Search found 4098 matches
- Tue Feb 19, 2019 5:51 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19749
- Mon Feb 18, 2019 6:13 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19749
I haven't heard that one before! What's the game resolution? If you're playing a non-320x200 game the engine would be using the gfx_sdl graphics backend, because the default on Windows (gfx_directx) doesn't even support non-320x200 yet - got to fix that. (You can press Ctrl-F8 in-game to check/chang...
- Mon Feb 18, 2019 6:03 pm
- Forum: Game Discussion
- Topic: Faster walk speed
- Replies: 17
- Views: 3199
Using gamepad joysticks to control movement speed/direction is a fun idea, but it's too bad that other players miss out. Well, I guess a run key and 8 directions is a passable substitute. Yes, if the engine adjusted all the animation and movement speeds so everything's the same there wouldn't be muc...
- Mon Feb 18, 2019 5:56 pm
- Forum: Game Discussion
- Topic: Kaiju Big Battel: Fighto Fantasy - Now available
- Replies: 359
- Views: 65801
- Sun Feb 17, 2019 5:10 am
- Forum: Game Discussion
- Topic: Faster walk speed
- Replies: 17
- Views: 3199
- Sun Feb 17, 2019 3:48 am
- Forum: Game Discussion
- Topic: Sword of Jade original version tech support thread
- Replies: 30
- Views: 7762
- Sun Feb 17, 2019 3:45 am
- Forum: Game Discussion
- Topic: Faster walk speed
- Replies: 17
- Views: 3199
Well it's a glaring omission that you can change NPC speeds but not the hero speed, and now that you can change the FPS it needs to be customisable. That's also why I have to allow a broader range of walk speeds. Even speed 1 is quite fast at 60fps. Changing the speed during the game (e.g. when you ...
- Sun Feb 17, 2019 3:35 am
- Forum: Game Discussion
- Topic: Faster walk speed
- Replies: 17
- Views: 3199
- Sun Feb 17, 2019 3:18 am
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19749
You can import 1280x720 images. The maximum size of a backdrop is 4096x4096, though maybe I should reduce that since many OpenGL ES implementations don't support textures that large. (And you can import PNG and (most) JPEG files now too, just realise they get decompressed on import... I should chang...
- Sat Feb 16, 2019 10:02 am
- Forum: Game Discussion
- Topic: Sword of Jade original version tech support thread
- Replies: 30
- Views: 7762
A new rpg to finally demystify this Gold Crystal?? What's an OG version? The insta-kill skills bug was due to garbage data in the .rpg file that was unused at the time it somehow got inserted into the file but now means something unfortunate. Fyre already cleaned that up years ago. Sound effects is ...
- Sat Feb 16, 2019 9:47 am
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19749
Newsflash, press F1 to see the minimap in 16777216 glorious colors. 257+ colors may also turn out to be useful... elsewhere... But max resolution is only 1280x960 because that should be enough for anyone, right?? (Min resolution is 10x10, because 20x20 may just be too much for a one-pixel adventure....
- Thu Feb 14, 2019 1:09 pm
- Forum: Q&A Discussion
- Topic: Weird stuff happening with keypress script
- Replies: 4
- Views: 1049
- Thu Feb 14, 2019 3:35 am
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19749
Still didn't finish the slice clamping feature... been jumping between many different things and not finishing half of them. Let's see... As RMZ mentioned, joystick controls are now mapped to keyboard keys (up/left/down/right/esc/enter) by default, so that existing games with scripted controls can b...
- Thu Feb 14, 2019 3:06 am
- Forum: Q&A Discussion
- Topic: Hero Walkabout Sprite Layering
- Replies: 8
- Views: 1809
- Thu Feb 14, 2019 2:21 am
- Forum: Q&A Discussion
- Topic: Weird stuff happening with keypress script
- Replies: 4
- Views: 1049
It looks like the map is the same width as the screen, so why do you need to script camera movement anyway? You want the camera to lag the player position? If you want it to lag one tile behind, you could use an 'each step' script instead, that way it will only trigger at the end of each 20 pixels o...