New guy here; hello!

Sorinkun

New member
Oi, I'm Sorin; nice to meet y'all!
For ages I was looking to join this community for the sake of my beloved franchises, Double Dragon and Kunio-kun! I played couple of OpenBOR mods and thoght why not create my own.
Thing is, I don't really know where to start or if I must know programming, could ya give me a hand? :D
I did read on a thread that I hav to look over someone else's work to have a better understanding and first I have to start with some EditBor and OpenBORStats, right?

Ok, thanks for reading and hope to find my way here!!
 
Welcome to Chronocrash!

Thing is, I don't really know where to start or if I must know programming, could ya give me a hand? :D

It really depends. If you want to truly replicate some of the more complex gameplay elements from your favorite arcade games (like say, the grappling from Streets of Rage), then yes - some basic scripting is needed. But make no mistake - the engine comes right out of the box ready to do a ton of cool things with only basic text files, and it is by no means a requirement to know a programing language for getting started.

I did read on a thread that I hav to look over someone else's work to have a better understanding and first I have to start with some EditBor and OpenBORStats, right?

It is best to start by messing with other modules and playing with them. As for starting with editors, I'd say you are better off to avoid them at first, because they are only time savers, not complete module builders. You aren't getting by without hand editing at some point, so best to get your fingers dirty first, and take shortcuts later.

DC
 
Sorinkun said:
Oi, I'm Sorin; nice to meet y'all!
For ages I was looking to join this community for the sake of my beloved franchises, Double Dragon and Kunio-kun! I played couple of OpenBOR mods and thoght why not create my own.
Thing is, I don't really know where to start or if I must know programming, could ya give me a hand? :D
I did read on a thread that I hav to look over someone else's work to have a better understanding and first I have to start with some EditBor and OpenBORStats, right?

Ok, thanks for reading and hope to find my way here!!
Hello.
 
But if I want to fully replicate a NES ver. of Double Dragon, DD3 The Rosseta Stone more exactly? Can I do that with OpenBOR?

I don't have a problem doing hand work but now I have to figure how to extract a .pak with Extractor.
 
Bloodbane said:
Sorinkun said:
But if I want to fully replicate a NES ver. of Double Dragon, DD3 The Rosseta Stone more exactly? Can I do that with OpenBOR?

Yes :D
Hmm, I guess I'm not understanding what actually modding .pak means. The folder with levels that contain the actual level structure looks complicated as hell and contains "words" like "at" that don't seem to be covered in the manual.
How am I supposed to edit things if I don't know what they do?

I saw a video of someone using OpenBORstats to edit characters enemies and stuff and their respective hitboxes which, for me, seems impossible doing it using a text file without seeing the actual result.

Maybe I missed something?
 
At states where things like events,  enemie spawns, or things of the nature would occur "at" certain pixel coordinates.  What Mr. Caskey means is that it is best to learn the logistics behind the engine before using tools to speed up the process.  One of your main tools would be a graphical editor like photoshop or GIMP which would give you the information for things such as "at"; once you know what you're looking for.

I know things can seem daunting at first, but they fall together quick.  I know.  I 'm a still a newcomer working on my first Mod and all I've had for exposure, so far, has been this community and the manuel, so you're in the right place.
 
It's all in the manual, thou it may not be obvious.

http://dcemulation.org/?title=OpenBORManual#Level_Files_-_Level_Design

Code:
at {pos}

    ~For an entity to be spawned, the player must have scrolled to {pos} in the level.
    ~{pos} is scroll position in pixels measured from start of level. For direction both and right, it's measured from left edge. For direction left, it's from right edge.
    ~This must be declared together with other level objects. Normally typed after the latter.

example usage in a level.

Code:
spawn  enemy
coords 200 200
at 400
 
You guys are awesome!
What you say makes sense. I found more stuff now deeper in the manual.

But one more question: How is the AI made?
 
Enemies already have their own AI. So just by giving an enemy sufficient animations, he/she/it is ready for action (and to be beaten ;) )

Of course, there are commands to control enemy's AI such as aimove which controls how enemy approaches player
 
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