DJGameFreakTheIguana
Active member
This is an idea of mine I had for a while, and I wanna know if you guys think this would be useful, if not for some of us who's been in OpenBOR for a while, at least for those looking to start.
Like the title says, my idea is basically making an open mod for experimenting, scripting, and getting down the basics of the engine, with txt files located in the main folder with the commands and tutorials, much like the manual. Scripts and commands can be used and stored in this mod for others to download and use, or maybe alter if certain scripts mess up do to updates with the engine, or just examples of how to use new features, like the recent WebM format support. I also remember times where other user pulled off certain things and showed them in a video. I forget who did this but someone back on Lavalit was able to speed up or slow down the BGM tempo during gameplay, along with a group of entities(Some crowd of characters from Battle Circuit) moving fast or slow with the music. I myself had to open up the Mixmasters and Knights and Dragons: Endless Quest before, to grab certain scripts to use in one of my projects.
Those are just certain examples, but as I said to, new people could not only have a good mod to play, but also to study, giving them examples of what the engine can do that they might what to feature in their mods, or get ideas of their own.
I still have to think more on how to update the mod, which I do plan to keep up myself, for everyone to download and mess with. One of the scripts I said I opened before, I made a txt file to help me remember the files its in and how to find it in the it's huge aniscript file I got it from, which I actually had to find over again today and add something else to it.
If you guys don't think much of it now though, I can start the mod at some point in the future, adding some of the scripts I've been using on it, characters, stages, for you guys to get a better idea on how I plan to do this, and maybe I can get advice on how to handle it better. After I update the mod I'm working on now, I'm going to another project I started, which will require a good amount of trial and error to get certain things down. One of my ideas I plan to try out is using a button to put your character into an animation that will have a cancel command for each key to follow up for a different animation. It's like playing one of the Marvel Alliance games(if you have played them) where you have your regular buttons, but if you hold down another buttons(lets say R1 for PS3 players), those buttons are used to do your characters super moves. The only difference with mine is to push them separately, so rather then holding R1, you just push it, then press another button to cancel into doing something else. It may be better if you see it if you don't know what I'm talking about.
X)
Like the title says, my idea is basically making an open mod for experimenting, scripting, and getting down the basics of the engine, with txt files located in the main folder with the commands and tutorials, much like the manual. Scripts and commands can be used and stored in this mod for others to download and use, or maybe alter if certain scripts mess up do to updates with the engine, or just examples of how to use new features, like the recent WebM format support. I also remember times where other user pulled off certain things and showed them in a video. I forget who did this but someone back on Lavalit was able to speed up or slow down the BGM tempo during gameplay, along with a group of entities(Some crowd of characters from Battle Circuit) moving fast or slow with the music. I myself had to open up the Mixmasters and Knights and Dragons: Endless Quest before, to grab certain scripts to use in one of my projects.
Those are just certain examples, but as I said to, new people could not only have a good mod to play, but also to study, giving them examples of what the engine can do that they might what to feature in their mods, or get ideas of their own.
I still have to think more on how to update the mod, which I do plan to keep up myself, for everyone to download and mess with. One of the scripts I said I opened before, I made a txt file to help me remember the files its in and how to find it in the it's huge aniscript file I got it from, which I actually had to find over again today and add something else to it.
If you guys don't think much of it now though, I can start the mod at some point in the future, adding some of the scripts I've been using on it, characters, stages, for you guys to get a better idea on how I plan to do this, and maybe I can get advice on how to handle it better. After I update the mod I'm working on now, I'm going to another project I started, which will require a good amount of trial and error to get certain things down. One of my ideas I plan to try out is using a button to put your character into an animation that will have a cancel command for each key to follow up for a different animation. It's like playing one of the Marvel Alliance games(if you have played them) where you have your regular buttons, but if you hold down another buttons(lets say R1 for PS3 players), those buttons are used to do your characters super moves. The only difference with mine is to push them separately, so rather then holding R1, you just push it, then press another button to cancel into doing something else. It may be better if you see it if you don't know what I'm talking about.
X)