OHRRPGCE feature requests/suggestions

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Bob the Hamster
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Post by Bob the Hamster »

We could to that too.
TMC
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Post by TMC »

Instead of a toggle, it might as well be an option that takes you to the configuration menu.

I'm still thinking about auto-inserting the Fullscreen (and Joystick) options in the main menus of recent games (rather than just really old games which didn't have definable menus). Most likely it'll be a problem only if the menu has been positioned near the top/bottom of the screen.
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The Wobbler
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Post by The Wobbler »

TMC wrote:Instead of a toggle, it might as well be an option that takes you to the configuration menu.
This would be great
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Post by Billiard »

I noticed that the resolution of the "Big Enemy Graphics" editor is 80x80. I tried drawing a face and its quality is much more impressive than the possibilities provided by 20x20 and 32x40.

I will worship the developers of this product if they increase the resolution of the walkabouts to a supreme number, like 200x200, but that would probably require years of work to rewrite the whole engine. :angel:

Since you're already working on a new animation engine, would it allow you to easily give us 80x80+ walkabouts, or is this an unrelated change that would require much more work?

This is the best RPG engine I've found during weeks of searching. I appreciate your decades of work to improve it. I've always had ideas for games, but my intelligence is inadequate for programming. Hahahahaha.
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Post by kylekrack »

Billiard wrote:I noticed that the resolution of the "Big Enemy Graphics" editor is 80x80. I tried drawing a face and its quality is much more impressive than the possibilities provided by 20x20 and 32x40.

I will worship the developers of this product if they increase the resolution of the walkabouts to a supreme number, like 200x200, but that would probably require years of work to rewrite the whole engine. :angel:

Since you're already working on a new animation engine, would it allow you to easily give us 80x80+ walkabouts, or is this an unrelated change that would require much more work?

This is the best RPG engine I've found during weeks of searching. I appreciate your decades of work to improve it. I've always had ideas for games, but my intelligence is inadequate for programming. Hahahahaha.
Actually, if you use plotscripting, it would be possible to replace walkabout sprites (20x20) with other sprites. Usually people replace the normal walkabouts with hero sprites because the frames match up, but it'd be possible to write a script that replaces a character with large enemy sprites.

You would have to do more than replacing the sprites; you'd have to define sprite set numbers as frames somehow. It would take some work to organize all the data efficiently, but it'd definitely be doable. I can't think of any examples of anyone who's done it before, but someone else might know.

EDIT: Here's the walktall script page on the wiki if you want it http://rpg.hamsterrepublic.com/ohrrpgce ... ge_sprites
Last edited by kylekrack on Sun Feb 26, 2017 8:56 pm, edited 1 time in total.
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Billiard
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Post by Billiard »

I created a slice with one frame of a Large Enemy sprite, and I worked on a script that successfully displays it, but it follows my character instead of replacing it because it's offset to the right, and the physical bounds of the map still affect the small 20x20 character while the 80x80 image just walks through walls. :v:

I'll post the code for people who are interested:

Code: Select all

plotscript, map autorun, begin
  embiggen heroes
end

script, embiggen heroes, begin
  variable(hero, sl)
  for(hero, 0, 0) do(
    if(hero by rank(hero) >= 0) then(
      # hero exists
      sl := get hero slice(hero)
      embiggen walkabout slice(sl)
    )
  )
end

script, embiggen walkabout slice, sl, begin
  variable(pic sl, pic num)
   variable(sl2)
     sl2 := load slice collection(1)
     set slice lookup(sl2, sli:largeslice2)
  if(sl) then(
    set parent(sl2, get hero slice(me))
  )
end
TMC
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Post by TMC »

To make the large enemy sprite appear in the proper position you need to set the horizontal and vertical alignment properly. You can do that with this command:

Code: Select all

realign slice(sl2, edge:center, edge:bottom, edge:center, edge:bottom)
It's problematic to use "load slice collection" in this case, because each slice collection has an invisible container root slice, which you need to take into account then when moving/aligning the collection. Press F5 in the slice editor to see the root slice. I think if you set root to not fill parent and set its size to 80x80 then the above realignslice command would work. Of course, then you can just set the alignment and anchor points in the slice collection editor directly.
But it would be far easier to just write:

Code: Select all

sl2 := load large enemy sprite (42)
realign slice(sl2, edge:center, edge:bottom, edge:center, edge:bottom)
Billiard wrote:Since you're already working on a new animation engine, would it allow you to easily give us 80x80+ walkabouts, or is this an unrelated change that would require much more work?
Larger graphics will actually be introduced at the same time as the animation system, since they are both enabled by the upgrade to the file format and graphics editor.

