Captain Comic
New member
Okay so I'm trying to find a solution to something that's starting to become a problem in ZVitor's Infinity War project, because I'm... not experienced with OpenBOR in the slightest, but I feel really bad about bothering him about an issue without helping provide a solution, I'd rather be able to report back with "here's a thread where someone explains how you could do this"... So I'm outsourcing and hoping someone here knows how this would be possible.
Basically, Infinity War's select screen has a very large roster grid, so large that the OpenBOR default controls of left/right for selecting characters and up/down for selecting color palettes make it a bit of a pain to navigate to specific characters. The solution that occurred to me was having the player have two different states while in the select screen: When the player first opens the screen, they would be in the "first state", and could use up, down, left, and right to navigate the grid, without any palette options, and start/select to select a character. Upon selecting a character, the player would then enter the "second state", which would keep them locked to that character, and let them switch color palettes with up/down, then use start/select a second time to confirm their selection and exit the screen. So instead of character and palette selection at the same time, it would be character selection followed by palette selection, a two-step process.
Basically, Infinity War's select screen has a very large roster grid, so large that the OpenBOR default controls of left/right for selecting characters and up/down for selecting color palettes make it a bit of a pain to navigate to specific characters. The solution that occurred to me was having the player have two different states while in the select screen: When the player first opens the screen, they would be in the "first state", and could use up, down, left, and right to navigate the grid, without any palette options, and start/select to select a character. Upon selecting a character, the player would then enter the "second state", which would keep them locked to that character, and let them switch color palettes with up/down, then use start/select a second time to confirm their selection and exit the screen. So instead of character and palette selection at the same time, it would be character selection followed by palette selection, a two-step process.