Search found 1189 matches

by kylekrack
Tue Nov 08, 2016 10:01 pm
Forum: Q&A Discussion
Topic: Increased bag size
Replies: 10
Views: 2147

Happy to help :)

Glad it worked, too. Let me know if there are any bugs with it or anything like that.
by kylekrack
Tue Nov 08, 2016 9:56 pm
Forum: Q&A Discussion
Topic: Increased bag size
Replies: 10
Views: 2147

First, you want to set an "is equipped TAG" on the item editor. Then you'll want to write a plotscript that checks whether that tag is on, and uses " set inventory size(new size) " to resize the inventory. plotscript, custom items menu script, begin if(check tag(t...
by kylekrack
Tue Nov 08, 2016 7:00 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64211

Main thing I have to say is that the menu items are already unreadable. The words are all the same color, so regardless of in front or behind, it's going to be hard to read. I think the idea is cool, and the execution looks great overall, but I'm not sure I get it. What's with the Matrix theme? Is t...
by kylekrack
Tue Nov 08, 2016 5:05 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64211

Could you clear up the palette guidelines, if there are any? There was an NES palette posted in the other thread but I don't know if that was made clear or not.
by kylekrack
Sat Nov 05, 2016 5:19 am
Forum: Game Discussion
Topic: Action 52 - Community Collab (Is this possible?)
Replies: 55
Views: 14489

TMC wrote:OK, after hammering out the plan a bit more I can say that Kylekrack is definitely in the clear for a tactical rpg.
w00t
by kylekrack
Fri Nov 04, 2016 11:23 pm
Forum: Q&A Discussion
Topic: How can I parent specific NPC's below the Hero?
Replies: 7
Views: 1598

In the map editor, you can set walkabout layering to be NPC over hero, vice versa, or the default, together. If you're alright with one always being over the other, then this would be the simplest solution. Otherwise, you'd need to get an NPC reference to the transport NPC and use "lookup slice...
by kylekrack
Fri Nov 04, 2016 5:49 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 336125

Oh gosh, these are wonderful! I actually have a Halloween game I started that could work splendidly with these graphics. Drawing graphics was one of the big setbacks for it (I didn't finish it by Halloween this year). I'll be sure to include a credits page in the main menu if I follow through with t...
by kylekrack
Thu Nov 03, 2016 9:52 pm
Forum: Game Discussion
Topic: Action 52 - Community Collab (Is this possible?)
Replies: 55
Views: 14489

I am almost certain AI will be the biggest hurdle. I'll build a system with full player control and then get back on the AI, then. I've never worked with AI before, so I'll be coming here with cries for help, no doubt.
by kylekrack
Thu Nov 03, 2016 5:52 am
Forum: Game Discussion
Topic: 2016's Halloween Contest Proposal
Replies: 31
Views: 9409

always relevant down here on the interwebs
by kylekrack
Thu Nov 03, 2016 3:41 am
Forum: Game Discussion
Topic: Action 52 - Community Collab (Is this possible?)
Replies: 55
Views: 14489

Don't forget that wasn't his first game. Took him a lot of years to get to that level of polish. And learning is half the fun! Thanks for the encouragement. I'm struggling to find time for anything right now, but I want so badly to make more games. I'll try to look at polish as a goal rather than a...
by kylekrack
Thu Nov 03, 2016 1:16 am
Forum: Game Discussion
Topic: Action 52 - Community Collab (Is this possible?)
Replies: 55
Views: 14489

Ah, I didn't realize Dungeon Bout was available. I have yet to try it out, but I was thinking about it when I asked. I also need to try out Phantom Tactics. I didn't know about this one. Looks pretty rad. It looks like I might make an attempt to add a tactical RPG to the collab after all. EDIT: Phan...
by kylekrack
Wed Nov 02, 2016 6:30 pm
Forum: Game Discussion
Topic: Action 52 - Community Collab (Is this possible?)
Replies: 55
Views: 14489

A small tactical rpg might be a fun addition to a collab like this. I've been craving fire emblem lately but I don't have any consoles, so I was considering making one instead. I'm gonna try to see how much work that would be and get back on it. Has anyone made a tactical rpg using the ohr before? I...
by kylekrack
Sun Oct 30, 2016 1:40 am
Forum: Q&A Discussion
Topic: Returning Next Textbox ID
Replies: 4
Views: 1109

I'll do what you say and use the default textbox slices. It's definitely not worth scripting all that functionality, especially considering this is a small project. Thanks again.
by kylekrack
Sat Oct 29, 2016 7:42 pm
Forum: Q&A Discussion
Topic: Returning Next Textbox ID
Replies: 4
Views: 1109

Alright I put that height fix into place. Works much better this way, thank you! Not being able to check for a next box is pretty limiting. The way I dealt with it in Overgrowth was by just creating a long switch statement that spit out strings and variables like "cont := boolean" and &quo...
by kylekrack
Sat Oct 29, 2016 3:35 am
Forum: Q&A Discussion
Topic: Returning Next Textbox ID
Replies: 4
Views: 1109

Returning Next Textbox ID

After looking through the documentation, I'm not finding any way to access textbox data, other than using textbox line() to append the lines to a string. I'm using this for custom textbox scripts. I'm planning on narrowing the width of the game screen, so default textboxes aren't working out. First ...