Search found 3890 matches

by Mogri
Tue Jul 15, 2008 4:44 pm
Forum: General Discussion
Topic: It's That Time Again: Slime Avatars
Replies: 69
Views: 23655

FIXED
by Mogri
Tue Jul 15, 2008 5:12 am
Forum: Game Discussion
Topic: Destroying an NPC via mouseclick PLOTSCRIPTING
Replies: 9
Views: 4341

Do your FOE* scripts do anything different? If not, you can just replace the 8 in FOE8 with the "ref" parameter. script, KILLFOE, who, begin suspend NPCs #I don't really want anything moving around for a second tweak palette (40,-10,-10) update palette play sound (s...
by Mogri
Tue Jul 15, 2008 4:24 am
Forum: Game Discussion
Topic: Destroying an NPC via mouseclick PLOTSCRIPTING
Replies: 9
Views: 4341

Re: Destroying an NPC via mouseclick PLOTSCRIPTING

Right. Well, in other words, your script should look like this: script, mouse script, begin # Must be called before any other mouse command init mouse variable (avoid warning) # Kludge to suppress the "infinite loop" compiler warning avoid warning := true # Infinite...
by Mogri
Mon Jul 14, 2008 10:21 pm
Forum: Game Discussion
Topic: OHR 8-bit Contest!
Replies: 63
Views: 22984

That looks very Super Game Boy, or maybe early-era Game Boy Color (I suspect you were going for the latter).
by Mogri
Mon Jul 14, 2008 8:26 pm
Forum: Game Discussion
Topic: Destroying an NPC via mouseclick PLOTSCRIPTING
Replies: 9
Views: 4341

Try something like this: for (i, 8, 10) do, begin #NPC ids 8-10 for (j, 0, npc copy count(i)) do, begin ref := npc reference(i, j) # Get the Jth copy of npc I if (npc pixel x(ref) -- npc pixel x(0...
by Mogri
Mon Jul 14, 2008 4:47 am
Forum: Game Discussion
Topic: OHR 8-bit Contest!
Replies: 63
Views: 22984

Your times are ambiguous. I'm guessing you're EDT, since that's the only US time zone that would've started by now.
by Mogri
Thu Jul 03, 2008 3:56 am
Forum: Game Discussion
Topic: 8-bit Graphic Contest?
Replies: 34
Views: 13593

53 colors? NES games were limited to 16 colors onscreen at a time. I think some games switched which 16 were displayed sometimes, but you should clarify in the rules whether contestants will be expected to restrict themselves to NES graphical capabilities.
by Mogri
Wed Jul 02, 2008 11:12 pm
Forum: Game Discussion
Topic: 8-bit Graphic Contest?
Replies: 34
Views: 13593

If you're that worried about the palette, you could just use the Curse of Vampire palette. The only problem is that it's only fourteen colors since I couldn't ever decide on a fifteenth or sixteenth. The game's unpassworded and there's a sample palette tile on each tileset.
by Mogri
Sun Jun 22, 2008 7:56 am
Forum: General Discussion
Topic: Pokémon Megathread - Don't Matter If You're Black Or White
Replies: 324
Views: 76882

I was about to argue that, but then I realized the only member of my serious fighting team that's actually from DP is Staraptor. The thing that annoys me is that they have so many duplicates. Did we really need more Normal/Flying? What was wrong with the 15 we have already? Do we really need more th...
by Mogri
Sat Jun 21, 2008 9:33 pm
Forum: General Discussion
Topic: Pokémon Megathread - Don't Matter If You're Black Or White
Replies: 324
Views: 76882

The fact that they included Kanto was jaw-dropping at the time, especially since RBY didn't have much post-game content. The only disappointing part of GS was that you could only fight Red/Blue/Ash/whoever once. That was a great battle, especially since I wasn't expecting it, and it was like "H...
by Mogri
Fri Jun 20, 2008 10:22 pm
Forum: Game Discussion
Topic: Just a Zombie Trying to Get By
Replies: 8
Views: 3534

That happened to me every time. I couldn't get the game to run.

EDIT: But then I went back and played Pestilence. Whee!
by Mogri
Fri Jun 20, 2008 2:33 am
Forum: Game Discussion
Topic: Collaboration Game V.2 - ~Zeta
Replies: 74
Views: 24363

Someone went WAY overboard on his chapter. It's more pages of backstory than there are combined pages of, uh, frontstory.

Basically it is way more convoluted than I know what to do with.
by Mogri
Thu Jun 19, 2008 5:27 am
Forum: Game Discussion
Topic: Wanted: Your baddie walkabouts
Replies: 13
Views: 5158

Yeah, the blocks don't appear along the walls. See how it's 2 + (something) mod 10? Goes from to to 11. It also prevents the walls from randomly forming a barrier between the doors, making a room impassable. I thought about seed random, but I had a partial brain fart at the time and forgot that call...
by Mogri
Thu Jun 19, 2008 12:18 am
Forum: Game Discussion
Topic: Wanted: Your baddie walkabouts
Replies: 13
Views: 5158

Okay, babble follows. I highly recommend playing the demo before reading. So, the problem is how to come up with room layouts without storing the information in global variables. Right now, the layouts just include walls randomly placed, but they could be anything. Monsters, keys, powerups, whatever...
by Mogri
Thu Jun 19, 2008 12:10 am
Forum: Games
Topic: Dungeon of Burlap Bags (TECH DEMO)
Replies: 0
Views: 3025

Dungeon of Burlap Bags (TECH DEMO)

Ever wondered how maze generation would work in the OHR? Here's my shot at it. There are two special rooms in the maze: a "key" room and the exit. The key room should have a key, but instead it has a random NPC, and the exit room should have locks on it so that you need the key first, but ...