Search found 4098 matches

by TMC
Thu Mar 26, 2015 4:14 pm
Forum: Game Discussion
Topic: Thinking of implementing socket support into Plotscript
Replies: 18
Views: 5992

(In your example does the server actually need to verify anything? It sounds like the opponent can do that.) Exposing RELOAD to scripting would be neat for defining and editing data in Custom, using the reload editor and editedit, or a tabular interface. But plain dicts, arrays, and objects (class i...
by TMC
Thu Mar 26, 2015 3:38 pm
Forum: Game Discussion
Topic: Scripter Needed for Sidescroller
Replies: 22
Views: 4296

Thinking more about it, the third option probably isn't useful in practice and I wouldn't spend time adding it. It would only be useful if you could reduce the CPU load significantly by skipping whole ticks instead of just rendering frames. That's easily true if you're trying to run at 300 fps becau...
by TMC
Thu Mar 26, 2015 2:29 pm
Forum: Game Discussion
Topic: Thinking of implementing socket support into Plotscript
Replies: 18
Views: 5992

I definitely want to see network support too. This is one feature though that especially deserves careful planning of interface and implementation. However I think that rapid prototyping is a great/the best way to plan something, as we can then play around with it (not publically exposed) and make c...
by TMC
Thu Mar 26, 2015 7:18 am
Forum: Game Discussion
Topic: Scripter Needed for Sidescroller
Replies: 22
Views: 4296

We should probably think about the issue of how to handle unexpected tick lengths. If you ask for 60 fps you're also at a much higher risk of getting less than that if running on a slow computer or if your game is script heavy, in addition to large differences when vsync is disabled or enabled. We s...
by TMC
Wed Mar 25, 2015 1:36 pm
Forum: Game Discussion
Topic: Scripter Needed for Sidescroller
Replies: 22
Views: 4296

When you say "really close," how close do you mean? Variable framerate was added a month ago, but shouldn't really be used for non-scripted games. Also if you ask for 60fps it might run at 59.5fps which will actually display at 30 or 45fps because gfx_directx defaults to vsync. I have to ...
by TMC
Tue Mar 24, 2015 1:26 pm
Forum: Game Discussion
Topic: Ohr racing game?
Replies: 27
Views: 7078

The technique described by James and that article (thanks, very interesting ivnestigation of old racing games) works very well; you can even easily texture the road and grass by using sprite slices instead of rectangles (see the article). I've been working on something very similar; will post a demo.
by TMC
Mon Mar 23, 2015 11:36 am
Forum: Game Discussion
Topic: Back to Basics Collection
Replies: 46
Views: 15924

Don't worry, I'm not seriously considering it. Would be a better solution to just make it easier to set up attacks. I'm thinking of a template system...

List views have been proposed a number of times... but I actually totally forgot about that!
by TMC
Sun Mar 22, 2015 10:44 pm
Forum: Game Discussion
Topic: Ohr racing game?
Replies: 27
Views: 7078

You forgot the classic DONKEY.BAS! Now there's a racing game suitable for the original 4.77MHz IBM PC or PC-wannabes such as the OHRRPGCE entertainment system.

Image
by TMC
Sun Mar 22, 2015 10:40 pm
Forum: Game Discussion
Topic: Back to Basics Collection
Replies: 46
Views: 15924

A defend action should definitely be defined in the attack editor rather than something builtin; there aren't any other built-in attacks. But it would be nice if it were easier to define such an attack; the attack editor is pretty intimidating. And there's always the option to provide default attack...
by TMC
Sun Mar 22, 2015 1:30 pm
Forum: Game Discussion
Topic: Back to Basics Collection
Replies: 46
Views: 15924

Cool, good luck. Don't forget to make suggestions for engine features for those script-less games. Or do what I would and just add them yourself ;)

By the way, all the free graphics released through HamsterSpeak (I believe) are linked from the Free Graphics pages on the wiki.
by TMC
Thu Mar 19, 2015 8:41 am
Forum: General Discussion
Topic: OHRRPGCE Magnets! for EVERYONE!
Replies: 84
Views: 19786

Just one magnet? I don't think you'll get 30 people asking for magnets. I can cover slimebucks costs too.
by TMC
Wed Mar 18, 2015 2:38 pm
Forum: General Discussion
Topic: OHRRPGCE Magnets! for EVERYONE!
Replies: 84
Views: 19786

Wait a moment, not everyone has a pile of unspent slimebucks. If the intent is to use it as a mechanism to assign magnets since they're in short supply then wouldn't it be fair to just hand them out evenly? I would suggest just taking requests for a while (several days?) and based on the demand deci...
by TMC
Wed Mar 18, 2015 10:38 am
Forum: General Discussion
Topic: OHRRPGCE Magnets! for EVERYONE!
Replies: 84
Views: 19786

As an alternative to the 2 dollar cost, I've decided to accept 2000 slimesbucks as payment for a magnet as well. I'm rich! I don't mind sending a few dollars if there's an easy way and if you prefer (is that $2 for shipping, for multiple magnets? How many?) otherwise I guess I'll pay in slimebucks ...
by TMC
Wed Mar 18, 2015 10:31 am
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361588

It looks the same brightness to me, and if it were affected by an optical illusion it should appear darker, not brighter.

Is that dark green thing a slime enemy? It's hard to see against the background, and doesn't really look much like a typical slime, so maybe it isn't.
by TMC
Tue Mar 17, 2015 9:58 am
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361588

Reply to Pepsi: I didn't find it 100% clear that "it requires two switches to lower or raise a gate" means that you can turn off one switch after raising a gate without effect. Maybe stating "both switches on are required to raise a gate or both off to lower it". It would actuall...