Rudie-Radio-Waves
New member
Hiya! First time poster here.
I've known about OpenBOR for a while but only recently I've started looking into what it can do.
Since I've been playing Guilty Gear recently, I thought it would be a decent project to cobble together a playable Sol into a level.
Looking into BOR's data folder, the <character>.txt file claims that an animation may only have 32 frames of animation.
My question is: is there any way to circumvent this, like a "linking" of multiple animations or some frame extension proprieties? I've given a quick readthrough of any resource I could, but I didn't find anything of the sort. Plus, ARCSYS' animations are pretty detailed and fluid, and I don't want to have choppy animations.
If there is no way then I'll just use Guilty Gear Petit's sprites, lol.
Thank you!
I've known about OpenBOR for a while but only recently I've started looking into what it can do.
Since I've been playing Guilty Gear recently, I thought it would be a decent project to cobble together a playable Sol into a level.
Looking into BOR's data folder, the <character>.txt file claims that an animation may only have 32 frames of animation.
My question is: is there any way to circumvent this, like a "linking" of multiple animations or some frame extension proprieties? I've given a quick readthrough of any resource I could, but I didn't find anything of the sort. Plus, ARCSYS' animations are pretty detailed and fluid, and I don't want to have choppy animations.
If there is no way then I'll just use Guilty Gear Petit's sprites, lol.
Thank you!