Wombat2112 said:
Wombat2112,
First please stop quoting full posts. We have a
rule against that and for good reason. Scrub quotes or or quote only what you are responding to.
I don't know what you mean by "abstract thinking" but I think you are way misunderstanding what my point was. No I remember a reference to screen mirroring in a post somewhere...
I may have misunderstood you, and if that's the case I apologize. Even so, I think you are taking some on screen bits too literally and that may limit you. This is not meant as an insult at all - I'm trying to help. Some of our long standing members here had and still have the same problem.
NickyP could tell you I've said that many times. The manual is part of the problem because it was written in a very colloquial
"do this and that happens" without providing any understanding as to how or why. And if you don't know something about how the engine thinks, you are immediately lost the very second you run into a problem or want to do something not explicitly documented.
General example: The engine doesn't know, and it doesn't care about "direction", color values, what a "hadouken" is, or any of that.
As for mirroring, you can certainly do that and more if you want. The secret is screens.
Screens are a picture in picture capability of OpenBOR. These screens are blank slates that you can place anywhere, and put whatever you feel like into.
I have only edited and created with 3D before and with that it's very different approach. Technically I guess most games have been that way for a while. But in logic a person who is in a brand new in any concept (and I have never worked on a 2D game before) and doesn't know about screen mirroring
This is where I mention abstraction again. In engines like OpenBOR, the entity (what you'd call a model - when we say model we refer to the base model, copies loaded into gameplay are entities) and its visual component are typically separated to a greater degree than they are in a polygon engine. The entity is the functional set of values. There are also polygons involved, but they are for things like range and collision detection and are invisible to you.
oldyz is partially correct about cardboard cutout thinking. The sprites are drawn almost as an afterthought.
Watch out though - thinking OpenBOR is some sort of primitive 2D engine will get you in trouble quick. The engine is absolutely 3D, and operates on a
four axis playfield, plus two tracking variables for horizontal and vertical scrolling. There's no built in tracking for lateral scrolling, but the calculations are there to do it if we want to. Then those are translated back to a 2D screen for display. If that sounds familiar - it should. That's the same way polygon engines work. The only difference is we are using prerendered sprites instead of models to build the final image. Incidentally, just as most 3D engines can make limited use of sprites, OpenBOR can also draw polygons - but it will be very inefficient at it, just as polygonal engines are very poor at caching and rendering more than a few sprites.
Actually things are going really well from my perspective...
Good to hear it. Module building can be very frustrating, but it's that much more rewarding in the end.
DC