Search found 832 matches

by Foxley
Fri Dec 02, 2016 11:58 pm
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

I've got about 30 sound effects made in FamiTracker so far, I'll try to get closer to 50 done and release them in .ogg and also the whole Audacity project file in case anyone wants to pitch shift or modify them.
by Foxley
Fri Dec 02, 2016 1:34 am
Forum: Q&A Discussion
Topic: Timer script triggers w/ arguments?
Replies: 14
Views: 3001

I'll just kind of clarify exactly what I'm trying to do (without actual scripts for now, I kicked my USB drive on accident and kind of borked it): I wanted to set aside 5 timers for NPCs/enemies flashing after taking damage, for their invincibility period. The i is in a for() loop doing "if rea...
by Foxley
Thu Dec 01, 2016 10:48 pm
Forum: Q&A Discussion
Topic: Timer script triggers w/ arguments?
Replies: 14
Views: 3001

Alright. The NPC ref is the important one, I could do something like duplicate the timer scripts if need be, even if it looks terrible.
by Foxley
Thu Dec 01, 2016 7:00 pm
Forum: Q&A Discussion
Topic: Timer script triggers w/ arguments?
Replies: 14
Views: 3001

Timer script triggers w/ arguments?

I'm trying to call a script trigger from a set timer, like so: set timer (i, 0, 5, @hurt flash(ref, i)) I'm passing it a couple of arguments. Here's what hspeak has to say about it: "Found unexpected pair of brackets containing 2 expressions. Either the brackets ...
by Foxley
Thu Dec 01, 2016 5:17 pm
Forum: Q&A Discussion
Topic: ESC from battle
Replies: 8
Views: 1779

Is the game in question a turn-based game like Dragon Quest, or a game with active time battle like the SNES and PS1 Final Fantasies? If the game is turn-based, holding Escape will never work for running away from battle.
by Foxley
Thu Dec 01, 2016 12:33 am
Forum: Q&A Discussion
Topic: Is there some setting that makes an attacker attack twice
Replies: 2
Views: 783

There are settings for Extra Hits both in the hero's stats and also the Extra Hits setting in the Attack definition itself. Make sure Extra Hits are 0, not 1.
by Foxley
Sun Nov 27, 2016 6:14 pm
Forum: Q&A Discussion
Topic: 'Piping' values through multiple scripts using arguments
Replies: 6
Views: 1509

OK, as it turned out, it wasn't working because I defined 'attack power' as a global but forgot to give it a value in the new game script, so it was doing 0 damage to enemy health... yeah.

*dons dunce cap and sits in the corner*
by Foxley
Sun Nov 27, 2016 4:08 am
Forum: Q&A Discussion
Topic: 'Piping' values through multiple scripts using arguments
Replies: 6
Views: 1509

Sure. script, check sword attack, dir, begin variable (ref, next) ref := next npc reference while (ref) do ( next := next npc reference(ref) if (player attacking && slice collide (get npc slice(re...
by Foxley
Sat Nov 26, 2016 11:02 pm
Forum: Q&A Discussion
Topic: 'Piping' values through multiple scripts using arguments
Replies: 6
Views: 1509

'Piping' values through multiple scripts using arguments

One thing I'm attempting to do, and I'm not sure if this is why what I'm attempting to do is failing, is get a value (let's call it X) through a loop in one script, have it call another script with that value - "other script(X)" - and then have that script call yet another script using tha...
by Foxley
Sat Nov 26, 2016 10:38 pm
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

Thanks TMC, I'm at least getting some results with that approach, where I was getting nothing before. Though I'm still not able to figure out why certain things aren't happening, namely enemy sprites getting knocked back and their NPC extra data being updated.
by Foxley
Thu Nov 24, 2016 11:49 pm
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64203

script, check for sword collision, sword, begin # The sword argument is an NPC reference to your sword NPC # This script loops through all other NPCs, and checks if the # sword hit any of them variable(i) # NPC references are negative numbers in the range of -1 to -300 for(r...
by Foxley
Thu Nov 24, 2016 1:09 am
Forum: Q&A Discussion
Topic: Script for printing text one letter at a time?
Replies: 5
Views: 1737

That last idea sounds hacky and totally awesome. I could even just do that in the slice collection editor and run a script to free the obscuring slice children one at a time, with a pause. If there isn't a more efficient way to do it entirely via scripting, I'll totally give it a try.
by Foxley
Wed Nov 23, 2016 6:02 pm
Forum: Q&A Discussion
Topic: Script for printing text one letter at a time?
Replies: 5
Views: 1737

Script for printing text one letter at a time?

I'm pretty sure I've seen this done in other games, so it must be doable. Basically, in the style of Zelda 1 and 2, and Castlevania 2, each string character shows one at a time.

Does anyone have any recommendations on how to implement this sort of thing?
by Foxley
Wed Nov 23, 2016 3:30 am
Forum: General Discussion
Topic: Glowing review of OHRRPGCE found in Google search results
Replies: 3
Views: 1671

Glowing review of OHRRPGCE found in Google search results

http://www.allaboutkidstoys.com/2016/10 ... aying.html

It was probably written by a bot using Google Translate, and is hilarious.
by Foxley
Mon Nov 21, 2016 9:28 pm
Forum: Q&A Discussion
Topic: Wait ticks freeze the main loop
Replies: 11
Views: 2120

Trying to use timers became a hideous mess really fast and none of it worked, so now I'm going to try (i.e. struggle) to work with values per tick. I'm working on some pseudocode to try to get an understanding of how to manage values per tick/frame, if someone could give feedback on IRC later tonigh...