Comments (4)
Regarding autofire, I've read developers say that this is a feature that should be added to the engine, because on they can't implement it alone. That's why I suggested this here.
I have to disagree @SilentMRG . Autofire is something kinda easy to implement with few scripts. There are many examples on the forum of games which have this. Also, its not a "must have" feature.
About the mouse... that could be something which could be thinked about in the future to expand the engine possibilities in terms of which games could be done.
from openbor.
I'm sorry @SilentMRG, but OpenBOR is not an emulator, and is not meant to behave like one. It is a game engine, and by design the creator has prerogative over how games built with it play. It is already quite easy for creators to implement auto rapid fire into games if they wish, but the engine will not force that feature on them. You would be better off asking the creator of specific games to add this.
from openbor.
Well, I think you missed the point... I know OpenBOR is not an emulator. The quote from the emulator was just to exemplify the features: Mouse and Autofire. Anyway, there are native PC games with mouse support, examples: Bloodstained Curse of the Moon 1 and 2, Huntdown, Tyrian, Raptor - Call of the Shadows (these two even support mouse movement), Guns, Gore and Cannoli 1 and 2 have mouse support, with the second having movement support. Anyway, if you can't support the mouse, that's okay mate.
Regarding autofire, I've read developers say that this is a feature that should be added to the engine, because on they can't implement it alone. That's why I suggested this here.
from openbor.
I have to disagree @SilentMRG . Autofire is something kinda easy to implement with few scripts. There are many examples on the forum of games which have this. Also, its not a "must have" feature.
So it's a somewhat arbitrary support. Some developers say that it depends on being added to the engine, and you say that through some scripts the developer can add it. When I suggested autofire, I meant an "enable/disable" option in the engine, just like the option to "enable/disable" haptic feedback support, or as it is called in the gamepad's "rumble mode" engine, for example.
About the mouse... that could be something which could be thinked about in the future to expand the engine possibilities in terms of which games could be done.
And in my opinion, mouse support is as important as the keyboard. Honestly, I don't understand why some developers in general only add keyboard support. It even seems like these guys are trapped in spacetime in a time where there is no mouse. XD
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Related Issues (20)
- Sound effects keep popping and scratching on ppsspp and linux. HOT 20
- PSP build causes file access errors. Some games are just blank on PSP build. HOT 1
- Linux AMD64 Build fails on Gentoo Linux. HOT 20
- Fails to build on Manjaro x64 HOT 23
- Linux Arm64 Build HOT 13
- Xbox One controller left dpad button not working HOT 1
- Bare Knuckes III Yesterday Once More Crashes in the last version
- Changing Cameratype by script HOT 4
- Annoying sound noises in many games even with BGM and sound effect set to ZERO. HOT 1
- Wrong wiki link HOT 1
- issues with Openbor 4.0 Build 7533 in wine running marvel-first-alliance-2 HOT 3
- New Debug Setting Option: Ingame Debug Log HOT 1
- Cutscenes x skipselect (cannot load players)
- gamecontroller support broken on embedded Linux (aarch64) HOT 2
- New Run Config field: run.speed.z HOT 1
- Appimage require fuse libfuse.so.2 but the lib is here... appimage can't be extracted... HOT 2
- Change config files to .ini instead of binary .cfg file HOT 12
- Options at pause menu HOT 1
- attack.damage.type doesn't work properly
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