MHXGMEX
New member
Hey, guys, hope you're doing well.
I'm the guy doing the Maverick Hunter X: Giga Mission EX project. Initially I wanted to build my own beat 'em up engine, but because of matters with Corona and employment, I found time is one thing I'm short on.
https://twitter.com/gigamissionx/status/1288158091134013443
A pretty barebones video, but something I managed to put together in my free time from assignments in a couple of days.
I figured I could look into porting most of the progress on OpenBOR since it'd help in development with some fundamentals, but as expected I'm running in a few snags. I'm having difficulty getting enemies to palette swap - I tried to apply the same palette via Photoshop batches, but apparently I'm doing something wrong. I tried both remap and alternatepal and I'm not having much luck with it.
The one on the left is the image used to get the palette, the one on the middle has the purple gem swapped out for green, and the one on the right is an example of a sprite that goes pitch black after using the one on the left to spread the palette. It's weird that even so the one on the middle doesn't manage to remap the enemy. I did try changing the color depth to 32 bit as well.
I did look into Fighter's Factory (most recent version) but it's crashing on me every time I try to start a new character, so I don't know if I'm doing something wrong or stumbled on a legit bug.
Besides that, what are some programs suggested for more indepth editing? I saw the tool Piccolo created, but I don't know whether BoRStats is more stable/recommended over it. And is there any way to skip the title screen straight into character select or the engine for debugging?
I imagine these questions have been answered time and again but I'm just having a tough time balancing my free time besides reading the manuals and trying to filter through trial and error what I'm doing wrong to manage to read the documentation and threads as they would warrant.
Thanks very much in advance.
I'm the guy doing the Maverick Hunter X: Giga Mission EX project. Initially I wanted to build my own beat 'em up engine, but because of matters with Corona and employment, I found time is one thing I'm short on.
https://twitter.com/gigamissionx/status/1288158091134013443
A pretty barebones video, but something I managed to put together in my free time from assignments in a couple of days.
I figured I could look into porting most of the progress on OpenBOR since it'd help in development with some fundamentals, but as expected I'm running in a few snags. I'm having difficulty getting enemies to palette swap - I tried to apply the same palette via Photoshop batches, but apparently I'm doing something wrong. I tried both remap and alternatepal and I'm not having much luck with it.
The one on the left is the image used to get the palette, the one on the middle has the purple gem swapped out for green, and the one on the right is an example of a sprite that goes pitch black after using the one on the left to spread the palette. It's weird that even so the one on the middle doesn't manage to remap the enemy. I did try changing the color depth to 32 bit as well.
I did look into Fighter's Factory (most recent version) but it's crashing on me every time I try to start a new character, so I don't know if I'm doing something wrong or stumbled on a legit bug.
Besides that, what are some programs suggested for more indepth editing? I saw the tool Piccolo created, but I don't know whether BoRStats is more stable/recommended over it. And is there any way to skip the title screen straight into character select or the engine for debugging?
I imagine these questions have been answered time and again but I'm just having a tough time balancing my free time besides reading the manuals and trying to filter through trial and error what I'm doing wrong to manage to read the documentation and threads as they would warrant.
Thanks very much in advance.