Just a note Christuserloeser, when you want to release the nice dream inducer package of newest BOR mods?
CGRemakes released a DC version of OpenBoR a few days ago. It adds dozens of requested features such as e.g. running, the use of weapons and lots of different new attack moves:
Downloads: PC version DC version (NTSC) DC version (PAL)
From now on the version numbers will be updated as new versions are put online. This version is v2.0001. This will help bug tracking in the future as well as to help everyone know they have the current version.
You can download Fugue's OpenBoR manual here - Happy modding everyone!
Just a note Christuserloeser, when you want to release the nice dream inducer package of newest BOR mods?
Actually we thought about doing the SBIs for DCHelp together with you - you seem very interested and we just don't got enuff time as we're working on way too many projects at the same time. Join the DCEvolution forums and start a topic in the general forums
Is the sourcecode available for porting?
This OpenBOR is version v2.0001, but why is this here v0.1:
sourceforge.net/projects/openborgp/
I'm confused about this.
OpenBoRGP? sounds like it's the GamePark32 version. For the most recent source code get in contact with CGRemakes at BoR Revolution:
http://borrevolution.vg-network.com/...BB.pl?board=20
For a Saturn port there would be something like support for the MP3-like music format needed. You probably will be able find a workaround like using CDDA I guess At least the .bor format is mono only and most mod's bgms are in 22KHz.
A Saturn version would be fantastic : ) Good luck on this!
I've rezipped today's build with the missing GUI folder: Download here.
do you think its possible this could be moddified to make some form of platformer?
Yeah, Lord_Ball is working on it. I think he could need help because he wrote in the New features of OpenBoR topic:
Also he already did a Sh'mup engine for DC & PC called HOR based on the BOR source code:I couldn't get the character to stay on the object - they'd stay in the last jump frame until they were pushed off. So possibly setting up a new type with a special variable (giving the x and z dimensions) would work. As you could see I only tried to modify what was there for obstacles to meet the needs, but it didn't work.
Using a new type that doesn't block the characters x movement may work (I believe that is the part that was causing the problem), but I think it may end up being a bigger headache than its worth right now.
http://borrevolution.vg-network.com/...num=1107183583
Chris: you better get yourself over to the DCEvo dev forum and get busy with BoR SBI's for M@jk.
O_O Wow! Bloody good job, DCDD!
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks