OpenBOR v3.0 Build 4055 for Windows/Linux/Wii

Status
Not open for further replies.

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
You can (and should) now use 'y' instead of 'a' to access the vertical axis property. Using 'a' still works for backward compatibility, but triggers a depreciation alert in the log - this is for internal consistency.

The dograb() function from build 4054 has been tested and works beautifully! Here is a demo video describing and briefly showing it in action.

DOWNLOAD

http://youtu.be/Y_cM4tgqKFg

Edit: Forgot the download link.
 
please can u compile android version? So I can test my game updated with 'y' axis on my device.
And if you can, you can add a property to retrieve frame number of an animation please? thanks for your work DC!!
 
Awesome work DC, great tutorial also, you are good at explaining and have a good voice for it. 
Hope to see more videos from you like this. ;)

still works for backward compatibility, but triggers a depreciation alert in the log

Great idea!
 
So I haven't played with OpenBOR in years (I think I played v1.0 on the Tapwave Zodiac), but I found out today about the HE-Man Gamehttp://www.chronocrash.com/forum/index.php?topic=1299.0 and had to give it a shot. I am playing this on the Wii (may be my first mistake), and have tried several versions of OpenBOR, but all of them play static when SFX are played. BGM plays fine, it is just once the SFX are played that there is static. is this a known issue with the Wii or is it just with this game?

Thanks in Advance,
 
But WAV files in 32Hz would be too big for the propose, no? 22Hz would be almost the same but smaller.
I use 16Hz and, in some cases, even 11Hz.
 
The android version hasn't seen a new build in some time.

Please include one in the next build release.

Thanks in advance.
 
Status
Not open for further replies.
Back
Top Bottom