The CMT and Me

AtomicDracula

New member
Good afternoon, Folks

My question boils down to "is all i need to know about using CMT listed in the openBOR manual?"

I am new to the scene and ive found all the resources very helpful. Every day i sit down to it, i make a little more progress in understanding what i have to do with the different applications. I read the openBOR manual when i first got into this, but it didnt make a whole lot of sense to me at the time. ive poked around at the template in CMT and managed to get some sprites loaded in, but thats as far as i can figure out and feel like i am clicking blindly at this point.
I dont want to ask any how-do-i questions until i have at least the basics sorted, but is the best place to discern what the functions offered in CMT are by consulting opneBOR manual?

Cheers!
 
Hi,

Not really, the manual was basically very similar to how it is now before CMT even existed. But yeah it's helpful to know how the engine works (OpenBOR manual) to better understand how CMT works.

I don't think there is any magic to understand how all this work other than what you are already trying : "Every day i sit down to it, i make a little more progress in understanding". Though it's not just about reading theory and sitting down. The best way to learn this kind of stuff is to actually edit little specific things and see the result in game. Trial and error. CMT is just here to make some part of OpenBOR game development easier.

I suggest you try to edit an existing character and edit it more and more until it's basically a new character. Same with a level. It's a good way to start and probably how most people around here started. It's way easier than starting from scratch.
 
In addition to reading, I modify existing games to test the feasibility of my ideas. Starting with adjusting hitboxes, I gradually add new moves, characters, enemies, and scripts. These hands-on experiments provide more intuitive insights than text-based learning, while allowing me to absorb clever design techniques from experienced creators. Of course, such modified projects should only be used for educational purposes and not distributed.
If you maintain this passion for learning, the original game developers will likely be willing to address your questions and doubts.
 
My question boils down to "is all i need to know about using CMT listed in the openBOR manual?"
Hi there and welcome.
So there are 2 other apps to consider getting.
Openborstats( no longer receiving updates but useful) and Fighter factory3.

A game that will be perfect for you to mess with is Fighters History Revenge. Unfortunately, the next level author is no longer active but here are members well worth their salt to assist you.

This good man created videos to help people like you and me better understand Openborstats.
It will make CMT a breeze to navigate once you got the basics down when using Openborstats.
Fighter Factory 3 is something to consider later on once you grasped CMT. It has a ton of useful features. Extract sprites, sound and some other important features.

I been around here for awhile but still a beginner when it come to dev work. I put together this Mai(WIP) over a span of 2 days.

Mugen conversions...
This is something worth looking into.
Oh and don't be like me, scipting is a thing you want to become fimiliar with early on.
It will make things alot easier for you and easy for those to assist you.
You can just make demands and the engine will submit.
It's that simple.
Good luck
 
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