But the problem is that after you're able to use arbitrary-sized walkabouts, tiles, the wallmap and collision checking will still be based on 20x20 blocks, which means that walkabouts much wider than 20 pixels will overlap horribly, as you found. Updating the collision system for walkabouts not a single tile in size is a completely separate feature. Allowing tile sizes other than 20x20 is also a completely separate feature, and is an alternative way to allow larger walkabouts. We've done a little bit on the former (and I plan to continue working on it), but nothing on the latter. I don't think either will happen too soon.

It would be possible to script your own movement and collision system for heroes and NPCs. For wall checking you can use the check wall collision x/y command. For collisions between NPCs and heroes you can use slice collision commands. But that's the easy part, then you need NPC activation, NPC AI, movement zone checking, doors... so it's heaps of work. Don't recommend it.

Tim-Tim's Tower was a game with some scripted 40x40 NPCs; Spoonweaver scripted a lot of the above.
Last edited by TMC on Mon Feb 27, 2017 3:51 am, edited 2 times in total.
Billiard
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Post by Billiard »

I have interesting ideas that won't be hindered by those portions that are built around 20x20 tiles. When your new file format and graphics editor are finished, please let the size of all sprites be as large as your new architecture will allow. You should add a warning that says "Only use sprites larger than 20x20 at your own risk" and hide the setting for crazy users.
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Post by TMC »

Sure! Actually it hadn't even occurred to me that I should warn people about using over-sized walkabouts :)
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Post by SwordPlay »

I think you guys are doing a great job! Kudos on the engine mah dudes (and dudettes)

ENGINE STUFF
- auto-backup of game file
- mass dump / export / import tools
- programmable hotkeys to e.g. jump through the engine or batch edit etc.
- hold down shift to navigate humongous lists faster!
- take full advantage of window size in CUSTOM
- really there should be some clean and easy way of adding multiple effects other than chaining, to reduce clutter, such as parenting
- configurable archetypes/classes/groups for e.g. items to save time
- arranging lists with titles/groups/classes to make it more manageable (e.g. tags, enemies, attacks)
- basic music sequencer

SPRITE EDITOR
- optional, variable zoom of sprite editor with preview
- compare sprites - perhaps switching between them with tab
- overlay sprites - especially for animation
- bg effect or graphic to see sprite/animation in a simulated scene
- mock-battle animation preview to see how attack animations might look
- more undo steps :p or a revert function
- copy/paste board

VIEWS/NAVIGATION
- hold down alt to navigate between heroes/item entries similar to attack editor
- use special keys to jump around CUSTOM
- hotkeys
- bookmarks
- shortcuts
- lookup code assignments for more subjects
- interengine links - link between different parts of the engine for seamless editing

- indenting, formatting, icons, boxes, underlines, capitalisation to streamline UI of complicated menus! check boxes, buttons, panels, all that jazz
- need to title/group things more clearly e.g. bitsets

- more views/layouts to manage large sets of data
- an overall view arranged as a grid would be useful
- comparison, overlay, or simulated views to help with tweaking/tuning
- panes to display relevant info, expanded/extended content, show comparison, display preview, simulate mock-up

ITEMS/EQUIPMENT - expanded equipment features
- item/equipment requirements and restrictions, e.g. stats, another item, skill, hero,
- teaches spell under requirements
- certain effects under specific requirements, such as improved stats or resistances
- different types of consumable item, such as consume hp/mp, charges, rechargeable, gauge etc.
- skills tuition via equipment expanded to include more, different skills with conditions

