I was coming here to make a comment, but before that, SX, It's been too long man, what's up with ya!
Ok, so, this is just me making some suggestions here, in case these incite any ideas or just good features to implement in the engine without having to use script, or just easy script commands, so take them as you will or ignore them.
1.Implementing an options menu directly in the pause menu so players wont need to use the screenshot button. It could even be useful for screenshots if they pause text could vanish somewhere as the button is pressed
2. Implementing a music menu somewhere in options, something close to how it's been on the OpenBOR menu already.
3. Was just playing Super Battletoads(arcade game) and had an idea here, maybe you could add a different BBox when the enemy is laying on the ground, and, if this can be done, make the player do a different attack(mainly ground pounding) if they're within range of this box. Kinda like how we use range to make non player entities do an attack when their in that set range, only pressing attack makes the player do a different move within it.(hope that came out right)
4. Another idea from Battletoads, when an enemy entity has had it's health taken down to a certain point, you can have a range set to activate when the health reaches a certain number, and when they do, like above, the attack entity can execute some sort of finish blow. This would even make it Killer Instinct 2 style, where you're able to pull off a finish move just by getting the enemy in danger and pushing the buttons you have to. There's also the Mortal Kombat route, and making them go into a dizzy state when their life is depleted.
If for example, multiple range commands like this are implemented, maybe you could give the commands a name for this? Rangebox/Rangeattack maybe, then using the standard numbers for setting those boxes up.
5. If one wanted to make a 1-on-1/Mugen like mod, you could add a new number to BBox. The first 4 numbers would be standard for setting the box, but the new fifth number could control whether or now the bob is solid, 0 by defualt meaning off, and 1 for on. When so, the entity, like in most fighters, can't be walked pass, but will slide over. Of course, there could be a header commands to make the entity solid, but this would work great for only allowing this in certain animations, like for example, Spider-Man's or Wolverine's special moves that make them dash towards opponents, and push them with them even if they knocked them down, as you know won't happen in OpenBOR, meaning they would just phase right past if moving.
On another note, this comment could have a sixth number, which would set the power/wight of the entity, this way, you can set a realistic difference in entities walking into each other, and the entity with the bigger number, pushing the other at a different rate. An 8 moving a 1 would mean them just getting shoved over, but an 8 moving a 7 would mean it moving back at a much slower rate then a 1. Could be useful for making some sort of solid wall like entity that's not meant to be moved and shove the player over.
6. An idea i had in my head for a while and meant to share for some time now(and could probably be done even now), but how about making in game cutscenes where every action of entities is controlled some invisible entity just going through a idle animation? As it goes down the list, it can command entities to walk, stop walking, jump, attack, display, change, or kill a block of text maybe? Like watching an scene in a 2D RPG, or even better, similar scenes from KOF whenever Kyo and Iori meet up, or even Sol and Ky in Guilty Gear, and they talk and/or fight each other before the gameplay actually starts. It would be a lot easier to create interactive cut scenes in mods, like that of Hatchet Ninjaz:
Hatchet Ninjaz Sega Dreamcast (part 2 of 2)
7. I know we have this command somehow but maybe an easier way to make entities switch in a certain move? Like playing as Goku or Sonic for example, and making either one go into a super mode/state when attack and jump are pressed at the same time for example, and of course, having them turn back once a set timer is up. I would also suggest this being a new entity type, maybe just call it super, but give it the same properties as weapon, but with said time limit.
8. I had a whole topic about this I think, but there was the money command I went through the trouble of copying from Matman's Mixmaster mod. This would be a lot easier if we could implement actual money in OpenBOR just as points are, and they would be accumulated through grabbing items with a money/currency entity header rather then score.
That's it. Again, these are just suggestions and ideas I had if they can be implemented in the new engine, which I don't even expect to be considered right off the bat, but maybe in the future. On another note, if this new engine is already in the works, and if there's any chance of it coming out soonish(Like 2 or 3 months), I have another new project that could act as a guinea pig for testing this engine with. I have no big plans for it at the moment and I'm not using too many animations, it's just something I want to make, so it'll most likely be another brawler. Get back to me if you can DC.
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