I was waiting for a few more tests from him but for reference the issue was solved by removing the speed property from the panel character header and leaving only the scroll with the value of 1. It makes sense because this is the same value used to synchronize fglayers with the screen scrolling too.
name UI_HP
type panel
#coords 48 800 0
scroll 1
setlayer 800


Yeah, take a look here - you will need some scripts Exhibition - Custom Main Menualso is it possible to change the position of default menus? I redesigned my title screen and would like the text to be drawn in the big black space on the lower left
character select screen also got a new background, but I really wish there was more going on than just static images. image scale needs a small adjustment to fit character scale but I'd love to have some animated plants and maybe a sunlight effect topped off with fitting background sounds
I really appreciate all the resources but I don't even know where to start with scripts. my game doesn't even have a scripts folder. where can I start with the basics?Yeah, take a look here - you will need some scripts Exhibition - Custom Main Menu
Its doable, using entities. Take a look at 0:19
I've made a tutorial long time ago: Animated screens - the easy way.
on this case, you can download the demo above and copy the scripts folder and past into your data folder.but I don't even know where to start with scripts. my game doesn't even have a scripts folder. where can I start with the basics?
data/scripts/updated.c
on this case, you can download the demo above and copy the scripts folder and past into your data folder.
So in the end, you will have this:
Take a look at the manual about Global events Legacy Manual – OpenBOR Wiki
Basically, there are certain types of scripts that you just need to have the file named with a specific name within the scripts folder and it will be read and executed by the engine.
important: you need to copy the scripts.txt file from that demo and place it in your folder. Or just add "alwaysupdate 1" in your own data/script.txt file


hum, I don't think so. At least, I don't remember anything about this.Is there any way to extend the title screen timeout? it resets after 30 seconds or so
that's too bad... I have a great title theme but you don't get to hear much of ithum, I don't think so. At least, I don't remember anything about this.
Btw, since you are working with custom fonts, maybe this tutorial I wrote would be useful for you Tutorial - Font Cursor Replacement / Fake cursor for menus
Is there any way to extend the title screen timeout? it resets after 30 seconds or so
@DCurrent Yeah, if we open a new changeable openborvariant (or constant) we can allow the devs to change the limit easily, currently it is defined to 20 seconds.I'll see about making that as creator option. Should be pretty simple.

@kzr Based on @DCurrent concept I made some experiments and it's possible to change it with scripts.In the meantime you could work around with a complete replacement but I doubt you'll want to do that.
IIRC, you could also manipulate the elapsed time variable.
void main()
{
float engineTime = 200; //DEFAULT ENGINE TIME IN CENTISECONDS
float time = openborvariant("elapsed_time")/engineTime; //CURRENT ELAPSED TIME
float resetLimit = 20; //THIS IS THE DEFAULT ENGINE TITLE SCREEN DURATION
float maxCounter = 1; //THIS HOW MANY TIMES THE COUNTER WILL LOOP, CHANGE IT FREELY
//EXECUTE THE SCRIPT DURING THE TITLE SCREEN
if(openborvariant("in_titlescreen")){
//START THE COUNTER IF NULL
if(getlocalvar("resetCounter") == NULL())
{
changeopenborvariant("elapsed_time", 0);
setlocalvar("resetCounter", 0);
}
else
{
//DEFAULT INTRO.TXT TIME REACHED THE LIMIT?? PERFORM THE LOOP COUNTER
if(time >= resetLimit)
{
//IS THE COUNTER LOWER THAN THE DEFINED LIMIT?? RESET THE TIMER AND ADD COUNT +1
if(getlocalvar("resetCounter") < maxCounter)
{
changeopenborvariant("elapsed_time", 0);
setlocalvar("resetCounter", getlocalvar("resetCounter")+1);
}
}
}
}
else
{
//NOT IN THE TITLE SCREEN?? CLEAR ALL LOCAL VARIABLES
if(getlocalvar("resetCounter") != NULL())
{
clearlocalvar();
}
}
//CLEAR ALL LOCAL VARIABLES DURING THE INTRO.TXT SCENE
if(openborvariant("current_scene") == "data/scenes/intro.txt"){
if(getlocalvar("resetCounter") != NULL())
{
clearlocalvar();
}
}
//DISABLE THE INTRO.TXT TIMER IN THE MAIN MENU
if(openborvariant("in_menuscreen")){
if(time >= resetLimit)
{
changeopenborvariant("elapsed_time", 0);
}
}
//DRAW INFO IN THE SCREEN, ERASE IT WHEN ALL TESTS ARE FINISHED
drawstring(50, 50, 0, time);
drawstring(50, 60, 0, getlocalvar("resetCounter"));
}
Again, I’m quoting myself on this one:character select screen also got a new background, but I really wish there was more going on than just static images. image scale needs a small adjustment to fit character scale but I'd love to have some animated plants and maybe a sunlight effect topped off with fitting background sounds
View attachment 7101
Avengers game has animated select screen.Edit: as Ilu said, his avengers game is very useful on learning about select menu and other cool stuff. But I also recommend you give White Dragon’s TMNT Shellshock a look, there’s lot of cool custom presentation there too.
@kzr I saw you have some 8 bits samples in your game, this kind of sound can produce some noise/hiss and I suggest to convert all to 16 bits.has anyone noticed that playing wav samples produces a click noise at the beginning?

thanks for the info. I suspected the bit depth could be the issue. need to overhaul the sound effects sometime in the future. is ogg reserved for music?@kzr I saw you have some 8 bits samples in your game, this kind of sound can produce some noise/hiss and I suggest to convert all to 16 bits.
View attachment 7114
is ogg reserved for music?
without more information given, its kinda hard to figure out.can anyone tell me why I get a game over on stage start even with 999 lives? I've tried adjusting min/max Z and spawn point but I can't understand where the problem is
no enemies. is that a requirement? only thing I did was copy another level, delete spawns and adjust the z valueswithout more information given, its kinda hard to figure out.
Which type is your stage? Does it have any enemy?
Yes, it isno enemies. is that a requirement?