Hi all I have a few questions about BOR

liamx2000

Member
Hi all , Id like to be able to make my own BOR but have never used it in my life , before I download anything I just wanted to ask a few things ,
1) is BOR beginner friendly  like Rpg maker 2003 is ?

2) How many things do I need to download apart from
OpenBOR_v3.0_Build_4287 to make a game.

3)is it possible to open up other peoples projects to see how certain things are done like platforming and stuff.

4)I have no coding or scripting knowledge so if worse comes to worse can anyone help me make my game ? I can provide all sprites and backgrounds as I love creating sprites and editing them But I just wanted to know if worse came to worse that I might be able to get someone to collaborate with.

5) Can Bor create games like this -https://www.youtube.com/watch?v=cs4YioBF5LY

and - https://www.youtube.com/watch?v=AOB1RP3xBCo
, I want to re-create the old X-men Game gear games and one day The canceled X-WOMEN game.

Thank you for any help any of you can provide.
 
but the confusing thing I find about OpenBor is what to do first , should i start by making a character first ?  , make a title screen first ?  , a Stage first ?

The answer to that is what do you want to create? when I modded Beats of Rage for the first time, what I wanted was to edit levels cause some levels are unfair so I edited them
Then I wanted to add Ralf to the game so I ripped his sprites and learn how to put him in the mod. It took time but it was fun and worth it  ;D

so what do I do now ? go to pallet generator and add every single sprite and save them all as pcx files ?

What you need to do is to apply the palette to each sprite then save each as .png. You can use .gif and .pcx but I suggest using .png for now :)
 
You can use .gif and .pcx but I suggest using .png for now
My experiments told me the opposite. I even talked with DC about this. Compressed PNG takes longer to load. I reduced my game load time by changing to gif. It won't make too much difference if its few images.
But once I had to deal with more than 7000 images on my game, that was a different history.

Now when it says "add all images you need to have a shared palette" does that mean just add the one image of the character ?
You means this tutorial http://www.chronocrash.com/forum/index.php?topic=60.0

That means you need to include all the characters images so the tool can create a palette. Sometimes, there are colors which appears in only few frames (like a glowing hand, glowing eyes) and if you forget to add it, they will have the colors changed.

Okay now I think I saved it as Rogue.act, so what do I do now ? go to pallet generator and add every single sprite and save them all as pcx files
Now that you have the desired palette, you need to save each frame as .gif image. Here is a different point between Mugen and OpenBOR: In Mugen, we trim the image (remove any empty space from the image)and align it inside the SFF (a compressed file, like a zip), where in OpenBOR we use a image on a specific size (some creators make an image in the same size of the screen, but I think its too much) and align all the positions right on the image, since the images are separated files in OpenBOR.

Then proceed to the  "HOW TO APPLY THE PALETTES TO MANY IMAGES IN A SINGLE SHOT". You will need to apply the same palette to all images.





 
O Ilusionista said:
You can use .gif and .pcx but I suggest using .png for now
My experiments told me the opposite. I even talked with DC about this. Compressed PNG takes longer to load. I reduced my game load time by changing to gif. It won't make too much difference if its few images.
But once I had to deal with more than 7000 images on my game, that was a different history.

I'm looking into this - but thus far I can't reproduce it, and my projects have just as many files. In any case, I'd still recommend .png no matter what - it's just a better format and will always have top priority for support and future graphical features.

DC
 
For my First try I'm using the sprites from infinitymugenteam MVSC2 sprites
because I have not completed the full sprite sets I'm working on with my own Rogue sprites yet.

Here is a picture of what it looks like
https://i.imgsafe.org/2a443a72fd.png
should I trim the giant pink box around her at all , and once I have added all the sprites I want to use for her what tutorial do I move onto next ?

 
I'm looking into this - but thus far I can't reproduce it, and my projects have just as many files. In any case, I'd still recommend .png no matter what - it's just a better format and will always have top priority for support and future graphical features.
Yeah, this take action only when you have too much files, like in my case.

should I trim the giant pink box around her at all , and once I have added all the sprites I want to use for her what tutorial do I move onto next ?
I don't think you need to use an image of 640x480 because its too much waste of space (but, for the engine, it doesn't matters because OpenBOR cuts the image on-the-fly). Its more to not make the image too heavy, although we are talking about bytes so it won't hurt :)

Since those rips are already in 640x480, I think you can keep this size, so the axis will be pretty easy to do. If I am not wrong, those MVC2 even have a .txt file with the axis value.
Keep in mind that some sprites aren't aligned though.
 
liamx2000 said:

I'd trim some just because your example has a ton of empty space - it could probably stand to be half that size. In general though, the general answer to "should I trim" is, NO.

