In which tutorial do i start?

DynamicillGames

New member
I want to get on making a OpenBOR game, but there are lots of tutorials that could fill up the procedures enough, but isn't there a tutorial that applies to starter users?
 
Bloodbane said:
Hey, you could start modding using Blank mod

Unless, you wanted to make 2D mods in the first place...

[couple hours later]

Okay, I've fixed & updated both Blank mods. Here's the link:

https://www.mediafire.com/?n8bdd8qrvnbxud3

Blank2D has script to call familiar by pressing Attack3 button. Press Attack3 button again to remove the familiar. Familiar attacks if you attack ;)

Thanks a lot. Wonder if it's the global palette problem for the newest build.
Also, since most sprites are animated in .gif format, GraphicsGale won't let me export to GIF since i'm using the free version and not the full version, neither could GameMaker: Studio. Where do i find a essential gif editor that works with sprite making?
 
Sorry for the late reply.
But try to use the more simple mod you find.
Empty template mods are pretty OK IMO.

The idea is not to have a mod full of unneccessary script you cannot understand and edit.
 
sc00pj0hn said:
Bloodbane said:
I don't know about free graphic editor but one thing for sure, you can use .pngs for mods too

If .pngs can be used, are they in separate files for each frame OR unified in a strip of frames? Seems good news.

PNG files are used in separate files. I personally use Mugen Fighter Factory, which lets me create other palettes and also make mockup animations with the .air file editors. Ah, and .sff files, which are the sprites, can be used as a backup in case you need!

 
Kurisu said:
sc00pj0hn said:
Bloodbane said:
I don't know about free graphic editor but one thing for sure, you can use .pngs for mods too

If .pngs can be used, are they in separate files for each frame OR unified in a strip of frames? Seems good news.

PNG files are used in separate files. I personally use Mugen Fighter Factory, which lets me create other palettes and also make mockup animations with the .air file editors. Ah, and .sff files, which are the sprites, can be used as a backup in case you need!

So characters have their own palettes while the global palette is left unmodified? Will i use it to make animations for exporting to png files?
 
In regards to global palettes, I don't know, since I don't use them (I use only 32bit video modes).
As for the character palettes, I use this:
First row, left to right, top to bottom: first slot consists on the "transparent color", followed by the skin and hair tones.
Second row consists on upper clothing, third consists on the leggings/skirts/pants and other details, like ribbons, armlets and shoes.
Fourth row slots are the "fix details", like the color of the eyes and in case of what I'm doing now, the lifebars.
 
Kurisu said:
In regards to global palettes, I don't know, since I don't use them (I use only 32bit video modes).
As for the character palettes, I use this:
First row, left to right, top to bottom: first slot consists on the "transparent color", followed by the skin and hair tones.
Second row consists on upper clothing, third consists on the leggings/skirts/pants and other details, like ribbons, armlets and shoes.
Fourth row slots are the "fix details", like the color of the eyes and in case of what I'm doing now, the lifebars.

I may get unfamiliar with this stuff.. :S
 
Organizing colors of a character in a palette is tricky indeed.
You're going to get used to the color picker tool.

The attachment I've uploaded shows the difference between my palettes (Which are focused mostly on the character's colors) and a M.U.G.E.N. standard act files, which also contain the colors used for the hitsparks, hyper portraits and custom stuff.

It's hard to explain with words, but it isn't that much of a hassle once you get used to.

[attachment deleted by admin]
 
Yes, they do. Just keep in mind that OpenBOR doesn't uses .act files (it uses image files) and Fighter Factory can't save/load .gif files (I've requested to the author, which is friend of mine, to add it).
 
O Ilusionista said:
Yes, they do. Just keep in mind that OpenBOR doesn't uses .act files (it uses image files) and Fighter Factory can't save/load .gif files (I've requested to the author, which is friend of mine, to add it).

Just to help clarify, for models (entities) what OpenBOR does is read the color table from an image of your choice, defined with the palette attribute. If you don't define one yourself, then whatever image is used in that model's first frame command will be used instead. To define alternate palettes, you use the alternatepal attribute. When the alternate palette is selected, OpenBOR reads that color table instead.

Either way, once the color table is read in, OpenBOR applies it to all images used by that model. It's the exact same principal as .act files in Mugen.

Warning: There is also a remap attribute, but it works by remapping pixels to a different entry within the same color table. It's only for modules using the old global palette mode. Stay FAR away or you'll just confuse yourself.


Also, OpenBOR actually DOES use .act files for stages, but it's optional - not a requirement. Doing so allows you to switch color tables for the whole stage on the fly just like you would a model (see example below). Crawl before you can walk though - we'll get to that later. :)

 
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