stop banging their heads on the wall with no tools, or the other incomplete/unstable tools out there and then leaving in frustration. Example, @kzr.

But we can go a long way to ameliorate that with sharing and noting.

DC
 
It is very important we spread this tool around. Internet gonna internet - it will be a long time before people stop banging their heads on the wall with no tools, or the other incomplete/unstable tools out there and then leaving in frustration. Example, @kzr.

But we can go a long way to ameliorate that with sharing and noting.

DC
thanks for mentioning my case. it shows you guys care. I did enjoy using the older tools and remember using this one mostly for defining level volumes. it's definitely grown a lot and I'd like to give it another shot. I've used a few different engines and most have similar problems. convolution, general jank, documentation issues... being a game developer is also having to deal with this, and when you don't work with the major names like Unreal or Unity (which would be overkill for a project of this scale), you are basically just looking for the best effort to result ratio.
that's why it's important to give the community good tools. not everyone has the experience, know-how or patience to stick around with something difficult to operate
 
so this binding tab can help us with position script? Now I feel like to upgrading all my sclamscript to grabscript because of this 😀
Oh hell yeah! I did try this out when I was testing the target frame position in the binding settings. It's absolutely amazing! This is what I described to @Grit about its use in binding settings. You should try it out.
 
so this binding tab can help us with position script? Now I feel like to upgrading all my sclamscript to grabscript because of this 😀
Yes! As a script based grab addicted user myself, I tried my best to help making this easy to use :)

I'm trying to bring the ease of use we have in Fighter Factory to this tool - and Fighter Factory's throw creator is amazing, even more complex: you can automatically create fall animations, choose the final speed, etc. and it generates all the code for you.

It's one of the things I always have to create a tutorial for and never have time for: a complete tutorial for creating throws in Mugen.

And CMT is already great, but we need to spread the word about it so more people know about it and we would bring more users.
 
Okay I'm sold on the tool but in all honesty I was impressed with how the sprites are displayed.
This tool will allow me to see the move as if in game.
Could someone explain this to me!?
Whenever I adjust an offset extra script if I'm not mistaken gets added.
This is what kept me from using the tool
 
This tool will allow me to see the move as if in game.
Could someone explain this to me!?
You will be able to see how the animations works, with their delays and such, You can even preview the animations with native "sound" if you turn it on:
1705682248984.png

ah, I see you are using the tool with the auto collapse enabled (this could be useful for small screens) and you can turn it off under OPTIONS > uncheck AUTO COLLAPSE

Whenever I adjust an offset extra script if I'm not mistaken gets added.
This is what kept me from using the tool
I think you are confusing how the scripts work - they do not change the axis of the image or its position, but rather the position of the entity itself on the screen. And the tool is showing it correctly.

You can see a preview of the native "move" method, which has specific uses when you need to align an animation where there is an axis change (visually speaking only).
1705682515898.png
It is recommended not to use this native method for other cases, such as doing a shoryuken for example
 
Okay I'm sold on the tool but in all honesty I was impressed with how the sprites are displayed.
This tool will allow me to see the move as if in game.
Could someone explain this to me!?
Whenever I adjust an offset extra script if I'm not mistaken gets added.
This is what kept me from using the tool
This is not extra script, this is how commands are with the new style.
If you want to keep old style of commands you can, but check "Options" -> "Legacy mode (commands"
 
Thanks for clearing that up!
I prefer legacy mode and like how the interface is so user friendly.
That on the side is great.
Systems,scripts,levels and entities coupled with DCurrent's wiki should make developing way more easier to understand.
 
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