OpenBoR (Beats of Rage) v2.0049 Released
OpenBoR (Beats of Rage) is back with the latest update and we can tell you there’s a lot of new things in here. SamuraiX and Fugue continue their winning collaboration on this game and here is just a few of the spanking new things you’ll find in v2.0049.
From SamuraiX:
- New variables are used in levels.txt
- completebg 1 Shows complete.gif for stage complete.
- pscore x,y,x,y,x,y This controls placement for players name, dash, score.
- p1namej x,y & p2namej x,y This controls placement for Select Hero, Name Text, continue, credits and gameover when joining in game.
- scomplete x,y,x,y,x,y This controls placement for Stage, #, Complete.
- cbonus x,y,x,y,x,y This controls placement for Clear Bonus, #, #.
- lbonus x,y,x,y,x,y This controls placement for Life Bonus, #, #.
- tscore x,y,x,y,x,y This controls placement for Total Score, #, #.
- Implemented Hardware Acceleration on the SDL Version for better and smoother appearance in full screen mode
- Removed times completed from settings.sav
- Various fixes from v48
- Implemented GPU support on the PSP. Mods now run at 150+ fp
From Fugue:
New Attack Types. There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don’t change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.).
Download: [OpenBoR (Beats of Rage) v2.0049]
Discuss: [Forum Release Thread]
More of Fugue’s updates after the jump!
OpenBoR (Beats of Rage) is back with the latest update and we can tell you there’s a lot of new things in here. SamuraiX and Fugue continue their winning collaboration on this game and here is just a few of the spanking new things you’ll find in v2.0049.
From SamuraiX:
- New variables are used in levels.txt
- completebg 1 Shows complete.gif for stage complete.
- pscore x,y,x,y,x,y This controls placement for players name, dash, score.
- p1namej x,y & p2namej x,y This controls placement for Select Hero, Name Text, continue, credits and gameover when joining in game.
- scomplete x,y,x,y,x,y This controls placement for Stage, #, Complete.
- cbonus x,y,x,y,x,y This controls placement for Clear Bonus, #, #.
- lbonus x,y,x,y,x,y This controls placement for Life Bonus, #, #.
- tscore x,y,x,y,x,y This controls placement for Total Score, #, #.
- Implemented Hardware Acceleration on the SDL Version for better and smoother appearance in full screen mode
- Removed times completed from settings.sav
- Various fixes from v48
- Implemented GPU support on the PSP. Mods now run at 150+ fp
From Fugue:
New Attack Types. There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don’t change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.).
Vaulting. Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player’s feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy’s shoulders and flip over them, put it where the player’s hands are. Also, add a blank frame (one without any graphics in it) with a delay of 1 before the VAULT animation begins.
Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around. At the moment, all it does is put you behind the opponent. However, adding new moves which are used from the back shouldn’t be too hard to do.
One more thing- for now, don’t try vaulting when next to a wall. Currently, it’ll just put the player inside the wall. This will be fixed later.
Attack Chains. You can set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (there are only 4 ATTACK animations right now, more could be added very easily). Give it 5 numbers in order. 0 means don’t use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and so on. If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like atchain 1 2 3 0 0
), although it isn’t neccessary.
Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range. Unless you’re using the new CHARGEATTACK animation, the last attack in a player’s attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn’t ATTACK3).
New Jumping Animations. Two new midair animations, JUMPCANT and JUMPSPECIAL. If you assign an MP cost to a Jumping attack, and attempt to use the attack without enough energy, the JUMPCANT animation will play (If it’s there, otherwise, nothing will happen). If the player does have a JUMPCANT animation, they will also start falling, as if they ‘tripped’ in midair. If you press the Special button in midair, you will perform your JUMPSPECIAL (You can also call it SPECIAL3, the engine will read either one). Don’t set this to loop. While playing your JUMPSPECIAL animation, your player will not fall down- they hover in midair. They’ll still move around if you use move commands, but until the animation ends they will disobey the laws of gravity.
The rest of the new features (and there are lots more) and directions on how to use them are in the readme file so take a good look at it!
Download: [OpenBoR (Beats of Rage) v2.0049]
Discuss: [Forum Release Thread]