OpenBOR v3.0 Build 5676 (Android/PSP/WII/WINDOWS)

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nsw25 said:
I am using a recent engine build of android build (before the recent changes by msmalik) and I encountered a very odd bug that has never happened before.

Other versions of my player spawned on each side of the screen. So there ended up being 8 or so extra versions of player. They weren't controllable.

Never seen that before so thought I better report

A doubt : are there closing wall/platform/hole/obstacle?
 
Hi guys, I'd like to ask something related to android build
Is the build compatible with scripts to write to text like this these:

Code:
createfilestream();
filestreamappend(file, vLoad, 1)
savefilestream(file, Path);
closefilestream(file);
 
Bloodbane said:
Hi guys, I'd like to ask something related to android build
Is the build compatible with scripts to write to text like this these:

Code:
createfilestream();
filestreamappend(file, vLoad, 1)
savefilestream(file, Path);
closefilestream(file);

On a guess I would say yes but you would have to test the android build supports using a data folder with bor.pak.  If you do not have a android device to test try downloading bluestacks it runs fine on that.
 
Bloodbane said:
Hi guys, I'd like to ask something related to android build
Is the build compatible with scripts to write to text like this these:

Code:
createfilestream();
filestreamappend(file, vLoad, 1)
savefilestream(file, Path);
closefilestream(file);

It works!
My tmnt SS writes/reads own custom hightscore data file
 
I tested some joysticks and them work well.

Just some questions :
- Is your test on Windows?
- Had you try to test them deleting saves?
- Had you conf your pads correctly and then during a game your pad didn't work?
- Has your pad more then 32 buttons in total (buttons+axes+hats)?

Here a test version to answer at these questions :
https://www67.zippyshare.com/v/VG0iei3Z/file.html

I expect an issue on "port" (if buttons are more then 32)..
please report it.. thanks.
 
On my Nvidia Shield:

Keyboard no controls other than start and escape functions work. No movement.

Shield controller: on Initial startup PAK selection screen X button goes down & A button goes up with R1 selecting. (Now back/left arrow selects)

Once in game menu i was able to setup my buttons even though all options said "NULL".

The main issue is the x button selects the lower option and the a button selects the above options in the menu, might need a way to turn that setup off or to configure menu movement.

Once back in the PAK selection after button config, buttons no longer navigate, only left arrow selects and only down works on dpad.

DualShock 4 V1: Initial start PAK Selection: No menu movement at all. X selects and circle exits(escape).

In game: no movement at all. X selects circle & share is back.

Sometimes the buttons revert back.

Keyboard has no movement overall in all setups.
 
I tried the latest version of the engine, and for some reason, I can't do any moves that have the "Back" input. Also, with VS. damage enabled, I'm unable to attack the other player(s).
 
Sammy Smith said:
I tried the latest version of the engine, and for some reason, I can't do any moves that have the "Back" input. Also, with VS. damage enabled, I'm unable to attack the other player(s).

fixed! ;)
 
msmalik681 said:
Great work white dragon !  DC how is your project coming along ?

I had to set it aside for a couple of weeks. Database at family business is at critical mass. It's an MS Access project and closing in fast on 1GB - the point where Access coughs up a lung and croaks. So I've got to get us to a MSSQL based web solution ASAP.

Won't take long but until it's finished that's where all my personal resources must go. Then I'm back on my property project.

DC
 
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