AxZelAnimations
New member
Hello. I'm a long time fan of OpenBOR, I am also one of the few lurkers back in lavalit.
I created a Unity Game but stopped because of the issue. I'm picking few other engines I could work on, I worked on Godot previously but also met limitations. OpenBOR was in my mind because I use to play a bunch of them on my PSP and PS Vita, as my goal is also to make them portable.
Here's a preview
Now I've already been watching tutorials and stuff for the past couple of days, but my main question is how would a Unity/Godot developer be able to work with an OpenBOR game? I've been used to editors and I've seen Chronocrash Modders Tool to be useful.
And also I make my own assets, mostly Sprite Animations, but I've seen my big struggle already which is the Pallet Stuff in Gimp. My Animations are created in Adobe Flash and I'm not using a Spritesheet, my Sprites are separated each frame and are transparent PNGs. Now I figured I might need to do some Pallet Editing stuff, which is going to be tough because my Animations have lots of frames. I'd like to ask if there's some other way to import Sprites without Pallet Editing, or I'd really have to edit them?
And lastly, my game is a Sonic Battle style (DMC-ish air Combos) but with KH-TWEWY-Project X Zone inspired artstyle, as I wanted to make a Beat-Em-Up but with Battle Mode like in Sonic Battle (and DJGameFreakTheIguana's Battle Mode in Sega Brawlers Megamix).
I'm sorry for the long text, I've been meaning to learn OpenBOR but I also need to know what limitations I have before jumping in. I wanted this project of mine to be something I'll keep working on so I wanted a secure engine to work with.
Thank you everyone.
(And also, I mentioned @DJGameFreakTheIguana, I'm also a fan of @NickyP, I find my Vita still having ClaFan after hiding it for years)
I created a Unity Game but stopped because of the issue. I'm picking few other engines I could work on, I worked on Godot previously but also met limitations. OpenBOR was in my mind because I use to play a bunch of them on my PSP and PS Vita, as my goal is also to make them portable.
Here's a preview
Now I've already been watching tutorials and stuff for the past couple of days, but my main question is how would a Unity/Godot developer be able to work with an OpenBOR game? I've been used to editors and I've seen Chronocrash Modders Tool to be useful.
And also I make my own assets, mostly Sprite Animations, but I've seen my big struggle already which is the Pallet Stuff in Gimp. My Animations are created in Adobe Flash and I'm not using a Spritesheet, my Sprites are separated each frame and are transparent PNGs. Now I figured I might need to do some Pallet Editing stuff, which is going to be tough because my Animations have lots of frames. I'd like to ask if there's some other way to import Sprites without Pallet Editing, or I'd really have to edit them?
And lastly, my game is a Sonic Battle style (DMC-ish air Combos) but with KH-TWEWY-Project X Zone inspired artstyle, as I wanted to make a Beat-Em-Up but with Battle Mode like in Sonic Battle (and DJGameFreakTheIguana's Battle Mode in Sega Brawlers Megamix).
I'm sorry for the long text, I've been meaning to learn OpenBOR but I also need to know what limitations I have before jumping in. I wanted this project of mine to be something I'll keep working on so I wanted a secure engine to work with.
Thank you everyone.
(And also, I mentioned @DJGameFreakTheIguana, I'm also a fan of @NickyP, I find my Vita still having ClaFan after hiding it for years)