BATTLES
- animated enemy attacks. even if it's only 1 frame for action
- animated enemy sprites such as trembling, flying, breathing etc. effects applied to the sprite
- more than 4 spell lists
- extended spell lists. to contain more entries
- requirements or conditions for spells/spell lists to become active/visible/accessible such as tags
- different mp/casting types, for each spell and/or spell list
- spell requirements/conditions
- weighted random options for "random effects" spell-lists
- FF-style customise MP growth or have archetypes/formulas
- ability to organise a hero's battle menu, perhaps in something other than a list
- more stats/status effects such as auto-revive, buffer damage, flying, rows, confuse
- healing, regen, poison, drain, life/death needs to be easier to implement/manage

(more ideas cut off due to rambling)

I know some of this is in the works, has already been suggested or has been addressed already... sorry if I made a silly proposal,
i'm not a coder or anything, this is just stuff I thought of while using the engine.
I had some ideas which I tried to make neater, but I eventually gave up, so towards the end, it's mostly rambling dis-jointed ideas, insane dreams etc.

I am aware of plotscripting but just generally intimidated by it... It'd be nice to be able to do more stuff through CUSTOM, especially basic stuff like setting tags. A plotscript editor/writer within the engine would be awesome!

I'm looking forward to slices the most! especially if they get functionality like or beyond text-boxes... It would be cool to see many scenes replaced, augmented or supplanted by slices instead!
I am especially excited by the prospect of slices replacing NPCs or performing event-like roles, like how text-boxes are/were used.
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The Wobbler
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Post by The Wobbler »

Another request for you dudes: Option to hide certain equipment slots. I never use all of them in my games.
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Post by TMC »

Help! I'm trapped under a collapsed pile of requests!

My reply would be pages long if I used quote blocks for each suggestion, so I'll mark my replies with ⋙ instead:


ENGINE STUFF
- auto-backup of game file
⋙ Do you want more than the daily copy in autobackups? James was thinking of a feature to copy the .rpg to your Dropbox folder. If you can think of other good places for it to backup the file to, I'd like to hear suggestions
- mass dump / export / import tools
⋙ tabulate.py lets you export/import a few things like items, enemies and attacks as csv files. Would be nice to be built in. Actually, when we move stuff to RELOAD it would be possible to import/export them to/from XML. And I want to add map import/export.
- programmable hotkeys to e.g. jump through the engine or batch edit etc.
⋙ We will add a way to switch between editors quickly. Don't know what you mean by batch editing
- hold down shift to navigate humongous lists faster!
⋙ Use page up/down. Works everywhere. Holding shift is an interesting idea.
- take full advantage of window size in CUSTOM
⋙ We've done lots of work on this for Dwimmercrafty. There aren't many more menus left to fix up.
- really there should be some clean and easy way of adding multiple effects other than chaining, to reduce clutter, such as parenting
⋙ I think this is a great suggestion, though it requires allowing multiple pending attacks.
- configurable archetypes/classes/groups for e.g. items to save time
⋙ You mean templates? I've been thinking about them for a long time
- arranging lists with titles/groups/classes to make it more manageable (e.g. tags, enemies, attacks)
⋙ At first we discussed doing this for tags, but yes you should be able to do it for everything. My plan is to allow putting things into one or more groups and browsing by group
- basic music sequencer
⋙ A built-in sequencer? I'm afraid not. Unless you want to use NOTATE.EXE to create BAMs :)

SPRITE EDITOR
- optional, variable zoom of sprite editor with preview
⋙ Will add in Dwimmecrafty
- compare sprites - perhaps switching between them with tab
⋙ Planning this to go with animations
- overlay sprites - especially for animation
⋙ We can't yet do alpha transparency
- bg effect or graphic to see sprite/animation in a simulated scene
⋙ Would be nice but not sure what to allow; easiest to just display a backdrop behind.
- mock-battle animation preview to see how attack animations might look
⋙ Would be great but probably a lot of work
- more undo steps :p or a revert function
⋙ More undo steps are already in nightlies. Don't know what a "revert function" is
- copy/paste board
⋙ You mean basically a history of copied sprites? that would be nice. I want the same thing in the map editor

