Search found 4098 matches

by TMC
Tue May 19, 2015 9:40 pm
Forum: Q&A Discussion
Topic: Plotscript on Notepad++
Replies: 4
Views: 1538

I assume you're talking just about syntax highlighting? I don't believe anyone has ever written a HamsterSpeak definition file for Notepad++. IIRC Notepad++ actually has two different ways to define highlighting: standard Scintilla definition files, and a custom format (or is it just a custom editor...
by TMC
Tue May 19, 2015 9:03 pm
Forum: Q&A Discussion
Topic: Help using Read Map Block for animation
Replies: 6
Views: 1486

The correct solution would be to write current display tile (read map block(x, y, 0), 0) == 23 It sounds like you wrote read map block(x, y, 0) + get tile animation offset(0, 0) == 183 (or whatever the correct layer and animation patter...
by TMC
Tue May 19, 2015 9:19 am
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

Hmm, well it's not from Septaweekly
by TMC
Tue May 19, 2015 12:39 am
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

Oh, that's fantastic. Now I feel like setting the parameters to something crazy and then trying to draw with the hue-shifting ramps it gives me. Regarding long ramps, I think they're useful when the person making the palette doesn't know whether the person that's going to use it is going to want to ...
by TMC
Sat May 16, 2015 3:57 am
Forum: Q&A Discussion
Topic: Trouble with tags, items, text boxes...
Replies: 11
Views: 2766

Err yes. I was completely wrong to say that you need two tags.
by TMC
Fri May 15, 2015 11:01 am
Forum: Q&A Discussion
Topic: Trouble with tags, items, text boxes...
Replies: 11
Views: 2766

You need a second tag. One tag indicates whether you have the item (set as the items 'in inventory' tag, the other is set to indicate you had the item. Exactly as Soule X said. You can set it from "Thanks, have a trophy!".
by TMC
Thu May 14, 2015 10:36 pm
Forum: Q&A Discussion
Topic: Arcing Projectiles
Replies: 24
Views: 6580

What I would do to solve that is to display the arrow on the target after it hits. So even if the distance is so short that it's only in air for 0 or 1 tick, you can still see it hit. The other option is to increase the frame rate, but that will mean all existing scripts as well as hero and NPC move...
by TMC
Thu May 14, 2015 9:54 am
Forum: Q&A Discussion
Topic: Arcing Projectiles
Replies: 24
Views: 6580

Ignoring air resistance, all projectiles travel in parabolas. So I think you've drastically overcomplicated things, but if it's already good enough then there's no need to spend time on it.
by TMC
Thu May 14, 2015 9:49 am
Forum: Q&A Discussion
Topic: Get Sprite Palette
Replies: 4
Views: 1375

Use the get sprite default pal command.
by TMC
Wed May 13, 2015 11:09 am
Forum: Q&A Discussion
Topic: Arcing Projectiles
Replies: 24
Views: 6580

Actually whether you explicitly calculate acceleration due to gravity or not, the curve will be a parabola, so there should be no difference between the two scripts given the right set of parameters. So if you want to specify the height there's no reason you can't use the first script. I'm really su...
by TMC
Tue May 12, 2015 12:58 pm
Forum: Q&A Discussion
Topic: Arcing Projectiles
Replies: 24
Views: 6580

v is horizontal velocity. Default walking speed is 4 pixels/tick, which is quite slow, so I would use a value of 10-15 for an arrow. There's no need to make it variable unless you're going to have some arrows fired at high angles. The xi doesn't need to be globals if we instead move the slice relati...
by TMC
Tue May 12, 2015 12:34 pm
Forum: Q&A Discussion
Topic: % Based Poison/Regen Attacks
Replies: 15
Views: 3932

A limit sounds very similar to being another stat cap. Very straightforward. It would be ideal if the registers increased up from 0 rather than down from 1000. Then using them as a base stat for an attack would make sense. However that's a pretty big change, so maybe they should grow down from 0 ins...
by TMC
Mon May 11, 2015 6:21 pm
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361595

I'd like to take a look but haven't had time, especially because you describe it as an experiment and a roguelike. I did notice when it was posted to the gamelist, but must have skipped over without reading the description because there were no screenshots included. You did say you start out remarka...
by TMC
Mon May 11, 2015 4:29 pm
Forum: Q&A Discussion
Topic: % Based Poison/Regen Attacks
Replies: 15
Views: 3932

Yes, I mentioned that. I just went ahead and added it. Ended up rearranging that menu in the process... Regen, poison, stun and mute are implemented with registers. The initial values are 1000. The amount of regen, etc, is equal to the amount below 1000 that these are damaged. The implications are t...
by TMC
Sun May 10, 2015 4:58 pm
Forum: Q&A Discussion
Topic: % Based Poison/Regen Attacks
Replies: 15
Views: 3932

Oh, that's odd... we have settings to set icons for poison, stun, and mute, but not regen. An oversight. Since Ruin is based on a very old .rpg file, all the status icons will default to blank. You can set them in the Battle Settings menu. You didn't set your regen attack to heal, did you? It must b...