Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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And you can have all the scripts listed on a very handy way, including subfolders - and it will even read #includes too:
View attachment 6863
I even have more control over the sprite then before!
The moves look more fluid in motion since I can accurately align the sprites without the transparent color in the way on OpenBORStats.
Then playing them with the sound is crazy.

Kratus scripts already does so much for my game but I want to create my own with regards to enemy movement.

I like the script you have in Avengers based on the 3 attack where it will use either attack4 or attack5 if there is a change in something to that extent.
Just thinking how custom scripts could be applied could change how we play beat em ups.
 
Sorry if I asked this before: it is possible to stop the animation from looping? When I press play I want the animation to only loop once and maybe to play it again using a key (space bar, I don’t know).
 
Sorry if I asked this before: it is possible to stop the animation from looping? When I press play I want the animation to only loop once and maybe to play it again using a key (space bar, I don’t know).
You cannot play animation once, but you can play/pause the loop with keyboard. Use "p" for local shortcut, and "Ctrl + p" for global shortcut. And you can customize the keys in "Edit" -> "Settings" -> "Keyboard shortcuts"

PS : local shortcut is a shortcut that only works when the frame viewer is currently focused. Global shortcut doesn't require focus to work.
 
@Piccolo I finally found a way to reproduce a bug which happens since we got the ability to preview animations with sound:

If you have a sound file on a looped animation, and that animation is fast enough to play the same sample again, once it play for the first time... the tool freezes than do a silent crash

1705792718285.png

You can see it in action here:

I've recorded a second video showing the log

This is the last message in the log before the crash
1705793065349.png

I've attached the file in the post. Its nothing abnormal, just a 44.1khz 16bit stereo file
 

Attachments

It's probably a Windows specific issue because it never happens for me in Linux. The sound is processed by the OS

EDIT : so I set up what I mentioned earlier, in next release the sound will only play on first loop (if you pause and then play again, it will play again, but just for the first loop too).
 
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It's probably a Windows specific issue because it never happens for me in Linux. The sound is processed by the OS

Do you use a channel system or is that handled by OS too?

Openbor puts each sound request into one of 256 (64 in 3.0) sound channels. There's a priority system as well (default priority for most sounds is 0). Among other things, it's possible to query or stop a channel mid playback and adjust left/right output for some cool effects.

In the really off chance there's no empty or lower priority channel available, the request gets discarded.

From there audio goes into a mixer library that is a black box from my perspective.

DC
 
Do you use a channel system or is that handled by OS too?

Openbor puts each sound request into one of 256 (64 in 3.0) sound channels. There's a priority system as well (default priority for most sounds is 0). Among other things, it's possible to query or stop a channel mid playback and adjust left/right output for some cool effects.

In the really off chance there's no empty or lower priority channel available, the request gets discarded.

From there audio goes into a mixer library that is a black box from my perspective.

DC

It's handled by the OS. I use an interface that uses a different system for each OS. The way it works in Windows is very basic and poor (can only play .wav, cannot play sound in parallel), but it allows me to not pack another dependency.
 
@Piccolo here is another suggestion: to add 4 checkboxes so we can choose with how much players that entity would spawn in the stage:
1705851083431.png

2pspawn

  • If this is declared, the entity is only spawned if there are 2 players playing.

3pspawn

  • If this is declared, the entity is only spawned if there are 3 players playing.

4pspawn

  • If this is declared, the entity is only spawned if there are 4 players playing.

The checkbox (in fact, a radio box) would be exclusive: you can only choose one. And by default the 1P box would be selected already.
 
@Piccolo here is another suggestion: to add 4 checkboxes so we can choose with how much players that entity would spawn in the stage:
View attachment 6915



The checkbox (in fact, a radio box) would be exclusive: you can only choose one. And by default the 1P box would be selected already.

If it were me, I would use drop lists rather than radio buttons and check boxes. That way it's extendable without any redesign. There are no plans to expand OpenBOR beyond 4 players, but you never know.

First law of any quantity based data that will never change: It will.

DC
 
If it were me, I would use drop lists rather than radio buttons and check boxes. That way it's extendable without any redesign. There are no plans to expand OpenBOR beyond 4 players, but you never know.
I do agree with you. I just dunno which option is easier to implement so I am trying to make his life easier.
But what you said makes total sense.
 
Either type their paths or just drag and drop from explorer
Noted.
I figure I use openborstats to add the sprites for attack,spawn and walk then use CMT to do the rest.
My only issue with regards to CMT is my inability to use it as well as I would like to.
I was able to fix the one issue I struggled with and that was frames alignment and delays.
The goal is to match! Then surpass the source material.
Come to think of it could the duplicate option or how sprites are added in OpenBORStats be replicated in CMT?
 
Noted.
I figure I use openborstats to add the sprites for attack,spawn and walk then use CMT to do the rest.
My only issue with regards to CMT is my inability to use it as well as I would like to.
I was able to fix the one issue I struggled with and that was frames alignment and delays.
The goal is to match! Then surpass the source material.
Come to think of it could the duplicate option or how sprites are added in OpenBORStats be replicated in CMT?
What do you mean precisely ? Animations or sprites ?

I think I never used the feature you mention, so I don't know what you want exactly
 
Come to think of it could the duplicate option or how sprites are added in OpenBORStats be replicated in CMT?
But... It's the same method on both. Really.
And CMT I even better on this, as it won't make copies of your sprites ( try dragging sprites that aren't on the same folder of your character in stats and you will see).

Also I don't understand why you use stats to make some animations and for others you use CMT. I've used stats for more than a decade and I can't see a good reason for that, really.

About the delays, is nothing related with can't at all
 
The checkbox (in fact, a radio box) would be exclusive: you can only choose one. And by default the 1P box would be selected already.
Can we have a feature like:
1p item = knife
2p item (2pspawn) = apple
and both obstacle is in exact coords
so when playing with 2 players, the item spawn always be apple instead of knife.
I need to use script for this if not both apple and knife will show up
 
@machok I never tried to setup two items for an obstacle. I could swear the engine work spawn just the one assigned with 2players if you have 2players.

This has nothing related with the took, and you will need a script for that (if the engine do spawn two items from the same obstacle - I can't test it right now)
 
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