OpenBOR optimizes images as it loads them, effectively doing the trim work for you. IOW trimming sprites individually like you would for a Mugen project doesn't do anything but give yourself extra work. The best thing to do is keep all of your sprites the same size - usually just large enough to hold all of the poses. That way you can use a single offset for most frames.

DC

*Edit* Ninja'd!


 
liamx2000 said:
How on earth do I make sure the pink background color is at the bottom right ?
for some reason the green color just stays there.
https://i.imgsafe.org/2cf0078539.png

Depends on the software - I'm not a guru for that, I always use Photoshop. But in any case, you want your transparent color at the TOP LEFT, not bottom right. Bottom right is only for .pcx images.

Also note, the color value is irrelevant, only the color position matters. Hot Pink is the most common choice because it stands out and is almost never used in sprites, but it doesn't matter at all to the engine. Whatever is in position 0,0 of the color table will be the transparent color.

DC
 
liamx2000 said:
How on earth do I make sure the pink background color is at the bottom right ?
for some reason the green color just stays there.
https://i.imgsafe.org/2cf0078539.png

By look at your palette, I know its wrong. There are too much pink tones scattered everywhere, which should not be done. Background color should be a color which has no other colors closed to it.
In other words, if you sprite has pink tones, use a bright green (0 255 0) as background, for example. But since I know those sprites pretty well, I can say they doesn't have pink tones, so something went wrong.

About the position on the palettes, you have to be careful:
bZksO.jpg


Fighter Factory was made for Mugen, so it uses PCX as a guide. In PCX, the transparent color is the LAST one, not the first one like in PNG and GIF. So, if you will use gif or png, you need to INVERT the palette. Select all the colors and press a button to invert the colors (my version is FF3), marked in red here
nhaEu6A.png
 
Awww man just when I thought I was getting a little progress I muck it up , I followed that guide step by step.
Who knows what I did wrong this time lol.

I think I'll just finish off all my own sprites first then start again later Since my sprites will only have about 15 or 16 frames.
 
I'm not sure what you meant by finished but I assume you're referring to ripping and aligning her sprites :)
As for making palette, have you acquired her personal palette yet? FYI it's palette which contains all colors she's using in her sprites
 
OK now this is getting really annoying now, all Colors are all wrong again.
Too many colors appear again

All I did was convert my png files to pcx using Photoshop then I added all the pcx images to the generator and clicked generate , saved the file as Rogue. Then when I click on Rogue.act and go to view the colors I have even more then last time !

https://i.imgsafe.org/ae9876d053.png

Why can't it just be a case of adding the characters sprites to folders , why do they have to be held back by a pallet ?

I can't believe I can't even make a pallet. :(



 
What rouge sprites are you using?  Are they sharing the same pal?  If they are the gba sprites then you will have to rework them completely because they are over 100 colors and blurry some i think go over 256 colors which could be why your having an issue..
 
ah ok so i have to do the same thing i do when i use rpg maker 2003 which only excepts 256 color images , right I will try that next

my Rouge sprites are from gamesmaster legacy and edited.
here is her standing frame.
https://i.imgsafe.org/b06b46c749.png
 
Just tried it again with 256 converted files and I got the same result so it must be because I used similar colors , So I take I have to go over every sprite again and just use less colors or something ?

My god this is complicated for me, I haven't even gotten a chance to make my character yet.  :(

I'm on a game maker course atm maybe I should try and use that in the future.
 
I think we might need to review couple things:
1. Have you gotten Rogue's palette yet?
2. How many sprites Rogue has?
3. Are her sprites using same palette?

Just to remind you, our main goal here is to get Rogue's palette first. Then with the palette, apply it to all sprites she has. After that, her sprites are ready to be used in OpenBoR :)
 
1. Have you gotten Rogue's palette yet? - Nope because I keep getting too many colors even when I converted the image with Irfanview to a 256 image which is what I use to convert my images to 256 with Rpg maker 2003.


2. How many sprites Rogue has? - She only has 20 sprites

3. Are her sprites using same palette? - No idea since if I try to make a pallet I get too many colors , I could upload the Rogue sprites since they are done if you like ? so you or anyone can take a look and see whats wrong , Also once I have finished creating all resources for my fan game I was going to upload everything anyway just in case someone wanted to use them for anything.


Working on storm and Jean now that Rogue is done.
https://i.imgsafe.org/c0abb23139.png
 
Your Rogue looks like she's got a lot more colours than necessary.
Jean's got only three different oranges. Rogue could get away with three, maybe four greens, four yellows, three browns, etc..
Actually, I spot a couple colours on Jean that could probably go too, ha ha ha. At least one unnecessary on Storm.

Here, I did a quick edit, and put all the colours I used. You'd want to take those colours and turn them into your palette.
rogue.png

There might be a little touching up of pixels needed afterwards.
 
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