Original game

NeneBuano

New member
Hello my dear friends. Its been a long time since i posted something.
I keep on modding whenever i can and my final fight project is still on (spriting takes me a lot of time)

I wanted to ask the comunity a question, i got together with a group and we want to make an original game, everything from scratch, music, sprites, cutscenes etc.
My first thought was to use obor, but then i looked at all this new indie games made with rpgmaker cosntruct or game maker studio and made me doubt about wich engine to use.
I feel that i can do everything i want (at least for this project as it is a simple 8 bit platform game) with obor, but what about the distribution part? What about the ports, can a obor game be selled in steam? Or ported to mobile Mac or linux?
What about the license?
I guess what im trying to ask if obor is a viable engine option for making a game, not a mod.
Dont get me wrong i love obor and the comunity, hugs for everyone.
 
Yes, Thatcher Productions has sold his original IP games on Steam. The license for this engine is open source, but you may not modify the engine itself.
 
Miru said:
Yes, Thatcher Productions has sold his original IP games on Steam. The license for this engine is open source, but you may not modify the engine itself.
I have the same question.
Without modification of the engine,how can we protect our resources?
 
Miru said:
The license for this engine is open source, but you may not modify the engine itself.

Says who? That's not how it works at all. You can modify the engine as much as you want... you just can't keep said modification to yourself. The code must be available to all. That's the entire point of open source, and is no different than any other open source app out there.

So far as encapsulating assets and distributing, there are plenty of ways to do that.

DC

 
I'm glad to hear they engine has grow to keep up with modern times. Even though i never stoped modding i kept away from the comunity and the updates. I don't really mind about protecting my work... I remeber back in the day there was a DC port... What other ports are there now?
 
NeneBuano said:
I'm glad to hear they engine has grow to keep up with modern times. Even though i never stoped modding i kept away from the comunity and the updates. I don't really mind about protecting my work... I remeber back in the day there was a DC port... What other ports are there now?

Currently there's a Wii port and a PSP port that (I think) are still in active development. There's also an Xbox port that I think is no longer being developed. Dreamcast port is also deprecated I think.

Not sure if there's any other ports. I hope this helps. :)
 
Ok thanks you all very much . I'm gonna go with obor, because i know how to use it and i love it very much.
 
NeneBuano said:
But what do you think damon? As a developer yourself,Would you use obor for an indie game?

Sure I would. For one thing, I don't give two spits about ports. As the steward of OpenBOR, I really can't think that way. But for my personal projects it's a different story. When I choose to release my module work, it will be for Windows, and I absolutely do not care if it runs on anything else. Nor will I have any interest in "lite", "optimized (read: cut)", or any other sort of alternate version, and I won't help or support anybody who tries to make one.

The only real obstacle I see in OpenBOR for going commercial is that by design it's a bit too self contained. By that I mean the start up, the default menu, credits, and some other things added so it can stand on completely on its own. Great for beginners, but a minor obstacle when you want to go commercial. I'll actually be addressing a bit of that in the near future.

DC
 
The only real obstacle I see in OpenBOR for going commercial is that by design it's a bit too self contained. By that I mean the start up, the default menu, credits, and some other things added so it can stand on completely on its own

I was just thinking about that, start up and default menu are still uncustomisable? Can "the how to play" be removed for example?...
I guess thats a little price to pay for how easy is to use overall... I remember we make a cutscene display on the select screen once but it allways crashed...
But of course with good design taste you can work around the engine weakneses and still make it look good.
Thank you all, read you around.

 
Hello NeneBuano , been a while :D

I've been making original games recently, but they all for free. Some are for game jams and the rest are not

NeneBuano said:
I was just thinking about that, start up and default menu are still uncustomisable? Can "the how to play" be removed for example?...

No, they are still uncustomisable.
The best we can do about how to play is to replace it with other scene and rename how to play into something else with translation.txt
For hall of fame, I use script trick to cover it with large image so it shows that image instead ;). Great for games without hall of fame such as metroidvanias
 
NeneBuano said:
The only real obstacle I see in OpenBOR for going commercial is that by design it's a bit too self contained. By that I mean the start up, the default menu, credits, and some other things added so it can stand on completely on its own

I was just thinking about that, start up and default menu are still uncustomisable? Can "the how to play" be removed for example?...
I guess thats a little price to pay for how easy is to use overall... I remember we make a cutscene display on the select screen once but it allways crashed...
But of course with good design taste you can work around the engine weakneses and still make it look good.
Thank you all, read you around.
You can customize the menu, title screen,select screen and etc.
 
You can customize those things for sure, using script. But you will need to learn how to use it on an advanced level.

There are some games which had customized it, like Rocket Viper or TMNT shell shocked.
 
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