So the general idea is to take a BOR game you like, crack it open, see how the author made it, and then get inspired to work on your own. Most of us veterans started with the original Beats of Rage, as it's simple but in depth enough that you'll understand the basic mechanics. Everything else is just you experimenting, checking the tutorials around here, and reading the manual!Hiro16 said:Thanks to the both of you. Well can you explain modding, because I just don't get the manual.
Hiro16 said:Thanks to the both of you. Well can you explain modding, because I just don't get the manual.
machok said:
Thank youmsmalik681 said:@machok
Good case you made there. I will make a basic introduction tutorial later this week after all sharing is caring.
I didn't know it's been done in the past and not sure why basic tutorials are ignored because I know I need itWe've been over this many times before through the years. What you're saying all sounds great in theory, but unfortunately it simply doesn't stand the test of experience. Crafting step by step tutorials of reasonable quality requires a tremendous expenditure of time. Just as much as authoring a module. I know, because I've done it before. The old forums were brimming over with step by step guides made by me and other members. Over time we learned they are not worth bothering with for two reasons.
1. EVERYBODY says they want a beginners tutorial... and then NOBODY ever uses them. Back in the day lots of people, myself included spent days working on step by step guides. Know what happened? They got completely ignored, even when you pointed someone directly to them in response to "How do I do X". It's extremely frustrating and mildly insulting. After a while you just realize there are better uses of time - like say, working on the engine, manuals, your own modules, or answering questions directly. Hilariously enough, back then we had a lot of tutorials and people kept clamoring for more manual updates instead.
2. Unlike a manual which can be updated as new features come online or better techniques for doing something are developed, a tutorial is forever. You can try to update it, but some dark corner of the net will still be spreading it around, especially for non-English users. The very fact you brought up remap is proof. Remap has been out of date for over eight years - and we're still trying to get that across because people keep finding the old coloring tutorial.
I'm sorry, but the tutorial route has been tried, and it failed. I'd love to have a bunch of explanation videos, and once in a while I'll make one, but I'm not going to make it a priority. I'd have to give up time from working on the engine, running this forum, or from my real life - and I'm not about to do any of that.
I'd also caution you about tutorials you do find out there. You can find plenty of Youtube, but they are done by people who well meaning or not have most of them no clue what they're talking about. At best you'll get horribly out of date information.
What I'm about to tell you is not popular to say, but it's just the plain truth. There is no easy button for OpenBOR, because OpenBOR IS the easy button. When it comes to making your dream game, 99.99% of the work is already done for you. That 0.01% is still going to be tough even if you are technically minded, and tougher if you don't. I'm sorry, it just is. That's why we are here.
- Don't ask us "is this possible", because it is.
- Don't ask us how to make a module because that's a cumulative knowledge base 14 years in the making and we're not going to compress it down to a five minute tutorial.
- DO ask us what you would like to do specifically, and we will help you. Open a module for editing? Make a character jump higher? How to adjust how hard the punch is? Make alternate color sets? We'll then point you in the right direction, and if that isn't enough provide hands on guidance.
Be well,
DC
I didn't know it's been done in the past and not sure why basic tutorials are ignored because I know I need it
If we have this basic tutorial now, please to make it sticky even though random people will still skip it but for some others who's really paying attention we can always access it everytime. for me this is a better thing than not having it at all
O Ilusionista said:I didn't know it's been done in the past and not sure why basic tutorials are ignored because I know I need it
If we have this basic tutorial now, please to make it sticky even though random people will still skip it but for some others who's really paying attention we can always access it everytime. for me this is a better thing than not having it at all
The question is: all this info is already on the manual, really. You can use the Neo Edit Pack if you want, but that version is very outdated http://cavernofcreativity.com/Atlas/Thread-Open-Beats-Of-Rage-Neo-Edit-Pack and please IGNORE the manual which comes with it.
machok said:someone need to start making complete tutorial for us newcomers
from the understanding of blank.pak to how to make 1 complete stage from start to endlevel in sequence
important basic features like platform / wall usage for level design ,offset, bbox, attack box for entity etc must must be learned from the beginning
if they like what they do then they can continue to read other features themselves
other basic factors must also be informed,
1. know or familiar with photoshop or similar software
2. How to make/use indexed color sprites, I honestly didn't know this at first
some feature like remap for the entity (characters/enemies) and how to use them at txt level this is one of the cool and basic features of openbor so you don't need to make more character sprites just for different color
If someone say all this can do just by simply reading I must say, NO!! I know the openbor manual is very complete but what is needed at the beginning is only a basic feature you don't need to read everything
many people want to make their own version of game or at least custom but please remember not everyone is smart like most of you all here
and if someone buys an item and wants to use it for example television (sorry for stupid example), he can press the on and off buttons, the other they needed are only channel and volume so they don't have to read all the features in the manual just for this, unless they want to set it further
so why this tutorial is needed?
because there is no 1 click magic button on openbor all must be put manually one by one, yes even to setting attack1, attack2 and attack3
this is what I experienced in the first two weeks of knowing Openbor. I didn't say everything was easier now.. I'm just lucky to have 1 hero member here who always to help what I'm doing
but not everyone is lucky as me.
I know this forum is very friendly and helpful but basic tutorials for nubie are still needed to make a lot of people are interested in OpenBor and this will make the forum bigger
The problem is, as always - who's going to do all that? It sounds so easy to say, but making tutorials and videos is a massive undertaking. There are entire professions that revolve around this sort of thing. It's the old chicken and egg issue. Anyone who has the know how to create the kind of tutorial you are asking for doesn't have the time, and people with time generally don't have the knowledge. It took me about two days of editing just for this little tutorial on doattack().liamx2000 said:
Damon Caskey said:..
Edit: Done! We now have a channel.
I think the confusion is on your side because...Mugen doesn't even supports gif.Mugen tools like Fighter factory and some people were telling me to use GIFS