Search found 4098 matches

by TMC
Sun Dec 08, 2019 2:48 am
Forum: Game Discussion
Topic: Android google-play compat status thread
Replies: 73
Views: 10983

I tried looking at the log and matching it up with the messages printed from inside Video.java, but I didn't really learn anything. The most that I can suggest is building some simple test game from the latest version commander-genius repo (preferable one that uses audio) and seeing whether it has t...
by TMC
Sat Dec 07, 2019 2:44 pm
Forum: Game Discussion
Topic: Yet another OHRRPGCE dev blog
Replies: 135
Views: 19748

Fufluns Friday? Guess not. I did finish this Friday: Changing walking animation speed Nothing to do with Fufluns, really. Actually I mostly implemented this a couple months ago but just got around to finishing it. Seemed worth doing. Broken Mac builds continuing to be a painful problem. I hope somet...
by TMC
Sat Dec 07, 2019 2:32 pm
Forum: Game Discussion
Topic: Changing walking animation speed
Replies: 5
Views: 1113

Changing walking animation speed

In the latest nightly is a significant change to walking animations. Previously they were always two ticks per frame even if you increased the framerate. Now you can select the number of ticks per frame (for now, just a single global setting). It changes walk-in-place animations too. This doesn't af...
by TMC
Wed Dec 04, 2019 3:05 pm
Forum: Game Discussion
Topic: Blood Ledger - Alpha 1.1
Replies: 5
Views: 1062

Oh yeah, sure, why 12 years ago Bena released an earlier tech demo of this game :) There were others too, though nowhere near as ambitious. I know that at least RMSephy released a stealth game long ago too. I think that one no longer works properly with recent versions of the engine. I'm very biased...
by TMC
Wed Dec 04, 2019 2:53 pm
Forum: Game Discussion
Topic: Yet another OHRRPGCE dev blog
Replies: 135
Views: 19748

We just passed the two year anniversary of Etheldreme! :zombie: Didn't actually finish the sprite resize option yet. Instead, believe it or not, spent three days on the main Fufluns release blocker: that the OHRRPGCE doesn't run on the latest Mac OS release. It's slow going because I don't have acce...
by TMC
Wed Dec 04, 2019 2:25 pm
Forum: Q&A Discussion
Topic: how to change the hero sprite frame in plotscript?
Replies: 2
Views: 778

Yes. The frame number would be 0 to 7. Just an aside: this is in contrast to the "set hero frame" or "set npc frame" commands, which take a frame number of 0 to 1, and you have to set the NPC/hero direction to get all 8 frames. (And you can't use "set sprite frame" on N...
by TMC
Wed Dec 04, 2019 2:17 pm
Forum: Game Discussion
Topic: Android google-play compat status thread
Replies: 73
Views: 10983

I actually tested ohrrpgce-custom.apk (because I had it handy and it includes some test .rpgs already; should behave the same), and can reproduce that bumping AppVersionCode doesn't cause gamedata.zip to be re-extracted. A look at adb logcat shows why: libSDL: Settings.Load()...
by TMC
Sat Nov 30, 2019 12:54 pm
Forum: Game Discussion
Topic: Yet another OHRRPGCE dev blog
Replies: 135
Views: 19748

Can't believe I was still [s]wasting[/s] spending time on minimaps today... I could go on. Someone just pointed out that minimaps are cut off in-game if the map is more than 200 tiles high. Finally finished code cleanup and tweaking the map preview changes and pushed them to svn. Added a "maped...
by TMC
Sat Nov 30, 2019 11:05 am
Forum: Game Discussion
Topic: Android google-play compat status thread
Replies: 73
Views: 10983

I haven't tested yet, but DanteDynamite in Discord reported trying a latest ohrrpgce-game-debug.apk (32 or 64 bit?) on a phone recently upgraded to Android 9, and resuming worked fine. Maybe this isn't an Android 9 problem? Have you tried testing in an emulator? Its been a while since I tried gettin...
by TMC
Fri Nov 29, 2019 10:08 pm
Forum: Game Discussion
Topic: Yet another OHRRPGCE dev blog
Replies: 135
Views: 19748

Thursday Another one of those productive days. Baked a cake. https://tmc.castleparadox.com/pics/cheesecake818.jpg Friday Well, it turns out that this Friday was not Fufluns Friday. I did spend some time doing some extensive investigation of a bug report in "new keypress". It did not repro...
by TMC
Wed Nov 27, 2019 1:42 pm
Forum: Game Discussion
Topic: Android google-play compat status thread
Replies: 73
Views: 10983

"Oh, ignore those. I'm just inflating app install counts for a friend. ...friends. A few friends."
by TMC
Wed Nov 27, 2019 1:40 pm
Forum: Game Discussion
Topic: Yet another OHRRPGCE dev blog
Replies: 135
Views: 19748

Wednesday A very productive day. Didn't have time to work on the OHRRPGCE. Started baking a cheesecake. ---- Thanks for the crash report, will investigate. Probably similar to the cause of the first Win95/98 crash you reported. An option to disable the map previews shouldn't be needed (see my last ...
by TMC
Tue Nov 26, 2019 11:26 pm
Forum: Game Discussion
Topic: Android google-play compat status thread
Replies: 73
Views: 10983

My mum asked me to help transfer all her files to her new Android 9 phone, so I can test these problems in a couple day's time.
by TMC
Tue Nov 26, 2019 2:45 pm
Forum: Game Discussion
Topic: Yet another OHRRPGCE dev blog
Replies: 135
Views: 19748

Unbelievably, I spent another day on the map picker menu, this time making sure it's responsive even on a very slow machine (it wasn't). Spent a lot of time investigating exactly where the time was being spent, and made it delay doing any previewing if there isn't enough idle time available. (The ol...
by TMC
Mon Nov 25, 2019 3:33 pm
Forum: Game Discussion
Topic: Yet another OHRRPGCE dev blog
Replies: 135
Views: 19748

Wasted a lot of time investigating and fighting some code bloat (in vector type tables), in the end I managed to trim 400 bytes from game.exe... which is so close to zero that I doubt it's even worth the cost of adding another confusing macro. I'll probably just throw away that change. Anyway, this ...