Search found 832 matches
- 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...
- 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...
- Thu Jan 26, 2017 11:03 pm
- Forum: Game Discussion
- Topic: old ohrrpgce game search: penumbra?
- Replies: 5
- Views: 1795
- 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...
- 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
- Mon Jan 23, 2017 7:53 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64203
- Mon Jan 23, 2017 1:51 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64203
- 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.
https://dl.dropboxusercontent.com/s/unl ... tion37.zip
Let me know if you have any questions.
- 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. ...
- Sat Jan 21, 2017 9:14 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64203
- 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...
- 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...
- 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...
- 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...
- 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...