Learn how to flatten table-shaped data into one indexed array for faster, cleaner state management.
Tag: OpenBOR
Ring Buffer
Learn how ring buffers work and how to use them in your OpenBOR projects.
Shadow Trail Sample
Sample shadow trail script used to demonstrate array building concepts in OpenBOR.
Tutorial – Constants
A tutorial on the use of constants with and outside of OpenBOR scripting.
Code Snip – Collision Checking
Notes from 2016-11-26 – Revamping OpenBOR collision detection.
Double Dragon Reloaded Update Progress
Progress for adaption of Double Dragon project.
Multi-Layer Stage Example
A simple example of building multilayer stages with OpenBOR.
DC’s Object Core Library – Vol I: Damage
Bringing object oriented style benefits to the OpenBOR scripting engine.
OpenBOR Script Function – jump0005
Enables and executes jump control identical to Mario Brothers style platform games.
Models – Tyris Flare
Model specific work log.
Models – Ax Battler
Model specific work log.
Models – Bitter
Model specific work log; Lieutenant Bitter.
Models – Heartland
Model specific work log; Heartland.
Attack Types
Attack types for Golden Axe need rearranging to accommodate addition of fatalities. As of 2011_05_26 I have cataloged the following: Type Pain Fall Death Block Notes Attack1 Normal Normal Normal Bludgeoning Attack2 Head knock while kneeling Normal Normal Normal Bludgeoning Attack3 Unused – – – – Attack4 Collapse to kneel Normal Normal Normal Cut …
Script Catalog
Update log for common script and functions used by all modules.
Model Switching Caveats
Issues encountered when switching models by name and applied solutions.
Work Log
Work log and progress notes for Golden Axe The Hackjob project.
Ray McDougal Sprite Set Improvement
Ray McDougal sprite set works as a generic thug, but needed several improvements to quality before use.
Tutorial – Random Names
How to add a random naming feature to entity spawns.
Work Log
Progress notes for Fatal Fury Chronicles project.