So, with the notice of James new tech demo of large hero walkabouts, it is seemingly something that can be done in the upcoming release, Alectormancy.
My question is, when exactly will this release? Well, not exactly when, but a timeframe of when to expect the new download.
Alectormancy?
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- Master K
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Alectormancy?
Last edited by Master K on Sat Aug 06, 2011 6:46 pm, edited 1 time in total.
- Spoonweaver
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Well if we look at The documentation provided with the tech demo. James does say that it might be implemented into the engine itself in the future. But he also says that it would be "way way in the future"
You can of course follow his instructions and simply implement this into your game now though. Using scripts may seem scary at first but soon you'll realize that it's just as easy as everything else in the editor.
Here's the script in case the .hss file is unreadable to you.
# Walktall.hss #
# This example script shows how to make tall walkabouts in the OHRRPGCE by replacing hero
# and NPC walkabout slices with battle sprites. This requires An OHRRPGCE Nightly Wip build
# from at least August 5 2011 (Or if you are reading this in the future, any stable release
# starting with "Alectormancy" will be fine.) (If you are reading this in the even more
# distant future, there might already be a built-in way to to tall walkabouts with no scripting)
#To make the heroes and NPCs overlap each other correctly you should set
# "Walkabout Layering: Together" in the general map data editor (this is the
# default for new maps)
You can of course follow his instructions and simply implement this into your game now though. Using scripts may seem scary at first but soon you'll realize that it's just as easy as everything else in the editor.
Here's the script in case the .hss file is unreadable to you.
Code: Select all
include, plotscr.hsd
plotscript, map autorun, begin
embiggen heroes
embiggen NPCs
end
script, embiggen heroes, begin
variable(hero, sl)
for(hero, 0, 3) do(
if(hero by rank(hero) >= 0) then(
# hero exists
sl := get hero slice(hero)
embiggen walkabout slice(sl) ) )
end
script, embiggen NPcs, begin
variable(npc, sl) for(npc, -1, -300, -1) do(
if(get NPC id(npc) >= 0) then(
# this NPC exists
sl := get NPC slice(npc)
embiggen walkabout slice(sl) ) )
end
script, embiggen walkabout slice, sl, begin
variable(pic sl, pic num)
if(sl) then(
pic sl := lookup slice(sl:walkabout sprite component, sl)
pic num := get sprite set number(pic sl)
replace hero sprite(pic sl, pic num) )
end
Last edited by Spoonweaver on Sat Aug 06, 2011 8:01 pm, edited 1 time in total.
it's finished when it's finished. the thing is, we don't even know what's going to be in the thing, so it's hard to be excited about it.
if you use nightlies, it doesn't really matter anyway. you'll get to use features and things as they come out, so waiting for a new version is somewhat less interesting than it used to be.
if you use nightlies, it doesn't really matter anyway. you'll get to use features and things as they come out, so waiting for a new version is somewhat less interesting than it used to be.
Last edited by Mystic on Sat Aug 06, 2011 8:47 pm, edited 1 time in total.