Separating Character and Color Selection in Select Screen?

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.
 
It's a design choice on zvitors part, there's games out there created using the Openbor engine that do specifically what you are talking about and if zvitor wanted to do it that way all he'd have to do is implement it in a custom scripted select screen.

It would be a lot of work as the character roaster is huge, it's @ZVitor choice at the end of the day, I doubt you are bothering him with your suggestion.
 
It's a design choice on zvitors part, there's games out there created using the Openbor engine that do specifically what you are talking about and if zvitors wanted to do it that way all he'd have to do is implement it in a custom scripted select screen.

It would be a lot of work as the character roaster is huge, it's @ZVitor choice at the end of the day, I doubt you are bothering him with your suggestion.
so... there is a way to do it?
But has anyone done it before or should I try it from scratch? I don't remember seeing it in any other project, excluding modified versions of the engine.
 
I prefer the default way : find a character in select screen by pressing left or right then pick palette by pressing up/down. Simple n easy.

But anyways, Kratus did post something about "holding" selected status with script in select screen to allow having another menu to select palette.
 
so... there is a way to do it?
But has anyone done it before or should I try it from scratch? I don't remember seeing it in any other project, excluding modified versions of the engine.
Yes, you can use a stage to simulate a select screen, kinda like Kratus did. It's on my plans for future PDC versions, it's just a bit tricky to set up
 
I've tested it and it is possible to hold selected status in select screen without entering a stage immediately by looping SELECT animation with script. This allows having palette select while in looping state.
 
Custom select screens are a pain to work with and require a lot of custom scripting.

With some mods having big rosters openbor should have a option for custom select screens.
 
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