VIEWS/NAVIGATION
- hold down alt to navigate between heroes/item entries similar to attack editor
⋙ Someday
- use special keys to jump around CUSTOM
- hotkeys
- bookmarks
- shortcuts
⋙ I don't know what the difference is
- lookup code assignments for more subjects
⋙ ???
- interengine links - link between different parts of the engine for seamless editing
⋙ Absolutely; will do that

- indenting, formatting, icons, boxes, underlines, capitalisation to streamline UI of complicated menus! check boxes, buttons, panels, all that jazz
- need to title/group things more clearly e.g. bitsets
⋙ The menus really need that kind of organisation into sensible sections with headings and more use of colour and font. I've been cleaning up a few menus lately, but each menu needs to be done separately and is heaps of work. Our menu code is absolutely terrible, that's why Custom still looks the way it does. Moving to higher resolution will allow more cleanup; we were too space limited before. I'd like to start using icons. Converting menus to use UI like checkboxes and panels is an even huger task

- more views/layouts to manage large sets of data
- an overall view arranged as a grid would be useful
- comparison, overlay, or simulated views to help with tweaking/tuning
- panes to display relevant info, expanded/extended content, show comparison, display preview, simulate mock-up
⋙ Unfortunately I think Custom needs a rewrite to get these sorts of features

ITEMS/EQUIPMENT - expanded equipment features
⋙ James was working on an overhaul of items, while I tried to impede him by complaining "that's not flexible enough!"
- item/equipment requirements and restrictions, e.g. stats, another item, skill, hero,
- teaches spell under requirements
- certain effects under specific requirements, such as improved stats or resistances
- different types of consumable item, such as consume hp/mp, charges, rechargeable, gauge etc.
- skills tuition via equipment expanded to include more, different skills with conditions
⋙ A lot of these features would be too flexible, and therefore it would be better to script them. But items need more script triggers to make it easier to script these things,

BATTLES
- animated enemy attacks. even if it's only 1 frame for action
⋙ I'm working on animations for Dwimmercrafty
- animated enemy sprites such as trembling, flying, breathing etc. effects applied to the sprite
⋙ Ditto
- more than 4 spell lists
⋙ You actually have a need for that?
- extended spell lists. to contain more entries
⋙ Ditto
- requirements or conditions for spells/spell lists to become active/visible/accessible such as tags
⋙ Tag conditions are implemented in nightlies
- different mp/casting types, for each spell and/or spell list
⋙ Oh yeah, I started implementing more flexible item costs but forgot
- spell requirements/conditions
⋙ Yes, would be great... hmmm. Using tags to enable spells isn't very good, because tags are global rather then enemy/hero specific. Really, should have a whole new "condition"/"attribute" system for this sort of thing. Which is very similar to animation variants...
- weighted random options for "random effects" spell-lists
- FF-style customise MP growth or have archetypes/formulas
⋙ Customisable stat growth curves? Partly implemented. Didn't think of per-stat growth curves.
- ability to organise a hero's battle menu, perhaps in something other than a list
⋙ What?
- more stats/status effects such as auto-revive, buffer damage, flying, rows, confuse
- healing, regen, poison, drain, life/death needs to be easier to implement/manage
⋙ Yes, it's a mess; I wish I knew how


You know, my TODO list is already absurdly long; probably most of the things on it will never happen. So I need to figure out which features are the highest priority.

I am aware of plotscripting but just generally intimidated by it... It'd be nice to be able to do more stuff through CUSTOM, especially basic stuff like setting tags. A plotscript editor/writer within the engine would be awesome!
Yes, there are many places where you ought to be able to set a tag or condition something on a tag but can't. Feel free to suggest some.

