O Ilusionista

After some months learning the OpenBOR source code and making tests, now I understand how the select screen works. I coded a custom select screen that works in the same way of the default one, except for the palette change.
To change palettes now is the same way as Street Fighter games. Once you confirm your character, every button is related to a map number. It already counts the total maps of each entity and automatically avoids two (or more) characters with the same map. Below has a quick demonstration.
CUSTOM SELECT SCREEN
https://www.youtube.com/watch?v=4eoi6Z2DRU8
Another new debug tool in version 2.2 is the "debug_wall". Now you can adjust your walls on-the-fly smoothly. It will not write to any file, but after all adjustments are made, simply take a screenshot to save all values and write it in your level file. I'm planning to make it for platforms and holes too.
Even if you don't want to use the on-the-fly adjustment, you can use it as a visual feature only.
DEBUG WALL
https://www.youtube.com/watch?v=as3vNYVT9VE
The last addition in 2.2 is a scripted quake. I discovered some advantages over the default one:
- more customizable
- you can make an additional "decreasement" effect, who will decrease the shake gradually
- higher priority over the default engine quake, who can sometimes fail depending on how many entities are in the screen
Some effects aren't possible to see correctly in the video due to vsync and frame rate, but works fine in the game.
NOTE: It will not replace the automatic engine quake when any character falls in the ground. You need to create a quake entity and spawn it at any moment you want. The script needs to be called in the update entity event, inside the quake entity. You don't need to use the "quakeframe" function anymore.
CUSTOM QUAKE
https://www.youtube.com/watch?v=Tcz1OuluWEo
All customs are in experimental step and needs more tests. But if you like the idea, I can make a small example and you can add it to your tutorials.
I'm not good making tutorials ;D
Hey buddy, do you remember that? Finally it's possibleO Ilusionista said:Kratus An idea crossed my mind and I think you are the perfect person to try it: Make the select menu works like on fighting games, where you can move the cursor left, right, up and down.
I know its doable because there was an old module which makes it (I think it was one of the Rocket Vipers). Then, after the character selected, you could choose the palette for it.
Its quite a challenge, but if someone manage to do it, this could be very useful for all OpenBOR coders.
After some months learning the OpenBOR source code and making tests, now I understand how the select screen works. I coded a custom select screen that works in the same way of the default one, except for the palette change.
To change palettes now is the same way as Street Fighter games. Once you confirm your character, every button is related to a map number. It already counts the total maps of each entity and automatically avoids two (or more) characters with the same map. Below has a quick demonstration.
CUSTOM SELECT SCREEN
https://www.youtube.com/watch?v=4eoi6Z2DRU8
Another new debug tool in version 2.2 is the "debug_wall". Now you can adjust your walls on-the-fly smoothly. It will not write to any file, but after all adjustments are made, simply take a screenshot to save all values and write it in your level file. I'm planning to make it for platforms and holes too.
Even if you don't want to use the on-the-fly adjustment, you can use it as a visual feature only.
DEBUG WALL
https://www.youtube.com/watch?v=as3vNYVT9VE
The last addition in 2.2 is a scripted quake. I discovered some advantages over the default one:
- more customizable
- you can make an additional "decreasement" effect, who will decrease the shake gradually
- higher priority over the default engine quake, who can sometimes fail depending on how many entities are in the screen
Some effects aren't possible to see correctly in the video due to vsync and frame rate, but works fine in the game.
NOTE: It will not replace the automatic engine quake when any character falls in the ground. You need to create a quake entity and spawn it at any moment you want. The script needs to be called in the update entity event, inside the quake entity. You don't need to use the "quakeframe" function anymore.
CUSTOM QUAKE
https://www.youtube.com/watch?v=Tcz1OuluWEo
All customs are in experimental step and needs more tests. But if you like the idea, I can make a small example and you can add it to your tutorials.
I'm not good making tutorials ;D
Yes, I agree with you. If someone draws this character, there's no problem to add him as an official, like Tracker.O Ilusionista said:But it would be a cool addition![]()