Beat 'Em Up Builder

WaffleMutt

New member
I'm a pretty dumb kid! I wanted to make a game that encapsulated the Spirit of MUGEN into beat 'em ups. I essentially wanted to make a game that's main thing was being an easier version of making beat 'em ups. Of course, planning for all the tools to be useable in the game. Animate the enemies over their hitboxes. Pixel art the backgrounds while in the game. That sort of deal. I also wanted to make it a game that would support the steam workshop. Basically, thinking make a good game that'd end up like Rivals of Aether! If I could be pointed to a good tutorial in the forums and maybe a friend to learn with this would be very much appreciated!
 
As much as I wanna get started learning and using this engine. I need to know how to download it first. Any help there please!
 
Ello @WaffleMutt and welcome to the forum. I combined both your threads as they are similar in nature

download this and have a look to get you started.


and have a watch of this to get a general feel of a working environment.

 
Holy s*** I already feel dumb as f***! I mean that's the typical response... to anything I start but I really have no idea what I'm messing with LOL
 
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@WaffleMutt Please watch your language, Mild profanity is fine but don't take it too far.


Holy s*** I already feel dumb as f***! I mean that's the typical response... to anything I start but I really have no idea what I'm messing with LOL

It took me a few months to get a good handle on the basics, The search funtion will help tremendously also.
 
I recommend you to start by creating/adding a new stage to a mod. Then adding an enemy or player character. That way you’ll be understanding the basics.
Yes, good method.
Editing some xisting content to understand how it works.
Just avoid mods with advanced script use or multiple weapon entities.
 
I recommend you to start by creating/adding a new stage to a mod. Then adding an enemy or player character. That way you’ll be understanding the basics.
I'm already getting a bunch of concept art. I've got three games in mind to include with the game builder itself. I've been informed that a game like this will be a great challenge. So far, I've got like one concept sketch for a character from one of the three stories. Meet Butch! He's got a good bit of back story to him too.
Butcher_sketch_1.png
 
Welcome @WaffleMutt. Artwork looks interesting.

I've been informed that a game like this will be a great challenge.

Sounds like you're getting advice from other venues or the PM grapevine. That's the blind leading the blind.

I stongly you recommend asking your questions here in the forum. That way you get answers, not assumptions.

DC
 
Sounds like you're getting advice from other venues or the PM grapevine. That's the blind leading the blind.

I stongly you recommend asking your questions here in the forum. That way you get answers, not assumptions.

DC
It was definitely PM grapevine. I think the main focus for me should be learning to make a simplistic builder U.I. So, I guess I should mess with the game a bit to see if I can't make a general idea of Beat 'em up Builder to get the project into motion! But some pointers would be great!
 
So, I figure one of the things I'll get to with Beat 'em up Builder is making the menu. Can't exactly have a game without a menu to explore. Game building games are no different. One of my main goals is to streamline the process of making Beat 'em up games. (Not that this engine hasn't already been doing that.) The question here is... What should I do with this project first? Expand the engine's capabilities, make the menus, figure out how to make the designer elements? Mind you I'm doing this all between a work schedule and commissions off New Grounds! Plus, I've tried poking around with it myself on my free time. Unfortunately, I've only learned I might not be able to cram three different games into the Beat 'em up Builder.
 
You want to make a beat 'em up that makes beat 'em up's? or like a Lego toolkit thing that slots all the parts together with in the engine?
Yeah sort of... But I also wanted to include the three stories to give people a good idea with what they could do with it. Both in and out of the game!
 
That would be pretty cool, To start I would suggest designing a level as @Die_In_Fire said, putting it in game and seeing how that all works first. I don't know your level of skill in art or coding but it's a great start, I myself am more inclined to help people who show their workings becasuse I can see the progress they make and it's not a waste of time instead of people who write wall upon wall of text with nothing to show for it, keep it simple and don't over complicate it and you'll make much faster progress.
 
So if i am not mistaken, you are trying to make a game kind of sorta like Super Mario maker?

the only closest things i can think of such a thing is gary's mod or The goldeneye editor, but the GE editor did not really have any "playful" elements to it....

for starters, it would be interesting to see a visual "platform builder" in action, since lots of module makers kind of struggle making them when they begin.

I may be wrong , but making a playful visual editor will most likely need a custom version of the engine, & it will likely need some elements of Openborstats to be "fused" with a dash of point and click image editing tools and UI -
 
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may be wrong , but making a playful visual editor will most likely need a custom version of the engine,
No, you do not need a custom engine.

Level properties are all exposed in real time, as is object placement and even collision if you know where to look.

Like @danno said elsewhere though, I too have no interest in wasting my time on pie in the sky stuff.

Start by showing us a little something and asking specfic questions. For menus, look at the @Kratus Streets of Rage modules or some of @Bloodbane's demo projects.


DC
 
Level properties are all exposed in real time, as is object placement and even collision if you know where to look.
Exposed, but not manipulated and edited visually with the click of a mouse pointer or stylus in order to stretch, grow, shorten or etc, etc -
until @WaffleMutt states otherwise,
those are the types of manipulations i would like to see in a builder/editor type of game for this engine -
so for starters there needs to be script to add mouse support to the game...

otherwise you end up with something that is more like a 2D minecraft (which is not necessarily a bad thing) -
you pull up a menu where the character becomes a "builder" and the buttons have builder functions, after you are done you change the character back to "fighter mode"
pretty much something like Sonic's "edit mode" but with a wider set of options....
 
Exposed, but not manipulated and edited visually with the click of a mouse pointer or stylus in order to stretch, grow, shorten or etc, etc -
until @WaffleMutt states otherwise,

Excuse me? I've just about had it with you making up facts and acting as if you know more about the engine than I do. When I say something can or can't be done, that's the way it is, full stop. Not because I'm the admin, but simply because I know how the thing works. I've literally contributed more to the OpenBOR codebase than every single other developer combined. GitHUB's words, not mine, and that's before the 4.0 code.

1668015512901.png

OpenBOR does not (and will not) directly support mouse inputs. So what? Capture directional inputs instead, use any one of the six action buttons as left & right clicks, and off you go. No different than the pointing stick on a Thinkpad, and perfectly compatible with a mouse to digital input app. If you want to get really fancy, you could even write up acceleration algorithms to make the directional input behave like it's analog.

As for the actual editing process, that's all been done before. Here's one I whipped up last month just for myself. It allows me to position layers or objects and adjust their scrolling properties in real time. Nothing too fancy and doesn't handle collision, but it could if I thought that was worth adding.

WHF - 0014.png

Here's another for piecing together grappling moves from over ten years ago. Yeah, that's right. Not only can you edit levels, you can also build new moves to characters in real time.


The catch to all this? You actually have to study and experiment to get yourself on an advanced level. Then you have to put in the work to make it happen. Taking guesses and making assumptions won't cut it.

I'm giving you a friendly warning. Stop telling people things can't be done just because you haven't figured them out yet.

DC
 
I'm already getting a bunch of concept art. I've got three games in mind to include with the game builder

Looks cool but it will mean nothing if you don’t actually create the mod.
I don’t know your abilities or if you are a programmer, but I say you start not with concept art, but with modding an existing mod.
Don’t take my comment as offensive, but I have seen countless people come to the forum with lot of cool ideas, concept art and designs, but never doing actual modding, so it all finish with a proof of concept and then they disappear.
I’m not saying you’ll be one of those, but I strongly recommend to learn how to mod first, as I wrote on my initial comment.
 
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