Search found 832 matches

by Foxley
Sat Jan 28, 2017 3:11 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

Sorry for the slow response. Those ideas sound pretty cool, but maybe a bit over the top if all of the above were done. I think the core concept of a multicart kind of speaks for itself though, and inventing a fake company biography, while fun, might come off a bit pretentious if it were oversold. I...
by Foxley
Fri Jan 27, 2017 1:35 am
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5532

I'm pretty caught up in the middle of a busy workweek and too fatigued to get deep into Hamsterspeak code, but in short TMC: You've really gone above and beyond rushing out these new commands so quickly! I'm looking forward to playing with them soon and we'll see if I can get normal knockback behavi...
by Foxley
Thu Jan 26, 2017 11:03 pm
Forum: Game Discussion
Topic: old ohrrpgce game search: penumbra?
Replies: 5
Views: 1795

That name sounds SO familiar. Was it creepy/horror themed and had weird looking character portraits?
by Foxley
Wed Jan 25, 2017 2:18 am
Forum: Q&A Discussion
Topic: Quests
Replies: 8
Views: 1831

I think you could do an autorun script for a map that checks the ID of every NPC on the map, and if the ID is for a sidequest-giving NPC, run another script that attaches a slice to them. Or if they're unmoving NPCs, you could just place a ! or ? NPC on the spot above them and manage whether they ap...
by Foxley
Wed Jan 25, 2017 2:00 am
Forum: Game Discussion
Topic: Official MICRO-blog THREAD for "Finish Your Damn Game Engine"
Replies: 59
Views: 12929

I've began finding my feet in terms of coding over the past year or so, to where I've at least gone from "I'm terrible at coding" to "I can probably figure out to code a few things". Knowing how ridiculously unfair it is that just James and TMC are doing all the dev work at this ...
by Foxley
Mon Jan 23, 2017 7:53 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

Reading is hard, man. :(
by Foxley
Mon Jan 23, 2017 1:51 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

Damn it Willy, where're those demos? *peerpressurepeerpressure*
by Foxley
Sun Jan 22, 2017 5:28 pm
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5532

Cool, thanks TMC. I appreciate your interest. The copy of my game I uploaded about a month ago should have the exact same code:

https://dl.dropboxusercontent.com/s/unl ... tion37.zip

Let me know if you have any questions.
by Foxley
Sun Jan 22, 2017 12:27 am
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5532

Right now I'm thinking of just eliminating knockback as a game feature and just setting enemy movement to 0 while they're flashing their i-frames. I've already sunk way too much time on this one single thing and all it's doing is making me frustrated and wanting to avoid working on the actual game. ...
by Foxley
Sat Jan 21, 2017 9:14 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

That is rad. Can't wait to see it fleshed out.

AI is something I also have no experience making, so hopefully someone will be able to give some pointers. I have a project on hiatus due to not knowing how to make AI and I'd love to start it back up soon.
by Foxley
Fri Jan 20, 2017 4:14 pm
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5532

I take it that movement is pixel based? Despite what you said, you've got 5pixels/tick knockback for npcs, and 4pixels/tick for heroes. There's a very good explanation for that: I suck. I think I was testing things in the knockback scripts several weeks ago and forgot to put them back to normal, so...
by Foxley
Fri Jan 20, 2017 5:19 am
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5532

Something I've noticed with the engine, and part of why this is wonky, is that a player or NPC will get -1 to its X or Y coordinate on the tilemap if it's moved even 1 pixel to the west or north. So if an enemy is standing 2 tiles to the right of a wall, and gets attacked and knocked westward, it wi...
by Foxley
Fri Jan 20, 2017 4:12 am
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5532

Damage knockback woes, losing tile alignment

So I have a mostly-ish working system for having player and NPC/enemy knockback when damage is taken. The knockback distance is 10 tick/frame counts of 4 pixels, or 40 pixels, or two tiles. I've tried to remedy this by making the script set the player or NPC location to an X/Y coordinate that matche...
by Foxley
Fri Jan 20, 2017 12:15 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

My game's actually a lot smaller scope than I'd normally like, but underscoping is important if you want to get better practice at wrapping up projects, which is an area I'm really weak at. I'm actually fairly confident I can do a few dungeons with 15-20 Zelda 1 style rooms each pretty quickly. Main...
by Foxley
Thu Jan 19, 2017 5:05 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

Splendid news! Can't wait to try them. I'll be tied up making my game 'til the end of February, most likely. I was thinking of fixing up an older project that already had NES-ish graphics and simple gameplay, but I'm too busy. Overworld is completely done. Need to design a few small 20-ish room dung...