Search found 832 matches
- Mon Jan 16, 2017 8:23 pm
- Forum: Q&A Discussion
- Topic: Deleting doorlinks from a map?
- Replies: 1
- Views: 922
Deleting doorlinks from a map?
I'm messing with doors and just discovered that you can't delete doorlinks in the Link Doors... menu using the delete key or anything. That's a bit of a concern, especially if you made a bunch of doorlinks and then wanted to get rid of them. Is there something I'm missing here?
- Wed Jan 11, 2017 6:36 pm
- Forum: Q&A Discussion
- Topic: Embiggening a single hero?
- Replies: 2
- Views: 999
- Sun Jan 08, 2017 7:04 pm
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64203
I'm nearly done designing and tiling the overworld map, which will be 8x7 (56) screens big. Also started designing the layouts of the dungeons, of which there will be four. Things I still need to do: Fix the buggy damage knockback scripts (I'm seriously going to need help with this) Compose a few mu...
- Sat Jan 07, 2017 2:57 am
- Forum: Game Discussion
- Topic: Let's Talk Resolution
- Replies: 11
- Views: 2414
Honestly, I'm used to it too. But that's because I've been playing OHRRPGCE stuff off and on for about 18 years! My main concern is that even a lot of high quality work put into art assets and animations will still kind of be bottlenecked in terms of visual quality, due to choppy scrolling and anima...
- Thu Jan 05, 2017 12:10 am
- Forum: Game Discussion
- Topic: Let's Talk Resolution
- Replies: 11
- Views: 2414
In my opinion, having a low resolution and limited color palette is a two edged sword; it can be bad if you don't like working under limitations, but for others it's great for the creative process. The only thing holding this engine back in an objectively bad way is the framerate, combined with the ...
- Sat Dec 31, 2016 5:51 am
- Forum: Q&A Discussion
- Topic: How do you show a global value in text slices?
- Replies: 4
- Views: 1135
I guess I more meant is there a way to display global values via text slices in the slice collection editor, specifically. That way I don't have to script and manually position a string or text slice on the screen using Hamsterspeak, which would be fairly annoying. I'd like to do this to show the am...
- Sat Dec 31, 2016 5:02 am
- Forum: Q&A Discussion
- Topic: A way to get the ref of the NPC who triggered a plotscript?
- Replies: 5
- Views: 1234
Sweet, thanks! And yeah, that definitely needs to be documented better. Even a blurb in plotdict.xml under the #about-plotscript section would be great. Honestly I almost never read the help files on the wiki, should probably make an effort to read through it more though to avoid asking dumb questio...
- Sat Dec 31, 2016 4:15 am
- Forum: Q&A Discussion
- Topic: A way to get the ref of the NPC who triggered a plotscript?
- Replies: 5
- Views: 1234
A way to get the ref of the NPC who triggered a plotscript?
I'm running a plotscript for NPCs for things like health pickups and other powerups. But to have them spawn from dead enemies, I don't believe using onetime tags would be a suitable way to make them disappear since the onetimes are tied to the NPC ID, not the reference. So I was hoping there would b...
- Sat Dec 31, 2016 4:07 am
- Forum: Q&A Discussion
- Topic: How do you show a global value in text slices?
- Replies: 4
- Views: 1135
How do you show a global value in text slices?
I'm able to do things like ${V1} in text boxes to show the value of global variables, but how do you do the same thing with text slices? I want to show the value of a global in the slice collection editor, hopefully this is something that's doable. Otherwise I guess I can script text slices manually...
- Wed Dec 28, 2016 1:58 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64203
Quiet thread lately. Hope everyone is doing well. I'm at an uncertain point in development, where I'm not sure how to pare down the game to where it'll still be fun to play but not overloaded with half baked ideas that don't work and aren't fun to implement. Even though I'm garbage at coding, yet ag...
- Sun Dec 25, 2016 6:52 am
- Forum: Game Discussion
- Topic: Andy and Ollie Save Christmas!
- Replies: 6
- Views: 1822
Cute, fun little game. The sprite animation frames and parallax scrolling look fantastic. Level 3 was kind of obnoxious though, the buildings where there's just a stripe of color at the top became completely obscured by a cloud every now and then, and as a result I had no way of knowing what color p...
- Tue Dec 20, 2016 4:29 pm
- Forum: Q&A Discussion
- Topic: placing walkabout at pixel coordinate
- Replies: 4
- Views: 1197
It'd look nicer if you did this:
Code: Select all
switch (current map) do (
case (1) ## Put slice somewhere
case (2) ## Put slice somewhere else
...etc...
)- Sun Dec 18, 2016 4:21 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64203
So, when devs were making games for the NES, they would sometimes record actual sound effects and then compress them for use in the game, correct? For certain sounds, I feel like this method would be easier than playing around with an 8-bit sound effect generator until I get what I want. I don't kn...
- Sat Dec 17, 2016 4:23 pm
- Forum: Game Discussion
- Topic: Work for Hire
- Replies: 162
- Views: 98152
- Thu Dec 15, 2016 7:01 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64203
@Foxley: Honestly, I wasn't expecting much, but this game seems to be coming along fantastically well. At first I wasn't fond of the grid based movement, but with the higher framerate, it's actually not that bad at all. It truly feels more like a feature than a limitation and it no longer bothers m...