Recent content by pimax

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    Openbor WASM build github with super doginals game

    1. that's an annoying constraint on itch io indeed, limiting zip files to 200mb, but if your game is larger than 200mb, you can work around it by splitting your game.zip into multiple assets zip files. for example you could load the music or videos with additional zips. What matters is that each...
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    Openbor WASM build github with super doginals game

    unfortunately, respecting file name casing is a necessity to make the game run on web and various OS. "windows" is a bit too permissive compared to other OS that would also not let you import files if you don't exactly match the casing. In general, its a better practice also to have your...
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    Openbor WASM build github with super doginals game

    its based on latest code in the openbor repo, will update the build version number infos in my github cause it should be latest and not 7533 like I mentioned. You can check in the browser console (crtl + shift + i) the openbor logs. see if you have any error message.
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    Openbor WASM build github with super doginals game

    some quick tips while helping @Aerisetta : + if you open your browser console (ctrl+shift+i), the openbor logs will be printed there, very helpful to check what's wrong if your game doesn't run. + the wasm build is case sensitive to read the files name. so for example, if you load in your...
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    Openbor WASM build github with super doginals game

    your game in itself should be only a .pak or .zip single file. lets talk through discord, i will help to guide you
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    Openbor WASM build github with super doginals game

    yes if you want to run it locally, just downlaod the repo and start a webserver, just like you say. most people I assume have .pak for their game so yes, you also need to change to .pak instead. .zip is an addition I did because it will allow me to deploy patches or additional content in the...
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    Openbor WASM build github with super doginals game

    thank you, I believe that the wasm port might actually be based on build 7612 if that build matches the latest code version in DCurrent repo. I may have assumed it was 7533 because its latest number in the repo release section. but this wasm port is based on latest code version as of today...
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    Openbor WASM build github with super doginals game

    to deploy on itch.io there are some specifics to itch io that you need to follow : + rename game.html to index.html + move all the files from content folder in the root directory with index.html + change the paths in index.html : <title>Super Doginals</title> // change this to your actual...
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    Openbor WASM build github with super doginals game

    yes the legacy holes, is definitely not necessary, you can totally omit it. I kept it in my build because of my original idea to just port the BOR game but changed my target to make my own game anyway and tried to follow more modern usage of openbor while creating it (tried my best to catch up...
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    Openbor WASM build github with super doginals game

    Hi guys, Just want to share my work on an openbor WASM build I made available in this github: OpenBOR-WASM It also comes with my own game "Super Doginals", a doge themed game. In addition to the port, I did just few fixes and minor improvements: + webm vp9 support with async play instead of...
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    legacy "hole" not supported anymore

    thanks a lot, i will look into fglayers, its something I completely overlooked and it seems to be an amazing feature that could help me a lot. I agree with @O Ilusionista, please forgive my hastyness and not proper wording. You can delete this thread to avoid confusion. To give you a bit more...
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    legacy "hole" not supported anymore

    in the code I also gave solution for "custom hole dimension" and spawn from any sprite and anywhere in the level, you don't have to draw them in your panels. so this is an improvement to give more flexibility. What if you want to have 5 different holes in you level ? instead of making tons of...
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    legacy "hole" not supported anymore

    sorry i am new here, will take a look at the code template, i missed that.
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    legacy "hole" not supported anymore

    looks like the forum doesnt like to copy paste code and removes "" so here is a screenshot. I hope this can help devs to resotre bor legacy holes that are simply not active with current build and gives the game more flexibility to draw holes from any sprite and anywhere in a level.
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    legacy "hole" not supported anymore

    Working solution that i built and tested. it works for level commands: hole 1900 (bor legacy) hole 2300 244 11 0 199 287 45 (current build, invisible hole) hole data/sprites/hole2 490 244 11 0 199 287 45 (upgrade i did to load any custom sprite hole anywhere in the level instead of...
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