A built-in editor might be useful for attaching one-line scripts to things, but I wouldn't use it anyway for more than that, because the built-in text editor isn't very good.
I'm looking forward to slices the most! especially if they get functionality like or beyond text-boxes... It would be cool to see many scenes replaced, augmented or supplanted by slices instead!
I am especially excited by the prospect of slices replacing NPCs or performing event-like roles, like how text-boxes are/were used.
Huh? I didn't understand any of that. Maybe you're partially referring to converting built-in menus to slices.
NPCs are already slice-based. "Event-like roles" refers to textbox conditionals, I guess?
The Wobbler wrote:Another request for you dudes: Option to hide certain equipment slots. I never use all of them in my games.
Would be nice, but not trivial since it changes the layout of the menu
Last edited by TMC on Mon Feb 27, 2017 2:57 pm, edited 1 time in total.
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The Wobbler
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Post by The Wobbler »

TMC wrote:
The Wobbler wrote:Another request for you dudes: Option to hide certain equipment slots. I never use all of them in my games.
Would be nice, but not trivial since it changes the layout of the menu
That makes sense. Would it be easier or harder to, say, have two slots be assigned to the same equipment type? So a hero could equip two items at once that fall under "Equipable as Accessory" or something.
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RMZ
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Post by RMZ »

Just throwing another one out there that might even be easy, but I don't know. Can you make it so you can adjust the size of the spell lists? A large reason I don't use conventional spells in my games is because I never have enough to fill it out all the way. Can you make it Auto Sized like text boxes have the ability to do? That way a spell pool with 2 won't look incomplete when it could hold a lot more.
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Post by SwordPlay »

>>>
some option to auto-backup every 1/5/20 minutes kinda thing might be nice, especially if you are prone to crashes

>>>
batch edit... uh, not really sure, I believe it's to edit multiple entries at once... can't really think of specifics cus i'm a bit of a slime

>>>
revert function would be useful if you messed up an entry in the database and wanted to change it back to an umodified or previously-saved version, for example, if you really slimed up an entry

>>>
copy/paste board might go nicely with some sort of palette dealy to store your common bits or just to hold your slime

>>>
hotkeys - well, they already exist :p supposed to be context sensitive or globally accessible... maybe someone will have some slimy ideas? :p dunno lol

>>>
bookmarks - theoretically placed at the beginning of a section, but it'd be nice to be able to place them manually too and jump to them, for example, using F row.
It might be good to have seperate bookmarks for each part of the engine.
It might be nice to have something like that in the game player too, like configurable shortcuts to access different menus on a keystroke.

>>>
shortcuts - a link to somewhere else in the engine... not sure what it means really, just rambling... I usually just chuck them about everywhere :p basically inter-engine links :p
Slime rating: My slime fell out :(

>>>
I think a Grid View would be absolutely amazing and a useful feature to add. EXTREMELY SLIMEY

>>>
More than 4 spell lists... nah, I guess not.
Still, it doesn't sit right with me currently... Perhaps some sort of pooled/common spell list or the ability to modify the spell list during the course of the game? A hero cannot learn a spell without it being in their spell list is kinda limiting.
Slime rating: slimed out

>>>
A hero's battle menu?
I have a few ideas on how to display the hero battle menu, but they are complicated, for example, a ring menu above the heroes head, or icons or some such.
For example, you might have options falling vertically, and instead of being cut off, displayed in a new column to the right.
Or you might press left and right on the battle menu to access other options, modify choices etc. but I'm not sure, it's really a layout thing if anything. Perhaps we could add slime?

>>>
Slices?
I don't really understand them myself. Still they are super exciting!
I'm looking forward to some kind of archetypes to create a slice for different game formats, like point-and-click or graphic novel type thing.
Slime rating: Mucho slime

Slices are cool and might allow for different game types than CUSTOM has previously envisaged. Weird, diverse and new formats!
If that stuff could be done from the slice editor, the better!
More complicated slice behaviours are definitely the future..
Programmable slices sounds like fun :)
Slime rating: slime, slime everywhere

At the moment, I think you can do all that kind of stuff through plotscripting but not CUSTOM. I'm still contemplating slices.
I really want the ability to make a game using just slices.
It puts me in mind of various game creator engines!
Slime rating: too much slime

Other stuff? everything looks great, friend, and am dearly looking forward to Dwimmercrafty and everything is awesome and brilliant and you're doing a great job, and everybody is super grateful and happy so far! So much slime! Slime for everyone! Slime one and all!

Slime rating: Slime apocalypse

Sorry for all the slime! Thanks for taking the time to reply! Cheers for the suggestions!
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