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Beats of Rage (BOR) (Read 5486 times)

Started by DJ-GameFreake the Iguana, August 07, 2008, 01:36:04 am
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Beats of Rage (BOR)
#1  August 07, 2008, 01:36:04 am
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Does Any1 about BOR? whether U do or not, I`m Startin` dis Thread for it.
I can`t Type 2 Much cause I`m Texting on PSP and it may Timeout
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Last Edit: August 07, 2008, 01:45:49 am by DJ-GameFreake the Iguana
Re: Beats of Rage (BOR)
#2  August 07, 2008, 01:37:36 am
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Yeah it sucks.
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Re: Beats of Rage (BOR)
#3  August 07, 2008, 02:15:15 am
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Re: Beats of Rage (BOR)
#4  August 07, 2008, 02:38:40 am
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it gets old fast

MDI

Re: Beats of Rage (BOR)
#5  August 09, 2008, 07:30:47 pm
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I agree with all three of you.

Now let me take you out for drinks!  ;D
Anonymous said:
Actually you racist ass, rap was a good choice for that particular trailer.
Re: Beats of Rage (BOR)
#6  August 10, 2008, 05:39:16 am
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it gets pretty limited once u know whau want to do (you cant even properly handle transparency >_>)
pls
Re: Beats of Rage (BOR)
#7  October 02, 2008, 05:17:25 pm
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All,

Forgive me for thread necromancy here, a recent post in a counterpart topic on Lavalit got me to thinking. Just as you guys have a horrible impression of openBOR, I have a similar impression of the Mugen community. To be frank, all of you are absolutly dead wrong on OpenBOR's capabilities. As an engine, it is in fact "more powerful" then Mugen in nearly every aspect.

Heres just a tiny list of things the OpenBOR engine supports:

-8, 16, or 32bit color and High Res screens.

-Scripting Engine. Just like in Mugen, if you can imagine, you can script it.

Quote
(you cant even properly handle transparency )

Really?
Spoiler, click to toggle visibilty

-Dynamic limitations. The "limits" within the engine are user defined and so hypothetically speaking, infinite. You decide how many moves and animations you want, how many frames you want, how many characters you want, etc. Your only ceiling is the system's memory.

-Six button support. By default they are Attack 1-4, Jump, and Special (block). But just like Mugen, you can make any button do whatever.
-Built in support for AI controlled allies.
-Realtime sprite manipulation (rotate, zoom, warp, color fill, flip X, flip Y)
-Unlimited background layers, with full support for animation, transparency, etc.

I could go on, but I'd be here all day. The long and short is that there is practically nothing the OpenBOR engine cannot do when used properly. I'm guessing that the bad impressions come from a long list of crap modules that all look, act, sound, and play the same. Well, we think the same thing about those that you guys do about "Orochi God Evil Akuma Mode Hyper Pent Up Eliza cut me off and I'm taking it out on the world Ken - Ultimate edition". They give our community and engine a bad name. Try Something like Double Dragon Returns, Golden Axe Remake, the latest Crime Buster, Hyper Duel (which isn't even a fighter..its a SHUMP) or one of the many upcoming mods and you will get a much better idea of what we are about.

Anyway, what I was thinking is that if you guys are wrong about our engine, perhaps we (and I) are wrong about your community. So let me be the first to extend a hand of friendship. Come on over to Lavalit.com for a visit. Do be aware we run a tight ship on posting policy and we do enforce it, but its all common sense stuff (no flaming, cussing, baiting, basically no being an a**hat). See if you don't come away with a better impression, and maybe you can encourage our own members to do the same. Maybe in time there can be some real development cooperation.

We are all here to play games and have fun yes?

DC
Last Edit: October 02, 2008, 05:23:23 pm by Damon Caskey
Re: Beats of Rage (BOR)
#8  October 02, 2008, 05:30:07 pm
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ok.

Spoiler, click to toggle visibilty
Re: Beats of Rage (BOR)
#9  October 02, 2008, 05:33:25 pm
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Several manuals here and there, none of which are fully up to date I'm sorry to say. To absolve that, we are working on a full wiki. It will take some time to get it fully up to speed, but its still a nice source for info.

DC
Re: Beats of Rage (BOR)
#10  October 02, 2008, 05:48:37 pm
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these cross-threads are an interesting read. welcome to mugen guild, damon. hopefully these two communities can learn and take from eachother more often in the future. and hopefully your view on this community improves. it used to be worse in general, but we're trying to make it a better learning place.
Re: Beats of Rage (BOR)
#11  October 02, 2008, 06:31:37 pm
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I read that thread and... I don't know what to say.
It's like "This orange is the best apple you've ever had".

Both engines can display images which people use to depict people beating the crap out of each other ... but that's pretty much all there is to it when it comes to similarities - they're completely unrelated in usage, and capabilities.

Source code being open or not or portability issues are not the community's fault, but the original developer's. And people here being dicks? Well, it takes a couple GIFs to patch a BOR game with new enemies, but having to apply physics to replicate balanced gameplay in Videogames that have been evolving for 2 decades is not an easy thing.

People may be overzealous of the efforts they put into a simple Ryu... yeah, as simple as having 6 standing basics/6 crouching basics/command basics/special motions with 3 variations as far as velocities go/12 air attacks all of these affected by velocities and physics that affect gameplay on a pixel-wide hit window in fractions of a second  :o

Not.
The.
Same.

