Posted Aug 28, 2006 at 05:53AM by Alaric S. Listed in: Homebrew Games Tags: GPU, Beats of Rage, SamuraiX, OpenBOR, Fugue
Ó

OpenBor

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]


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11 Comments


Sort by:
   by reserved (Unregistered) - 2006-08-28
 » reserved

reserved

   by Shentok - 2006-08-28
 » BoR

What Beats of Rage game is playing in the screenshots? Because the eboot tells me to select a file.

   by third (Unregistered) - 2006-08-28

third

   by untouchable (Unregistered) - 2006-08-28
 » mods

to number 2 you have to put in mods. google bor mods and you will find some. they have to be pak format. mods for pc and gp32 work with it

   by M1911A1_Ocelot - 2006-08-28
 » 4 is correct. get them below.

http://borrevolution.vg-network.com/cmods.htm

   by CeeJaysfii (Unregistered) - 2006-08-28
 » Wifi?

Any word on Wifi multiplayer progress? Or was it implemented when in a previous update that I missed?

   by Shentok - 2006-08-28

I don't see the one that's in the screenshot on the page #5 pointed to. Any names on that one?

   by 2.6 (Unregistered) - 2006-08-28
 » #5

that site only has a couple that is still downloadable...
http://www.borgeneration.com/ is much much better and has way way more mods.
BTW they have a psp mods section (with nothing in it i think) but the regular mods work fine.
Have fun...

   by Advertising -
   by no ripped graphics (Unregistered) - 2006-08-29

it is steal to rip graphics and use it in your game! burglar!

   by SamuraiX - 2006-08-29
 » Engine Update

A a significant bug found that has been fixed. Basically, its a bug that existed since my first release of Beats Of Rage. I improperly implemented the timer logic. I would of never noticed if I never implemented the GPU!

Download v-008!

Basically this re-implementation of the timer logic fixed random speed ups during gameplay that was found in the last version (v-007) and lock ups after beating a boss.

There should be no critical bugs now. Have fun

http://forums.qj.net/f-psp-homebrew-discussion-12/t-openbor-v20049-for-psp-beats-of-rage-67746.html#post989545

As for the previous comment about ripped graphics. There are mods being made and that have been made with user created sprites! So now there is no excuse not to try it out ;)

   by lost (Unregistered) - 2006-08-29
 » somebody

I don't know how to make this game work!
Can somebody make a torrent with everything ready to play?



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