The only thing that catches my attention is how spriters attempt to differentiate the original sprites through editing, but there isn't all that much in there, mostly palette swaps.
"We live in a world of perpetual outrage"
Last Edit: October 02, 2008, 06:37:21 pm by walt
Re: Beats of Rage (BOR)
#12  October 02, 2008, 06:44:40 pm
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Would you mind linking me (us) to one or two OpenBOR games that really show what it can do? And I don't just mean solid remakes of classic beat'em ups, but stuff that thought outside the box when adding gameplay features.
The last time I checked BOR it only (or mostly) had basic Final Fight clones, but your posts about OpenBOR now left me curious again.
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: Beats of Rage (BOR)
#13  October 02, 2008, 06:59:32 pm
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I'm interested as well. Even the "best" games from this engine are subpar IMO. But there is always someone to bring out the best in just about anything. RPG Maker 2k comes to mind.
Re: Beats of Rage (BOR)
#14  October 02, 2008, 07:13:58 pm
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Walt, I think you missed my point.

On the OpenBOR vs. Mugen engine I wasn't talking in terms of what people have done, or which one is "better" but what they can do in terms of potential. It isn't an engine's job to create quality modules/characters/whatever any more then it is hammer's job to build a sturdy house. It is that of the individual using it. OpenBOR is known in this community as entirely not capable of advanced functionality, when the very opposite is true. It is like Mugen, a toolset, and a very powerful one. The fact a slew of lazy authors never took advantage doesn't change that.

All those things you refer to, they can all be summed up as "production values." Very much the same. It doesn't matter if you are sculpting a visual flash or tweaking collision detection. Effort is what makes the difference.

About the community, well, that's what my post was about. False impressions abound. You think we throw crap together (and pretty much still do from what I gather in your post), we think you are overtly hostile as a group. So lets clear those issues up. You don't like what people outside your community think of you? Well here is your chance to do something about it.

Quote
Would you mind linking me (us) to one or two OpenBOR games that really show what it can do? And I don't just mean solid remakes of classic beat'em ups, but stuff that thought outside the box when adding gameplay features.
The last time I checked BOR it only (or mostly) had basic Final Fight clones, but your posts about OpenBOR now left me curious again.

Well, there are more advanced projects to be had out there, but if you want out of the box, register and try this: Hyper Duel.

DC
Last Edit: October 02, 2008, 07:18:31 pm by Damon Caskey
Re: Beats of Rage (BOR)
#15  October 02, 2008, 07:20:02 pm
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My W.I.P mod , NeoGeo Clash , has many features that are "outside the box"...

Tag team play , 4 attack buttons , completely customised menu's and select screens (made with script , to accomodate selecting multiple characters) , hidden/unlockable characters , a shop to purchase remaps/characters/game modes etc , a gallery mode with move/zoom and rotate functions , an achievement system.

Story mode features multiple routes with such things as "personal encounters" where if you get to a section with a certain character , you may get dialogue/a boss battle or whatever but if you play as someone else , you won't.

As far as the actual gameplay goes , it's mostly based off SvC:Chaos where , when you get to level 3 power , you enter max mode. There are pickups to enbable Rage (SS) and Speed (LB) modes too. I've also included super and dream cancels.

I have created OpenBoR equivelents of pushback , slide time , hit time etc and all my characters use the correct velocities.

I'm aiming for a NeoGeo equivelent of GG:Judgement.

My private projects include an Every Extend clone a Rythmn game.

I've also been working on a MK mod which plays just like MK:Shaolin Monks; Air combos , interactive backgrounds , full screen fatality sequences , exp system to buy upgrades for special moves etc , completely open enviroments ( no stage 1 , stage 2 etc. You can move between "stages" at will).

Of course , all my works are incomplete , as are the rest of the "advanced" mods , but I assure you , take some time out and check some of the other mods there and you will see that all of the above are just the tip of the iceburg.

Please don't let the fact that I'm an OpenBoR dev fool you into thinking I am bias. I've been a member of the M.U.G.E.N. community (and this forum) long before I ever joined the OpenBoR community and have the upmost respect for both.  
Last Edit: October 02, 2008, 07:55:44 pm by orochi-x
Re: Beats of Rage (BOR)
#16  October 02, 2008, 07:48:49 pm
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we think you are overtly hostile as a group.
Yeah, we think so too ::)
MUGEN is not a community, it's just isolated groups using the engine seeking different goals.

I read your threads at the Lavalit board, you banned a guy for quoting himself :D
I guess that's how you keep your lines tight when it comes to the quality of your userbase.
"We live in a world of perpetual outrage"
Re: Beats of Rage (BOR)
#17  October 02, 2008, 07:50:06 pm
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I registered and faved the forum. As the previous post sounds interesting.
Re: Beats of Rage (BOR)
#18  October 02, 2008, 07:53:36 pm
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WOO! WOO! WOO!
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DC is now our homeboy fool
#19  October 02, 2008, 07:57:24 pm
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hahahaha ^ BANNED for 2 days.

http://senileteam.com/beatsofrage.html
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Open Source
OpenBOR is the open source continuations of Beats of Rage. This means that a group of fans are now creating new versions of Beats of Rage, based on the Beats of Rage source code which was released by Senile Team long ago.

OpenBOR provides additional functionality not available in the original Beats of Rage game. It allows modders to add more moves and combos, amongst other things. OpenBOR is maintained by the lovely people at LavaLit. Visit their site to download OpenBOR, mods for both Beats of Rage and for OpenBOR, and to learn more about the project and how to make your own mod.

Elecbyte... ;_;
"We live in a world of perpetual outrage"
Re: Beats of Rage (BOR)
#20  October 02, 2008, 08:01:01 pm
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Let's make something clear (in this forum); is the engine still opensource?